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6:00 PM on 12.17.2012

Minecraft: The Story of Mojang trailer

Hey Dtoid,

It's been a long time since I posted a blog on the cblogs, but felt like this was worthy. I had the pleasure of working on this Kickstarter funded documentary alongside 2 Player Productions, and though a lot of you might enjoy it.

"Minecraft: The Story of Mojang" will premier live December 22nd on Xbox Live with a one time only free screening to Gold members, 5pm PST / 8pm EST in the US 7pm GMT/8pm CET in Europe.

If you're more the collector type, a 2 disc DVD set will be available on the 23rd (via, which has a bunch of extra content, and super spiffy packaging.

Definitely not trying to spam you guys with this, just think everyone will thoroughly enjoy it. I watched it about 20 times during development, and still enjoy it, if that says anything.   read

12:30 AM on 02.17.2011

Dream Fighter [Very short blog]

In response to Chad Concelmo's dream fighter article, I would like to nominate Jim Sterling as a fighter.

Special Moves:

Hammer of Truth:

Pulls a giant hammer from his pocket, and throws it at his enemy. If enemy is hit, they are stunned realizing how Jim isn't actually a troll, but instead someone expressing a genuine opinion whether or not the majority of the public agrees with it.

Toucan Tremor:

Jim's toucan flies off screen, only to return with a devastating collision with the ground. Opponents take damage if within range of the resulting shock wave.

Reviewer's Rating:

Gives a brutally honest score on opponent's performance, resulting in a damaged ego for the foe. No special moves for 30 seconds.

Why he would be awesome:


10:35 PM on 08.01.2010


STFUAJPGM is a miniature mixtape and magazine with a focus on the freely distributed music within the chip music community. Each episode explores a specific theme or story by use of text, videos, pixel art, and of course; music.

Episode 11 focuses on more ambient and experimental chiptune music, and follows the story of a young girl exploring a nightmare. You can check out the new episode, here.

Hope you enjoy!   read

2:44 AM on 07.03.2010

The Great Escape: A Conflicted Life

Video games are funny things. They provide environments that allow individuals to immerse themselves in worlds with distinct boundaries and clear objectives. They ask us to cross the goal line. To destroy the enemy's base. To clear the playing field of falling objects. We approach these tasks with a sense of comfort, gliding towards a clear goal: To win. To conquer that which prohibits peace in a given universe.

We intentionally insert ourselves into problematic worlds with the hope of making things better. Where there is no one else to solve a given world's problem. In one way or another, we are repeatedly forced to “Save the Princess”. Whether we are saving the planet from nuclear decimation in Call of Duty 4, freeing the world of a tyrant's grasp in Street Fighter, or simply climbing ladders to combat an evil ape in Donkey Kong, there is almost always a clear and distinct goal: to make things better.

Fortunately, we as players are often given aid in our quests to restore peace. New armor, stronger weapons, powers ups, and health packs all help us deal with our hardships. Sadly, this isn't the case in most of our real lives. We must deal with problems on a daily basis. Whether they be emotional, physical, or monetary, we often don't have a chance to back down from them. There is no enchanted amulet that allows us to become powerful enough to overcome the greatest foe, nor is there a 'POW' box to clear the field of potential danger. Instead we have different means of overcoming hardship – We simpy deal with it.

But how do we deal with it?

Some choose to directly confront the issues that plague their individual lives, while some decide to distract themselves.

I tend to do both.

Several years ago, my wife befell a strange and undiagnosable illness. It started one day with a pain that we both thought would go away. The next day, her pain had worsened to the point of having to make a trip to the emergency room. We spent hours waiting for test results, but in the end, there were no answers. 4 years, a dozen trips to the emergency room, a handful of doctors, and a few surgeries later, her illness has yet to be cured.

“Shit...” I often think to myself.

For some, the situation may be hard to grasp, but to put it brief terms; having the person you love most in the world be in constant and agonizing pain is not easy. Especially when there is nothing you can do to help resolve the issue. Even if you aren't the one experiencing the physical pain, other hardships arise.

It was about six months ago that I turned to video games in an attempt at making a productive effort at coping with the stress, worry, and overall anxiety that came along with my wife's illness. Like all of the readers of this site, I play video games. But unlike most, I tend to not play them all that often. I spend more time trying to create them. I've spent hours attempting to create tiny worlds in which problems can be easily solved by jumping and shooting. Worlds where problems are confined to a 480 x 640 pixel playing field. Where hardship can be eliminated with a simple click of the mouse, or a press of the space bar. To date, I've only released a single game that I've completed. This game was the result of wanting to process the previously mentioned hardships that I had been experiencing.

In November of 2009, a group of friends and peers were challenging themselves to writing a song a day for a month (this particular challenge was given to chiptune musicians). Being a big fan of chip music, I followed their progress avidly, and began to wonder why people in different creative fields couldn't undergo the same challenge. Perhaps they could make a painting a day, write a short story in a day, or hell... why not make a video game in a day? Being an amateur game developer, a chose to do the latter: to create a video game in a day.

I spent a couple of days at my day job thinking about what type of game I could make while sitting at my cluttered desk. I looked above my monitor and pondered the posters hanging above it. I saw Link holding the Master Sword above his head. “Maybe a tiny adventure game,” I thought to myself.

I pondered several game types that ranged from the basic platformer to a miniature RPG that would be played in a matter of seconds. After a few moments I looked back at my desk where a picture of my wife sat.

I realized that the game didn't need to be epic – it just needed to include a part of myself. On a more mundane note, I realized that the development time would be short, and that I wouldn't be able to achieve portraying a grand plot or intense character development. Instead I chose to convey a distinct message. I decided that creating a game with both basic game play principles and simple character development would be most fitting – as long as it portrayed the situation I was experiencing.

Eventually, I had a clear idea of what the game would be like. I wrote nothing down, nor did I draw a single image. I fell asleep that Friday night feeling excited for what the next day had in store. For a moment I was able to put aside the fact that the woman lying next to me was in severe pain, and that there was nothing I could do to help her.

The next morning I awoke. I sipped at a cup of coffee as I sat down at my computer and opened the necessary programs and began to my work. As time passed, my thoughts vacillated between the task at hand, and the woman who sat in the other room.

Hours later I had met my deadline, by reaching my most basic goal. I had made a game in a day. Upon finishing, I asked a friend who was participating in the previously mentioned 'song a day' challenge to write a song for it. The next evening he responded to my email with a file attached. I implemented the song into the program, created a .zip file and released it to the public with bugs and all.


Since the game's release, a few close friends have responded with reports of deep sadness, as they were aware of the situation that my wife and I experience on a daily basis. Critiques from around the internet ranged from “this game is buggy as shit” to “this game made me feel sad.” I felt accomplished in the fact that I had fulfilled my goal of creating an emotive game, and was surprised to read that people I didn't know had experienced the intended reaction to the it: To feel hopeless. To struggle with the uncontrollable situations that are put in front of you, but to keep making an attempt to remedy the situation regardless of what might become of your efforts.

In the end, I realize that this game is far from perfect, and that I didn't reach every goal that I had intended to reach. The game was full of problems. In hindsight, I appreciate these points as they are what life is about: A constant barrage of issues that we must try to resolve. Problems to which we don't often get the desired result.

As game players, we are often provided with aid. But in the real world, such devices are not often handed over so easily. Health packs don't replace insurance plans, nor do pixelated mushrooms aid in self growth. We are on a journey without confines. A game where no rules have been programmed. A world where the 'out-of-control' must be dealt with, even if it means taking a step back from time to time just to escape our harsh realities in order to play a video game.

End notes:

-I really don't want to spam the Dtoid community with self promoting nonsense, and hope that this article doesn't come off as doing so. Seriously. I realize this game is shit, but just wanted to share the story behind it.
-This game was made using Game Maker 7.
-The song “Day of Love” was made by Disasterpeace. The music is better than the game, and was recently featured in an episode of Penny Arcade TV.
-Want to check out more chiptune songs written during the '30 songs in 30 days' Challenge? Check them out!
-I sometimes ponder further developing this game. Any Flash developers out there?
-If you are interested in playing the game (and have a PC) you can download the game, here.
-This game was also inspired by Joy Division's Love Will Tear Us Apart (one of the best songs ever written).

How to play How Many Stars:

Rule 0: There are an endless amount of stars in the sky.

Rule 1: Every star crossing your path is an opportunity. The harder you try to experience positive interactions, the more likely you are to find a Lucky Star. The more Lucky Stars you gather, the more wishes you acquire. The more wishes you gather, the more likely you are to help the love of your life.

Rule 2: As time goes on, your decisions are more important. Don't get distracted. Keep moving forward and hope that everything will be OK.

Rule 3: There is no end to this game. No resolution to the problem at hand. No matter what you do, your actions can be viewed as ultimately unimportant. Perhaps one day, a God will spare you from the endless process of item gathering, but until that day, keep aiming for the sky. Maybe your wish will come true.   read

3:48 PM on 05.22.2010

An exciting weekend for chiptune music in the NW! [NVGR]

For all of the chiptune lovers out there in the Destructoid community, this upcoming weekend has some pretty spectacular events in the Great Northwest. Portland and Seattle folks should be excited!

Friday, May 28th, Portland. COLLAPSED DESIRES Tour featuring:


Luckily, it's all ages and only $10.

Here's a Facebook page if you'd like to learn more about the artists.

Sunday, May 30th, Seattle. SEATTLE 8-BIT SHOWCASE featuring:

USK (Japan), NORDLOEF (Sweden), FIGHTER X (Seattle), and SPAMTRON (Portland)

This show is also all ages and is free.

There is a Facebook page for this event, too.

Hope to see you guys at one of these shows!   read

10:30 PM on 04.22.2010

I couldn't believe my eyes. [NVGR]

It's been a really long day at work, and maybe I'm just imagining things...

Did this really just happen?

Sorry if this is old news, I haven't checked the C-Blogs in a day or two.   read

8:42 PM on 02.28.2010

STFUAJPGM #9: Brutality

STFUAJPGM is a miniature mixtape and magazine with a focus on the freely distributed music within the chip music community. Each episode explores a specific theme or story by use of text, videos, pixel art, and of course; music.

Episode #9 focuses on metal influenced chip music, which might sound strange. Nonetheless, non-believers in true chip metal will be converted after taking a glance at the new episode.   read

4:19 PM on 02.19.2010

Why Taco Bell Quesadilla Wrappers Aren't Real Consoles

When you try to put a disc in them, they don't even play games. If they did the graphics would suck.

In fact, they literally only come out of the wrapper with crud all over them.

I want a refund, Nintendo! Make it more cheesy, crunchy, melty, and game play-ey, please!   read

5:14 PM on 01.11.2010

STFUAJPGM #8 Companion

STFUAJPGM #8 is now available for your listening and reading pleasure. This episode focuses on collaborative efforts between chip musicians and artists. Here's a peak at some of the included art, illustrated by Destructoid's own Zen Albatross:

Hope you all enjoy it!

Listen Here.   read

12:53 AM on 01.06.2010

Brad Nicholson

That's all I'm sayin'.   read

11:57 PM on 12.11.2009

Love/Hate: An Open Letter to Modern Warfare 2

Dear Modern Warfare 2-

I just wanted to take a minute to relate some feelings I've been experiencing during our short time knowing each other. I don't want to come off as being super critical of you, but feel like some things should be said in order to keep our relationship a healthy and honest. I don't want to scare you away entirely, but just want you to understand the things I've been going through during our short engagement.

First off- I wanted to tell you that you are beautiful. I've never known another game that comes close to portraying the things that you have shown me. Your maps are thoughtfully created, your environments and textures are awe inspiring, and your overall appearance is breath taking. I see the way you try to make me happy. How you undertake an endless effort to keep me entertained. I appreciate your sound design: the explosions and gunshots that blast through my speakers are like gentle whispers that creep through my ear canals and ultimately find their way to the core of my being. Your endless consideration for detail is both astonishing and admirable. Who would have know that a game like you could show me what its like to be brave...

But sometimes I wonder if the things you have to offer are simply too much for a simple guy like me.

When we're together, I sometimes find myself thinking of the past. Thinking of times when things were simple. Times where the world around me wasn't quite so chaotic and blow-y up-y. Like when I was hanging out with Bit.Trip Beat. Things were just so easy going... and fun. I guess what I'm trying to say is that things used to feel so much less complicated than they are now, and I'm not sure if I can commit myself to you entirely.

I do realize the cultural impact you have had, and just how many people are dying to be at your side. But I wonder whether or not we are the right fit for one another... you're just too controversial. It's like everything around you just falls apart. Or gets blown up by a nuclear weapon.

I think we need to take a break. Maybe things are moving a little to fast, or maybe I'm just not ready for all of the complication you bring to my life. You're kind of like sensory overload put into disc form.

If it's OK with you, I think we should just be friends. Maybe we could hang out on weekends? Or get a drink later next week?

I'm sorry to break it to you over the internet. I tried calling, but your cell was busy whenever I tried. You should text me, or hit me up on Facebook when you have a chance to get back to me. Actually just get at me on Twitter (@Gaymer4lyfe420).

Anyways, hope you're doing good. Say 'hey' to Uncharted 2 for me... but please don't tell her that I'm annoyed with her, too. Thanks :P


Pixelpunx   read

5:45 PM on 11.18.2009

Hey Portland! Chiptune Show tonight!

Video games, chip music, and beers! Will be awesome! Read more at Ground Kontrol's website.   read

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