<![CDATA[Kotaku: space giraffe]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: space giraffe]]> http://kotaku.com/tag/spacegiraffe http://kotaku.com/tag/spacegiraffe <![CDATA[If Llamasoft Made Music Videos, They'd Look Like This]]> That's because this is a music video as directed by Llamasoft, creators of tripped out, gamer-bewildering titles like Tempest 2000 and Space Giraffe. The song? Electronic musician Tiga's "Mind Dimension."

Tiga's and Llamasoft visuals go together like peanut butter and acid, the aesthetic that founder and ruminant obsessive Jeff Minter has become (in)famous for over the developer's 25-year-plus history.

"The video is loosely based on an experience I had after eating a mood ring," says Tiga, presumably facetiously in the video's official description. "In my quest to recreate it, I rented a pyramid to be used in the video. Was it worth committing to a nine-year Egyptian tour? Judge for yourselves." Go ahead. Judge.

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<![CDATA["More Vanilla" Space Giraffe Headed For PC]]> Llamasoft's Space Giraffe is, shall we say, one of the more critically divisive Xbox LIVE titles. Its brand of rock-hard psychedelic blasting and crazed art direction splitting gamers into love and hate camps more effectively than Marmite sushi.

When the title hits the PC, though, Llamasoft developer Giles (Ivan Zorzin) says that some of the promised 100 new levels may be toned down to suit PC user's tastes.

"Some of them could be a bit more "vanilla" for those that found the SG original graphics maybe a bit 'too blasting for their own taste'," said Giles on the Llamasoft blog, "we wish this time to really manage to pleasure more and less psychedelic users"

Wow, even the sentence syntax is psychedelic. That Llamasoft!

The light is coming soon. - Giles [Llamasoft via Offworld]

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<![CDATA[Braid Priced High To Prevent "The Space Giraffe Problem"]]> When the pricing was announced (both times) for Xbox Live Arcade puzzle-platformer Braid, the vocally frugal gamer crowd bemoaned the higher than average cost. Too bad, really, as it's one of the best XBLA titles I've ever played. Still, there are folks who can't get past the 1200 MS Points pricing — that makes it one of the more expensive downloadable games, but still cheaper than Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness.

Jonathan Blow, creator of Braid, explains why it was priced so, commenting on the official Braid blog he had to "guard against [...] the Space Giraffe problem." He offers up the low priced, low selling (just 19,000 downloads) psychedelic shooter as an example of how pricing came back to bite the developer in the ass (specifically the wallet).

He writes that Space Giraffe for XBLA already had a built-in audience of Jeff Minter followers, something Braid does not.

"There is a significant possibility that Braid would have been the next Psychonauts or Beyond Good and Evil (critically acclaimed but nobody played it)," Blow contends "Even at $10."

He later puts the cost into more tangible terms, commenting that "If it were just a matter of my own money, I wouldn’t care so much, but I ran out of money while developing Braid and had to borrow a lot — so I owe people a lot of money. That makes the nature of the decision a little different."

That decision, it sounds like, may not have been entirely Blow's to make. He theorizes that Microsoft would have priced the title at 1200 MS Points regardless of his wishes to go lower.

I'll be buying the game when it's released on Xbox Live Marketplace early tomorrow morning, despite having free access to it right now. I would recommend you do the same. But only if you like awesome games with a great sense of humor, fantastic gameplay mechanics and stunning artwork.

Recent Braid Review and Preview [Braid Blog - thanks, Mike!]

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<![CDATA[On 'Authorial Intent,' Game Designers, and Gamers]]>

It's been a while since the Space Giraffe kerfluffle where Yak Minter threw a hissy fit in his blog regarding poor scores given to the XBLA psychedelic shooter (and the point where it was compared to Joyce's Ulysses, but I came across an interesting piece recently that talked about Space Giraffe in reference to (wait for it) a piece of literary theory known as 'authorial intent.' The post-structuralist conception is (at least in part) that the critic's will and opinion always supercedes that of the author. What does this have to do with Space Giraffe? Well, it's one way to look at why there was such heated discussion over Space Giraffe:

The collision between the Llamasoft's eccentric design aesthetic and the expectations of entire modern internet did not fall in Minter's favor .... At least a couple of online discussions link to a post on Minter's personal blog where he expresses muted optimism at the game's tepid sales after its launch last summer, and another on the game's official development blog where he angrily rebuffs players (and reviewers) who find the game too difficult or unfriendly to "man up and grow a pair", ranting that the expectation of the modern gamer to encounter some easy tutorial levels followed by a steady-but-gentle difficulty curve is more pandering to the masses than a time-tested refinement in game design philosophy.

This alone paints an interesting portrait of a truly old-school game designer discovering the sort of controversy that would arise only as a result of the almost anachronistic insertion into the XBox Live Arcade catalog that Space Giraffe represents - a brand-new, high-definition, surround-sound game that still somehow feels like it's from 1985. What brings it all around to my thoughts on authorial intent are articles like this one, where Minter insists that Space Giraffe is not a followup to Tempest. Except... it totally is. I put forth that not a single person who has played the original Tempest, and who has had no contact with Minter's own thoughts on Space Giraffe's design, will fail to immediately think "Aha! Tempest!" upon seeing the newer game. Furthermore, even if they like the game enough to stick with it and discover all the ways that it's different - and there are indeed many - they will still consider it a Tempest offshoot.

It's not a particularly long piece, and many may cringe at the collision of literary theory and, uh, gaming, but it's not that often we see such a visceral response from an auteur to critics that stretches out over a period of time.

On Authorial Intent and Space Giraffes [The Gameshelf]

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<![CDATA[Minter Working On Gridrunner++ For XBLA]]> Fan of all things hairy, bearded and woolen, Jeff Minter, dropped word on his LiveJournal today on the follow up to the loved/hated Space Giraffe for Xbox Live Arcade. Llamasoft's Gridrunner++ is currently in the redesign process for XBLA which will undergo a 3D transformation and will be "a much more involved game than the PC-only predecessor."

For those unfamiliar with Gridrunner++, demos for the PC and Mac are currently available at Llamasoft. For those who can't be bothered with the half-dozen clicks required to run it, the game is a "twitch gaming shoot 'em up" featuring "glorious, retina scorching, psychedelic themed parallax scrolling levels." It sounds like Robotron. It's fun. Go play it.

iPod touchness [Jeff Minter's LiveJournal]

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<![CDATA[Space Giraffe is Rubbish, The Shirt]]> I'll be honest. I haven't played Space Giraffe, because my Xbox 360 is still in the intense care unit. (Have you? You like it?) Paper mag Official Xbox Magazine didn't dig the game much at all, giving it a 2/10. Over at Something Awful, Space Giraffe creator and head yak Jeff Minter called the review "the most extraordinary example of egregious fuckwittery" he's ever seen. Right or wrong, the magazine is certainly entitled to its opinion! Just as Minter is entitled to make t-shirts lampooning that review. They're available for purchase, too. Buy one if you like. Wear it, too.

Fuckwittery. Gotta remember that one. Funny.
Minter Makes Shirt [YakYak]

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<![CDATA[Minter Calls Xbox Live Approval Process "Soul Crushing"]]> Jeff Minter and Llamasoft's Space Giraffe is currently bugging out the brains of some ten thousand-plus Xbox Live Arcade gamers, beggaring comparisons that range from Joyce's Ulysses to Minter's own Tempest 2000. But in a LiveJournal appropriate lamentation on the need to get away from it all, Minter says his experience dealing with the XBLA re-approval process—Space Giraffe's got some bugs, you see—is akin to a "massive, spirit-crushing inertia."

Poor Jeff. Lay off him already, Giraffe haters! If you love Space Giraffe, though, show Minter some love. Maybe a nice fruit basket or hand knit yak hair sweater would cheer him up.

stage one [Jeff Minter's LiveJournal via 1UP]

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<![CDATA[Space Giraffe Is Like Joyce's Ulysses?]]> spacegiraffescreen.jpg Via GameSetWatch comes an musing on Space Giraffe, Yak Minter's psychedelic shooter that people seem to either love or hate. The author is Jonathan Blow, the guy behind Braid, and he says you either get Space Giraffe (and love it), or you don't (and hate it, giving it 2/10 when you write your review).

This game is about expanding your perception. It demands that you learn to see. Most of the reviewers who gave the game low scores, I claim, were too closed-minded; they weren't receptive to this kind of teaching, which the game is obviously telling you it wants to do, if you are quiet enough and listen.

The game could be much clearer about its intentions. There's a tutorial, but it only teaches you the basic game mechanics (and not very clearly, at that). The tutorial never says anything like "this game is going to throw ever-more visual insanity at you, and your job is to make sense of it all". That would have been undesirably heavy-handed, but I know that if Jeff had structured the game so that this intent was somehow clear to the player from the start, there would be many fewer bad reviews.

He goes on to say that maybe Space Giraffe is like James Joyce's Ulysses - a firestorm for controversy, but some people just don't get it. Me? Not a fan of Ulysses, but I'm pretty fond of Space Giraffe.

In which I compare Space Giraffe to Ulysses [Braid via GameSetWatch]

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<![CDATA[Look into J Allard's Eyes]]> Ha! J, you may ignore our Xbox Live messages and call us "creepy." But there are others who are creepy, too. Take Jeff Minter, who features J Allard in the second part of the Space Giraffe level one tutorial, which is appropriately named "The Eyes of Allard." Yes, Jallard's mug is visible. Thumbs up!!

Thanks, Protector one!

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<![CDATA[Space Giraffe and Street Trace: NYC]]> You won't find any rehashes of decades-old arcade games popping up this Wednesday on Xbox Live Arcade. This week sees two all new original games kicking your ass at 800 points a pop. Street Trace: NYC is a new entry in my what could be favorite genre of all time: the hoverboard racer. Something about traveling at high speeds on a stylized plank while leaving a glowing trail in your wake appeals to me. Street Trace features several game modes, different arena and street tracks, and online multiplayer for up to 8 players via Xbox Live. Then there's Space Giraffe, Jeff Mintner's tribute to Tempest, with 100 levels of colorful shooting goodness with special moves and power ups thrown into the mix to keep things interesting. A couple of really nice titles for sure. Me? I'm just glad I don't have to use the phrase 'enhanced graphics and sound' this week.

Space Giraffe Page on Xbox.com
Street Trace Page on Xbox.com

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<![CDATA[Space Giraffe Gets Launch Blog]]> Spacegiraffe.jpg Having listened to the howls of disappointment from my boyfriend every time some news is released about Jeff Minter's psychedelic shooter Space Giraffe (usually that the release isn't here yet. And still isn't here. And still isn't here ...), I'm glad that those will soon be coming to an end. Or we hope, at least - the Llamasoft website has a blog up about the release and assorted game details which means launch should be imminent.

Welcome to the Space Giraffe Launch Blog! We're now very close to Llamasoft's latest emission through the auspices of XBOX Live Arcade. So if you've an XBOX 360 and you're all hooked up to that there internet you're in a for a real treat for a mere 400 XBLA points! Over the next few days you can expect this blog to be chock full of all manner of Space Giraffe info.

There's a 100 levels to play through, a rogues gallery of nasties bound to test your gaming skills and it's here you'll be able to find out what you need to succeed straight from the yak's mouth, he'll be along soon.

I'll just be glad when the game is out (for a whopping 400 points on XBLA) and there will be no more cries of dispair in this house - until one of the games I'm looking forward to gets pushed back again and again and again.

Llamasoft Space Giraffe Launch Blog [via Jeff Minter's LJ]

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<![CDATA[Space Giraffe Entering Orbit]]>

The dishes are done, man! Jeff Minter announces on his Live Journal earlier this week that Space Giraffe has finished its testing phase which means it is going to be out soon. It also features some screenshots of how he did on his own game throughout different levels (practice makes perfect!).

For all of you who haven't been paying attention, here's a quick review before the test:

Space Giraffe is a psychedelic shooter in a similar vein to previous title Tempest 2000. However, the similarities end on the surface, and the developer is keen to point out that this is a different and unique game.

You can score a copy of Space Giraffe very soon on Xbox Live Arcade for a mere 400 points, which is probably a better buy (at 230 points) than trying to get your Robbie Williams fix after finding out he's the youngest man to make the Sunday's Times Rich List.

Sigh. "Oh, Robbie ..." (elbows on table, hands on head) .

Space Giraffe Finished [Eurogamer]

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<![CDATA[Why Jeff Minter Didn't Make Game For Sheep]]>

Jeff Minter: Game developer, sheep owner and naughty dude. Gamasutra has a big interview with Minter in which he explains where the name for his upcoming game Space Giraffe came from, why he didn't return Jallard's email and about the time he was asked to make a game for sheep. Onwards!

...the weirdest request I've ever had in making games was when I was once offered by a research place in Wales to develop video games for sheep. I guess it was some study into the cognitive abilities of sheep. I couldn't take it up because I was busy with other stuff, but I was genuinely asked to make video games for sheep.

And so, that's how "Does Jeff Minter Dream of Electric Sheep?" didn't become a reality. Bummer!

Jeff Minter Sheep Game [Gamasutra]

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<![CDATA[Happy Faces. Space Giraffe Levels Done.]]>

Good news! Our favorite naughty developer Jeff Minter has finished designing all the 100 levels that make up his Xbox 360 title Space Giraffe. Over at LiveJournal, Minter writes:

I'll be continuing to play over and tweak the levels until everything is completely finished, but all the main levels are now pretty much done. ...and then next week will be dedicated to the bonus round. If I can get that nailed in a week then I'll be a happy ox and on schedule for gameplay complete end of March as I hoped }:-)

Not only does Minter like naughty stuff, but also emoticons. Insightful!

Levels finished [LiveJournal via 1Up]

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<![CDATA[Jeff Minter, Naughty Dude]]>

Laptops make good porn banks. Just ask llama obsessed game designer Jeff Minter. He was giving a keynote at the Independent Game Summit at GDC. Insert Credit's Brandon Sheffield reports:

[Minter] was showing the audience his old games. He misplaced the game Gridrunner++ ...so he was searching through his file tree — exposing for a moment on the large screen a folder entitled 'naughty.' That's my greatest fear for presenting, let me tell you! Luckily the folder wasn't opened, and only displayed for a fraction of a second...

Luckily or unluckily?

Jeff Minter is Naughty [Insert Credit]

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<![CDATA[Space Giraffe A Go-Go]]>

Okay, I have no idea what's going on in this demo of Space Giraffe. But it reminds me of that time I licked a monolith I found sticking out of the dirth in the African desert, surrounded by strange looking, half-fossilized monkey bones.

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