tag:blogger.com,1999:blog-67051178983172147652023-11-19T00:42:36.333-06:00Jools Watsham's BlogJools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comBlogger191125tag:blogger.com,1999:blog-6705117898317214765.post-78443986229169255812019-05-13T12:08:00.005-05:002019-05-13T12:08:59.818-05:00Atooi UpdateWow, it has been more than four months since my last update! Time flies when you're having fun, and oh boy, we are having fun at Atooi Towers!<br />
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First up, <b>Chicken Wiggle Workshop</b>. My deepest apologies for the delayed release of the game. There are two main reasons for this:<br />
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1. We're adding more content to the game as well as polishing every aspect of it, which all takes extra production effort and time. The additional content we're adding improves the player's overall enjoyment and experience of the game - making it a much better title - while also addressing some of the feedback we received from the original release on 3DS. In short, we're adding our own internal stretch goals to the project, despite the Kickstarter not reaching those extra funding goals.<br />
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2. Sometimes we must share resources across projects to keep Atooi, as a whole, on track with our overall company strategy. We are always developing multiple projects simultaneously. This is to ensure we have a steady stream of releases and hopefully a steady stream of revenue. This enables Atooi to continue making great games. The adverse effect of this approach is that it can slow down progress on some or all of our projects for a period.<br />
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My current objective is to release Chicken Wiggle Workshop sometime in Q4 2019, which is the period of October to December this year. Please know that our number one goal is to release the best quality game, and we will do our best to release it as soon as possible. Thank you for your patience and understanding.<br />
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What else is going on at Atooi? Well, quite a lot actually!<br />
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At this very moment, <b>all of Atooi's games on Nintendo Switch are on sale for 80% off</b> in North America, Europe, and Oceania. That's right! Mutant Mudds Collection is $2.99, Xeodrifter is $1.99, Totes the Goat is $0.99 and, Soccer Slammers is $1.99. This means you can buy all four Atooi games for less than $10!!<br />
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There are some real gems in there, so it's definitely worth checking out if you don't already own all of our games. More info <a href="https://www.atooi.com/press" target="_blank"><b>here</b></a>.<br />
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What are some of these other games that Atooi is working on? Good question!!<br />
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<b>Secret Project #1: </b>We are wrapping up a very special physical release right now. That's right - a game in a box!! If everything goes as planned, it will be available to purchase in the next few months. I think this will be a very nice surprise for Atooi fans. Keep your eyes and ears open for more news on this very special release. We should have more news to share during E3, which is this June.<br />
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<b>Secret Project #2: </b>This title is extremely exciting and also extremely risky for us. We're throwing our hat into the ring of free online games for Nintendo Switch (and hopefully other platforms eventually). Insanity? Yes, probably! The game is progressing extremely well, so even if it is not a financial success, it will certainly be a game that I am immensely proud of, and a game I am looking forward to play with everyone fairly soon-ish. More news closer to completion.<br />
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<b>Secret Project #3:</b> We have a puzzle adventure in the works, which shows excellent promise. It is a concept I first created many years ago that we're finally developing now. It scratches a new itch when compared to our other titles. Exciting stuff. More news soon.<br />
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<b>Treasurenauts!!</b> Yes, we're still working on the game I first - mistakenly - announced way back in 2013. We're tentatively looking at a 2020 release. I won't have any new details to share until next year, I expect. The game is progressing very well. I am looking forward to share more on the game in the future.<br />
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Thank you for your continued interest in Atooi news. Happy gaming.Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-59094054234115631952019-01-05T20:39:00.000-06:002019-01-05T20:51:48.552-06:00Atooi in 2019<br />
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Folks who follow my activity on social media may have
noticed the frequency of my updates have slowed down to a halt in recent months. Nothing
bad happened. I’m still alive. And, I’m still making games. So, what did happen?</div>
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It finally occurred to me that being so active on social
media might be having a negative effect on my perspective of games, the
community, my work, and my overall mindset. So, I tested my suspicion by taking
a break from Twitter. My desire to check my mentions and timeline was still
very strong, but I resisted the temptation to see what my thought process would
be like on the other side.<o:p></o:p></div>
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To cut a long story short, I feel like I made the right
choice. I prefer being somewhat isolated from the noise of the industry. That
is not to say I don’t miss it. I do miss it. What I really miss is the
wonderful people who would send me incredibly kind and supportive messages. Who
doesn’t like to hear that, right? Being able to say thank you directly to the brave,
beautiful, and kind people on Twitter is one of the amazing qualities of
Twitter. Unfortunately, this comes with a negative flip side that I expect most
people have also experienced on social media.<o:p></o:p></div>
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It’s more than that, though. Being fed the very latest beat
on the pulse of the industry every five minutes of every hour of every day is
not necessary and can be detrimental to the creative process. At least, to my creative
process. I love videogames. I love playing them. I love making them. I probably
love making games more than playing them, and I really love playing them! I
have been making games for nearly three decades, and I remember the time before
social media. Sometimes, too much information can be a problem – at least when
it comes to creativity. Something in the vein of “too many cooks in the kitchen”
mixed with “keeping up with the Jones” will maybe help explain how I feel social
media has negatively affected my perspective on development.<o:p></o:p></div>
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Moving forward into 2019 I don’t have big plans for using
social media much. Using Twitter has made me lazy with PR and getting the word
out about my games, which is an area I need to be putting more effort into –
not less! The data that I have accrued since starting to use Twitter in 2010 suggests
that using it as a mouthpiece has not done as much as one would hope in getting
the word out to existing fans of our work, much less outside of that core audience.
As people’s timelines move by so fast, you’re relying on your followers being
active on Twitter and you’re also relying on their retweets. It is all too reliant
on luck, in my opinion. And that is too risky when one is trying to run a
successful business. I’ll put my faith in other methods to get the word out
about my games in future.<o:p></o:p></div>
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Anyway – onto 2019!<o:p></o:p></div>
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Chicken Wiggle Workshop is looking fantastic! Michael’s
new artwork for the game is amazing, and the new music that Perry and Grant
have created for the updated soundtrack is incredible. Playing the game now
feels like a new experience. It’s so exciting. And that’s not all we have planned
for the game! This is why development is taking longer than originally
estimated. I want the Switch release of Chicken Wiggle Workshop to be nothing
short of perfect. And it will be! More news on what new goodies we’re adding to
the game soon! I think you’ll agree that it was worth the wait when that
magical day is finally here. Thank you for your patience.</div>
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Treasurenauts is making progress – slow, but steady. Even
though I am not sure if we’ll have the game finished for release in 2019, I am
confident that we will make great progress this year. When this game is
eventually ready for release, it will be fabulous. I have no doubt. <o:p></o:p></div>
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Other things in store for 2019 is at least one physical
Switch release and one new little gem of a game. More news on all that when I have
firm details to share. Oh, and on that note, I will be sending out press releases
in the foreseeable future for all Atooi news announcements.<o:p></o:p></div>
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Thanks for reading.</div>
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Jools Watsham</div>
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Founder, Designer, Artist - Atooi LLC</div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-14431951464378138062018-05-21T10:46:00.001-05:002018-05-21T22:46:17.742-05:00New Focus and New Feels for 2018!A lot has happened so far in 2018. It is already looking like a very busy year for Atooi. Here’s a list of the key events so far in 2018.<br />
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February 15 – Xeodrifter released on Nintendo Switch.<br />
March 1 – Totes the Goat released on Nintendo Switch.<br />
March 1 – Mutant Mudds Collection on sale at 50% off for 20 days.<br />
April 1 – Xeodrifter on sale at 50% off for 20 days.<br />
April 5 – Chicken Wiggle Workshop successfully Kickstarted for release on Nintendo Switch.<br />
May 1 – Totes the Goat on sale at 20% off for 20 days.<br />
May 16 – Development of new secret game started.<br />
June 14 – Soccer Slammers releasing for Nintendo Switch on same day the World Cup kicks off.<br />
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Looking at that list I would understand someone thinking that everything is chaos and stress at Atooi Towers, but it is quite the opposite surprisingly. Sure, we’re busy. No doubt! But, everything is going really well with positive energy flowing through each project. Quite a contrast in emotion compared to my previous blog posts.<br />
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A lot of this for me is a matter of perspective. I have accepted the fact that I missed out on the gold rush that happened for the lucky indie devs who were allowed to release their games in the first 6 months of Nintendo Switch. Am I jealous? Yeah, totally. But, I am also genuinely happy for them. The launch window of a new platform is a short and exciting time to release new games. I was lucky enough to be a part of this with Mutant Mudds on the 3DS eShop. I tried to be a part of this golden time on Switch, but it didn’t work out. Hakuna matata.<br />
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I have also accepted the fact that I cannot and should not expect marketing support from Nintendo. My VIP membership has expired. 😊 And, that’s fine. Each business must do what it thinks is best for their own business. I am fully embracing that concept and focusing on what I must do for my own business without relying on others. Obviously, I wouldn’t say no to some help from Nintendo’s marketing machine, but it is healthier for me to assume it is not going to happen and forge my own way ahead.<br />
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I hope this does not come across as a rant, because that is honestly not how I feel about it. I am at peace with it, and I feel driven and energized to make my own independent path ahead. We have managed to release our current catalog of titles on the Switch and have new games on the way. Everything is going really well, and I am very thankful for that.<br />
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<b><u>Soccer Slammers</u></b><br />
We just finished up Soccer Slammers, which was a really fun project I created with programming pal Phil Elder. We first created a prototype for the game in June 2017. We spent about two weeks trying out different ideas to see what would work well. Initially I wanted to try it with no goalies, but that made it too easy and too simple. It lost that sense of mystery with shots on goal.<br />
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One of the first elements to get working right was the camera. We opted for a simple camera that does not move up or down, only horizontally. It’s like it’s locked on one of those rails that Spielberg would use to film a tracking shot in Indiana Jones! This combination of smooth, fast, and locked positioning shows off a great deal of the field, which does a good job of keeping track of most of the players in the game while staying focused on the ball.<br />
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The slam tackle went in pretty fast and felt good immediately. It was a balance of getting the slam speed, duration, and the period of time the player is static at the end of the tackle to produce a good sense of risk and reward when performing the move. Slamming someone and stealing the ball feels great.<br />
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The player movement speed and sprint took some finessing to present a nice feeling of jogging at default speed and really feeling like you rocket off when using sprint. A parameter of this was also the sprint meter, which controls how much the sprint can be used and not abused. When we got the smoke trail behind the player working properly I was very happy. The goal was to capture a similar feeling to the smoke trail in Super Mario 3D World, and I think we got pretty close.<br />
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Massaging all of these elements together to form a cohesive experience was a ton of fun, and it came together very well over a short period of time. A lot of my inspiration came from a combination of NBA Jam and Speedball and seeing how that gameplay could be adapted for soccer. Working with Phil was very easy and fun. That really helped the process go well. Positive attitudes go a long way.<br />
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We didn’t return to the game until late January 2018 – after Totes the Goat was submitted to Nintendo Lotcheck for approval. Since then, we’ve been hammering on Soccer Slammers pretty hard to finish up and polish the gameplay experience and add the structure of the different modes and features. We submitted the game to Nintendo Lotcheck on May 9, 2018. It was approved on May 17, 2018. We got lucky. That’s a very fast turnaround!<br />
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<b><u>Sales Promotions</u></b><br />
During the first few months of 2018 I decided to put all of Atooi’s Nintendo Switch games on sale. The timing for Mutant Mudds Collection felt natural (3 months after release), while the timing for Xeodrifter and Totes the Goat was a bit quicker than normal. Due to the nature of the Nintendo Switch eShop market and the fact that both games are direct ports, I felt this was an acceptable move to make. Not something I would be eager to do with a new original title on Nintendo Switch (read: Soccer Slammers will not be going on sale as quickly).<br />
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<b><u>Chicken Wiggle Workshop</u></b><br />
To throw a Kickstarter campaign in the midst of all this development activity could have been a disaster, but Chicken Wiggle Workshop was the right kind of campaign for that moment. I felt that if the Kickstarter video and the Kickstarter page effectively presented the concept of the campaign, then it had a chance to have an explosive start with a steady middle period and a spike towards the end, which is very common for successful Kickstarter campaigns. Thankfully, this is what happened.<br />
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It was a simple proposition: do you want this 3DS game to be ported to the Nintendo Switch with fancy new artwork and possibly a stretch goal that adds a sweet orchestral soundtrack? If the video and page showed off the qualities of the original game and what it would look and sound like on the Nintendo Switch, it left the viewer with a simple yes / no answer. 1553 people said yes and raised $35, 634. Wow! Amazing!! A huge thank you to everyone who supported the project. I’ll have some delights to share on our progress soon.<br />
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<b><u>Treasurenauts</u></b><br />
Since we finished Soccer Slammers we have been able to dive back into the development of Treasurenauts. This is now Phil’s fulltime focus. We were working on the game in 2017 too, but then we spent some time to get Totes the Goat and Soccer Slammers finished up.<br />
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The current task is moving all of the original goodness over to Unity. We want to get everything working on Unity for many reason, but the short version is that it makes everything simpler, quicker, and easier for us in the long run. Progress on this is going really well. I will join Phil in creating new content for the game soon, which I am very much looking forward to.<br />
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Each time I return to the development of Treasurenauts it is a wonderfully interesting experience. I spend a little time getting reacquainted with everything. It’s like going to the pub with old friends you haven’t seen for a while. After the first pint it’s just like old times and everything comes rushing back like no time has passed at all.<br />
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What’s really nice is that I have been able to bring my new experiences to Treasurenauts on each of my revisits. I haven’t been able to do that with any other game. Sometimes it is a small idea or detail, and sometimes it’s a big change that fits perfectly into the big picture, improving the overall concept.<br />
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My vision for the game is clear. It’s just a matter of making the time to finish it and finish it well. I know it will be a really fun game. It will probably be the best 2D platformer that I have had the pleasure of working on to date. That’s why I don’t want to rush it out for the sake of it. It will be done when it’s done, which will not be 2018 unfortunately. It will offer a bright shiny piece of treasure for folks to look forward to in 2019.<br />
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<b><u>Secret Project</u></b><br />
We are developing a new secret game. It is for Nintendo Switch and will release sooner than you may expect! It’s sort of new territory for me, and I am very excited about it. It is not connected with any other Atooi property. It is completely new. It is my hope that it leverages two future public events and benefits from its connection to them. How’s that for a cryptic clue?<br />
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<b><u>New Focus</u></b><br />
My focus for the foreseeable future is to try and be more mindful of the games that Atooi publishes. The two simple goals for each game is 1. High quality. 2. High sales. That is nothing new. But, how those goals are achieved differs greatly from project to project. Soccer Slammers was a case of making a fun arcade soccer title to coincide with the World Cup. I believe the game is high quality, and the soccer theme of the game should align well with the World Cup fever. Whether that is a recipe for high sales remains to be seen.<br />
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<b><u>More Secrets!</u></b><br />
I have one other exciting secret for 2018, which should be happening sometime between June and August. I have done something similar to this in the past, which was successful, and I hope this works out well too. I run the risk of setting high expectations for myself, but I think the dangers are somewhat limited with this one. Fingers crossed! More news soon.<br />
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Thanks for reading!<br />
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Oh, and if you like watching videos, here's a VLOG entry I made recently:<br />
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<br />Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-23149584244714107522018-01-29T11:42:00.000-06:002018-01-30T08:53:27.917-06:00Whine & Dine with Watsham<b><u>MORNING COFFEE</u></b><br />
Every now and then I like to write about what's happened over the past few months. It is a cathartic exercise for me, and hopefully offers something of interest to you. A common theme over the past few entries has been one of complaining about bad things that have happened. This may present an impression that I am a negative person who likes to whine about things. My friends can back me up that nothing could be further from the truth. I am naturally a very optimistic and positive person. I don't think I would have managed to start two video game companies of my own and developed titles such as Dementium, Mutant Mudds, Xeodrifter, and Chicken Wiggle without a hopeful outlook on the world.<br />
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If everything was going well, I would title this entry Fine Dining with Watsham. We're just not there... yet (there's that optimism).<br />
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My previous blog entry discussed the results of Chicken Wiggle's launch on 3DS, which was unfortunately less than stellar. However, once I picked myself from the floor and dusted myself off I was ready to make my mark on the Nintendo Switch with Mutant Mudds Collection.<br />
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<b><u>BREAKFAST</u></b><br />
Mutant Mudds' entry to the Switch library could have been a vanilla one. It would have been fine to release only Mutant Mudds Deluxe on Switch at $9.99 and then later release Mutant Mudds Super Challenge as a separate title. But I did not want to do that, because I believe first impressions can be important.<br />
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Instead, we set out to make Mudds on Switch special. Combining MMD and MMSC into a single game was a fun idea, and to top it off we decided to throw in a mudderized version of Bomb Monkey, called Mudd Blocks, which not only offers variety in gameplay to the trio, but also supports two player action. I was convinced this would be a big hit on the Switch among all the news of indie titles selling like hotcakes on the new platform.<br />
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Feeling good about the content of the game - having spent a lot of time and effort to add 100+ HD Rumble entries to cover every conceivable opportunity in the three games and support online leaderboards for all three games - I turned my attention to the other aspects that contribute to a games' successful launch: Pricing and PR.<br />
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My first thought was to set up Mutant Mudds Collection with a loyalty discount, so folks who purchased any of the muddy games on 3DS or Wii U would be able to buy the game at a lower cost. Unfortunately, this feature is not currently supported by Nintendo. OK, so the next best thing I could think of was to offer the game at a lower price as a pre-order so muddy fans could at least save some dough that way.<br />
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I wrestled with the pricing of the game for a long time. Many indie games had released at $19.99 on Switch, and that was becoming the norm at the time. But, due to the fact that MMC was a port of older games, and my thought that the indie gold-rush was coming to an end due to eShop saturation of games, I believed $14.99 would be a more attractive price. With that, I decided to put the game at $9.99 as a pre-order, which was surely a very appealing price for anyone interested in the games.<br />
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OK, great - that hurdle was figured out and now I needed to think about PR. I sent out dozens and dozens of codes to websites, youtubers, and anyone else who might give a little exposure of the game to a new audience - which is all fairly standard practice. In addition to this, I was fortunate enough to land a spot on IGN's Nintendo Voice Chat on the week the game was set to release. So cool!!<br />
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IGN is located in San Francisco, and I am located in Austin, Texas. I am becoming somewhat of a homebody as I get older, but this seemed like an opportunity I had to jump on. The folks at IGN are truly great people, and the chance to get the word out about MMC to an audience I may otherwise never reach was just too fabulous to miss. I invested in the time, flight, and hotel to make the appearance happen. It felt like an investment that would pay off.<br />
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I set up some Facebook ads as well as promoted some Tweets to try and get the word out during the pre-order period as well as post release. It's always difficult to gauge exactly how effective this can be, but I wanted to leave no stone unturned for Atooi's debut title on Nintendo Switch.<br />
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Nintendo's social channels on Twitter and Facebook are potentially massive opportunities to get the news out about your games to an audience who is likely interested in your game - or at least curious enough to check it out on the eShop. I emailed folks at NOA to put the game on their radar for consideration of inclusion in their social activity.<br />
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It felt like I did everything within my power to launch an interesting game on Nintendo Switch at a great price and get the word out so folks knew it was available. I had heard stories of games selling tens of thousands of copies within the first two weeks. Even though I always try to hope for the best and prepare for the worst, I truly felt that this could be a big hit for us.<br />
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<b><u>LUNCH</u></b><br />
I don't want to dive too deep into the sales details, because this blog entry is not purely about the sales of Mutant Mudds Collection, but more about everything that's going on right now. MMC has sold only "OK". I really shouldn't complain, but it's difficult to keep expectations in check when you read about success stories like Enter the Gungeon selling 75,000 copies in it's first two weeks. The same two weeks your game released, and you're seeing results less than 10% of that. The sales of MMC will help Atooi move along a little further, but I won't be throwing a celebratory party any time soon.<br />
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Why did Mutant Mudds Collection not sell as well as a game like Enter the Gungeon? It is difficult to say, exactly. Everyone will have their theories, and I expect many of them will be written in the comments section and/or tweeted at me. But, without actual data it's all anecdotal assumptions. The comparison of Mutant Mudds Collection and Enter the Gungeon is a very interesting one. Gungeon was originally released in April 2016 and Mutant Mudds Super Challenge was originally released in March 2016. Both are pixel games. Both were priced at $14.99. Gungeon was not offered at $9.99 as a pre-order, though. And, MMC is a collection of three games.<br />
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Enter the Gungeon was published by Devolver Digital, who is a fantastic publisher. I have many good friends who work at Devolver who I love and respect. I am truly happy for their success with this title, and for the developer who created it (Dodge Roll). But, I can't help but be a little jealous of their success over mine and try to determine what might have contributed to the different results. I always assume I made mistakes, and I expect I made many, but I also look for significantly different events that may have contributed to one games' success over another similar title.<br />
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I know that Devolver Digital is very good at promoting their games, and I am certain that this played a big part in the games' success. Maybe I just need to work with them... hmmm!? Another key event that I noticed happening prior to the launch of our games and on release day was the activity on Nintendo of America's twitter channel. Enter the Gungeon was retweeted prior to the games' release - announcing the release dates - and was also retweeted on launch day. I know that this may not be the singular reason a game will sell 75,000 copies in its first two weeks, but being tweeted out to over 8 million folks sure won't hurt.<br />
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I should add that I was thrilled and deeply appreciative when I saw Mutant Mudds Collection included on the Switch news channel as one of the indie titles highlighted for December. I have no data on how many folks view the news channels on the Switch, but it was wonderful to be included.<br />
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As a quick side note, if Mutant Mudds Collection sold 75,000 copies we would be looking at NET revenue of over $780,000. WOW! That would literally change Atooi's future over night. It is difficult for me to think of this in light of it being possible but not achieved with Mutant Mudds Collection, but I have to look at it as something that is still achievable and soldier on with that goal. I have had to do this multiple times in my career as an indie developer, and this is no different. One day I will achieve this sort of success, and I will use that success to make games that knock your socks off!<br />
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<b><u>DINNER</u></b><br />
So, what's next? If you follow me on twitter you may already know that Xeodrifter is coming to Nintendo Switch February 15 for $9.99. After the exhaustive efforts I put into setting up MMC for success and its sales not meet that effort, I am opting for a more restrained and simple release of Xeodrifter. No pre-order. No triple pack. Just bringing an excellent mini Metroid game to Switch at a reasonable price. We did take the time to add HD Rumble and make sure the game runs super smooth and awesome on the Switch. Fingers crossed it finds its audience.<br />
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I have also announced that Totes the Goat is coming to Switch. This is a port of Atooi's very first game. A mobile title I released as a side project while still active with Renegade Kid. The original game was developed in Unity, so bringing it to Switch was fairly quick and simple. We still took the time to polish it up nice and pretty for the Switch, and added some new playable characters for players to unlock. Totes is going through Nintendo lotcheck now. No firm release date yet. It will be priced $4.99 and not have any of the ads or in-game purchases of the mobile release.<br />
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We have a new previously unannounced game that will be coming out in time for the World Cup! WHAT!? I know, right!! It is a fun side project that we've been kicking around for a while now (pun intended). It's an arcade soccer game, called Soccer Slammers. Taking inspiration from NBA Jam, Soccer Slammers is a 2-on-2 arcade soccer experience focused on fast, fun gameplay for Nintendo Switch.<br />
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We'll be bringing Soccer Slammers to GDC to show it off to anyone who's interested. :)<br />
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What else? So much more!! I'll get to Treasurenauts in a sec. But, first... Chicken Wiggle: Re-hatched. I put the <a href="https://twitter.com/JoolsWatsham/status/950794508006055938" target="_blank">call out</a> to folks in the twitterverse to gauge interest in potentially running a Kickstarter campaign to bring an HD version of Chicken Wiggle to Nintendo Switch. Even though I know results on twitter are no guarantee, the most I expected to get from asking is whether this was a good idea or a terrible idea. I conclude it is a good idea! More on a Kickstarter campaign for Chicken Wiggle: Re-hatched coming soon!<br />
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<b><u>DESSERT!</u></b><br />
And now, onto Treasurenauts!!! Treasurenauts is going to be fantastic. If there is one thing that I have learned from the recent releases is that nothing is as exciting as a new game. It can be a port of your favorite game, but it's still something you've already experienced. A new game!? That is full of potential and excitement.<br />
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Treasurenauts is something that I have worked on and off for many years now. I first revealed the game back in 2013, which was clearly too early. :) It has been a really fun project to revisit. Each game that I have worked on and even each game that I have played has contributed to what Treasurenauts is today. It is the amalgamation of everything that I have learned about platformers, and it is a game that is truly special to me.<br />
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The design of Treasurenauts is complete. I continue to tweak small details of the design here and there, but the bulk of what Treasurenauts is has been established. Now, we just need to finish all of the content and wrap it up. I have no doubt in my mind that it will be my most ambitious and best platformer that I've had the pleasure of working on. I am constantly surprised and thrilled that people are still out there asking about the game and demanding its release.<br />
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The reason the game has taken so long is because it is larger in scope than my other platformers, and as such can't be rushed. However, that also means that it is not earning money for Atooi. Therefore, other games must be developed and released in order to generate money to enable us to continue with development. This is why games like Xeodrifter, Mutant Mudds Super Challenge, Chicken Wiggle, and Soccer Slammers exist. They were each a delight to develop, and they all fit within a time period shorter than Treasurenauts, which made them great candidates to release and generate cash. Admittedly, Chicken Wiggle development totally went off the rails and ended up taking 16 months, but I am proud of the results. :)<br />
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I will be bringing a playable of Treasurenauts to E3 2018. I will have more news on the game at that time. Until then, thank you for your continued support.<br />
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Now, before I go: I wrote this for me and for the folks out there who care about me and want to know what's going on in my life. If you see this as whining or want to give me shit for it. Go fuck yourself. :) I don't usually swear publicly - even though I swear like a sailor privately - but, it's getting to the point where people sending me asshole comments on my blog and twitter is just getting boring and tiring. I don't care about your negative comments. They are a reflection of you. Not me.<br />
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To the lovers out there - keep on loving. I love you all! 💓Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-49747234950954591112017-09-08T12:50:00.001-05:002017-09-08T13:02:06.124-05:00Breaking Eggs - Making Omelettes<div class="separator" style="clear: both; text-align: center;">
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The transition from 3DS to Switch is upon us! Today is September 8, three weeks after Chicken Wiggle released on the Nintendo 3DS eShop. I was confident all of the effort we poured into Chicken Wiggle for 3DS would pay off. The excitement level built up from releasing screenshots, and then short video clips, ultimately culminating with the trailer and footage of new gameplay features seemed to have folks excited about the game. My calculations were very wrong, apparently.</div>
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First day sales were shockingly low. Worldwide sales for Chicken Wiggle on day one were about 10% of Xeodrifter's day one sales in North America. Xeodrifter’s numbers dwarf Chicken Wiggle’s, but Xeodrifter’s numbers weren’t particularly impressive compared to what is considered a “success” on the 3DS eShop. Chicken Wiggle’s first day sales were so low, I thought there was an error in the sales report. Many of my developer friends thought the same when I shared the news. “That can’t be right!” echoed in my mind.</div>
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I gave it a few days to see if the report changed the next day or the next, hoping there was a delay in reporting and the real day one numbers would catch up. Sadly, the numbers never changed. It was indeed the real data. The next logical step was to hope that sales would increase the following days. Maybe the release day was just a slow day for sales? Nope. Less copies were sold on day two, and even less on day three. It continued to drop each day. As of September 8, the number of copies sold worldwide in 22 days is a little more than half of what Xeodrifter sold on its FIRST DAY in North America. Wow!</div>
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Clearly, I misjudged something. Perhaps the game is not appealing to the 3DS eShop audience? Perhaps it is overpriced? Perhaps the 3DS eShop audience has moved onto the Switch? Maybe it is one of these things. Maybe it is all of these things. Maybe it is something else that I am unaware of. It is shocking, to say the least. Trying to find answers, I am torn between trying to find someone else to blame and asking myself what mistakes did I make? It’s not a fun place to be, but it is important that I try to find answers and learn from it so I can try to avoid it happening again.</div>
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This feels all too familiar to Mutant Mudds Super Challenge. After tremendous effort in the development of the game and what I thought was a successful PR campaign, the sales results were less than stellar for Super Challenge. At least I could blame the possible confusion with the name of the game. Was it a sequel or an expansion? Should I have called it Mutant Mudds 2? The other factor that seemed to contribute to low sales was the increased level of difficulty. Most people felt that the original Mutant Mudds was challenging enough. Ratcheting the challenge up even more was simply not interesting to many players.</div>
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I can’t adopt the same reasoning for Chicken Wiggle. It was clearly a new game – no confusion of it being an expansion. The level of difficulty is purposely approachable, but with some challenge to keep it interesting. Most folks seem to be able to make their way through it and enjoy it without too much trouble - remarking on the variety of gameplay from level to level. So, I don’t think the game itself is the main issue here. I feel confident that if you liked Mutant Mudds and/or Xeodrifter then Chicken Wiggle would be appealing to you. I could be wrong on that, though. Price is always a tricky thing, but so far the feedback that I have received suggests that it is priced perfectly, if not too low according to some. Maybe everyone is just being kind and supportive. Based on the data I have recovered, it leads me to believe that the 3DS audience has moved on.</div>
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Here's what the press had to say, prior to the games’ release:</div>
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10/10 “You need Chicken Wiggle in your life." - Games Reviews.</div>
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9/10 “Excellent platformer that fans of the genre should not miss.” – TodoJuegos.</div>
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4.5/5 “Atooi has proven it still has that magic touch.” – Oprainfall.</div>
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4/5 “Everything about this game is so lovingly crafted.” – Nintendo Okie.</div>
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8.5/10 “Novel play mechanics offer varied gameplay dynamics.” – Nintenderos.</div>
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8.5/10 “Great platforming and game design tools.” – Pure Nintendo.</div>
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8.5/10 “One of the best games with a level creator out there.” – Shigeru News.</div>
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8/10 “Blends simplicity with sophistication into a cohesive whole.” – Cubed3.</div>
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8/10 “Fun, adorable platformer with some genuinely clever features.” – NinMobileNews.</div>
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8/10 “You start playing and you can not stop.” – Nintendo.pe.</div>
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While big titles like Miitopia and Metroid will surely sell more than Chicken Wiggle on their first day, they are Nintendo titles that have a strong brand and marketing budgets behind them. Sadly, I believe the Nintendo 3DS eShop is dead for “Nindies”. The audience that buys indie titles on Nintendo platforms has moved on to the Switch. I expected the Switch would impact the success of Chicken Wiggle on 3DS, but not to the extent that it has. I would be amiss if I did not mention the fact that Chicken Wiggle was nowhere to be seen on the main 3DS eShop shelf in North America for the first two weeks. It could be found inside the New Releases folder, and the Newest Videos folder. That was all. Whereas in Europe, Chicken Wiggle scored the premium landing slot. It literally couldn’t have been positioned better in Europe. I am extremely thankful of NOE for supporting my game this way. The crazy thing is that the breakdown of day one sales is 75% in North America, and 25% in Europe. Go figure!</div>
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The low sales of Chicken Wiggle has prompted me to put the game on a flash sale for two weeks to see if it gains some extra exposure and/or energizes folks to buy it. It's worth a shot, right? It feels way too soon to put the game on sale, but I don't have any other options right now. There are over 300 user-created levels on-line to download. There are tons of excellent creations - some added to the "Atooi Favorites" search category. It is a joy for me to play and experience them. Thank you if you are one of the eggcellent few who has already purchased the game, and another thank you for the eggstraordinary levels that have been uploaded. They have exceeded my expectations. It's a good time to pick up the game and enjoy all of the great content.</div>
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I think it should go without saying that I have no plans to release any more titles on the 3DS. This saddens me, greatly. I love the 3DS. But, if a polished title like Chicken Wiggle can’t find a home on the 3DS - a 3DS exclusive at that - I don’t know what indie game can. Anyway, I do want to say thank you to those players who have contacted me to tell me how much fun they have had with the game. The levels that you have created and shared on-line are truly impressive. Many of you are doing things with the level editor that I have not seen before. It is very exciting to see.</div>
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Chicken Wiggle will go on a two week flash sale in North America starting September 14. The price will drop from $14.99 to $9.99 during that period (33% savings). A two week flash sale will start in Europe the following week, September 21, also with 33% savings. The eShop game page is located <a href="http://www.nintendo.com/games/detail/chicken-wiggle-3ds" target="_blank">here</a>.</div>
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I have already revealed that we’re working on Mutant Mudds for Switch as well as Treasurenauts for Switch. I am very excited about both titles. I will have more news to share soon on them.</div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-66691339104713907962017-08-15T10:05:00.000-05:002018-01-10T17:36:31.289-06:00Making a Game Maker: Hatching Chicken Wiggle 🐣<div align="center" class="MsoNoSpacing" style="text-align: center;">
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Development of Chicken Wiggle started in February, 2016 with
a single image I created; an idea for a player package. The majority of Chicken Wiggle's production
was done by myself and Matthew Gambrell. Matthew did the programming,
music, and sound effects. I did the design, art, business, and marketing.<o:p></o:p></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEE6wlgLuUVd2cw3GZprGBXFPfWpmTI415nimEMHS-RfF9uqfmBgr1cMgXS6WUK-18MBYDZeUnNVnug9qgWU45HIo2JxZjKVjz6w72NZp2QVI9QwxlxNmZ1v4nlNII9dYfZTa4n1f_wXM/s1600/gameplay_rough_02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="120" data-original-width="200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEE6wlgLuUVd2cw3GZprGBXFPfWpmTI415nimEMHS-RfF9uqfmBgr1cMgXS6WUK-18MBYDZeUnNVnug9qgWU45HIo2JxZjKVjz6w72NZp2QVI9QwxlxNmZ1v4nlNII9dYfZTa4n1f_wXM/s400/gameplay_rough_02.png" width="400" /></a></div>
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<span style="font-size: x-small;">Please try to ignore the fact
that the little red dude is the hero from Xeodrifter. :)</span><br />
<span style="font-size: x-small;">At that early stage, I did not know what the main player(s) was going to look like so I grabbed the nearest sprite on hand.</span></div>
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The main emphasis with this player package was the balance
between the short jump/close attack range and the far range “hook shot” ability
that enabled the player to travel up/across relatively long distances. The two
extremes seemed to complement each other and rely on each other, which was a
pleasing concept. Later, we decided to use the “hook shot” to stun enemies – making
the close-range attack less scary to use – which really cemented the synergy
between the player’s different abilities.<o:p></o:p></div>
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The core gameplay idea was originally something that
could be described as a 2D Pushmo; played from a side view perspective. Draw
simple images with a handful of colors to create a level, and then navigate
through the level by jumping/destroying tiles of the level to reach a goal.
Looking at what Chicken Wiggle ended up being, we might have gone a little
further with the design and complexity of the game. Maybe a lot further.<o:p></o:p></div>
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But, before I get ahead of myself I should chat about how
we decided on a chicken and a worm as the stars of the game. As shown above, with
the initial player package, we started with a compact character that was the
same unit size as the level tiles they interact with. This immediately puts a
framework in place in terms of size and proportions. He’s basically square! <o:p></o:p></div>
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I kicked around a few different ideas for what the player
could be, in terms of a theme that could work across the whole game. Some of
the early candidates included a cute mountain climber with grappling hook, a
kid with a yo-yo, and a bird with a worm in his backpack. None of them are
technically right or wrong, better or worse. It really came down to personal
preference and what we thought was fun to embrace.<o:p></o:p></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFG0Yj7ZS9o6GqnkpNf0GVYXV2WtrJHziIZg75n-zeQnQ1A0m4zfi-Stdx6Sz6QllhqoZ04pcs8GbdnKKO75QHWIVwxA6HBz9s1nvS4do6MtSImoMGAgtp_hqt6R-7ubbmrPVNWvVVHEU/s1600/playa.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="880" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFG0Yj7ZS9o6GqnkpNf0GVYXV2WtrJHziIZg75n-zeQnQ1A0m4zfi-Stdx6Sz6QllhqoZ04pcs8GbdnKKO75QHWIVwxA6HBz9s1nvS4do6MtSImoMGAgtp_hqt6R-7ubbmrPVNWvVVHEU/s400/playa.png" width="400" /></a></div>
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The cuteness and absurdity of a bird and worm combo was
too funny to resist. I experimented with many color variations to make it not
look too similar to the many bird characters out there, such as those found in
a certain game about birds that are angry. This led me down the path of
considering a chicken instead of a “regular” bird, which immediately adds an
additional level of fun and absurdity.<o:p></o:p></div>
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Initially, I adopted a similar 8-bit-ish style to Mutant
Mudds, with a black outline and very few colors. This worked fine, but I
further experimented with a more shaded 16-bit SNES style with colored outlines
and more colors for highlights and shadows. I was much happier with this look.
You’ll also notice that the worm got a lot bigger than the original bird/worm
design. This was to ensure he could have visible eyes, which immediately makes
him more interesting and identifiable than without – ignoring the fact that
this chicken is either super tiny or has a GIANT worm in his backpack. Chicken
Wiggle was born!<o:p></o:p></div>
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Wanting the game to be something really special, we let
our imaginations go wild. Designing the gameplay for Chicken Wiggle was very
different than designing Mutant Mudds or Xeodrifter. With Chicken Wiggle, we first
had to create the level editor that the user would ultimately use in the final
game before we could design any levels for the game. This was difficult,
frustrating, and a little maddening. But, it had to be this way. I wanted to
make sure the level editor was awesome, and what better way than forcing myself
to use it to make the levels for the game itself?<o:p></o:p></div>
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Making a level editor is basically like making an
application, like a paint program or a sophisticated word processor. You must think
about the layout, content, interactivity of each element, and much more. It’s
complex, so it takes deep forethought, some trial and error, and a lot of time
to carefully build it one brick at a time. All the while, I would try to make rudimentary
levels, but I had to accept they would never represent the final levels because
I didn’t truly know what the final level editor product would look like until
it was finished.<o:p></o:p></div>
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It took a lot of discipline and patience to wait until
all of the 100+ ingredients that are at the user’s disposal were all designed, implemented, and working properly before making level 1-1. I made countless experimental
levels to ensure the level editor was functioning as desired, while also
exploring level design approaches. I didn’t know how I wanted to present the “game”
aspect to the player, so it was a good opportunity to make lots of different
styles of level designs to find the right one.<o:p></o:p></div>
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Should a single level focus on a single item that is
available in the level editor, and fully explore all the ways of using that
item as a way of teaching the player how the ingredients can be used? Or
perhaps each level can contain any number of the ingredients, and the focus
should simply be on fun!? In the end, I went with something that explores a small
handful of items in a single level to show them on their own as well as how
they can work with other items – all while considering a gradual difficulty
curve from the beginning of the game to the end.<o:p></o:p></div>
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I have always enjoyed playing and analyzing Nintendo’s
work, and especially Mario games. Super Mario World was a big inspiration for
Mutant Mudds level design. But, with Chicken Wiggle I had a much larger pool of
ingredients to play with! This led me to look at New Super Mario Brothers,
Mario Galaxy and the newer Super Mario 3D Land/World titles. In addition to
playing the games, I also watched a lot of gameplay videos on YouTube, which is
great when you just want to analyze the content of something instead of how it
feels. This led me to Mark Brown’s “Game Maker’s Toolkit” video
series.<br />
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/dBmIkEvEBtA/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/dBmIkEvEBtA?feature=player_embedded" width="320"></iframe></div>
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One particular video resonated with me in a major way and
helped me cement my thoughts. It is called “Super Mario 3D World’s 4 Step Level
Design" (included above).
In the video, Mark dissects how the level design of 3D Mario games have
progressed over the years, and culminate into a very concrete system with the
release of Super Mario 3D World for the Wii U. As with most things that inspire
me creatively, I try to understand the core principles of what the source is achieving
and then I see how that may apply to the unique needs of what I want to accomplish
in my game.<o:p></o:p></div>
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In this case, I created a seven-step level design guide to
follow:<o:p></o:p></div>
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Step 1: Introduce new device in safe environment.<o:p></o:p></div>
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Step 2: Repeat device without safety net.<o:p></o:p></div>
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Step 3: Introduce new hazard.<o:p></o:p></div>
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Step 4: Repeat device with new variation and safety net.<o:p></o:p></div>
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Checkpoint<o:p></o:p></div>
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Step 5: Repeat hazard with extra challenge.<o:p></o:p></div>
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Step 6: Combination of device and hazard without safety
net.<o:p></o:p></div>
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Step 7: Repeat device with safety net to reach goal.<o:p></o:p></div>
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The level above is the first level in Chicken Wiggle, after the playable intro level. Let's go through the steps! Step 1 introduces the spring device in a safe environment where it is impossible to be hurt. I also include a ring that can be grappled up to, reminding the player of the grapple ability established in the intro level. Step 2 repeats the same device while introducing death below. This ensures the player understands how to interact with the device before continuing in the level. Step 3 introduces a new hazard in the form of a stationary bat. I also included the destructible pink block (first introduced in the intro level, prior) to remind the player they can peck to destroy things. Step 4 repeats the device with a variation in a safe environment. Familiarity with a twist. Check point! Step 5 repeats the hazard with a variation. In this case it is the simplest of variations. The player is required to jump and grapple-stun and/or attack. This is to ensure the player knows this is possible and potentially expected in the future. Step 6 combines the device and hazard with death below! This allows the player to put all of what they have learned into practice in a hazardous situation. Exciting! Step 7 is a calm reward for making it to the end; the same device with another slight twist to present something familiar with something slightly new.<br />
<br />
As you can see, this level design approach generally relies on the use of two items. One “device”, and one “hazard”. In this example the device is a spring, which makes the player bounce higher, and the hazard is a static enemy that hurts the player if collided with. Really basic stuff. Then, there can be supporting items that facilitate the level, such as solid blocks (ground, walls, and ceiling), death spikes, wind currents, and jump-through platforms, and so on, which can all help create a level flow that is interesting, varied, and/or dangerous.</div>
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And then there are the pick-ups, which can provide an
addition goal and sense of accomplishment in the form of 100 gems to collect in
a level and three bonus FUN letters – some of which are perhaps hidden away
slightly off the main path for a sense of mystery and discovery.<o:p></o:p></div>
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Hopefully, you can see that we start to have a decent set
of ingredients to play with as a designer. But, we now need figure out what to
use where and why, and with what? In order to accomplish this, I listed all of
the devices in a column and then in the neighboring column I tried to match
them up with what could be interesting hazards. Something like this:<o:p></o:p></div>
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<br /></div>
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Springers Blubats<o:p></o:p></div>
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Springers Eyehoppers<o:p></o:p></div>
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Balloons Thorny
Vines<o:p></o:p></div>
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Balloons Spike-a-boos<o:p></o:p></div>
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<br /></div>
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And so on…<o:p></o:p></div>
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Once I had a long list of every combination that I
thought were decent in concept, I graded each combination with what seemed to
be a suitable level of difficulty, from 1 to 5. 1 being easy, and 5 being
difficult. Throw into this mix the need for ghost themed levels and levels that
utilize power-ups, the list of possibilities quickly became quite huge.</div>
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<br /></div>
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I set myself the arbitrary goal of eight worlds with six
levels in each – totaling 48 levels. That seemed like a reasonable number of
levels for the story mode, knowing that I intended to upload “Official Atooi”
levels after launch for players to download at no extra cost.<o:p></o:p></div>
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The final level list is below. It may have changed
slightly once everything was in place, but this represents a fair idea of what
I felt was a good way to present the ingredients of the level editor to the
player in an informative and entertaining way. I don't think it's much of a spoiler, but if you would prefer not to even get a whiff of what may be in the levels you should skip over the table.<o:p></o:p></div>
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<o:p></o:p></div>
<div align="center">
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<b><span style="color: white; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: "Times New Roman"; mso-hansi-font-family: Calibri; mso-themecolor: background1;">Cloud
Tower<o:p></o:p></span></b></div>
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<tr style="height: 15.0pt; mso-yfti-irow: 1;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
1-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Springers<o:p></o:p></div>
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<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Blubats<o:p></o:p></div>
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2<o:p></o:p></div>
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1-2<o:p></o:p></div>
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Hero Mask!<o:p></o:p></div>
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Windies<o:p></o:p></div>
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3<o:p></o:p></div>
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1-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Touchables<o:p></o:p></div>
</td>
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Eyehoppers<o:p></o:p></div>
</td>
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2<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 4;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
1-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Invisibles<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Vert.
Flyers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 5;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
1-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Peckables<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Blubats<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 6;">
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1-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Cloud
Reprise<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
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2<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 7;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Treetop Tower<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 8;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Balloons<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Thorny
Vines<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 9;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Speed Shoes!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spike-a-boos<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 10;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jumpers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Flame
Heads<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 11;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Secret
Walls<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spin-a-spikes<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 12;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Cloudaways<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Slyders<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 13;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
2-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Forest
Reprise<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 14;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Dusty
Old Tower</span></b><b><span style="color: white; font-size: 10.0pt;"><o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 15;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Balloons<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tough
Eyehoppers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 16;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Demo Hat!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Catbats<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 17;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jumpers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Slyders<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 18;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Invisibles<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Goblins<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 19;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Touchables<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spin-a-Spikes<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 20;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
3-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Dusty
Reprise<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 21;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Tubular
Tower<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 22;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Peckables<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Mr.
Bones<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 23;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jetpack!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Flame
Heads<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 24;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Cloudaways<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Prank
Imps<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 25;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Ghost Touch!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Hori.
Helmets<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 26;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Peckables<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Green
Gobs<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 27;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
4-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tubular
Reprise<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 28;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Slumber
Tower<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 29;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Balloons<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spike-a-boos<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 30;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All The Power<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"></td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 31;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Accord-a-likes<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Prank
Imp<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 32;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Secret
Walls<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Mr.
Bones<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4 or 5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 33;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jelly
Jelly<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Thorny
Vines<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 34;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
5-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Reprise
5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 35;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Temple
Tower<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 36;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Rollabouts<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tough
Eyehoppers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 37;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Hero Mask!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spin-a-spikes<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 38;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Springers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Eyehoppers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 39;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Invisible<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Growers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3 or 4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 40;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Switcharounds<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Cannon-ons<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 41;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
6-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Reprise
6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 42;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Under
Construction<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 43;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jelly
Jelly<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Eyehoppers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 44;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jetpack!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tough
Green Gobs<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 45;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Balloon<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Catbats<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 46;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Secret
Walls<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Reactors<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 47;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Switcharounds<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tough
Eyehoppers<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 48;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
7-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Reprise
7<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 49;">
<td colspan="4" style="background: black; border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-background-themecolor: text1; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 337.25pt;" valign="top" width="450"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
<b><span style="color: white; mso-bidi-font-family: Calibri; mso-bidi-font-size: 10.0pt; mso-bidi-theme-font: minor-latin; mso-fareast-font-family: "Times New Roman"; mso-themecolor: background1;">Tours
De Dessert<o:p></o:p></span></b></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 50;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-1<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Touchables<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Slyders<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 51;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-2<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Demo Hat!<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Prank
Imps<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 52;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-3<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Rollabouts<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Spin-a-spikes<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 53;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-4<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Invisible<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Vert.
Helmets<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 54;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-5<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Jelly
Jelly<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Tough
Green Gobs<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5<o:p></o:p></div>
</td>
</tr>
<tr style="height: 15.0pt; mso-yfti-irow: 55; mso-yfti-lastrow: yes;">
<td style="border-top: none; border: solid windowtext 1.0pt; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 40.25pt;" valign="top" width="54"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
8-6<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 117.0pt;" valign="bottom" width="156"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
Reprise
8<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 121.5pt;" valign="bottom" width="162"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;">
All<o:p></o:p></div>
</td>
<td nowrap="" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; height: 15.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: .75pt 5.4pt .75pt 5.4pt; width: 58.5pt;" valign="bottom" width="78"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5</div>
</td></tr>
</tbody></table>
</div>
<div class="MsoNoSpacing">
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
The really exciting thing for me was that the story mode
all focused around the “Rescue Friend” gameplay rules in the level
editor. This fit with the story presented at the beginning of the game.
However, there are five other gameplay rules to choose from: Grab the Loot,
Remove Meanies, Lock & Key, Take Me Home, and Destroy Blocks. These are
rules I will be exploring with the Official Atooi levels that will be available
for players to download.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
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In the end, Chicken Wiggle drew on a collection of different
games for inspiration. Super Mario Maker for the whole level creation aspect,
Banjo-Kazooie for the duo and backpack and classic story vibe, New Zealand Story for some art and
level design styles, and The Magical Quest Starring Mickey Mouse for art style
and some music style. I’m sure there are many other sources of inspiration for
the game, but these stand out in my mind.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFAjImbpZJFemNVOnsv8WLzRIecMsEOm8rGLM69hKlGIf_KhzLxHoSPUcg11TmSqwEDlTI3xZ9mdSsDd6G5PKm1YPODkDMxU2h21og4-1xzkIpl8MtG7AOgqlBu81lsUGzZ5bdmOq15Lk/s1600/CW_share.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="811" data-original-width="1258" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFAjImbpZJFemNVOnsv8WLzRIecMsEOm8rGLM69hKlGIf_KhzLxHoSPUcg11TmSqwEDlTI3xZ9mdSsDd6G5PKm1YPODkDMxU2h21og4-1xzkIpl8MtG7AOgqlBu81lsUGzZ5bdmOq15Lk/s400/CW_share.png" width="400" /></a></div>
<span style="font-size: x-small;"><span style="font-size: xx-small;">Illustration by </span><a data-cke-saved-href="https://twitter.com/anniemae04" href="https://twitter.com/anniemae04">@<strong>anniemae04</strong></a></span><br />
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We finished the development of Chicken Wiggle and
submitted the game to Nintendo for lotcheck approval on June 9, 2017 – 16 months
after we started. After two failed attempts and some fixes later, Chicken
Wiggle was approved on August 2, 2017. The game could have been released on
August 10, 2017 in North America, but with the additional time and complexities
involved in a European launch due to the number of countries, the earliest
simultaneous release possible was August 17, 2017.<o:p></o:p><br />
<br />
Thanks for reading, and happy gaming!<br />
<br />
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/SVO-jiwIH5c/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/SVO-jiwIH5c?feature=player_embedded" width="320"></iframe></div>
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-46174091979215897552016-12-05T16:08:00.002-06:002016-12-06T13:34:39.046-06:00Mutant Mudds Double Pack - PSN Exclusive! <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4yKMgr5xG4sDkXoNwjthb1QzD_DI7kwpYOSbs0gdtn3zeLv5GL7uEuYrweMrBbFGQ-EnCIlIGkyCevklGljo19wRY2yhLpZn__flKBIBXvJQXR94IrazF4Qk5UVCXQ6RvfLX9M6-pcqc/s1600/MuddyIcons.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4yKMgr5xG4sDkXoNwjthb1QzD_DI7kwpYOSbs0gdtn3zeLv5GL7uEuYrweMrBbFGQ-EnCIlIGkyCevklGljo19wRY2yhLpZn__flKBIBXvJQXR94IrazF4Qk5UVCXQ6RvfLX9M6-pcqc/s320/MuddyIcons.jpg" width="320" /></a></div>
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<b>Mutant Mudds Double Pack!<o:p></o:p></b></div>
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I am delighted to announce that we have partnered up with
our pals at Nighthawk to create a very special muddy bundle coming soon to
PlayStation! For the first time ever, Sony players will be able to get their
hands on our all-new Muddy sequel, Mutant Mudds Super Challenge, as well as the
award-winning game that kicked off the whole muddy invasion on PS3 and PSVita
in 2013: Mutant Mudds Deluxe. That’s right! You get both games for the price of
one, marking the arrival of the classic Mutant Mudds Deluxe for PS4 on December 6, 2016. The
Mutant Mudds Double Pack will be available for a limited time only, so act promptly
to take advantage of this very muddy offer. Coming to PS4 and PSVita!<o:p></o:p></div>
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You know something that’s really cool about this offer?
Not only do you get to save a ton of money, you also have the perfect tools to
become the ultimate masher of muddiness. How so? Well, some folks find the
difficulty of the sequel, Mutant Mudds Super Challenge, a real slap in the face
without prior experience of the first game, whereas veterans of the original are
frothing at the mouth for moar spikes! So, if this is your first time battling
the mucky mutants, you can start your adventure with the original game, Mutant
Mudds Deluxe, to hone your skills before bringing the pain to the deplorable dirt
bags in Mutant Mudds Super Challenge, which includes six epic boss encounters
that are sure to test your mettle!<o:p></o:p></div>
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While you count the seconds until this very special
bundle is available, please take a journey with me down muddy memory lane…<o:p></o:p></div>
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It all started in 2011. We were busy working during the
day on projects with publishing partners, while in the evenings we were working
on our passion project. At the time we didn’t even have a name for the game. We
just knew we wanted to make a fun and solid platforming experience that
captured what we loved about the NES and SNES era of gaming.<o:p></o:p></div>
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One of the first features we got working in Mutant Mudds was
the ability to leap between three playfields via launch pads, taking you far
into the background or close-up in the foreground. I remember when we finally got
this working in the game, and it blew me away. I’d always wanted to jump into
the background. To create this effect, it took a combination of many things.
First off, we displayed the far background at a much higher resolution than the
other layers, and from there we scaled up everything 200% to create the middle playfield.
The foreground layer was scaled up 300% from the background source.<o:p></o:p></div>
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Next, we applied a distance tint or fog effect to the
background to push it back a bit. In the foreground we created a silhouette
effect by having all of the platform art transition to black. And the final
touch that really established the sense of depth came from a focus effect that
blurred the layers slightly based on the player’s location. If the player was
in the middle layer, both the background and foreground would be slightly
blurred. When the player leapt into the background, the middle layer became
slightly blurred and the foreground got even more blurred. I hope you agree
that the final results work pretty well to create a fun and unique setting.<o:p></o:p></div>
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To create a sense of progression across the game and also
ramp up the challenge gradually, I spent a great deal of time categorizing the
different types of challenge ingredients that we created for the game and
listing them in order from easy to difficult. This included not only enemies
and hazards, but also small jump, long jump, crouch to avoid projectile, and
many other details of the player experience. I then created a table that listed
all of the challenge ingredients and all of the levels, adding a checkmark
where each element was introduced first to the player. This enabled me to craft
a few things. It helped me set a gradual difficulty curve throughout all of the
levels in the game, and also ensure new elements were introduced to the player
over the course of their experience to keep things interesting. It is this
aspect that makes the original game a great primer before jumping into the
sequel. The sequel is quite different in this regard!<o:p></o:p></div>
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When it came time to create a sequel to Mutant Mudds we
immediately thought of the Lost Levels from the Super Mario Bros. series. The
Lost Levels was the official sequel to Super Mario Bros., released in Japan.
However, it was deemed too challenging for North America at the time and was
replaced by a different “Super Mario Bros. 2” in the form of an adaptation of Yume
Kōjō: Doki Doki Panic.<o:p></o:p></div>
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We loved the idea of what Lost Levels set out to do: give
fans of the original game a literal continuation of the first experience with
increased difficulty. Even though that was the seed of the idea for Mutant
Mudds Super Challenge, we also took the opportunity to add a ton of new content
that we felt would improve the overall experience, such as boss encounters, all-new
level art themes and music, secret passageways, new pick-ups, 20 hidden
playable characters, and unlockable soundtrack (featuring over 40 tunes)!<o:p></o:p></div>
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The biggest difference with Mutant Mudds Super Challenge
is the fact that there really is no difficulty curve. It starts out hard, and
continues to be hard. Even the intro levels pulls no punches. You may die. A
lot. We added a handy death counter so you can keep track of your failures.
Yeah, sorry about that. To counter that slap in the face, you’re able to visit
any of the levels in the main worlds from the beginning. So, if a particular
level is giving you a hard time, you can visit a different level and come back
at a later time with a fresh perspective.<o:p></o:p></div>
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Something that makes our job so satisfying is when we
hear positive feedback from players who are enjoying our games. It is truly a
magical thing. One of the biggest highlights for me was when Shuhei Yoshida
tweeted out his Muddy progress from a flight he was taking from US to Japan.
When the President of Worldwide Studios, Sony Interactive Entertainment shares
his enjoyment of your game, you’re having a great day! When Mutant Mudds Super Challenge
released on Vita, he even went on to say it was a sequel to his “favorite
action platformer.” We love you Yosp!<o:p></o:p></div>
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<a href="https://twitter.com/yosp/status/760244112918405122">https://twitter.com/yosp/status/760244112918405122</a><o:p></o:p></div>
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Thank you all for your support. I hope you enjoy the
special bundle we have put together for you. Please share your experience with
me on twitter. You can find me here: <a href="https://twitter.com/JoolsWatsham">https://twitter.com/JoolsWatsham</a>.
Peace!<o:p></o:p><br />
<div style="text-align: center;">
<br />
<b>North America</b></div>
<div style="text-align: center;">
<b><a href="https://store.playstation.com/#!/en-us/games/mutant-mudds-double-pack/cid=UP0884-NPUB50383_00-MUTANTMUDDS2PACK" target="_blank">Buy MUTANT MUDDS DOUBLE PACK Now on PS4!</a></b></div>
<div style="text-align: center;">
<b><a href="https://store.playstation.com/#!/en-us/games/mutant-mudds-double-pack-vita/cid=UP0884-NPUB50386_00-MUTANTMUDDS2VITA" target="_blank">Buy MUTANT MUDDS DOUBLE PACK Now on PSVITA!</a></b><br />
<br />
<b>Europe</b><br />
<b><a href="https://store.playstation.com/#!/en-gb/games/mutant-mudds-double-pack/cid=EP0884-NPEJ00467_00-MUTANTMUDDS2PACK" target="_blank">Buy MUTANT MUDDS DOUBLE PACK Now on PS4!</a></b><br />
<a href="https://store.playstation.com/#!/en-gb/games/mutant-mudds-double-pack-vita/cid=EP0884-NPEJ00469_00-MUTANTMUDDS2VITA" target="_blank"><b>Buy MUTANT MUDDS DOUBLE PACK Now on PSVITA!</b></a></div>
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-52030565194049341662016-11-04T14:14:00.003-05:002016-11-05T15:26:03.980-05:00Healthy Time for Indies?<div class="separator" style="clear: both; text-align: center;">
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Every videogame developer/publisher faces the decision of which platforms to support with their new creations. Often, this decision is based on where they believe they can sell the most copies of their game, but sometimes is it influenced by an emotional bias. As far as I know, no one has a crystal ball that shows us the future, which means all decisions have the potential for success and failure – although, the odds for success are surely on the side of those who use market data to help them decide.<br />
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The videogame industry is at an interesting point in time with the PlayStation 4 and Xbox One both now three years old (first released in North America November 2013), and we have the recently unveiled Nintendo Switch home console / handheld platform on the horizon (set to release in March 2017). The Nintendo 3DS is over five years old (first released in Japan February 2011), and the Nintendo Wii U is four years old (first released in North America November 2012). Sony’s often forgotten handheld device, the PlayStation Vita, is now five years old (first released in Japan December 2011). And, finally there’s Steam as the #1 source for PC/Mac games – a huge market!<br />
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Based on previous platform cycles, we have at least four or five years of PlayStation 4 and Xbox One support before we potentially see their replacements released. It is difficult to predict how the Nintendo 3DS market will be impacted in 2017 with the release of the Nintendo Switch, considering its hybrid nature. It is likely Christmas 2017 will be Nintendo’s last big push for the Nintendo 3DS. Sadly, the Wii U’s era has come to a premature end, having never reached its potential in the market. I think the PlayStation Vita still has some life in it, especially for enthusiasts, but no one knows when or if we’ll see another handheld from Sony.<br />
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In the home console market, PlayStation 4 is the current leader over Xbox One in terms of hardware units sold to date. Sony announced PlayStation 4 has sold over 40 million units, compared to a speculated 20 million Xbox One units. In the handheld space, Nintendo 3DS has sold over 61 million units, compared to a heavily speculated/debated 10 million PlayStation Vita units. The Wii U has sold over 13 million units. I am not sure if there is an accurate estimate of how many active Steam users there are, but I think it is safe to say that it is likely tens of millions.<br />
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61 million | Nintendo 3DS</div>
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40 million | PlayStation 4</div>
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20 million | Xbox One</div>
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13 million | Wii U</div>
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10 million | PlayStation Vita</div>
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TBD | Nintendo Switch</div>
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Tens of millions | Steam</div>
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So, where does this leave developers who want to release their games in the future? The clear favorites are PlayStation 4, Nintendo 3DS, and Steam with a tremendous number of hardware units in their respective home console / handheld / computer markets. However, these software markets are all highly competitive with a great selection of first-party and third-party titles to choose from and many more high-quality titles on their way. The Xbox One and PlayStation Vita also have great software libraries, with the PlayStation Vita currently seeming to lag in software support compared to Xbox One. Sadly, releasing titles on the Wii U right now is probably unwise. Fortunately, there are plenty of other healthy markets to consider.<br />
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Let’s throw the Nintendo Switch into the mix. In contrast to the reveal of Wii U, the Nintendo Switch has generally been received very positively by the public, gaming enthusiasts, and the media. What was a confusing and fumbled message with Wii U, is a clear and interesting concept with Nintendo Switch. The Nintendo Switch is different, fresh, and intriguing. None of these things could have been said to describe the Wii U reveal.<br />
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For indie developers, the launch window of a new platform can be a great opportunity to release new original games. It is a time when players are generally more willing to consider buying new games to get the most out of their new hardware purchase. It is also a time when the number of titles available is at its lowest, potentially offering less competition. However, there is likely strong first-party and third-party AAA launch titles to compete against. The best strategy is to not directly compete with the big AAA titles, but offer your own unique experiences instead.<br />
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Since a new hardware release begins with zero hardware units sold, the sales potential can be difficult to determine. In the case of Nintendo Switch, it seems likely that it will have a better launch than Wii U, but that sadly is not saying much. In the month of January that followed the Wii U’s November launch, only 57,000 units were sold. By comparison, the original Wii sold 435,000 in January, also two months after launch.<br />
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As such, putting faith into the sales potential of an exclusive launch title on a new hardware platform is a risky endeavor. Therefore, we often see ports of older games at launch from third-parties, or we see non-exclusive new titles that are included as part of a multiplatform launch strategy. In some cases, the hardware manufacturer may be able to offer incentives for developers/publishers to release exclusive content within the launch window of a new platform to counter the increased risk.<br />
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All things considered, the best strategy for the average indie developer at this time seems to be a multiplatform approach. If you want to support a single platform, there is not a definitive option. Steam, Nintendo 3DS, and PlayStation 4 offer the largest install base, which is important, but they also have extensive software libraries to compete with. However, they do still offer great potential for a single platform release, with each having very different audiences. The type of game you are releasing will play a big part in which market might be best suited.<br />
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For technical and logistical reasons, not everyone can support a multiplatform release. In my experience, a staggered release of a title on multiple platforms can have negative results. I believe a simultaneous release on all platforms is the best bet for maximum exposure of your game in the press and subsequently, potentially greater overall sales due to this. If a small delay is unavoidable, I think a week or two delay between platform releases will result in minimal loss of momentum/exposure/sales potential. Larger delays between platform releases will result in loss of buzz with less media coverage, and result in potentially less sales.<br />
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For the past 10 years with Renegade Kid, we released our games primarily on Nintendo handhelds. Fortunately, the Nintendo DS and Nintendo 3DS were both successful in hardware sales. As a small developer, with minimal overhead, we could develop big games on small budgets. When we had the bandwidth to bring our games to other platforms, it was typically many months after the initial launch of the game. This resulted in less media coverage/excitement and therefore less-than-stellar sales.<br />
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Unfortunately, we are not currently able to consider releasing a launch title for Nintendo Switch, because Nintendo of America has restricted developer access to Nintendo Switch information. As a consumer, I am very excited about the Nintendo Switch. I’ll be buying it on day one! As a developer, however, we must wait until we are given developer access to the platform before we can consider Nintendo Switch for any of our future titles. It appears many indies in North America are in the same boat as us, whereas many indies in Europe already have access to Nintendo Switch devkits.<br />
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We have two new games currently in development. Chicken Wiggle will be released exclusively on Nintendo 3DS in early 2017. If it is received well, we will consider bringing Chicken Wiggle to other platforms at a later date. The other game we’re finishing up is the eagerly anticipated Treasurenauts, which was first revealed way back in 2013. Due to various reasons, the game has been put on hold numerous times to enable us to complete the development of smaller games. Thanks to the partnership with our good friends at Nighthawk, we are finally able to finish the game properly and fully realize its potential.<br />
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Treasurenauts is an interesting title because it is the type of game that could work very well as a multiplatform release. It features a fully-fledged single-player campaign as well as cooperative multiplayer “couch play” for two players on a single system (split-screen). Even though the game started out as a humble 3DS title, it has since increased in ambition and scope. As such, we brought home consoles into the plan long ago to maximize the games’ potential in terms of player-enjoyment and hopefully sales. I will have information to reveal on the release date and the supported platforms for Treasurenauts soon.<br />
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In closing, I think it is a healthy time for indies to release their own games. There are some clear favorites in regards to potentially successful single-platform markets, and some great opportunities for multiplatform releases. The future inclusion of Nintendo Switch is sure to add one more healthy option for indies to consider for their creations. It’s a good time to be indie.<br />
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Thanks for stopping by. Please share your thoughts below.Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-90288113221756965932016-08-29T09:00:00.000-05:002016-08-29T09:00:40.751-05:00<div class="separator" style="clear: both; text-align: center;">
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<b><span style="font-family: Verdana, sans-serif; font-size: large;">RENEGADE KID FOUNDERS EMBARK ON</span></b></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: large;">NEW SOLO VENTURES</span></b></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: large;">Two new exciting chapters begin!</span></b></div>
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<span style="font-family: Verdana, sans-serif;"><b>AUSTIN, Texas – August 29, 2016</b> - Renegade Kid has announced that its co-founders, Jools Watsham and Gregg Hargrove, have made the difficult decision to bring their 10-year partnership of developing games together as <b><i>Renegade Kid LLC</i></b> to an end.</span><br />
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<span style="font-family: Verdana, sans-serif;">With their friendship and respect for each other still very much intact, Watsham and Hargrove will continue developing videogames under the names of their new companies: <b><i>Atooi </i></b>and <b><i>Infitizmo</i></b>.</span><br />
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<span style="font-family: Verdana, sans-serif;">The award-winning library of Intellectual Properties that Renegade Kid has created over the past decade will be finding new homes. All of Renegade Kid’s “2D” games, including the <b><i>Mutant Mudds</i></b> series and <b><i>Treasurenauts</i></b>, will become the property of <b><i>Atooi</i></b>. All of Renegade Kid’s “3D” games, including the <b><i>Dementium </i></b>series and <b><i>Moon Chronicles</i></b>, will become the property of <b><i>Infitizmo</i></b>.</span><br />
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<span style="font-family: Verdana, sans-serif;">We hope you will share in the excitement that both Jools and Gregg feel for their new journeys. You can follow their progress on twitter: <a href="https://twitter.com/AtooiLLC" target="_blank"><b>@AtooiLLC</b></a> and <a href="https://twitter.com/InfitizmoLLC" target="_blank"><b>@InfitizmoLLC</b></a>.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><u>About Renegade Kid LLC</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">What started with Dementium: The Ward in 2007 turned into a fruitful decade of developing top quality games in many different genres, including first-person shooters, racing games, 2D platformers, and even cutesy puzzlers! With 14 titles contributing to their prolific legacy, Renegade Kid has received numerous awards, much critical praise, and dedicated fans – which is all truly appreciated. The spirit of Renegade Kid will live on through Atooi and Infitizmo!</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><u>About Atooi LLC</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">Retro roots. Modern mojo. Founded in 2015 by Jools Watsham, Atooi is focused on the development of retro inspired games that capture the essence of the past and unite it with the magic of tomorrow. Atooi properties: Mutant Mudds series, Xeodrifter, Bomb Monkey, Treasurenauts, and Totes the Goat. For more information, please visit <a href="http://www.atooi.com/"><b>http://www.atooi.com</b></a>. </span><br />
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<span style="font-family: Verdana, sans-serif;"><b><u>About Infitizmo LLC</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">Infitizmo, a multimedia company founded by Gregg Hargrove in 2016, blends interactive gaming, music, and web-based storytelling to create a fun and multifaceted entertainment experience. Infitizmo properties: Dementium series, Moon Chronicles, and ATV Wild Ride / ATV Renegades. For more information, please visit <a href="http://www.infitizmo.com/"><b>http://www.infitizmo.com</b></a>. </span><br />
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<span style="font-family: Verdana, sans-serif; text-align: start;"><b>A copy of this press release is also posted at <a href="http://www.renegadekid.com/">http://www.renegadekid.com</a></b></span></div>
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-86371637962195664222016-04-20T12:13:00.002-05:002016-04-21T07:48:47.593-05:00NX Could Offer Very Green Pastures to Frolic in!<div class="MsoNoSpacing">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguB97nb-hu3Gs1un4Lm6nWB_JjhS4Pos3qMhPQxOtSWASnDdL7w4_XHA_8km_WsXZ7sJZ3Syx3zHmeL93bsE121edCavfZsD7I3ijlKcaArQi0EUZRwFxUjNB2am_W_xD330wPs58FglI/s1600/zelda.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguB97nb-hu3Gs1un4Lm6nWB_JjhS4Pos3qMhPQxOtSWASnDdL7w4_XHA_8km_WsXZ7sJZ3Syx3zHmeL93bsE121edCavfZsD7I3ijlKcaArQi0EUZRwFxUjNB2am_W_xD330wPs58FglI/s400/zelda.jpg" width="400" /></a></div>
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New console releases are always exciting – especially when
it is Nintendo who’s releasing new hardware. Nintendo has proven itself to be
creative and not afraid of risks when it comes to new hardware, having
pioneered many firsts in the gaming space, such as Gameboy, Virtual Boy, Nintendo
DS, Nintendo 3DS, and Wii to name but a few. Some have been more successful
than others, but that is to be expected when you’re trying something different
from the herd.<o:p></o:p></div>
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The anticipation for Nintendo’s next platform – codenamed
“NX” – is perhaps the most exciting in Nintendo’s long history in the videogame
business – certainly for fans and pundits, at least. The NX is potentially coming
much sooner than most expected. The Wii U was launched in North America on
November 18, 2012, putting just 4 years between it and Nintendo’s new console
if 2016 marks the year for NX. For comparison; the Wii launched on November 19,
2006; putting 6 years between consoles launches. And, for further reference;
the GameCube was released on November 18, 2001: 5 years between it and the Wii.<o:p></o:p></div>
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A big factor that makes the NX intriguing is how the
performance of the Wii and Wii U may have influenced the design of the NX hardware
and the timing of its release. The approachable, family-friendly Wii sold
approximately 100 million units worldwide, whereas the unfocused Wii U has sold
approximately 12 million units to date. For reference; the GameCube sold nearly
22 million units in its lifetime and the Nintendo 64 sold nearly 33 million.<o:p></o:p></div>
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Even though Nintendo has more cash in the bank than some
small countries, they still have the need and desire to succeed. I believe
their goal is always to attract the largest audience possible to their hardware
and software. They are the only videogame hardware manufacturer in the world that
has created and successfully cultivated a large library of software brands that
are known around the world by gamers and non-gamers alike. Neither Sony nor
Microsoft come anywhere close to this achievement, despite wonderful platform
exclusives such as Halo and Uncharted. <o:p></o:p></div>
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If you were Nintendo, what would you do to ensure success
with your next console platform? You have reliable, well-known brands that
include Mario, Zelda, Pokemon, Smash Bros., Donkey Kong, Metroid, Animal
Crossing, Yoshi, Star Fox, and even relatively new brands, such as Splatoon and
Pushmo that could be considered successful in their own right. You have some
close third-party partners, such as Square-Enix, Platinum, and KOEI Tecmo who
have produced top quality titles for Nintendo platforms in recent years. What
do you do?<o:p></o:p></div>
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What do we know so far, for fact? We know the NX is
releasing sometime soon – whether it is 2016 or 2017 is TBD. We know the
specifics of the hardware is being kept a strict secret from the majority of
developers. When you consider these two facts together, this suggests the NX may
release with one or two first-party titles, and maybe a small collection of
third-party titles from close partners. We have seen this type of launch before
with numerous Nintendo platforms, with varying degrees of success.<o:p></o:p></div>
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If we wanted to stack our deck, as it were, and do
everything within our power to ensure success, wouldn’t we rely on our internal
development and close partners to ensure the first year of releases is paced
out carefully and jam-packed with dependable games that complement each other?
Yes, we would. We would not rely on the standard third-party support because,
let’s face it, it’s unreliable. Instead, we would craft a plan that we knew we could
accomplish because we were going to do it ourselves and with our close
partners.<o:p></o:p></div>
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What does this do for the player? It presents a feeling
of Christmas morning (or your relevant day of gift-receiving joy) for an entire
year! That feeling of new and awesome software releasing month after month for
6 months straight, or dare I dream, an entire calendar year!? It would generate
so much customer excitement and loyalty that the atmosphere surrounding the NX
would be undeniably infectious, and everyone within earshot would need to take
a peek to see what all the hubbub was about. It would be awesome!<o:p></o:p></div>
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However, what does this do for the third-party developers/publishers?
Well, if you’re a big player, such as Activision or EA you might dip your toe
in when/if hardware sales start to look strong, but only if it doesn’t require unique
effort outside of your multi-platform plans already put in place. On the other
hand, if you’re a small independent developer struggling to make ends meet, the
NX could offer very green pastures to frolic in. Nintendo make a certain style
of game, and even their partners often make Nintendo-style games. So, as an
indie developer you could find plenty of holes in the first-party-heavy NX
library to fill with your unique titles.<o:p></o:p></div>
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The launch window of a new platform is always a good time
to release original games. I for one am very much looking forward to learning
more about the NX. E3 2016 can’t come quick enough!<o:p></o:p></div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-26293324646623500892016-02-07T09:05:00.001-06:002016-02-07T09:16:43.877-06:00Dementium III Kickstarter Campaign<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ6ayeV1feiDllCdUFwEGBBaUzq0BaF5vwFv1sbySf_xjnlmF4LQwfLWE2Ckl3PdO6-wjGBubp4IAD4ZGvnY9csdR5i3U89bXk-BaX-lbQ9ZZ35L5GrZV51D0qDCdIYNXXAHIcx2re2zQ/s1600/logo2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ6ayeV1feiDllCdUFwEGBBaUzq0BaF5vwFv1sbySf_xjnlmF4LQwfLWE2Ckl3PdO6-wjGBubp4IAD4ZGvnY9csdR5i3U89bXk-BaX-lbQ9ZZ35L5GrZV51D0qDCdIYNXXAHIcx2re2zQ/s400/logo2.jpg" width="400" /></a></div>
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<span style="font-family: inherit;"><a href="http://www.dementium.com/" target="_blank"><b>www.dementium.com</b></a></span></div>
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">At the moment of this blog post, there are 538 retweets on the Dementium III kickstarter tweet. An impressive amount for sure!</span><br />
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<span style="font-family: inherit;"><a href="https://twitter.com/JoolsWatsham/status/694732406729781249"><b>https://twitter.com/JoolsWatsham/status/694732406729781249</b></a></span><br />
<br />
<span style="font-family: inherit;">A little back story: Last Tuesday evening, February 2 2016, I tweeted out a call to action for folk's to show their interest in us running a kickstarter campaign for Dementium III. Anyone that liked this idea could show their support by retweeting the tweet. After our failed Cult County kickstarter campaign, we needed to have some confidence in public interest before going into a campaign.</span><br />
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<span style="font-family: inherit;">Even before a kickstarter campaign goes live, there is a tremendous amount of work and money invested to present a well thought out concept and plan. Our goal with a kickstarter would be to present a project that is not only appealing, but also something we can accomplish, i.e. deliver on!</span><br />
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<span style="font-family: inherit;">The magic number of retweets I am looking for is in the range of a few thousand (3000 would be ideal). The hope would be to have the majority of the people who retweeted translate over to becoming kickstarter backers, giving the project a much needed boost of support when the campaign goes live.</span><br />
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<span style="font-family: inherit;">As I am sure you've realized by know, we're nowhere near the number of retweets we need to move forward with a kickstarter campaign for Dementium III. This does not mean the dream has to die. But, it does mean that we need some help. We need your help to get the word out to all horror fans who want to see a new dark and twisted survival horror experience on their gaming platform of choice.</span><br />
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<span style="font-family: inherit;">In an effort to avoid this anguishing in hell for too long, we need a deadline to reach our goal of 3000 retweets before every one of you and every one of us is driven insane with false hope. :)</span><br />
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<span style="font-family: inherit;">Show your love for Dementium III before the clock strikes midnight (EST) on Valentine's night or forever hold your peace! That's next Sunday, February 14 btw. :) Thank you for your interest and support.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">For a little more info, check out my <a href="http://www.relyonhorror.com/in-depth/inside-dementium-iii-an-interview-with-renegade-kids-jools-watsham/" target="_blank"><b>interview</b></a> with Ryan at Rely on Horror.</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-6823993616757465562016-01-04T19:01:00.001-06:002016-01-05T15:03:32.670-06:00Random Waffles #01: 01-04-16<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/kqDk0OkkWDk" width="480"></iframe>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-54689682889993792962015-12-29T15:48:00.000-06:002015-12-29T21:34:23.344-06:00Game Reviews Are Kind of a Mess<div class="MsoNoSpacing">
Each person has a gaming fabric. Not something they can
hang on the wall or cover their bed with, but something more nebulous that determines
their personal likes and dislikes in regards to video games. Some people’s
gaming fabric may include the embrace of genres such platformers, role
playing games, first-person shooters, rhythm games, etc – while some may be fueled
by pure aesthetics or other personal pleasures. Each person’s gaming fabric is
unique, and it is formed over years of gaming experiences, but when people with
similar or dissimilar gaming fabrics talk about games, they can enjoy the
common ground of discussion regarding their likes and dislikes.</div>
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When I was a young lad, videogame reviews were a little
different than they are today. When a magazine gave a game a score, you felt
like it really meant something. You knew where it placed a game among its
peers. If The One magazine scored the latest Bitmap Brothers’ game 40% or 80%,
you were able to process that score based on how you felt about previous scores
that magazine had given other games. It was like The One was a single person,
with its own opinion. A single gaming fabric you could rely on for consistency –
a hive mind of writers coming together to offer a single voice.</div>
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Whether you agree with someone’s opinion or not is a
different matter, of course. Everyone has their own unique opinion and each
person will react to practically everything in a different way than someone
else. And that, my dearest of friends, is why I think the current state of game
reviews is a mess. A joke that I heard many years ago: “Opinions are like
assholes; everyone has one and everyone else’s stinks.” Funny, and sometimes true!</div>
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Many video game review websites and magazines today lean
towards promoting the expression of their individual writer’s opinions. Walter
Writer may really like the latest game from Gary Game Maker, and score it 90%,
whereas Jenny Journalist may dislike it, and would have scored it 40% if given
the chance. This is fine, in concept, but it devalues the overall value the
website or magazine can offer due to the fact that the opinions offered are
varied and inconsistent with scores that may have been stated by the website or
magazine in the past.</div>
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Adopting the approach of individual writer expression is
an admirable thing to do, and it is the right thing to do in many regards. It
is a more laser focused opinion than that of a hive mind. However, it does not
reflect the website or magazine at large and therefore requires the reader to
be aware of the fact that this is not the opinion of the site/magazine but the
individual, instead. You are not tapping into a single gaming fabric, but
potentially three, five, or more.</div>
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I say “instead”, because I believe most people visit
websites and read magazines with the assumption that the opinions are from the “site”
or “magazine”, and not purely the opinion of the person who wrote the review.
Sure, most of the expression is of course from the writer, but an editor typically
proof reads every review for flow, spelling, grammar, and to ensure it reflects
the style and legacy of the site or magazine itself. After all, if their scores
are to be included on a site such as Metacritic, they want to offer its readers
some sense of consistency, right?</div>
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A review score given to a game is seen as a measurement. A
low number means the game is bad, and a high number means it is good. If that
score needs to come with the caveat that this is a personal expression of a
single person’s experience and is not necessarily connected to other scores
presented by the site, then I think the value of that measurement becomes a
tricky thing to quantify. In almost everything else in our lives, a measurement
is reliable. The height of someone is not an opinion. It is a fact. Sure, a
score given to a game is not a fact, like a measurement is. It is an opinion. However,
having a review opinion be that of a “site” or “magazine” is more helpful and
easier to understand and digest and thus provides a greater service to readers
than presenting a myriad of opinions to decipher the true meaning of.</div>
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There are some situations where an individual’s opinions
are the entire point of a website, such as Jim Sterling. Having originally been
the reviews editor for Destructoid and with the Escapist for a short period of
time, Jim went solo in 2014 and now runs his own website that offers his personal
opinion of video games: http://www.thejimquisition.com/. This is a perfect
example of where a single writer’s opinion is extremely valuable. You can rely
on Jim’s opinion to be consistent, because you can get a sense of his likes and
dislikes from his history with games and how he has rated games in the past as
an individual.</div>
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However, when reading a website or magazine that offers opinions
from a variety of different writers, the reader is required to become knowledgeable
about the individual who wrote the current review to know how it fits into the
writer’s gaming fabric. It is perhaps ironic that many websites and magazines
are leaning towards the individual writer’s opinions because it encourages
readers to seek out individual writer’s opinions they value and avoid those
they may not, which could lead to lower overall readership if their preferred
writer did not review a certain game or it can encourage more solo ventures like Jim
Sterling.</div>
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OK, now I have that aspect out of the way, let’s move onto
opinion versus analysis. In my opinion; an opinion of a video game is a relatively
simple and natural expression of how something affected you while you were
experiencing it. I use the word simple in relation to how the individual is
free to focus on the single train of thought of how it affects them, and not
need to explore outside of that framework. An analysis is a relatively complex
study of how something functions as a single entity as well as where it sits among
its contemporaries. </div>
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To me, an opinion piece is for entertainment. Analysis is
for information. These two things can (and should) be combined to present an
entertaining and informative piece that helps the reader understand the game by
offering some kind of anchor for them to measure it by. A pure opinion piece
may not help the reader understand the qualities of a game, as too an
analytical piece may not effectively reveal the qualities of a game. But, when
combined they can offer much more.</div>
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If you have ever used the phrase, “It’s not for me, but I
can appreciate it for what it is,” then I think you might make a good game reviewer.
In my opinion, reviewing a game is not only about how it affects your own emotions
or how it fits into your personal gaming fabric, it should also be about how well
the game achieves what it was designed to achieve. Whether it is something you
like or not is still valid, but I don’t think it should be the main focus of
the review. Just because I may not enjoy playing Monster Hunter, does not make
it a bad game in my opinion. I can see that it is a good game. It’s just not
for me, yet?</div>
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So then, if I were tasked to write a review of Monster
Hunter would it be fair or right for me to write a pure opinion piece and score
it as an average game purely based on my own personal bias and how it fits into
my gaming fabric? I expect many will say yes to this. But, to me this is a disservice
to the readers and shows a lack of respect for the game because it is not an
accurate reflection of the game. “But, it is an accurate reflection of your
personal opinion,” I hear some cry. So what? Which is more important: my personal
opinion of a game and how it fits into my personal gaming fabric or an analytical
study of a game?</div>
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Well, I think both are important. But, the problem is
that the majority of game reviews today are purely opinion pieces based on how
it affected a single individual, and not critical studies, digging deeper and
going beyond emotions and personal bias. </div>
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If I were to write a review about Monster Hunter stating
that it is too complex and does little to guide or help the player ease into
the experience it would technically be an accurate portrayal of my experience
with the game. But, it would also show my ignorance of the game and discount who
the game is made for and what the game does well and what the game may also do
badly within the context of what the game is and what it was designed to achieve.
I must step outside of my own personal taste, and consider the possibility that
this might be designed for someone with a different gaming fabric than mine.
Oh, the horror. Dare I say, “try to be objective!?”</div>
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A definition of “being objective” may go something like
this, “Not influenced by personal feelings or opinions in considering and
representing facts.” Some people like to belittle the idea of being objective
by literally stating the facts about a game, such as requiring button presses
and containing polygonal creations on the screen. I think being objective is a
little more complex than that. I can objectively say that Madden NFL 2016 is a
good game, even though it is not something I personally enjoy. How is this? I
can analyze the controls, gameplay, visual and audio communications presented,
and many other features that make up the whole experience and determine that
the game achieves an admirable level of sophistication. If I then combine this
objective view with my opinion of the singular parts, such as art, audio, context
and such, I can determine whether I think those individual elements are of
quality and how it combines to make a whole experience, and also compare all of
these attributes to similar titles.</div>
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Looking at the art in Madden, for example, I think the
polygonal models and texturing of the characters and environments is expertly
accomplished and consistent with the developer’s intent to create a believable experience.
The audio also delivers a high quality aesthetic that when combined with the
visuals create a world that produces an emotional reaction – one of excitement
and competition.</div>
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I don’t want to go into too much detail with Madden as it
is a massive game, but hopefully you get my point. I think it is not only
possible for a review to present an individual’s opinion and objective analysis
of a game, but I think it is vital that reviews do so. Sure, it may be
uncomfortable to step outside of one’s own skin and go beyond personal opinion,
but I think that is what readers deserve.</div>
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This does not invalidate opinion pieces. Hearing someone’s
pure opinion of something is very valuable, especially if you trust that person’s
opinion. But, it is not always helpful. Everyone’s gaming fabric is different.
If the individual whose opinion you trust happens to review a game that is a bad
fit for them but a good fit for you, then you might miss out on that experience
if you put all of your trust in that opinion. However, if that review is more
of an analytical-opinion combo review and not only focused on their personal
experience, then you might then be able to see some of the game’s qualities
despite it not being a match for the reviewer’s taste.</div>
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I feel as though I should also add that as a game
developer, I gain much more satisfaction from reading detailed analytical reviews
than pure opinion pieces, because critical analysis shows the writer’s thought
process on how they came to a conclusion and demonstrates their understanding
and perspective of the game by looking under the hood to judge the inner
workings and not just the surface experience of the game and their personal
taste. To appreciate something, you must break it apart piece by piece to
understand how it works and if it works well.</div>
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Thank you for reading this rather long blog piece. If you have a 3DS, you should purchase Dementium Remastered because it is a great game. And, if you have an iPhone of iPad you should do yourself the courtesy of downloading Totes the Goat, because it is fun and free! It's simple math, really. :)</div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-8102787640214397062015-12-19T22:27:00.002-06:002016-11-04T14:22:08.666-05:00Dreaming of Voxel Goats<div style="line-height: 20.8px;">
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<strong><span style="color: #444444;"><u>What's Up?</u></span></strong></span><br />
<span style="color: #444444; font-family: inherit;">One year ago I could not have imagined that I would be making a new game that was specifically designed for the mobile market – let alone be ecstatic about it! As such, I thought it might be a good idea to write about how I got here, how it feels, and where this might take me.</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>What About Nintendo!?</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">For many years I have been 100% dedicated to developing games for Nintendo handhelds. Sure, some of our games have also been ported to other platforms. But, they were all originally made for Nintendo platforms. Part of the reason for this when we started Renegade Kid was that it was a logistically sensible thing to do, considering my experience with the SNES and N64 prior to the release of the Nintendo DS. The other portion of my reasoning was my love for Nintendo, and my love for Nintendo handhelds. I love them, you see!</span></div>
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<span style="color: #444444; font-family: inherit;">What has changed? Well, my love for Nintendo hasn’t changed. But, the market isn’t quite as healthy as it once was for us. I think it began with the launch of Moon Chronicles for the 3DS in May 2014, and was cemented with the release of Xeodrifter for the 3DS in December 2014. Naturally, everyone has their own opinion regarding creative works, so I accept that not everyone will agree with mine. From my perspective, Moon Chronicles and Xeodrifter are both great quality games that were released into a healthy market – a combination for success, right?</span></div>
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<span style="color: #444444; font-family: inherit;">Neither game has sold very well, unfortunately. This is not based on my perception of what I think is a good number of units to sell. It is based on the revenue needed to fund a team of four with reasonable salaries and no office space overhead – basic return on investment (ROI). Sure, there are 100 reasons why these games may have not sold more, but the inescapable reality is that the tremendous effort required to create those games versus the reward did not add up in the end. It wasn’t for lack of trying on our part. It wasn’t for lack of support from Nintendo, either. It just didn’t work out.</span></div>
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<img align="left" alt="Xeodrifter" data-cke-saved-src="http://www.gamasutra.com/db_area/images/blog/261527/xeo_screen_11.png" src="http://www.gamasutra.com/db_area/images/blog/261527/xeo_screen_11.png" height="240" style="cursor: default;" width="400" /></div>
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<strong style="line-height: 20.8px;"><span style="color: #eeeeee;"><u>What's Happening on the App Store?</u></span></strong></span></div>
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<span style="color: #444444; font-family: inherit;">On occasion I visit the App Store on my iPhone 5 to see what’s new and looks interesting. I was swept into the Crossy Road malarkey, and am still enjoying the occasional romp across the streets. I was impressed by the fact that an honest freemium game can be received well both critically and financially. At a time when I felt the mobile space was a wasteland of money gauging, Crossy Road showed that there is still room for more than just clones of Clash of Clan and Candy Crush.</span></div>
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<span style="color: #444444; font-family: inherit;">This led me to start thinking about the mobile market. The beauty of the mobile market is that you can create a great game that is very simple, without the need of many people or much time, such as Crossy Road, Angry Birds, Plants vs. Zombies, Temple Run, Subway Surfers, Two Dots, Alphabear, and all of Half Brick’s awesome games – to name but a few!</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>How Does it Feel?</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">OK, so that’s how I got here – now onto how it feels now that I am here! It feels great. Haha, simple as that. Even though I am still working on finishing up Mutant Mudds Super Challenge and Dementium Remastered, as well as finally delving into Treasurenauts, I can’t help but feel excited by the prospect of completing a tiny project. The sense of excitement I get from the concept phase of any game I have worked on is wonderful and magical. Development naturally evolves into production at some point, which is still a lot of fun, but as production moves forward the energy from the concept phase is replaced with the required discipline to keep marching forward, and only when the end of the tunnel is in sight do you start to get new energy from the excitement to see the finished game.</span></div>
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<span style="color: #444444; font-family: inherit;">With a simple game, the concept excitement doesn’t have a chance to wear off before you’re already seeing the light at the end of the tunnel – double excitement! </span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>Some Development Details</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">I have teamed up with Gordon K. Larson, who I have worked with before, to make a new mobile game on the side in a hobby capacity while I continue to work on Renegade Kid titles. Gordon also has a fulltime gig elsewhere, so we dedicate weekends to the mobile game to balance out our efforts. We officially started the development of Atooi’s debut game on July 1, 2015. I was also lucky enough to enlist the code wizard himself, Matthew Gambrell, to help out post-launch with gameplay refinement and updates.</span></div>
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<span style="color: #444444; font-family: inherit;">As you probably already know by now, our first game is Totes the Goat. Here’s a little write-up I did for it:</span></div>
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<em><span style="color: #444444; font-family: inherit;">Totes the Goat is the debut game from newly formed mobile studio, Atooi – led by industry veteran Jools Watsham. A charming arcade experience with vibrant voxel art and easy-to-use swipe controls, Totes the Goat will have you happily hopping down a cliff like a kid. Leap from platform to platform – bringing each one back to life – while avoiding hazardous Wily Wolves, Cranky Crows, and Bully Bears – oh my! Once a cliff tier is fully rejuvenated, hop down the cliff to the next tier for an endless journey of jumps! How low can you leap? How totes is your goat?</span></em></div>
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<span style="color: #444444; font-family: inherit;">That is a really fancy way of saying it is an endless Q*Bert with a Crossy Roads wrapper – but, some people don’t like to hear that sort of cheap talk - unless it can be quoted from someone else! :)</span></div>
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<img align="left" alt="Totes the Goat - " crossy="" data-cke-saved-src="http://www.gamasutra.com/db_area/images/blog/261527/Totes01_ad.jpg" src="http://www.gamasutra.com/db_area/images/blog/261527/Totes01_ad.jpg" height="160" meets="" road="" style="cursor: default;" width="400" /></div>
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<strong><span style="color: #eeeeee;"><u>What Was the Design Approach?</u></span></strong></span><br />
<span style="color: #444444; font-family: inherit;">I approached this project very analytically from the start. I visited the App Store and looked at what were the top grossing free games, and I looked down the list. The majority of the games were games very similar to Clash of Clans and Candy Crush, as well as a wealth of Casino games and license properties that utilized a proven monetized formula – typically resulting in another clone of Clash of Clans or Candy Crush.</span></div>
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<span style="color: #444444; font-family: inherit;">The first “original” game that stood out was a pool game, at #15, and then Criminal Case at #24, Racing Rivals at #26, Cooking Fever at #29, Tap Sports Baseball 2015 at #33, Trivia Crack at #45, my beloved Crossy Road at #48, and so on. If you are squarely focused on aiming for the #1 top slot, the current chart suggests you either create a “Candy Clan” clone, a casino game, a licensed game, or do something completely different and hope for the best.</span></div>
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<span style="color: #444444; font-family: inherit;">I am not squarely focused on reaching the top slot. I just want to make a game that generates a little revenue. That is no small achievement in the mobile market. I wanted to learn what may have made Crossy Road so popular and see if I could tap into that “formula” somehow.</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>Looking at Crossy Road's Guts</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">My breakdown of Crossy Road: classic arcade gameplay + relevant art style + charm/humor + soft-sell monetization. In a nutshell, Crossy Road is a free endless Frogger executed in a colorful voxel art style with a cast of varied and interesting characters that bring more than just themselves to the game – they often alter the look of the world too. And, there is no forced advertising - only what the player chooses to view. That's what I refer to as a soft-sell.</span></div>
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<span style="color: #444444; font-family: inherit;">One of the most clever aspects of Crossy Road is the gameplay loop and how the game over menu is presented to the player. Everything is geared around the player scrounging together 100 coins to unlock a new character. After your very first play session, you are immediately offered a free gift, which happens to be 100 coins! How fortunate!! Oh, and hey, what’s this? A new menu item appears telling me how I could spend the 100 coins: unlock a new character!</span></div>
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<span style="color: #444444; font-family: inherit;">Coins can be collected in the game. They can be earned by watching videos. You can receive free gifts in the form of coins. You can even buy a piggy bank character that increases the values of coins in the game. Once you find yourself in that loop of coin desire, you may soon realize that you could just drop $0.99 to buy a certain character of your choosing – but that is your choice. No hard sell.</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>Sounds Good to Me!</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">Needless to say, I am trying to incorporate all of this loveliness into Totes the Goat. It is an excellent model for a simple “endless” game. Naturally, I am not the first to attempt this. But, that is also helpful for my analytical eye. How well have these other games incorporated this approach, and what did they do differently? Did it work better or worse? The main thing that is missing from the vast majority of games that seem inspired by Crossy Road’s example is the menu loop and how the many important elements of the system are presented to the player, which surprises me. This seems to be instrumental in the whole system working.</span></div>
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<span style="color: #444444; font-family: inherit;">In games that have failed to communicate and/or support this properly there is a loss of variety in the overall experience due to the fact that most endless games are somewhat repetitious, and therefore rely on something to offer variety. In Crossy Road’s case, the variety comes from the characters and any effects they may have on the world.</span></div>
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<span style="color: #444444; font-family: inherit;">If the player is not reminded of the rewards offered by the game (the characters) and the means in which the player can get their hands on them (coins), then the player will ignore any subtle small signs that attempt to suggest these or they’ll be utterly confused by the mixed messaging and quit.</span></div>
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<span style="color: #444444; font-family: inherit;">Another vital element that is missing from many of the Crossy Road wannabes is with their rewards. The cast of characters, or more to the point: how do the characters affect the world? Just getting a different looking character is cool, but after you have one you like, you may lose the desire to get another. No rewards = no reason to get coins or spend cash.</span></div>
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<span style="color: #444444; font-family: inherit;">The difficult thing is that all of this nonsense doesn’t even cover the gameplay experience inside the game. So, to create a good game AND an effective monetized system that is understandable and appealing is a tall order indeed. But, that’s what makes game development fun, right? </span></div>
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<img align="left" alt="Totes Screens" data-cke-saved-src="http://www.gamasutra.com/db_area/images/blog/261527/Screens.jpg" src="http://www.gamasutra.com/db_area/images/blog/261527/Screens.jpg" height="173" style="cursor: default;" width="400" /></div>
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<strong><span style="color: #eeeeee;"><u>What About the Actual Game!?</u></span></strong></span><br />
<span style="color: #444444; font-family: inherit;">OK, so with the idea that I wanted to create a game with classic arcade gameplay I went searching for ideas. What were some of the most popular arcade games in the old days? Which ones could be adapted to a simple touch control interface? Which ones haven’t already been done to death in the market? I was leaning towards a certain idea until a friend of mine suggested Q*Bert. It was such a perfect suggestion because I was already married to the idea of creating voxel art for the game, and not many games are suited as perfectly to voxels and an isometric view than Q*Bert.</span></div>
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<span style="color: #444444; font-family: inherit;">I immediately ran with the idea. Now, just because the concept of Q*Bert had been established didn’t mean determining the gameplay would be easy. It is easy to make a terrible game based on Q*Bert. It is much harder to make a good one. And, do I make it endless or level-based? What are the controls? What is the theme? The world? The main character? The name of the game? All of these things were very important, and needed careful consideration.</span></div>
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<span style="color: #444444; font-family: inherit;">I quickly decided that it needed to be endless. The vibe of an endless game is very different than a level-based experience where you are rewarded with three stars at the end, etc. Endless felt right. Once I had determined that the player would leap from one platform to another; I needed to figure out what you play as and where you play. I started to think about what might act like this in nature. I started writing down thoughts, and quickly a goat came to mind. Some live on cliffs and leap around. Perfect! And then the idea of leaping from one completed level down to the next made sense for a goat. It started to all come together very naturally. I love it when that happens. It doesn’t happen as often as I would like.</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>What's in a Name?</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">Almost immediately, Totes the Goat became the name of the game. I often use the saying totes ma goats, because I’m a dork, so a play on that saying felt suitably silly and fun. Totes the Goat was born… as soon as I secured the dotcom!</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>Speed Bump Ahead!</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">About a week or two into the development, my heart sank when I saw a new game in the App Store that looked very similar to Totes. I couldn’t believe it. Similar voxel style. Similar cliff/mountain concept. I felt sick. It was such a strange coincidence. I downloaded the game to get a feel for it and to find out if it was worth continuing development of Totes.</span></div>
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<span style="color: #444444; font-family: inherit;">Thankfully, the gameplay was considerably different than Totes. It did adopt the Crossy Road approach with the swing of things, but all in all it was not a deal breaker for me. Phew. A scary experience, but one I thought we’d be OK with. The mobile market is so big that there seems to be enough room for similar games. Sometimes that can be helpful, and sometimes it can hurt. We’ll see.</span></div>
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<span style="color: #444444; font-family: inherit;">Would you believe it, the same thing happened again the following week! Another isometric game, and this time it even had an actual goat as the main character. On a mountain! At least their goat was focused on only climbing up. The visual presentation was very different too. But, come on! Really!? Two very similar games releasing now, when there was nothing really like it before? Oh well. This is one of those times when you need to go with your gut. You either cut your losses and start again, or you stay the course. I stayed the course because I have faith in the core concept of Totes the Goat and that it offers something those other games do not.</span></div>
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<strong><span style="color: #444444; font-family: inherit;"><u>Don't Forget About Me!</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">Another aspect that I researched was how games on the App Store are frequently updated. The way I look at mobile games is that they are more of an on-going service for the player, constantly providing updates both large and small. This is a great thing for many reasons. It is great for the player – receiving fixed/new content on a regular basis. It is great for the developer too – there’s a chance the game will be highlighted in the App Store as an updated title, plus it shows up on player’s device as an available update, which helps remind players that the game exists and may result in a new play session.</span></div>
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<span style="color: #444444; font-family: inherit;">Updates are nothing new in the mobile market, but it is a unique aspect of that market when compared to most other gaming platforms.</span></div>
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<span style="color: #444444; font-family: inherit;">My hope is to continue making updates for Totes, both big and small, to keep the game going in terms of new content and awareness in the market. In fact, we have already submitted an update for the game post-release and are hoping it is approved and released on Dec. 17. Fingers crossed for a featured spot on the App Store, but as it is one of the busiest times of year there is a lot of competition.</span></div>
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<strong><span style="color: #eeeeee;"><u>But, How Did the Game Get Featured on the App Store?</u></span></strong></span><br />
<span style="color: #444444; font-family: inherit;">One of the most important and most challenging (and nerve-racking) aspects is trying to get your game featured on the App Store. This is what everyone wants as it can lead to more downloads and the potential of more sales. Sure, but how does that happen?</span></div>
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<span style="color: #444444; font-family: inherit;">I don't think there is a guaranteed way to get your game featured on the App Store. Maybe if you're a huge publisher and/or have a highly anticipated game your chances increase dramatically. But, for the rest of us we need to do everything we can to increase our chances of being featured.</span></div>
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<span style="color: #444444; font-family: inherit;">One of the first things I did, even before starting development of the game, is try to talk to someone at Apple about what things they look for when considering games for feature. I was fortunate enough to get a hold of someone who was willing to provide information in this regard. Good things to consider, include:</span></div>
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<li><span style="color: #444444; font-family: inherit;">Game Center Support.</span></li>
<li><span style="color: #444444; font-family: inherit;">Metal (Unity) Support (or any relevant OS enhancement features).</span></li>
<li><span style="color: #444444; font-family: inherit;">App Size: Under 100MB (enables downloads to happen anywhere, and not require wi-fi).</span></li>
<li><span style="color: #444444; font-family: inherit;">Replay Kit.</span></li>
<li><span style="color: #444444; font-family: inherit;">Video Preview on App Store game page.</span></li>
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<span style="color: #444444; font-family: inherit;">The list of features that may be attractive for being featured on the App Store will likely change a lot over time, so it is important to do as much research as you can by talking with other developers and the folks at the App Store if possible.</span></div>
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<span style="color: #444444; font-family: inherit;">It is also important to think about your release plan as well as future updates. Something that is referred to as a "roadmap" at Apple. This is helpful for you as a developer to nail down your launch goal and also what you hope to add to the game in the future, and when you hope to release it. As with most digital stores, the more information you can provide to the team the better.</span></div>
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<span style="color: #444444; font-family: inherit;">I did not know if the game was going to be featured or not until the day of release. I was insanely excited and truly grateful when I saw the little Totes icon on the App Store front page. To secure a spot on there as a first-time indie team, as Atooi, is a huge accomplishment and one I do not view lightly. I was prepared for it not to be featured, and amazed when it was!</span><br />
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<strong><span style="color: #444444; font-family: inherit;"><u>How's it Doing?</u></span></strong><br />
<span style="color: #444444; font-family: inherit;">In less than one week, Totes the Goat has been installed over 170,000 times and there are over 105,000 entries on the Game Center leader board (as of Dec. 10, 2015). It has a 4.5 star rating from 104 reviews on the App Store. To me, these numbers are great. A ton of people have played it, and they like it! That is half the battle.</span></div>
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<span style="color: #444444; font-family: inherit;">So, all in all, not a ton of cash has been made from video ads / in-app purchases yet, but it is off to a good start for a small game that did not cost a lot to develop. It is all great information for me to digest and try to learn from and hopefully improve upon in the future. If there were annoying banner ads, and full screen pop-up ads after each death, and a forced video ad after 3 or 5 deaths, would it have made more money? Probably. But, what would that do to the long term user enjoyment and engagement?</span></div>
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<span style="color: #444444; font-family: inherit;">Paying a dollar to remove annoyances is a practice many games employ on the App Store. I would prefer to avoid that kind of tactic, and that is why I chose a different route for Totes the Goat. Only time will tell if this will pay off. Because, in the end I need to make money from making games in order to make more games. It is a natural cycle. Fingers crossed the soft-sell approach of Totes will pay off.</span></div>
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<img align="left" alt="Totes - top ten chart" data-cke-saved-src="http://www.gamasutra.com/db_area/images/blog/261527/Totes_chart.jpg" src="http://www.gamasutra.com/db_area/images/blog/261527/Totes_chart.jpg" height="190" style="cursor: default;" width="400" /></div>
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<strong><span style="color: #eeeeee;"><u>Closing Comments</u></span></strong></span><br />
<span style="color: #444444; font-family: inherit;">I am very excited and energized about the mobile market. It is an interesting and challenging place to try and make any kind of impact. I will be continuing to develop games with Renegade Kid as my full-time gig, and am equally as exicted to finish up Mutant Mudds Super Challenge, Dementium II Remastered, and Treasurenauts.</span></div>
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<span style="color: #444444; font-family: inherit;">If you would like to check out Totes the Goat, you can find it <strong><a data-cke-saved-href="https://itunes.apple.com/us/app/totes-the-goat/id1030652113" href="https://itunes.apple.com/us/app/totes-the-goat/id1030652113" style="color: #0782c1;" target="_blank">here</a></strong> on the App Store. You can also see a bunch of other stuff about the game and the company here, at <strong><a data-cke-saved-href="http://www.atooi.com/" href="http://www.atooi.com/" style="color: #0782c1;" target="_blank">atooi.com</a></strong>.</span></div>
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<span style="color: #444444; font-family: inherit;">If you like the game, please rate it on the App Store and share your enjoyment with a friend. :) If you REALLY like the game, please consider watching an insane amount of video ads or buying one of the characters. :D <span style="line-height: 1.6em;">Thank you! The new update will feature some new characters, like this one... </span></span></div>
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<span style="color: #444444; font-family: inherit; line-height: 1.6em;"><img align="left" alt="Totes the Goat - Snowy" data-cke-saved-src="http://www.gamasutra.com/db_area/images/blog/261527/Totes_Twitter_Chars_Snowy.jpg" src="http://www.gamasutra.com/db_area/images/blog/261527/Totes_Twitter_Chars_Snowy.jpg" height="186" style="cursor: default;" width="400" /></span></div>
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<span style="color: #eeeeee;">How totes is your goat?</span></span><br />
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<span style="color: #eeeeee;">(Originally posted on <a href="http://www.gamasutra.com/blogs/JoolsWatsham/20151210/261527/Dreaming_of_Voxel_Goats.php" target="_blank">Gamasutra</a>)</span></span></div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-42179120156711153332015-01-14T10:45:00.000-06:002015-01-14T10:47:28.327-06:00Press Release: Moon Chronicles™ - Episodes 2, 3, and 4.<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1j42RoY53mF6gHLU76a4teGXj6X0eD7ACiC3HnzX33GAWCxjHmE-BmS8hUCgerM87MY6kABcCucRe4otNvHeZw2EanEp4PIFsxZv88rJdQ_1lX8t_7u_z2WAG8Zh5XWg9o9k-NCDaxsI/s1600/Moon_Miiverse_large.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1j42RoY53mF6gHLU76a4teGXj6X0eD7ACiC3HnzX33GAWCxjHmE-BmS8hUCgerM87MY6kABcCucRe4otNvHeZw2EanEp4PIFsxZv88rJdQ_1lX8t_7u_z2WAG8Zh5XWg9o9k-NCDaxsI/s1600/Moon_Miiverse_large.jpg" height="180" width="320" /></a></div>
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<b style="font-family: Verdana, sans-serif; font-size: small;">Game Title: </b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Moon Chronicles™ - Episodes 2, 3, and 4</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Platform: </b>Nintendo 3DS / Nintendo eShop<b><o:p></o:p></b></span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Release Date: </b>January 2015<b><o:p></o:p></b></span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Genre: </b>First-Person Shooter, Action,
Adventure</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>ESRB: </b>T
– Violence, Drug Reference<b><o:p></o:p></b></span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Game Description:<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The continuation of Renegade
Kid's exciting sci-fi first-person adventure, Moon Chronicles, is coming soon
to Nintendo eShop. </span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The three remaining episodes in
Major Kane's epic lunar journey will be released on the same day for download,
giving fans the opportunity to experience the entire season without delay.</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Players may purchase the new
content individually, as separate episodes, or choose to go for the Season
Pass, which contains all three remaining episodes for a lower price.</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Players who already own Episode
1 must download the new update before they can purchase the new episodes.</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Episode Summaries:<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Episode 1 (Available Now):</b> Major Kane’s investigation quickly
spirals into a desperate search for lost team members and the discovery of
troubling evidence.</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Episode 2 (Coming Soon):</b> Unknown Source. Will Major Kane find his
lost team members beyond the second hatch? What is the peculiar “terrestrial”
liquid the Kane is using to survive? What other mysteries lie beneath the
surface of the moon?</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Episode 3 (Coming Soon):</b> Surprise Visit. Will Major Kane shut down
the facility before he is overrun by alien troops? Is “Unkown Source” to be
trusted, or is he leading Kane into a trap? The fate of the human race lies in
Major Kane’s hands – is he up for the task?</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Episode 4 (Coming Soon):</b> Home Sweet Home? The thrilling conclusion
of Major Kane’s lunar investigation takes him across the cosmos in search of
answers to a place no human has ventured before. Will Major Kane end the alien
conflict or will he fail, leaving the human race to perish?</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Pricing:<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"> <b>Season Pass: $9.00</b> – includes all 3
remaining episodes (Episodes 2, 3, and 4).</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"> <b>Single Episode: $4.50</b> – one episode of
your choice (Episode 2, 3, or 4).</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Key Features:<o:p></o:p></span></b></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->The first true First-Person Shooter for Nintendo
3DS.</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Gripping story-driven episodic action adventure.</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Silky smooth 60 frames-per-second (with 3D on).</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->High-detailed geometry models for player
(weapons, buggy, etc.), enemies, and key environment elements.</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Real-time specular lighting on environments and
entities (player, enemies, etc.)</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Full-screen anti-aliasing (with 3D off).</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Shadow maps, Texture filtering, and Mipmaps.</span></div>
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<!--[if !supportLists]--><span style="font-family: Verdana, sans-serif; font-size: x-small;">·<span style="font-stretch: normal;">
</span><!--[endif]-->Circle Pad Pro support.</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">Publisher/Developer:<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Renegade Kid</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;">About Renegade Kid:<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Founded in 2007 by Jools Watsham
and Gregg Hargrove, Renegade Kid is an independent development studio based in
Austin, Texas. A developer of handheld and console video-games, Renegade Kid is
known for its award-winning titles including Mutant Mudds, Xeodrifter, and the
Dementium series.</span></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">For more information, visit
http://www.renegadekid.com.</span></div>
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<b><span style="font-family: Verdana, sans-serif; font-size: x-small;"># # #<o:p></o:p></span></b></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Copyright © Renegade Kid 2009 –
2015. All Rights Reserved. Renegade Kid, Xeodrifter, Mutant Mudds, Moon
Chronicles, and Dementium are registered trademarks or trademarks of Renegade
Kid LLC. Nintendo trademarks and copyright are property of Nintendo.</span></div>
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-37818898262672147242014-12-04T09:57:00.000-06:002014-12-04T09:57:45.730-06:00Xeodrifter Launching on December 11, 2014<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9vvGLTHbQQO3G0UYxjuedIRKvCiEw8xkkrsAZZTF0HOVZpGyuSi4LrlPzUH0ED1cvGeOaEetJfZmRRqXHwuj-sX-azYcduxKatrwpDtsGwB_DASRY1cE80Tyx4gIF5JglLxSZB6KV1qo/s1600/Xeodrifter_Logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9vvGLTHbQQO3G0UYxjuedIRKvCiEw8xkkrsAZZTF0HOVZpGyuSi4LrlPzUH0ED1cvGeOaEetJfZmRRqXHwuj-sX-azYcduxKatrwpDtsGwB_DASRY1cE80Tyx4gIF5JglLxSZB6KV1qo/s1600/Xeodrifter_Logo.png" height="50" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Austin, Texas – December 4, 2014 – </b>Today, Renegade Kid announced their eagerly anticipated neo-retro platformer, Xeodrifter™, will be available on December 11, 2014 for $9.99 USD in North America – exclusively in the Nintendo eShop on Nintendo 3DS™.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Xeodrifter™ is the story of an interstellar drifter traveling the stars on a simple mission of exploration. We join our nomad as he embarks on the investigation of a small cluster of four planets in the omega sector, after a collision with a rogue asteroid damaged his warp core.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">A scan of the neighboring planets revealed a number of energy signatures, which may provide the special material needed to replace the damaged warp core and get back to cruising through the cosmos. However, what began as a routine away-mission to fix his engine quickly spirals into a dangerous game of search, shoot, and survive.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Blast your way through alien landscapes, seek out valuable secrets, and defeat ancient guardians to unlock powers from a legendary supreme culture in this exciting journey of mystery and adventure.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Features:</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Classic 2D platforming, shooting, and exploration gameplay.</span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Unlock legendary power-ups and gain access to new areas.</span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Epic boss encounters that test your skills.</span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Collect upgrades to extend your health and equip custom gun enhancements.</span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Navigate your ship between neighboring planets.</span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">•<span class="Apple-tab-span" style="white-space: pre;"> </span>Seek out special blocks, hidden pathways, and more to reveal useful secrets.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>About Renegade Kid</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid is an independent development studio based in Austin, Texas. A developer of handheld and console video-games, Renegade Kid is known for its award-winning titles including Mutant Mudds, Moon Chronicles, and the Dementium series.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">For more information on Xeodrifter, visit <a href="http://www.xeodrifter.com/">http://www.xeodrifter.com</a>.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Copyright © Renegade Kid 2014. All Rights Reserved. Renegade Kid, Xeodrifter, Mutant Mudds, Moon Chronicles, and Dementium are registered trademarks or trademarks of Renegade Kid LLC. Nintendo trademarks and copyright are property of Nintendo.</span><br />
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-28033831885454156722014-10-04T12:36:00.000-05:002014-11-14T22:25:24.816-06:00Brilliant Things Nintendo Does (Nintendoes)!<div class="MsoNoSpacing">
<b><u>Introduction<o:p></o:p></u></b></div>
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Just yesterday I was having a coffee with an old friend
that I have not seen in years, and we got to talking about the industry. One of
my favorite subjects! <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;">J</span>
We used to work together, but he has since left the industry due to the volatile
nature of most companies in the business and the terrible ways in which most
companies treat their employees and their games. I am mainly referring to bad
planning, excessive avoidable overtime (some overtime is unavoidable,
unfortunately), and a general lack of respect and trust for their employees and
their games.</div>
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<b><u>Healthy
Perspective<o:p></o:p></u></b></div>
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I am in a fortunate position where I no longer have a
boss to ruin things for me, since I started my own company, and I cherish my
position of freedom. I also see the good in how a few video game companies
handle their business. This brought the conversation to my views on Nintendo,
and why I think many video game companies could learn vital lessons from them –
vital lessons that could not only improve their business, but also improve the
industry as a whole.</div>
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<b><u>Confidence<o:p></o:p></u></b></div>
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It starts with a simple, yet difficult, thing to grasp:
be confident in the quality of your product. This might seem obvious, but the
behaviors of many publishers in the industry suggest this is still very much an
elusive concept to achieve. To be confident in your product suggests that you
are trying to create something good, and that is where many publishers lose
their focus.</div>
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<b><u>Marketing
Almighty<o:p></o:p></u></b></div>
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The majority of video game publishers are still focused
more on marketing their games than creating games that are great in their own
right. Don’t get me wrong, marketing is extremely important, and Nintendo does
oodles of marketing too. But, the key difference between Nintendo and many
other video game companies is that Nintendo does not let their marketing juice backwash
into the creation of their games. </div>
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<b><u>Backwash<o:p></o:p></u></b></div>
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The moment someone in game development is handed a list
of bullet point features that need to be included in a game in order for it to
sell well, you know they are entering the backwash zone. These features might
be presented to you as “features that gamers like/want”, but often times the
source of this feedback didn’t include game production staff, and was formulated
by marketing departments who are focused primarily on sales data and how other
games have performed in the market.</div>
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<b><u>Seeds of Doubt<o:p></o:p></u></b></div>
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“But how else can we know what the players want?” you may
ask. Performing analysis on what players respond well to and what is found to
be fun and enjoyable is separate from how well a game might sell. As with most
creative industries, including music and movies, sometimes great products sell
poorly while poor products sell greatly. The quality of a product is indeed
separate from how successful it may sell. Why is this? Well, lots of reasons,
but marketing is an important component. This is where the seeds of doubt and confusion start to grow and mutate.</div>
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<b><u>Lost Trust<o:p></o:p></u></b></div>
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The first time a terrible game sold well, it spoiled the
well and ruined everything for everyone. The trust between artist and audience
was destroyed. The same could be said of the first awesome game that didn’t
sell well, but due to the nature of its low sales it made a smaller splash in
the collective conscience. When terrible games start to sell well, the ears of
many perk up and want to find out how it accomplished its undeserved success. A
bad game is a lot easier to create than a good one, and if there’s a way to
fool people into buying large quantities of a bad game, the publishing charlatans
want to know how. It results in companies not knowing or caring about the
quality of their product, so they overcompensate and draw their focus to
marketing tricks instead.</div>
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<b><u>One of the Good
Guys<o:p></o:p></u></b></div>
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Getting back to my original point, Nintendo is one of the
few publishers who I do not consider a charlatan in regards to the games they
create. Their focus is simple: make a great game. Wash away any concerns of
past sales data. Ignore the current trends of what is seemingly popular. Just
make a product that is good at doing something. Treat it like a toy. A toy that
must achieve a simple, albeit difficult, task: entertain the user.</div>
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<b><u>User Satisfaction<o:p></o:p></u></b></div>
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When user-satisfaction is the sole focus of your creative
team, it forces you to be inventive. It forces you to be pure, and honest. It
forces you to think effectively and work effectively. Data can still be
important, but game creators will more-than-likely want and need to observe and
interact with players to truly learn what may or may not be good for your game.
Digits on a sheet of paper are likely too removed from what’s truly important.
Game design is about a relationship with the player, and involves emotions and
complicated psychology. Human interaction.</div>
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<b><u>Their Time Will
Come<o:p></o:p></u></b></div>
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I hope you agree that marketing has no place in the game
creating process. Their involvement in this process would steer the creative
team down a path of me-too creation with shallow assumptions and a complete detachment
from the human experience. Marketing is important. Marketing is needed. Their
time to shine is coming. But, it is not now. Not in the creation of a game.</div>
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<b><u>Quality and
Honesty<o:p></o:p></u></b></div>
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The job of the marketing group is to take a product and
amplify its best qualities to the most suitable audience. It is not to convince
or trick someone into buying a game. It is to communicate a product’s
qualities, so the audience <span style="font-family: inherit;">themselves </span>can determine whether it is something
that appeals to them. Making a great product and effectively communicating the
greatness of that product has the likely result of not only directly appealing
to the enthusiasts within that audience, but also the likelihood of netting
some who are perhaps only mildly interested in what the game has to offer. Not
because of a clever marketing lie, but because of the quality and the honesty of
the product and the marketing message.</div>
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<b><u>Legacy<o:p></o:p></u></b></div>
<span style="font-family: inherit; line-height: 115%;">I am not suggesting that Nintendo is a perfect
company. I am saying that their approach to creating games is often pure,
trustworthy, and refreshing in comparison to 90% of video game publishers. This
is why Nintendo is often synonymous with quality. This is why Mario games
always sell well. This is what everyone should aspire to achieve. This is my
goal. I hope it is yours, too.</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-91015906886782966412014-07-06T22:54:00.001-05:002014-07-06T23:00:35.674-05:00Mighty No.9 New Funding MisconceptionsIn an effort to help clear up misconceptions about the Mighty No.9 new anime project and new funding, I am writing this blog to share what I have found out about it and to address my early tweets about it. <span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">Hopefully, this might help others understand what's up.</span><br />
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My first reaction to the new funding was a negative one. One of the most successful kickstarter campaigns was asking for more money? How dare they? $4M wasn't enough?</div>
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It turns out that I didn't take the time to read the information provided at <a href="http://mightyno9.com/en">mightyno9.com/en</a>. </div>
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I apologize to the Mighty No.9 team for jumping to early conclusions and adding to the misconceptions. I should add that no one from the Mighty No.9 team has asked me to write this blog post. I just feel like this is the right thing to do.</div>
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<div>
Here's my take on what's up:</div>
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<br /></div>
<div>
Anime Project: Digital Frontier approached Comcept about making the Mighty No.9 anime. No money from the original KS has or will be spent on it. Perhaps waiting until the game was near-finished would have been better timing, but it is separate from the development of the game in every way.</div>
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New Funding: This is a way to acheive two things, 1. Allow new backers to pre-order the game, and 2. Use those funds to add additional content to the game.</div>
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The original KS campaign is covering the cost of development of the originally promised game. These new opportunities offer the potential of new content.</div>
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I hope this helps in some small way.</div>
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<br /></div>
<div>
Jools</div>
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-56954758370524759862014-05-09T10:58:00.000-05:002014-05-09T10:58:37.762-05:00Moon Chronicles Launching on Nintendo eShop: May 15.<div class="separator" style="clear: both; text-align: center;">
<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="https://i1.ytimg.com/s_vi/_QrFRPhHPUg/default.jpg?sqp=CNy3s5sF&rs=AOn4CLAMtMjEiRHipjGuqFeRXDL8vGP6Cg" height="333" width="400"><param name="movie" value="https://www.youtube.com/v/_QrFRPhHPUg?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="400" height="333" src="https://www.youtube.com/v/_QrFRPhHPUg?version=3&f=user_uploads&c=google-webdrive-0&app=youtube_gdata" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object><br /><span style="font-family: Verdana, sans-serif; font-size: xx-small;">(Sorry about the horrible YouTube compression!)</span></div>
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<b style="font-family: Verdana, sans-serif;">Austin, Texas – May 9, 2014 – </b><span style="font-family: Verdana, sans-serif;">Today, Renegade Kid announced the first of four episodes in their eagerly anticipated first-person shooter series, Moon Chronicles, will be available on <b>May 15, 2014</b> for $8.99 USD in North America – exclusively in the Nintendo eShop on Nintendo 3DS™.</span></div>
<span style="font-family: Verdana, sans-serif;"><br />Experience Renegade Kid’s award-winning first-person shooter, remastered in glorious 3D. Moon Chronicles delivers an atmospheric sci-fi adventure with enhanced graphics and intuitive touch screen controls for a truly unique experience – all running at a silky smooth 60 frames per second.</span><span style="font-family: Verdana, sans-serif;"><br /><br />Join Major Kane on a mysterious mission to Earth’s moon to investigate a unique hatch of unknown origin. With each new episode you are brought one step closer to understanding the secrets that lie beneath the surface of the moon.<br /><br /></span></div>
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<span style="font-family: Verdana, sans-serif;">• Experience the first true first-person shooter on Nintendo 3DS.</span><span style="font-family: Verdana, sans-serif;"><br />•</span><span style="font-family: Verdana, sans-serif; white-space: pre;"> </span><span style="font-family: Verdana, sans-serif;">Immerse yourself in the gripping story-driven episodic action adventure.</span><span style="font-family: Verdana, sans-serif;"><br />•</span><span style="font-family: Verdana, sans-serif; white-space: pre;"> </span><span style="font-family: Verdana, sans-serif;">Equip a variety of guns, including powerful alien weaponry.</span><span style="font-family: Verdana, sans-serif;"><br />•</span><span style="font-family: Verdana, sans-serif; white-space: pre;"> </span><span style="font-family: Verdana, sans-serif;">Utilize Remote Access Droid (RAD) to navigate tunnels and unlock secret pathways.</span><span style="font-family: Verdana, sans-serif;"><br />•</span><span style="font-family: Verdana, sans-serif; white-space: pre;"> </span><span style="font-family: Verdana, sans-serif;">Explore the moon’s surface with the LOLA-RR10 buggy, armed with a plasma turret.</span><span style="font-family: Verdana, sans-serif;"><br />•</span><span style="font-family: Verdana, sans-serif; white-space: pre;"> </span><span style="font-family: Verdana, sans-serif;">Choose from a wide selection of control schemes, including Circle Pad Pro support.</span></div>
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<span style="font-family: Verdana, sans-serif;"><b><u><br /></u></b></span></div>
<b><span style="font-family: Verdana, sans-serif; text-align: center;">** Feel free to download an uncompressed version of the trailer, </span><a href="https://dl.dropboxusercontent.com/u/4856824/Moon_Chronicles_Trailer2_30fps.rar" style="font-family: Verdana, sans-serif; text-align: center;" target="_blank">here</a><span style="font-family: Verdana, sans-serif; text-align: center;">. **<br /></span></b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDCVGIfrxLBx4YdXTlBbJ_i4Cp5BeMSY_4JI5QXUV9QtEod-av_zCxLX3SUIHpZtFPN1_DzwVWFFUwasCj2dTS1lcSTv4frwjMy2fdRGLpxMq72XiRgm734g_0NUMJrkHrkk0JlFquzAU/s1600/QR_MC_3D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDCVGIfrxLBx4YdXTlBbJ_i4Cp5BeMSY_4JI5QXUV9QtEod-av_zCxLX3SUIHpZtFPN1_DzwVWFFUwasCj2dTS1lcSTv4frwjMy2fdRGLpxMq72XiRgm734g_0NUMJrkHrkk0JlFquzAU/s1600/QR_MC_3D.jpg" /></a><br /><br /><b style="font-family: Verdana, sans-serif;">[Scan QR Code with your 3DS to view 3D screenshots of Moon Chronicles]<br /><br /></b></div>
<span style="font-family: Verdana, sans-serif;"><b><u>About Renegade Kid</u></b></span></div>
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<span style="font-family: Verdana, sans-serif;">Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid is an independent development studio based in Austin, Texas. A developer of handheld and console video-games, Renegade Kid is known for its award-winning titles including Mutant Mudds, Moon, and the Dementium series.</span><span style="font-family: Verdana, sans-serif;"><br /><br />For more information on Moon Chronicles, visit </span><a href="http://www.moonchronicles.com/" style="font-family: Verdana, sans-serif;">http://www.moonchronicles.com</a><span style="font-family: Verdana, sans-serif;">.</span><br />
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<span style="font-family: Verdana, sans-serif;"># # #</span></div>
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<span style="font-family: Verdana, sans-serif;">Copyright © Renegade Kid 2009 - 2014. All Rights Reserved.</span><span style="font-family: Verdana, sans-serif;">Renegade Kid, Moon Chronicles, Mutant Muidds, and Dementium are trademarks of Renegade Kid LLC.</span><span style="font-family: Verdana, sans-serif;">Nintendo trademarks and copyright are property of Nintendo.</span></div>
Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-26769939128491558832014-05-01T10:49:00.002-05:002014-05-01T11:01:02.384-05:00Moon Chronicles Pricing!?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh44yQ-Xbkpu0AAxY1xXuT5zEvwfpLOPxmSBBnuhGkcpYmAMREe4jUKIgvU4qI7kE9eGzJl9DirNA7dUwDh3w-Bls4QN8fxs-E6dNWOvKrOai0ts6hEjpaaBU04DUrdJdJbx_6QuY9Es9A/s1600/Moon_Twitter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh44yQ-Xbkpu0AAxY1xXuT5zEvwfpLOPxmSBBnuhGkcpYmAMREe4jUKIgvU4qI7kE9eGzJl9DirNA7dUwDh3w-Bls4QN8fxs-E6dNWOvKrOai0ts6hEjpaaBU04DUrdJdJbx_6QuY9Es9A/s1600/Moon_Twitter.jpg" height="149" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">Moon Chronicles is nearly ready for launch on the Nintendo 3DS, which is very exciting. We would like to take this opportunity to hear your feedback on pricing, as the episodic nature of Moon Chronicles is unique for the Nintendo eShop.</span><br />
<span style="font-family: Verdana, sans-serif;"><b><u><br /></u></b></span>
<span style="font-family: Verdana, sans-serif;"><b><u>What is the Game?</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">Before we get into pricing, let me give you some important information on what Moon Chronicles is, and what our episodic approach means.</span><br />
<span style="font-family: Verdana, sans-serif;"><br /></span>
<span style="font-family: Verdana, sans-serif;">Season one of Moon Chronicles is a remastering of Renegade Kid's award-winning Nintendo DS title, Moon, which now features enhanced visuals, audio, enemy AI, and all running at a silky-smooth 60 frames per second with 3D on or off.</span><br />
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<span style="font-family: Verdana, sans-serif;">Season one is split into 4 separate episodes, and each episode is very close in gameplay length and content: approximately 2 - 4 hours per episode, depending on your approach.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><u>A La Carte and Season Pass</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">You will be able to purchase each episode separately, when they become available this year, a la carte style.</span><br />
<span style="font-family: Verdana, sans-serif;"><br /></span>
<span style="font-family: Verdana, sans-serif;">When episode 2 is launched, later this year, you will also have an option to purchase a season pass which includes the remaining episodes (2, 3, and 4) for a single lower price.</span><br />
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<span style="font-family: Verdana, sans-serif;">This gives you a chance to purchase episode 1 to see if you like the game before committing to buying the entire season. If you like episode 1, you will be able to make an additional purchase for the season pass.</span><br />
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<span style="font-family: Verdana, sans-serif;">If you are not ready to commit to a season pass, you will be able to purchase just episode 2.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><u>How Much Will You Pay?</u></b></span><br />
<span style="font-family: Verdana, sans-serif;">Here's what we'd like to hear from you:</span><br />
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<span style="color: white; font-family: Verdana, sans-serif;"><b>1. How much will you pay for each episode, in US Dollars?</b></span><br />
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<span style="color: white; font-family: Verdana, sans-serif;"><b>2. How much will you pay for the season pass (episodes 2, 3, and 4), in US Dollars?</b></span><br />
<span style="font-family: Verdana, sans-serif;"><br /></span><span style="font-family: Verdana, sans-serif;"><b>** Please add your feedback below, in the comments. **</b></span><br />
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<span style="font-family: Verdana, sans-serif;">If you have any questions, please put them in the comments below and I will make changes to this post if extra clarification is needed anywhere.</span><br />
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<span style="font-family: Verdana, sans-serif;">Thank you!</span><br />
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<span style="font-family: Verdana, sans-serif;">Jools</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-48838927745626260642014-02-26T15:41:00.002-06:002014-02-26T15:41:43.360-06:00PRESS RELEASE: Razor® Global Domination Pro Tour<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Verdana, sans-serif;"><b>RENEGADE KID™ TEAMS UP WITH SCARAB ENTERTAINMENT<br />FOR RAZOR® VIDEO GAME</b></span></div>
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<span style="font-family: Verdana, sans-serif;"><b><i>Renegade Kid and Scarab Entertainment Partner to Unleash</i></b></span></div>
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<span style="font-family: Verdana, sans-serif;"><b><i>RAZOR® GLOBAL DOMINATION PRO TOUR on Home Consoles!</i></b></span></div>
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<span style="font-family: Verdana, sans-serif;"><b>AUSTIN, TX – FEBRUARY 27, 2014 – </b>Independent video game developer, Renegade Kid, today announced it has partnered with Scarab Entertainment – video game licensee of Razor USA LLC - to develop a unique, adrenaline-charged freestyle scooter experience, titled <b><i>Razor® Global Domination Pro Tour</i></b>.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><i>Razor® Global Domination Pro Tour</i></b> is a robust freestyle scooter experience, where you flip grab, spin, and grind your way to victory by performing dozens of freestyle scooter tricks. Customize your apparel and gear to personalize your Team Razor™ rider. Enhance your performance and take your Razor® scooter to new heights with special upgrades that award you with increased speed and extra airtime. Travel around the world visiting unique skate parks, street jam sessions, and dirt tracks to demonstrate your skills.</span><br />
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<span style="font-family: Verdana, sans-serif;">"We're thrilled to be working with Scarab and Razor to develop a freestyle scooter gaming experience that compliments the authentically cool brand that Razor has established over the past 14 years," said Jools Watsham, Co-founder and Director at Renegade Kid.</span><br />
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<span style="font-family: Verdana, sans-serif;">“Renegade Kid was the perfect candidate to help us translate our vision for Razor to the next-generation consoles, and we are honored to have such a talented team on board for this project,” said Karim Farghaly, Founder and CEO at Scarab Entertainment.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b><i>Razor® Global Domination Pro Tour</i></b> will flip, grab, spin, and grind its way onto home consoles in 2015, and is slated for Xbox One, PlayStation 4, and Nintendo Wii U. Head over to www.scarabentertain.com for more details soon.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b>About Scarab Entertainment – www.scarabentertain.com</b></span><br />
<span style="font-family: Verdana, sans-serif;">Founded in 2012 and based in Austin, Texas, Scarab Entertainment is dedicated to making quality apps and games for the whole family. The team consists of industry veterans with over 30 years combined experience developing and publishing interactive entertainment for the likes of Interplay, Sony, Acclaim, Sanrio and others. Scarab has a passion for casual content, a background in iconic pop brands, and a knack for creating award-winning experiences on mobile, social, consoles and handheld platforms.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b>About Renegade Kid – www.renegadekid.com</b></span><br />
<span style="font-family: Verdana, sans-serif;">Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid is an award-winning independent development studio based in Austin, Texas. A developer of home console and handheld video-games, Renegade Kid is known for its critically-acclaimed titles including, Dementium, Moon, ATV Wild Ride, Mutant Mudds, and Bomb Monkey.</span><br />
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<span style="font-family: Verdana, sans-serif;"><b>About Razor USA LLC – www.razor.com</b></span><br />
<span style="font-family: Verdana, sans-serif;">The Razor brand embodies the spirit of fun and freedom. It defies boundaries and sometimes even gravity. The company was founded in 2000 with the introduction of its now legendary kick scooter, which quickly became an essential ride for anyone on the go. Today, Razor products are available worldwide, with a full range of wheeled goods to inspire and excite riders everywhere, including the 2014 Outdoor Toy of the Year, the Crazy Cart. Cool products and great value have distinguished Razor as a trusted global brand and industry leader.</span><br />
<span style="font-family: Verdana, sans-serif;">Based in California, USA, the company sponsors Team Razor, a group of pro scooter athletes. Razor has helped usher in the action sport of freestyle scooter riding, which has evolved from local skate parks to global competitions and tours. For more information, please visit www.razor.com.</span><br />
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<span style="font-family: Verdana, sans-serif;">Trademarks are property of their respective owners.</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-36270983606707961262013-12-02T10:23:00.002-06:002013-12-02T10:23:16.690-06:00Development Update: Mutant Mudds Deluxe, Treasurenauts, Cult County, and more!<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Mutant Mudds Deluxe</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Mutant Mudds Deluxe has already made its way to Wii U and Steam, and on December 17, 2013 it will be available for download on the PS3 and PS Vita for $9.99 - supporting Cross-Buy (pay once and get both versions) and Cross-Save (transfer save progress between PS3 and PS Vita). This is North America only. Delays in Europe for this, and Wii U, are due to the cost and logistical hassle of submitting to the many age rating companies in Europe. We will eventually get our stuff together and sort it out, but for now we're devoting our efforts towards the development of games instead of dancing with PEGI, USK, and such. These companies really need to learn from the ESRB, who offer a free and fast on-line service to rate indie games.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">3DS owners of Mutant Mudds (in NA and EU) should be on the look-out for a free update sometime in 2014. It will be luxurious! ;)</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Treasurenauts</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Progress on Treasurenauts is going very well. We're happy with the game. We have received tremendous positive support from you and we're excited to get the game into your hands. However, it saddens me to announce that Treasurenauts will not be released in 2013. Don't worry, there's nothing wrong. The game means a lot to us, and we want to do it right. We need more time to make it the game we want it to be. We're aiming for a Q1 2014 release, and will have information on a more accurate date soon. Sorry for the delay, but as an independent developer we rely on the success and revenue generated from each of our self-published games. More time = better game = better sales (hopefully).</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Cult County</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Cult County is another game we're very excited about. We announced it very early in its development and, as with all games, it continues to progress and morph over the course of development. We'll have more news on our survival horror exploits in 2014.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Mutant Mudds 2</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">The development of Treasurenauts put Mutant Mudds 2 on hold for a bit. We feel that it is healthier/better for us to develop a new 2D platform game in between Mutant Mudds and Mutant Mudds 2 to maintain perspective on what Mutant Mudds 2 needs to be. We did this with the development of Dementium: The Ward, Moon, and Dementium II, which I believe helped make Dementium II a better game than it otherwise would have been if we had immediately dived into making a sequel. The development of Moon gave us creative perspective and technical advancements, which Dementium II was able to leverage.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>New Games</b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">We have two new games in the works. One of them is a 3DS title that will be announced in January 2014, and released early-mid 2014. The other game will be announced a little later down the road.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Thank you for your patience and understanding. We truly appreciate your support.</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-49761519485297126942013-11-18T09:48:00.000-06:002013-11-18T09:48:30.981-06:00Mutant Mudds Deluxe Makes a Splash on Steam<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b>Austin, Texas – November 18, 2013 – </b>Pixel lovers across the globe enjoyed many retro-inspired moments in the award-winning and critically-acclaimed Mutant Mudds: blasting muddy foes with Max’s heavy-duty water cannon, hovering over dangerous spikes thanks to a H20-powered jetpack, leaping between three depths of gameplay, equipping power-ups from Grannie’s Attic to reach secret doors, and even unlocking Grannie herself as a playable character to travel even farther into muddy territory by accessing the über-elite CGA levels.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Mutant Mudds Deluxe, launching November 21, 2013 on Steam, includes all of these magnificent moments while also offering a host of new features that were not available in the original. And, all of this with a glorious new HD makeover that presents Max and his muddy nemesis in big, bold, beautiful, crisp, and clean pixels in 16:9.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">“After 369 emotional days on Steam Greenlight, we received the joyous email from Valve that said Mutant Mudds was Greenlit,” said Jools Watsham, Owner and Director at Renegade Kid. “Having the opportunity to finally bring Mutant Mudds Deluxe to the Steam community is very exciting for us!”</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Exclusive to Mutant Mudds Deluxe are 20 new and challenging “ghost” levels that can be found in a mysterious parallel world beyond the phantom mirror. As you unlock each level in the “normal” world, its counterpart in the “ghost” world will be available too. New spectral enemies, haunting hazards, and a ghastly new ghost-shot power-up await you!</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Mutant Mudds Deluxe supports Steam Leaderboards and Steam Achievements. </span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Visit the Steam Store, here: <a href="http://store.steampowered.com/app/247370/">http://store.steampowered.com/app/247370/</a></span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>About Renegade Kid</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Founded in 2007 by Jools Watsham and Gregg Hargrove, Renegade Kid is an independent development studio based in Austin, Texas. A developer of home console and handheld video-games, Renegade Kid is known for its award-winning titles including, Dementium, Moon, ATV Wild Ride, Mutant Mudds, and Bomb Monkey.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">For more information on Mutant Mudds, visit <a href="http://www.mutantmuddsdeluxe.com/">http://www.mutantmuddsdeluxe.com</a>.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Mutant Mudds, Dementium: The Ward, Dementium II, and ATV Wild Ride are trademarks of Renegade Kid LLC. © 2012 - 2013 Renegade Kid. All Rights Reserved.</span><br />
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Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-58024877465825396282013-10-01T13:33:00.000-05:002013-10-01T13:33:18.349-05:00VLOG: Treasurenauts Update...<div class="separator" style="clear: both; text-align: center;">
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<br />Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.comtag:blogger.com,1999:blog-6705117898317214765.post-12021296218150755652013-09-29T07:56:00.001-05:002013-10-01T08:32:48.339-05:00Self-Publishing vs. Working with a (Traditional) Publisher<span style="font-family: Verdana, sans-serif; font-size: x-small;">For the first 5 years of Renegade Kid’s existence we worked with publishers to develop and release our original games, using – what some may call – the traditional publishing model. However, for the past two years we have embraced self-publishing.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Our first self-published game was Mutant Mudds – released on the Nintendo 3DS’ digital store, called the Nintendo eShop, in January 2012. Mutant Mudds was the catalyst for the change in how we approach the funding, development, publishing, and marketing of our original games today.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Having experienced two sides of publishing our original games, I thought I’d draw a direct comparison between the two as a personal exercise that may help some folk in deciding how they want to proceed with their games.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>FUNDING</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Working with a publisher</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Back in the day, working with a publisher meant they covered the bill – the primary reason for us to work with a publisher. Game development can be a costly affair. In our experience, the monies paid to us to develop the game was always an “advance on royalties”, which meant the publisher would take our royalty share of sales until the development budget was paid back.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">When the full development budget was recouped the team then started to see royalties. If the full amount was not recouped, the team did not owe any money to the publisher nor were they responsible for that. This was the financial risk that the publisher took when investing in the development of a game.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The hope was that both parties came out ahead, but this was obviously not always the case. And as such, development budgets were often kept low with the hope of making a profit with sales. This made sense, from a business perspective, but the thing that this could hurt the most was the game; the very thing we were trying to make great.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Many times we had presented a budget to a publisher – something that we felt was competitive, while still allowing us to confidently create a great game – only to have it reduced. Sometimes even cut in half! When this happened we had to re-scope the game to fit into the lower budget. This typically resulted in a game that was not as good as the original vision.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Based on what I have witnessed with successful games; good games typically sell well, especially those that have support from the publisher across the board with development, PR, and marketing. A fully realized effort – not one that has been tainted by reducing costs – usually results in a success.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">You get what you pay for.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Self-publishing</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Going solo and publishing your game by yourself means you’re responsible for the cash. There are many ways to fund a game that you intend to self-publish, such as your bank account, investors, kickstarter, and so on.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Some may not consider anything outside of strictly using your own hard-earned funds in your bank account as being truly “indie”. I disagree. I think what makes a team indie is the fact that you are responsible for obtaining cash to fund your game, and how you do it is on your shoulders regardless of where you get it from. </span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">We do not have investors or any other creative way of making cash appear in our bank account. We save a little here and there. We do some work-for-hire gigs. We try to make it work as best we can. It is not easy, but the result is something we feel good about.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The main joy I get from not working with a publisher is the freedom to develop what we want to, why we want to, when we want to. Replacing a publisher with an investor for a source of money can be equally or more distracting to the vision of the game.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">I check our money situation on a daily basis. It has become a necessary habit to load up my excel doc, enter in funds earned from our current games and see how far our money stretches into the future. It is both glorious and terrifying. If things start to look really bleak – meaning; we’ll have no cash in three months – then, it is time to figure out a solution before it is too late.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Fortunately, self-publishing games digitally means that they always exist and always have the potential to earn you money. We’re still earning cash from Mutant Mudds on the Nintendo eShop today – nearly two years after its release.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>PLANNING</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Working with a publisher</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">One of the first things we always had to create for a publisher – beyond the game design document – was the milestone schedule. There was usually a release date already chiseled into stone, and it was usually a holiday season release. Therefore, we had a set amount of time for development. We would typically create a milestone for each month and list the “deliverables” that would be available for review by the publisher. Each milestone also had a payment attached to it.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Only when the publisher reviewed and approved the milestone deliverables would payment be processed – sometimes with a 30 day turnaround on receiving the payment from day of approval. Each month we ran the potential risk of the milestone not meeting the publisher’s expectations.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">This use of milestone throughout the project made sense, and was a generally a good idea as it kept the project on track and everyone honest. But, it also took a lot of trust on both sides. In the best scenario, the developer and publisher could work together to resolve any issues if some deliverables did not match publisher expectations as to not disrupt the payment schedule.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The creation of the milestone schedule took a lot of work and required the input from everyone on the team. We had to break the entire game design down into the individual pieces that would create the final experience, and assign a time to each of those tasks. It was not easy. It was not fun. But, it was very important.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Self-publishing</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">It is understandable that some may feel as though they can be more relaxed when they don’t have to submit to a publisher’s demands. I think many developers have fallen into this trap. Anything resembling the flying by the seat of one’s pants, when it comes to game development, can assuredly result in disaster, and no game.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">We have, and always will, take the planning of our games very seriously. Next to the other key aspects of game development, such as the vision, game design, technology, and art style, the planning is of equal importance. If done right, planning is the very thing that <i>can </i>allow you to be relaxed – with the knowledge that everything should fit if nothing goes wrong.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Something always goes wrong! Your project schedule needs your constant attention. Every task that is completed on time, ahead of time, or late needs to be noted. Chances are that all of those results will happen throughout the course of the project. Knowing where you stand in the storm of development is the only way you make it through to see sunshine again one day. OK, that was a little cheesy, but hopefully you get my point.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Publishers usually do the things they do for good reason – whether you agree with those reasons or not is your call. Something that we always consider is the ideal release date for our games and see if that gives us enough time to produce what we want. It is a good starting point, at least.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">You may not be a publicly traded company with stock-holders demanding results, but releasing your game at a good time for maximum sales is always a good idea. Well, unless you don’t like money I suppose. We make games to make money to make games. So, the cash-factor is important to us and our continued development efforts.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>EXTRA COSTS</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Working with a publisher</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Some of the aspects of game development that we were not concerned about when working with a publisher was QA/testing, age rating, devkits, and so on. The publisher typically handled all of this, which was helpful. However, those costs would also contribute to the overall development cost of the project and be included in our advance.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Self-publishing</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">One of the less glamorous elements of self-publishing is having to find a solution for QA/testing. Some games can get away with very little testing – as we found with Mutant Mudds – and some require a professional testing company – as we found with ATV Wild Ride 3D, largely due to the on-line component.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">At the start of a project, try to think of everything that may be needed to complete the development of your game, and account for it in your budget. QA/testing can be $5 - $20K depending on the game and time needed. Devkits can be expensive or even loaned from the console manufacturer in some cases.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">The ESRB kindly offers fast and free rating services for smaller digital games. You will have to sign up on their website (http://www.esrb.org) and then simply fill in their on-line short-form and be on your way. If your game requires what’s called the long-form, you will be looking at a more complicated and expensive rating experience.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>GAME SUBMISSION</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Working with a publisher</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Publishers typically have great relationships with console manufacturers that can benefit the submission process in some emergency scenarios – definitely a benefit of having a publishing partner. Much of this might be unseen by the development team.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">There is a fair amount of paper work involved with submitting your game to a console manufacturer. The publisher’s producer usually takes care of this with some help from the development team. The QA/testing team can also be a great help with this process as this is something they deal with a lot of the time.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Most of the time, you just need to make sure the bugs are fixed and follow the submission guidelines and then upload the build to a FTP server somewhere and wait. Then the publisher takes over and gets it through the system.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">This is when you will typically be waiting approximately 10 – 15 days to hear back on the build. Time to get some sleep and then some fresh air.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Self-publishing</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Dealing with the submission process on your own is a daunting task. The good news is that the folks who work at the console manufacturers are all awesome people willing to help you. It is important to get all of your contacts at Nintendo, Sony, etc. figured out early so you know who to email about what.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">There really isn’t much advice to offer for submission apart from get reading! There are a lot of guides provided by the console manufacturer and unfortunately it is something you just have to go through to get a better understanding of the many, many things involved in the process.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>PR / MARKETING / PRESS</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Working with a publisher</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">When working with a publisher, the exposure of your game is largely handled by the publisher – sometimes with very little input or involvement from the development team. Sometimes this can be good, and sometimes this can be bad.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">I should note that working with Gamecock Media to publish Dementium: The Ward was really the perfect publisher / developer relationship – especially in regards to PR and marketing. They included us on everything that was going on with PR and marketing. Nothing was done without our approval. Really amazing – especially when compared to most publishers in the industry. Gamecock was not a traditional publisher. </span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><i>Self-publishing</i></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">Trying to get someone, anyone, to care or talk about your game as an independent developer/publisher can be quite challenging. The number of indie developers who are self-publishing their games seems to be growing each day, which is a great thing, but also means there’s more noise and competition for press attention.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">You need someone on your team who really wants to talk about your games to be communicating with fans on twitter and members of the press. Honest passion for what you’re doing comes across to those listening and is way more effective than just going through the motions because you know it needs to be done.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">I have always enjoyed the behind-the-scenes of game development – even as a kid before I worked on games professionally. And now that I am developing my own games, I find it exciting to talk about what we’re up to and engage with like-minded folk who are interested in our games.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">I started a youtube channel and blog where I blab about random development occurrences. I tweet out random game-related things on twitter. We have a facebook page, which is a little neglected, honestly!</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">When it comes to sending out review codes I send a personal email to each member of the press. I started from scratch, and slowly accumulated a list of contacts at various websites and send them all a code for our games when I have them.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">Due to the fact that we do not have a marketing budget, yet, I try to start the awareness of our a new game a few months before the intended release date. It can start with the name, a logo, some key art, or even a single screenshot.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">We have been fortunate with Mutant Mudds and Treasurenauts in that they were both announced in print magazines as a special feature in Nintendo Power and Nintendo Force respectfully. Not only does this hopefully get the word out to lots of people, but always lends a sense of grandeur and legitimacy to your game that will hopefully be carried along with it up to its release.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">One other big change for us is having a booth at PAX. Our very own booth! Crazy awesome. We had our first booth at PAX East 2013, and intend to continue for years to come. It is a priceless way to connect with players face-to-face. The sense of comradery with fellow developers you get at a show is exciting and helpful for everyone involved. If you have the opportunity to do so, having a booth at PAX can be a key element in your company’s growth and public/industry acceptance. </span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;"><b><u>CLOSING THOUGHTS</u></b></span><br />
<span style="font-family: Verdana, sans-serif; font-size: x-small;">For the most-part, I really enjoyed working with publishers to develop Dementium, Moon, ATV Wild Ride, Face Racers, and Planet Crashers. Each project had its ups and downs, but without the support and trust from each of the different publishers we worked with, none of those games would have made it to the stores. I truly appreciate those opportunities.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">However, the sense of excitement and freedom I now feel with the development and publishing of our own games is unmatched. There is a lot of risk and subsequent scary times involved with self-publishing. This path is not for everyone. But, for me; this is what I have been working towards my whole career.</span><br />
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<span style="font-family: Verdana, sans-serif; font-size: x-small;">I started developing games professionally over 20 years ago. I could not have imagined that I would be where I am today. I am thankful for the opportunity that I have. I treat it with respect. I look forward to what the next 20 years will bring! Viva independence!!</span>Jools Watshamhttp://www.blogger.com/profile/09511680353022088590noreply@blogger.com