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	<title>Expertologist &#187; Monday Flash</title>
	<atom:link href="http://expertologist.net/category/monday-flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://expertologist.net</link>
	<description>A blog about game design.  Mostly.</description>
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		<title>Monday Flash?</title>
		<link>http://expertologist.net/2008/02/19/monday-flash-2/</link>
		<comments>http://expertologist.net/2008/02/19/monday-flash-2/#comments</comments>
		<pubDate>Wed, 20 Feb 2008 00:13:27 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=98</guid>
		<description><![CDATA[After missing last nightâ€™s (somewhat) traditional Monday Flash post due to being completely exhausted, my original plan was to make it up today.  After mulling over what to talk about all day, however, Iâ€™ve come to a realization:  I donâ€™t want to.
Any sort of on-going feature runs the risk of running into problems [...]]]></description>
			<content:encoded><![CDATA[<p>After missing last nightâ€™s (somewhat) traditional Monday Flash post due to being completely exhausted, my original plan was to make it up today.  After mulling over what to talk about all day, however, Iâ€™ve come to a realization:  I donâ€™t want to.</p>
<p>Any sort of on-going feature runs the risk of running into problems concerning quantity or quality, and with Monday Flash itâ€™s definitely a case of the latter.  I get my web games via osmosis from the dozen or so games-related sites I keep up with, and while there are still lots of the things popping up, many of them are too similar to games Iâ€™ve already discussed here, to simple to merit talking about, or just not very good.  The artificial need for a theme between games I started forcing on each installment wasnâ€™t really helping either, though thatâ€™s more the fault of my own OCD issues than the community of web game developers.</p>
<p>So Iâ€™ve decided to throw the doors open a little wider.  Monday Flash is now Monday Games, focusing on any and all sort of game that is digitally distributed and can be grabbed via the internet tubes connected to your computer.  While it means not everything talked about will be as OS agnostic as a web game, itâ€™s an excuse to talk about the great many downloadable indy titles to come out of last year and (if January and February are any indication) this one with the same sort of almost-certainly-intoxicated vigor youâ€™ve come to expect each Monday night/Tuesday morning.  Web games will still make regular appearances, though the number of games will depend on how much there is to say about something (and, of course, and much Iâ€™m in love with the sound of my own voice at the moment).  Regular service to begin next Monday, barring unforeseen complications or another ride home spent lost on the F train.</p>
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		<title>Monday Flash:  The Best Offense</title>
		<link>http://expertologist.net/2008/02/12/monday-flash-the-best-offense/</link>
		<comments>http://expertologist.net/2008/02/12/monday-flash-the-best-offense/#comments</comments>
		<pubDate>Tue, 12 Feb 2008 15:05:48 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=93</guid>
		<description><![CDATA[This week&#8217;s games are a little more complex than the usual Monday Flash fare, swapping twitch-based gameplay and the thrill of running over prehistoric predators for a bit of strategy and tactical thinking.  They might take a bit longer than normal to fully get the hang of, but that&#8217;s all right.  Since at [...]]]></description>
			<content:encoded><![CDATA[<p>This week&#8217;s games are a little more complex than the usual Monday Flash fare, swapping twitch-based gameplay and the thrill of running over prehistoric predators for a bit of strategy and tactical thinking.  They might take a bit longer than normal to fully get the hang of, but that&#8217;s all right.  Since at least one of them has the potential to consume all the time previously promised to things like working, eating, sleeping, etc, the few extra minutes it takes to learn your way around can hardly hurt.</p>
<p><em><a href="http://www.handdrawngames.com/DesktopTD/game.asp">Desktop Tower Defense</a></em> has become something of an institution in the last several months, which isn&#8217;t too surprising &#8211; in many ways, it encapsulates everything great about the tower defense genre (a wide variety of oncoming creeps and towers to stop them with, the sense of out-thinking the inevitable) while branching out into several fantastic new directions (dozens of play styles, no set paths to have to build upon, fostering a community by way of forums).</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_desktop-tower-defense-10k.png" /></center>There&#8217;s some who would argue that <em>Desktop Tower Defense</em> perfects the gametype originally born out of <em>Warcraft III</em> mods passed between fans still to this day.  It&#8217;s not hard to see where such an idea comes from &#8211; no matter how you want to play tower defense, odds are good <em>Desktop</em> will let you do so.  From the more traditional play of Easy, Medium, and Hard modes, to the inventiveness of Challenge Mode&#8217;s unique trials and the chaotic, nigh-unbeatable madness of Fun Mode, no other version of tower defense offers up as much versatility and original thinking.  And it&#8217;s all free, accessible at any time via whatever web browser you care to use.</p>
<p><em><a href="http://www.herointeractive.com/stormwinds_1-5/">StormWinds</a></em> is a different take on the genre entirely:  while there&#8217;s still towers, and still things what need defending from, it offers up a 2D view of the battle field and a far more hectic (and potentially more exciting) experience than most of its forebearers.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_stormwinds.png" /></center>While the game makes the unfortunate decision to beat you over the head with tutorial text from the very start, try not to be intimidated &#8211; play is simply a matter of purchasing towers, placing them in one of the slots available on the current level, and then pressing the number keys to switch to which one you want to use at a particular time while using the mouse to fire.  Each tower has a different means of attack, and some are more interactive than others &#8211; while the ever-faithful double machine gun fires as long as you hold the left mouse button down, the heavy cannon requires you to click and hold to charge it up before it can lob a shell across the screen.  The first level is gentle enough, allowing you to buy just a couple of towers at first so as not to get too confused while tossing weaker but still challenging enemies at you.  That said, it can still get a bit messy as you try to work out the best combination of towers while under fire, but once it clicks it settles into an extremely satisfying groove of steam punk-esque artillery fire.  Well worth sticking with into the later levels, if only for the increasing madness behind the towers you&#8217;ll be able to buy with more money.</p>
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		<title>Missing Links and Games</title>
		<link>http://expertologist.net/2008/02/12/missing-links-and-games/</link>
		<comments>http://expertologist.net/2008/02/12/missing-links-and-games/#comments</comments>
		<pubDate>Tue, 12 Feb 2008 13:39:59 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Expertology]]></category>
		<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=94</guid>
		<description><![CDATA[Wordpress has been acting up a bit lately, first swallowing up last Friday&#8217;s Link Roundup (though it&#8217;s possible I might have done something to cause that one) and then losing last night&#8217;s Monday Flash post when it chose the exact moment I hit &#8220;Publish&#8221; to crash horribly.  Clearly I&#8217;m going to have to start [...]]]></description>
			<content:encoded><![CDATA[<p>Wordpress has been acting up a bit lately, first swallowing up last Friday&#8217;s Link Roundup (though it&#8217;s possible I might have done something to cause that one) and then losing last night&#8217;s Monday Flash post when it chose the exact moment I hit &#8220;Publish&#8221; to crash horribly.  Clearly I&#8217;m going to have to start writing these things in a Word doc first if it means not losing them to the ether.</p>
<p>Not sure I&#8217;ll have time to rewrite them, so you may just have to go without this week.  I&#8217;ll probably include last week&#8217;s links briefly at the beginning of this week&#8217;s post or something.  Carry on.</p>
<p><strong>Update:</strong>  it appears the Monday Flash post some survived mostly intact and hidden away as a draft, and should be going up in just a few minutes.  Huzzah technology.</p>
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		<title>Monday Flash:  Mostly Raptors</title>
		<link>http://expertologist.net/2008/02/05/monday-flash-mostly-raptors/</link>
		<comments>http://expertologist.net/2008/02/05/monday-flash-mostly-raptors/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 05:11:39 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=87</guid>
		<description><![CDATA[Only one game this week, on account of it being a busy week and already much later than I intended to start writing this.  Some day I&#8217;ll learn to put some prep work in to these things.  Not today, alas.
But oh, what a game I&#8217;ve brought you.  Off-Road Velociraptor Safari is exactly [...]]]></description>
			<content:encoded><![CDATA[<p>Only one game this week, on account of it being a busy week and already much later than I intended to start writing this.  Some day I&#8217;ll learn to put some prep work in to these things.  Not today, alas.</p>
<p>But oh, what a game I&#8217;ve brought you.  <em><a href="http://raptorsafari.com/play.php">Off-Road Velociraptor Safari</a></em> is exactly what it sounds like:  a mad dash through a possibly prehistoric, possibly hallucinated landscape filled with lush jungles, towering cliffs, inexplicable ramps, stacks of crates and, of course, deadly velociraptors.  Built in a mere eight weeks by Flashbang Studios, it&#8217;s very nearly more fun than anything has a right to be.  Multiple screen grabs included this time, as I&#8217;m not sure any number of single shots could properly capture what&#8217;s going on.</p>
<p><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_raptor2.png" height="98" width="130" /><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_raptor1.png" height="98" width="130" /><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_raptor3.png" height="97" width="130" /> Every inch of <em>Velociraptor Safari</em> rejoices in being a game, at throwing as many things to do and as it can at you with never a care for how well it all fits together.  With a wide sprawl of landscape to run through, just enough physics to make the gravity grabbing you at the height of a jump feel real without killing your buzz, and yes, many, many raptors to run over and capture with the immense spiked ball on a chain that pops out of the back of your jeep, there&#8217;s more to see, do, and try than could ever be accomplished within its five minute time limit.  It&#8217;s not just a playground, it&#8217;s recess &#8211; you&#8217;ve got just a little while to get done all the things you want to do and everything else has to wait till next time.  Lucky for you (and very, very unlucky for any sort of productivity you might have cobbled together up to this point), the next time is a mere mouse-click away.  I&#8217;ve spent far too much time already leaping off of the various cliffs, ramps (are those repurposed solar panels?  If not, why not?), and finding as many ways as possible to wreck my jeep in the allotted time that actually catching dinosaurs becomes something of an afterthought.  That said, knowing I can point my jeep at a raptor and run it down whenever I like is the sort of option more games should include.  <em>Brain Age</em>, take note.</p>
<p><a href="http://www.gametrailers.com/player/29854.html">Here&#8217;s a video</a> of the game in action.  If you played <em>Splume</em>, the rather great puzzle game talked about <a href="http://expertologist.net/?p=52">here</a> a while ago, you&#8217;ll already have the browser plugin necessary for the game to run.  If not, it takes all of a few seconds to download, and is well worth your time.  Did I mention the part about how your character, the one driving the jeep, is also a velociraptor?  Only he&#8217;s wearing a pith helmet and a monocle?  Oh, just go see for yourself already.</p>
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		<title>Monday Flash:  This Is An Experiment</title>
		<link>http://expertologist.net/2008/01/22/monday-flash-this-is-an-experiment/</link>
		<comments>http://expertologist.net/2008/01/22/monday-flash-this-is-an-experiment/#comments</comments>
		<pubDate>Tue, 22 Jan 2008 05:08:32 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=80</guid>
		<description><![CDATA[This week&#8217;s Monday Flash features less of a theme and more of an excuse to post two games that, despite their obvious flaws, have both managed to consume more of my greymatter and freetime than can be considered fair.  Both are experiments in game design, more prototypical flights of fancy than real games, but [...]]]></description>
			<content:encoded><![CDATA[<p>This week&#8217;s Monday Flash features less of a theme and more of an excuse to post two games that, despite their obvious flaws, have both managed to consume more of my greymatter and freetime than can be considered fair.  Both are experiments in game design, more prototypical flights of fancy than real games, but that doesn&#8217;t stop them from being two of the more impressive Flash titles I&#8217;ve seen in a while.  If anything, they&#8217;re too-strange-too-live nature is a boon, with the rough edges of their quick development serving to highlight all the more the genuinely interesting ideas beating at their core.</p>
<p><em><a href="http://www.oopixel.com/timedclimb/">Timed Climb</a></em> is perhaps the simpler of the two &#8211; your only goal is to time your jumps just so to get your ball higher than other people have.  Nothing to it, right?</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_timed_climb.png" alt="" /></center></p>
<p>Only not.  In addition to timing each jump, you also have to keep an idea on how much you&#8217;ve charged said jump before leaping.  The longer you hold the space bar down, the higher you go.  Of course, the longer you hold the space bar down, the closer you come to bouncing off the edge and into oblivion.  <em>Timed Climb</em> is perhaps harder than many of the games I post here, and will probably require several tries to get the hang of.  I justify this by pointing out the fiendishly seductive nature of it&#8217;s high score board: rather than presenting you with a list of the best players at the end, the game&#8217;s high scores are constantly displayed in the form of flags at each platform displaying the name and point total of the last player to get there.  Even if no one tops it, each high score has a lifespan of only twenty days, with the its information slowly fading away over time.  This is the real innovation (and hook) of <em>Timed Climb</em> &#8211; imagine Hillary reaching the summit of Everest to discover not only another climber&#8217;s marker already in place but a further ledge a tantalizing few feet above and you get the idea.  Take a look at the other games created by esoteric developer <a href="http://www.oopixel.com/">ooPixel</a> and it&#8217;s no wonder that this is the sort of thing they come up with in their down time.  After all, these are the same people who looked at something like <em>Asteroids</em> and thought &#8220;Okay, yeah, great and all, but what it it were more RPGish?&#8221;</p>
<p>And then there&#8217;s <em><a href="http://2dboy.com/RobotAndTheCities/">Robot And The Cities That Built Him,</a></em> a game featuring not only my favorite title of the year so far but possibly my favorite instructions screen ever.  On top of all this, it confirms what so many of us already expected:  listen to nothing but Bette Midler&#8217;s &#8216;From a Distance&#8217; for a week, and don&#8217;t be surprised when your creative output takes the form of a game about genocide at the hands of an army of giant robots.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_robot.png" alt="" /></center></p>
<p><em>Robot</em> a prototype built in seven days, is a simple enough game to play &#8211; build giant robots with which to kill humans.  Use the hearts humans drop to build new robots or upgrade the ones you already have.  Each robot begins losing life the moment it&#8217;s created, so you&#8217;ll need to build new ones to replace them or save up enough points to upgrade at just the right time.  You can change a robot&#8217;s position by grabbing it with the mouse and moving it &#8211; drag-and-drop it to the right to make it the first line of offense in your war against the humans, or leave it more on the left side to mop up the extras.  While the build menu shows slots for up to six robots, only the first two are in the game.  These two types can be upgraded several times over, however, so you won&#8217;t even miss them.</p>
<p>Sure, <em>Robot</em> runs out of gameplay around the thirtieth city, but who cares?  Should you even reach that point, you&#8217;ll have already realized enough different strategies to want to rampage through the game&#8217;s 2D world one more time.  Warts and all, I&#8217;d kill to produce anything as engaging as this in a mere seven days.  Bette Midler and all.</p>
<p>Once you inevitably exhaust <em>Robot And The Cities That Built Him,</em>, however, be sure to try out developer 2d Boy&#8217;s <em>other</em> game, the <a href="http://www.igf.com/02finalists.html">IGF-nominated</a> wonder that is <em><a href="http://www.2dboy.com/games.php">World of Goo</a></em>.  The game is coming to both the PC and Wii (!!!), but in the meantime you can try the student game that led to it all, <em><a href="http://www.experimentalgameplay.com/game.php?g=17">Tower of Goo.</a></em>  This earlier version of the demo is PC-only, I&#8217;m afraid, but it&#8217;s well worth your time to find something that can play what is already promising to be one of the most innovative games of the year.</p>
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		<title>Monday Flash:  Doublefine Edition</title>
		<link>http://expertologist.net/2008/01/15/monday-flash-doublefine-edition/</link>
		<comments>http://expertologist.net/2008/01/15/monday-flash-doublefine-edition/#comments</comments>
		<pubDate>Tue, 15 Jan 2008 06:12:49 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=74</guid>
		<description><![CDATA[This probably counts as cheating.
It&#8217;s not too big a stretch to say Doublefine played a big part in pushing me towards games as a career.  Founded by Tim Schafer, he of LucasArts&#8217; golden age and such titles as The Secret of Monkey Island, Day of The Tentacle, and Grim Fandango, it was their first [...]]]></description>
			<content:encoded><![CDATA[<p>This probably counts as cheating.</p>
<p>It&#8217;s not too big a stretch to say Doublefine played a big part in pushing me towards games as a career.  Founded by Tim Schafer, he of LucasArts&#8217; golden age and such titles as <em>The Secret of Monkey Island, Day of The Tentacle,</em> and <em>Grim Fandango,</em> it was their first game <em>Psychonauts</em> that pushed me into wanting a PS2 after&#8230; oh, a good five years of not owning a game console at all.  A darling of a game in every way but the ones that make you money, <em>Psychonauts</em> reminded me what games could do and how, in the right hands, they could take you places no other medium could.  It was as warm a welcome back to videogames as I could ask for, and when a friend-of-a-friend&#8217;s company in New Jersey was looking for game testers for a month, I decided to try it out.  Coincidentally (or, y&#8217;know, not), on my first day of work they had the newest issue of <em>Game Developer</em> out in the lobby with <em>Psychonauts</em> on the cover.  There are worse omens.</p>
<p>But as none of that has anything to do with Flash games, let&#8217;s see about getting on to the point.  Doublefine are currently working on their second game, <em>BrÃ¼tal Legend,</em> for the 360 and PS3.  In the meantime, they&#8217;re continuing the proud and rather innovative tradition of letting their staff enjoy rather non-traditional creative outlets during development.  It began during <em>Psychonauts</em> with a number of the staff creating  <a href="http://www.doublefine.com/news.php/comics">webcomics,</a> and it continues with the new game in the form of mini-games built in (wait for it) Flash.  Both of the games featured so far were created by a handful of staff when they probably should have been working on something else, and both are clearly here because they made somebody &#8211; probably the boss &#8211; laugh.</p>
<p><em><a href="http://www.doublefine.com/news.php/minigames/epic_fighter">Epic Saga:  Extreme Fighter</a></em> was the first to appear, greeted with appropriate fanfare not only on Doublefine&#8217;s own blog but on several of the more reputable gaming sites around.  It&#8217;s a delicate metaphor on the human condition and man&#8217;s struggle to escape the shadow of his primitive ancestry presented through the medium of punching and kicking.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_epicfighter.png" /></center><em>Epic Saga</em> features five characters to choose from (with a sixth unlocked upon beating the game), including a Dark Wizard, a Gnome King, and a monstrous Cave Dweller.  But it&#8217;s more than a chance to play as your favorite fantasy stereotype &#8211; it&#8217;s a chance to find out what would happen if said fantasy stereotypes fought in a manner slightly more immediate than with a D20 and a stat sheet.  Combat revolves around the aforementioned punching and kicking, a healthy smattering of jumping, and not much else.  With poignant dialogue capping off each bout and a final reward well worth the five minutes of your life it&#8217;ll take to get there, <em>Epic Saga&#8217;s</em> mere existence proves that there are indeed job perks better than two weeks&#8217; vacation and unlimited sick days.This week saw the launch of <em><a href="http://www.doublefine.com/news.php/minigames/My_Game_About_Me">My Game About Me:  Olympic Challenge!</a></em>, a three-in-one assault on the senses by artist Nathan Stapley.  Fans of <em>Psychonauts</em> might remember his particular style from the locked away memories found in each level, including That Particularly Sad One that really needs to be seen to be properly appreciated.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_olympicchallenge.png" /></center>Like <em>Epic Saga,</em> <em>Olympic Challenge</em> also offers a wide selection of characters, including the young black man in a cowboy outfit and Leonardo Da Vinci.  But rather than retreading the ground already established by the earlier title, <em>Olympic Challenge</em> dares to embrace the new by offering up three distinct challenges.  Each mini-game is of the &#8220;play till you die&#8221; variety, with the length of time you survive deciding which medal you earn at the end.  Of the three, surfing is easily the best and most difficult &#8211; I keep getting distracted by the <em>S.S. Richest Person Ever</em> and the lovely ladies on board, which leads almost immediately to crashing into a barrel or being hit in the head with a champagne bottle.Â  Beijing &#8216;08 can only disappoint after this.</p>
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		<title>Monday Flash:  The Returnening</title>
		<link>http://expertologist.net/2008/01/07/monday-flash-the-returnening/</link>
		<comments>http://expertologist.net/2008/01/07/monday-flash-the-returnening/#comments</comments>
		<pubDate>Tue, 08 Jan 2008 04:53:52 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Monday Flash]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=73</guid>
		<description><![CDATA[Yes, crawling from the wreckage of &#8216;07 like Arnie&#8217;s own unkillable metal skeleton, it&#8217;s Monday Flash.  For the first installment of this bright and glistening new year &#8211; and is it me, or do the round-numbered years always sound a little more like future? &#8211; we&#8217;re blessed with two games that are each impressive [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, crawling from the wreckage of &#8216;07 like Arnie&#8217;s own unkillable metal skeleton, it&#8217;s Monday Flash.  For the first installment of this bright and glistening new year &#8211; and is it me, or do the round-numbered years always sound a little more like future? &#8211; we&#8217;re blessed with two games that are each impressive in their own special way.  &#8220;Being generally awesome&#8221; might not sound like much of a tenuous theme in keeping with the glorious tradition of this weekly spotlight, but it&#8217;s turned out to be rather appropriate for this week&#8217;s entries.  And it&#8217;s my blog, so there.</p>
<p>What <em><a href="http://www.nekogames.jp/mt/2008/01/cursor10.html">Cursor*10</a></em> lacks in substance, it more than makes up for in style.  The latest from Yoshio Ishii of Neko Games, it&#8217;s more than a spatial puzzle game &#8211; it&#8217;s a <em>single player co-op</em> spatial puzzle game.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_cursor10.png" alt="" /></center></p>
<p>As mentioned above, <em>Cursor*10</em> is by no means deep &#8211; once you know what you&#8217;re doing, it&#8217;ll only about ten minutes or so to reach the sixteenth floor.  But like a certain other unique puzzle game starting with <em>P</em> and ending in <em>ortal,</em> it&#8217;s not how long the trip takes you, but the journey itself.  At the start of play you have ten cursors at your disposal, each with a limited lifespan.  Progress is made by finding and clicking the staircase on each level leading up, some of which will be hidden in boxes or can only be activated with a button on the floor.  Once your current cursor&#8217;s time is up it dies, sending you back to the bottom to start all over again with the next one.  The goal is to get to the top before all your cursors are gone.  I&#8217;d elaborate further, but I&#8217;m afraid I&#8217;ve already given away what makes <em>Cursor*10</em> special.  Suffice to say it&#8217;s one of the more unique twists I&#8217;ve seen in a game, and despite spending all weekend thinking it over I&#8217;ve yet to come up with any other place I&#8217;ve seen the same mechanic used.  And when it (pardon the pun) clicks, it&#8217;s as satisfying a moment as you can ask for from a puzzle game.</p>
<p><em><a href="http://chainfactor.com/">Chain Factor,</em></a> on the other hand, doesn&#8217;t feel so much like something new as it does the distillation of exactly what I look for in all manner of puzzle games.  Since being introduced to it last week by Bastard Coworker #5, it&#8217;s completely taken over several seemingly vital parts of my brain with little hope of ever giving them up.  Negotiations have failed, and I&#8217;m afraid my cerebellum &#8211; and now, of course, yours &#8211; must welcome its numbered disk rulers and hope for mercy.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_chainfactor.png" alt="" /></center></p>
<p>The premise is maddeningly simple &#8211; drop disks into the grid and make them disappear by having their number match the size of the row or column they&#8217;re a part of.  Gray disks can be broken to reveal new numbers, often setting off a chain of cleared disks that are worth more and more points.  Every so often a row of grays appears on the bottom, knocking everything up a notch.  If any row has over seven disks in it, the game is over.  Like I said &#8211; simple.  What&#8217;s not so clear is what about this formula makes <em>Chain Factor</em> so hopelessly addictive to the point that it&#8217;s occupied every ounce of free time (and more than it&#8217;s fair share of should-be-working time) I&#8217;ve had since last week.  I suspect the answer lies somewhere with it&#8217;s creators, the always-fun kids at <a href="http://playareacode.com/">area/code</a>, a company dedicated to creating games that intrude on the real world as much as possible.  I don&#8217;t know what now-defunct ARG spawned this little flash-based puzzle game of pure joy, but I can only imagine the rest of it being something of a disappointment after its players found this.  God help us all if they ever bring it to the DS. </p>
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