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I made a short browser computer game using LEGO Microgame for Unity! :D This is my entry for "Build Your Own Game" contest on Lego Ideas (comments there are higly appreciated!).

 

Help the little shark to grow up and became the Mistress of the Sea! Eat small fish and avoid big fish! Listen to the friendly crab for instructions!

 

One shark, five levels, six types of fish and one talking crab. The last level has a timer and a boss, so watch out!

 

All models were created by me with Bricklink Studio.

 

Play the game! :)

I've finally managed to gather all my GBA games and take a shot of them, if you're interested in photo with boxed versions, you can find it here

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Bwahahahaha Wario ware is on the club Nintendo magazine and the Nintendo power magazine

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Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Functioning Handheld in which the player can actually pick Wario's nose by pressing A+B.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

On November 13, Paolo Pedercini aka Molleindustria led a workshop on creating microgames for the students of the Master of Arts in Game Design at IULM University. Participants were asked to design non digital games that can be played with little or no props, and can be described with a concise ruleset (less than 800 characters). The workshop took place during GAME CONTEXTS, one of the Program’s core courses. It was also open to alumni of the M.A. Program (to enroll, please RSVP at least three days in advance).

 

Paolo Pedercini is an Associate Professor in Carnegie Mellon's School of Art, where he teaches courses related to Animation & Special Effects and Game Design. He is a game developer, artist and educator. At CMU he teaches experimental game design, creative coding, and animation. He was born in Italy and migrated to the United States in 2007 to study integrated media arts at the Rensselaer Polytechnic Institute.

 

Paolo’s artistic practice deals with the relationship between electronic entertainment and ideology. Working under the project name “molleindustria” he produces videogames addressing various social issues such as environmental justice (McDonald’s videogame, Oiligarchy, Phone Story), religion (Faith Fighter) and labor and alienation (Every Day the Same Dream, Unmanned, To Build a Better Mousetrap). Molleindustria obtained extensive media coverage and critical acclaim while hopping between digital art, academia, game industry, media activism and Internet folk art.

 

In addition to his studio practice, Paolo advocates for independent and socially conscious gamemaking, within and without artistic contexts. He lectured in a wide range of venues, from the oldest squat in Rome to the venues like the Game Developer Conference, the Digital Games Research Association, Ars Electronica, The Centre Pompidou, and Cabaret Voltaire.

 

Although his work exists primarily online, it has been exhibited internationally at festivals, galleries and museums including the Sundance Festival, the EMP Museum, Victoria & Albert Museum, Hammer Museum, Games for Change, Gwangju Design Biennale, Indiecade, FILE Brazil, LABoral, and ZKM.

 

This workshop was based on Experimental Game Design, a course that Paolo teaches every fall at Carnegie Mellon University.

 

gamedesign.university

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Nintendo just announced a price drop for the Nintendo 3DS? Well, according to their official site, it says $ 169.99 Or Download 20 Free Games For Existing Customers.

 

Why the sudden price drop and why so soon? My guess is because of slow sales. So, it’s only natural to ask this question–now that the 3DS is $ 80 less, will you be picking one up? Leave your comments below.

 

Below is an excerpt from Nintendo’s official website.

 

Nintendo:

Great Price, Great Games

 

An exciting message for people who own a Nintendo 3DS and those who want to:

 

Nintendo of America today announced plans to drop the suggested retail price of its portable Nintendo 3DS™ system to $ 169.99 in the United States. The new price takes effect Aug. 12 and makes an outstanding value even better.

 

Building on the popularity of The Legend of Zelda™: Ocarina of Time™ 3D, which launched June 19, the upcoming game calendar for Nintendo 3DS is a Who’s Who of iconic video game franchises. Star Fox 64™ 3D arrives on Sept. 9, followed by Super Mario™ 3D Land in November, Mario Kart™ 7 in December and Kid Icarus™: Uprising during the holiday season.

 

And don’t forget that Nintendo 3DS has a bunch of fun features, including Nintendo Video™, the Nintendo eShop and access to Netflix, that make it a must-have video game system.

 

But what about the 830,000 of you who already own a Nintendo 3DS? You’re some of Nintendo’s most loyal customers, and we’re rewarding you for getting in on the action early with not one, not 10, but 20 free downloadable games from the Nintendo eShop! Here’s how it works:

 

The 20 free games are available to anyone who owns a Nintendo 3DS system and uses a wireless broadband Internet signal to connect to the Nintendo eShop at least once before 11:59 p.m. Eastern time on Aug. 11. These users will automatically be registered in the Nintendo 3DS Ambassador program. The program contains two elements:

 

1. Starting Sept. 1, Nintendo 3DS Ambassadors will be able to download 10 NES™ Virtual Console™ games at no charge and before they are available in the Nintendo eShop to the general public. These games, including Super Mario Bros.™, Donkey Kong Jr.™, Balloon Fight™, Ice Climber™ and The Legend of Zelda™, are slated to become paid downloadable games, but Ambassadors get them early for free. Once the paid versions of the games are posted to the Nintendo eShop later in the year, the updated versions will be available to Ambassadors for download at no cost.

 

2. By the end of 2011, Nintendo will provide Ambassadors with 10 Game Boy Advance Virtual Console games. These include games like Yoshi’s Island™: Super Mario™ Advance 3, Mario Kart™: Super Circuit, Metroid™ Fusion, WarioWare™, Inc.: Mega Microgame$ and Mario vs. Donkey Kong™. These games will be available exclusively to Ambassadors, and Nintendo currently has no plans to make these 10 games available to the general public on the Nintendo 3DS in the future.

 

More details about this program will be announced in the future.

 

It’s a great time to own a Nintendo 3DS!

 

source www.nintendo.com/corp/nintendo3ds/news/

 

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Most should be obvious. The Ogre Pocket Edition is the reproduction from 2012, not the original Metagaming microgame. Not pictured is my copy of GURPS Ogre.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

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Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

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Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Play as one of four young people who have moved into the town of Trumpsville over the summer holidays and now face with dread a new year at the unfamiliar local high school, Northshore Academy.

As the new kids in the class, these four pupils start the year at the bottom of the ‘social ladder’ – a sort of in-game leaderboard which ranks pupils based on their kudos. The aim of the game is to climb the rankings by navigating the world of bullying.

 

Players takes turns to throw a dice and move around a board, engaging in bullying and victim microgames that have been designed in conjunction real British school children and with the advice of bullying experts.

 

Through a combination of narrative and play, Sticks & Stones explores the very latest thinking about bullying and the way that hierarchical social systems lead to young people assuming both ‘bully’ and ‘victim’ roles during the average school day. As with Littleloud’s previous game, Sweatshop, Sticks & Stones doesn’t seek preach or offer solutions so much as pull back the curtain on a social system, provoking reflection and, perhaps, action.

 

Featuring art by illustrator Leigh Pearce (leighpearce.com), music by Michael Reaney (Bow Street Runner, The Curfew, Sweatshop) and game design by Simon Parkin and Darren Garrett, Sticks and Stones aims to provide a fitting epitaph to a company whose output has spanned thirteen years.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

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Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

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Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

Microgames as a concept to engage, empower and to bring communities together. The approach of this prototype, which was developed within the frame of the CitizensLab, will be presented through the games creating workshops and trial sessions which took place in Athens and Liverpool in June 2018. These microgames will be tested in the Metaxourghio area with festival participants and local visitors. This exercise can initiate further discussion on how to facilitate meaningful conversations in environments of cultural change and diversity.

Photos by Laura Werling.

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