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GDC 10: Falling to your death: The Canabalt postmortem photo

Canabalt is one of my favorite iPhone games ever. It's very simple, yet so fun and addictive. Lots of other people think so too. Both the iPhone and free online versions have become a hit, garnering recognition from all sorts of places. That's why creator Adam Saltsman and iPhone porter Eric Johnson were a part of GDC 10's iPhone Summit this year.

There, before a crowd of convention-goers, they unveiled many secrets, and even made a really big announcement. If you love Canabalt as much as I do, hit the jump for the summary and get some insight.

They began the talk by asking the audience to name a game genre that they really enjoy. A few people spoke up with different answers, but ultimately, "platformer" was chosen. Curiously, Saltsman took a backseat at that point. He worked on... something all the while.

For the unknowing, Johnson described Canabalt as "a guy in a suit running from rooftop to rooftop during an alien invasion". The game was made by Saltsman for an Experimental Gameplay Project, where the theme was "Bare Minimum". That was why the one-button control scheme was chosen.

He then rattled off a few of the games that inspired Canabalt's look: Flashback, Another World, and the first Prince of Persia. Screenshots of each were shown on the projector screen, and just looking at them, the influence was obvious. He loved the way that the first two games made complex looking environments using only a few colors. The main characters from these three games were heavily influential as well; like them, the main character of Canabalt moves very fluidly.

He also showed us examples of the bits and pieces the game's visuals were built with. They're pretty much Legos; they snap together into randomly generated combinations, heights and widths to create the various buildings you run across.

The level generation was inspired by the traditional "the further you go, the harder it gets" formula, which evolved into a speed formula; that is to say, now the game gets harder according to how fast you're running. But they didn't want players to be forced into that situation. The solution were the various obstacles the game randomly generates. If you move too fast, you can purposefully run into a box or chair and slow yourself down, thus lessening the difficulty.

The next subject was marketing. Though server costs got a little out of hand, having a free online version of the game available did more good than harm. It allowed people to try the game out before buying it, which was important because of Canabalt's price point. Most iPhone games are 99 cents, but it retails for $2.99. So if they enjoy the online version and want more, they can buy the app and feel good about supporting indies. This philosophy worked well for them, and it's something they look to do again with future releases.

There were also a few aggregators that helped market the game. From a single link on Stumbleupon, the website received around 190,000 hits over the course of a few days. Then there's the advertisement help the game got from social networking. After death, the game will ask you if you want to post your score to your Twitter, and through those alone, over 50,000 hits have been generated. 115,000 units were sold in the first five months.

Johnson went back to the price point for a moment, and how it was a very controversial thing. A lot of people weren't willing to spend more than the usual amount on the game, but the team seemed to have no regrets about their decision. "If you sell a game at 99 cents, you have to make the top ten list to sustain a company. Canabalt reached 36."

They tried to see if a lower price point would help the sales of another game, but it seemed to have no real effect. They may not have even been able to try the $2.99 price point if they didn't have the online version to act as a trial. Despite the higher price, the game sold relatively well, and has much less one star reviews (which usually only accompanied complaints about the price) than any top ten 99 cent game.

He then moved on to describing the more technical aspects of how both versions of the game came together. There was mention of Saltsman's gamemaking tool Flixel, of course.  Anyone can quickly and cheaply make games with it, as evidenced by Canabalt itself; the Flash version was built in just five days. The iPhone port was similarly quick, taking only two weeks.

But this port was extremely dirty, so a bit of optimization had to be done. From the Flixel-to-iPhone optimization process came a new tool... Flixel for iPhone. To demonstrate how awesome it is, Saltsman finally spoke again. He had programmed a touch control platformer (remember the genre they picked out at the beginning?) in the half hour the talk had gone on for, and put it up on the projector screen for everyone to see.

It was awesome, as evidenced by my inability to end this summary in any other way. It was freaking awesome. Adam Saltsman is some sort of wizard.








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20 comments | showing # 1 to 20
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xibalba's Avatar - Comment posted on 03/11/2010 11:48
xibalba
I can't believe people would complain about 2 dollars and 99 cents and then give it 1 star because of it. I mean seriously wtf. "OMG IT'S $2.99 yo fuck that i ain't buying it."
Chris Carter's Avatar - Comment posted on 03/11/2010 11:52
Chris Carter
I bought it happily for $2.99, and would happily buy it again.
sewerraccoon's Avatar - Comment posted on 03/11/2010 12:11
sewerraccoon
hell, I dripped $2.99 without even trying the game. it's a cool little game, definately worth it
super2j's Avatar - Comment posted on 03/11/2010 12:13
super2j
meh i prefer robot unicorn attack. Seriously.
timtheterrible's Avatar - Comment posted on 03/11/2010 12:16
timtheterrible
I HATE when a window comes up. That pretty much means instant death for me.
Corduroy Turtle's Avatar - Comment posted on 03/11/2010 12:38
Corduroy Turtle
Love it. Bought it. Want more!
troygilbert's Avatar - Comment posted on 03/11/2010 12:59
troygilbert
Quick clarification: Flixel isn't a "gamemaking tool" that "anyone can use", it's an SDK/framework for ActionScript3 programmers to use. Definitely requires *some* programming ability. (And it's awesome, and I'm a big fan of Adam's work, both creatively as a game designer and as a programmer.)
Tubatic's Avatar - Comment posted on 03/11/2010 13:04
Tubatic
If I had an iPhone, this would be the first game i bought.

its been inspirational and influential, even though its just a small thing.
Dezroy's Avatar - Comment posted on 03/11/2010 13:08
Dezroy
@super2j
I totally dig Robot Unicorn Attack too but I understand Canabalt was around a bit longer (and potentially inspired the Adult Swim game).

I'm hoping RUA also makes it to iPhone; but only if they keep the soundtrack.
burglarize's Avatar - Comment posted on 03/11/2010 13:24
burglarize
Any chance of seeing the game he made?
Ashley Davis's Avatar - Comment posted on 03/11/2010 13:41
Ashley Davis
@troygilbert: Ah, thank you for clarifying. Having not tried Flixel before (I'm still in the very early stages of learning programming, anything aside from Game Maker scares me), I wasn't *exactly* sure.
LK4O4's Avatar - Comment posted on 03/11/2010 13:41
LK4O4
No matter what your feelings are on the game, I love this guy for creating and putting up Flixel for all of us to pick apart and use. Flixel is awesome, and now we can make iPhone games with it? That's just too cool.
My Eyes My Eyes's Avatar - Comment posted on 03/11/2010 13:48
My Eyes My Eyes
AddictIVE.
Shadowiii's Avatar - Comment posted on 03/11/2010 14:46
Shadowiii
This game is worth it simply for the Run song.
Dead Movie Star's Avatar - Comment posted on 03/11/2010 16:27
Dead Movie Star
Flixel makes me wet.
lewness's Avatar - Comment posted on 03/11/2010 17:03
lewness
I was too mesmerized at the background everytime I play Canabalt, I keep falling off.
AdamT's Avatar - Comment posted on 03/11/2010 18:28
AdamT
Great article. I played that game more than any other on my Ipod last year.
Press Space to Smack a Ho's Avatar - Comment posted on 03/12/2010 02:40
Press Space to Smack a Ho
Ready the neat-o ray. Procede to rotoscope depth. Fire!
Opa-Opa's Avatar - Comment posted on 04/05/2010 04:47
Opa-Opa
Damn... he just pointed MY main gaming inspirations.

Heh, great minds think alike. =P
ALT's Avatar - Comment posted on 05/26/2010 03:02
ALT
fuck the widows, both jumping in and for the slowdown when bursting out.
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