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Another addictive game
PostPosted:Tue Jul 26, 2005 9:08 pm
by SineSwiper
Tontie
Made it to level 13, and the game is pretty much impossible after that. I don't think my reflexes can physically extend that for.
PostPosted:Tue Jul 26, 2005 9:41 pm
by SineSwiper
Here's some
hints including some codes to get the best weapons, etc.
PostPosted:Tue Jul 26, 2005 9:57 pm
by Nev
There is a hilarious story behind my history with this game, but I can't repeat it yet...
PostPosted:Wed Jul 27, 2005 12:19 am
by SineSwiper
Got to level 16 with one of the codes, but the new enemy is insansely difficult. I really really hate the numbered enemies. I don't need them switching numbers and requiring two hits to kill.
PostPosted:Fri Jul 29, 2005 12:52 am
by SineSwiper
Up to level 20. The end boss is sadistic.
PostPosted:Fri Jul 29, 2005 2:21 am
by Nev
Oh, hell, no one on this board is going to sue me.
A few people at JAMDAT were playing that game for a week or so, more than a year ago. It game was what gave me the idea for doing a cell phone game based on bopping things that pop out of holes. Since every phone in existence has a numeric keypad (and most of them are even shaped normally), the mechanic seemed like a natural to use.
What was funny is that after I decided to have our first game use this mechanic, I wanted to look up Eyezmaze, both to examine its game mechanics, and to make sure we were on sound legal footing regarding copyrighting. But I couldn't remember the name and couldn't find it. I thought I'd never find it again until you posted it.
Our game is turning out quite differently from this one, which I think is good. Legal issues aside, I think it'll end up being accessible to more people, because the mechanics are totally different.
PostPosted:Fri Jul 29, 2005 9:06 am
by Kupek
Even if you copied the idea, you'd be legally in the clear. A copyright violation would only happen if you copied some of their actual code, artwork or text.
PostPosted:Fri Jul 29, 2005 9:10 am
by Nev
That's my understanding too.
I think game mechanics can form a basis for infringement, but only if you copy them almost exactly. So if one were to, say, re-skin Street Fighter II, with eight playable characters with exactly the same moves, but different art, one might get successfully sued. However, one certainly can't copyright the idea of a fighting game, or the idea of a rodent-bopping game.
PostPosted:Fri Jul 29, 2005 9:40 am
by Kupek
You use a fitting example. There was a company that copied the entire idea of Street Figher II, down to the look and execution of the moves on similar looking chracters. Capcom sued and lost.
PostPosted:Fri Jul 29, 2005 9:55 am
by Nev
Interesting. Well, I suppose we (my co-workers and I) ought to be even less afraid, then. I was thinking of the weird Super Mario Brothers clone that I had read about (
http://en.wikipedia.org/wiki/Great_Giana_Sisters ).
I do feel like there's cause for a suit if your gameplay mechanics are
exactly the same as someone else's...do you have any links on this case you're talking about? I'd like to read about it, if possible.
PostPosted:Fri Jul 29, 2005 10:07 am
by Agent 57
The SFII knockoff in question was called "Fighter's History" by Data East.
A quick googling should come up with a bunch of articles about it, if you're interested.
PostPosted:Fri Jul 29, 2005 10:19 am
by Nev
http://archive.gamespy.com/articles/jun ... ex10.shtml
"Capcom's counsel must have been feeling saucy that day because it even tried to lay claim to "the distinctive appearance of the Street Fighter II cabinet, including, but not limited to, the physical layout of the two eight-position joysticks and six-button control panels. ..." "
Oh God...someone protect me from the stupid.
Well, anyway, this seems to be reaffirming what little research I've done - which is to say, you can bring a copyright lawsuit against someone in the game industry, but unless actual art, code, or text is copied (as Kup pointed out), you can't win it.
PostPosted:Fri Jul 29, 2005 11:10 am
by Kupek
Mental wrote:I do feel like there's cause for a suit if your gameplay mechanics are exactly the same as someone else's...do you have any links on this case you're talking about? I'd like to read about it, if possible.
Even less so. Gameplay mechanics can't be protected by a copyright, that would have to fall under a patent. And I'm unaware of anyone applying for, much less successfuly getting, a gameplay patent.
PostPosted:Fri Jul 29, 2005 2:39 pm
by Nev
Also interesting. Are they considered "inventions" or "technology" then?
PostPosted:Fri Jul 29, 2005 6:36 pm
by Kupek
I don't know, I just made that judgement based on my understanding of copyrights and patents. You can only copyright a work of some kind, you can't copyright an abstract idea, a device, or a process. That's what a patent is for.
PostPosted:Mon Aug 01, 2005 12:12 am
by SineSwiper
If you do design a game like it, remember that it doesn't need to be as sadistic that this one.
PostPosted:Mon Aug 01, 2005 12:16 am
by Nev
I don't plan on making it that hard, no.
PostPosted:Mon Aug 01, 2005 12:28 pm
by Nev
Wow. That game is a good argument to me why Koreans should not be allowed to make videogames. (Kidding, but it seems like Korean gaming is on a whole other skill level.) Level 13 is ridiculous, and there are seven more?
PostPosted:Mon Aug 01, 2005 8:16 pm
by SineSwiper
Past level 13 basically requires a gold hammer. Five hearts really helps, too. With 5 hearts, you can at least ignore the numbered enemies. Those seem to be the ones that really trip me up. You can get a good gold hammer/hearts code at the hints link above.
PostPosted:Mon Aug 01, 2005 9:46 pm
by Nev
I had the gold hammer with wings and five hearts. It was still wayyyy too hard.