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How a Small Team of Australian Game-Makers Reinvented Pac-Man

This article is part of a collaboration with iQ by Intel. // This past August, the latest version of Pac-Man reached #1 on the charts in Japan. This may not sound surprising. Until one considers that Pac-Man 256 is a touch-based mobile game made by a small independent studio from Melbourne, Australia. When Matt Hall and Andy Sum of Hipster Whale released their Frogger-inspired mobile game Crossy Road last November, their expectations were realistic. “We definitely didn’t expect any of this to happen,” Sum told me over the phone. “When we made Crossy Road, we knew we had a good game…

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PACAPONG’s chaotic arcade game mash-up reflects our remix culture

Part of me wishes that Dick Poelen had gone further. His Mini Ludum Dare #68 game jam entry PACAPONG comprises four classic arcade games: Space Invaders, Pac-Man, Pong, and Donkey Kong. But why stop there? The disruptive child in me begs for more and more to be added. I want this mash-up to be taken to the extreme, until the processor can’t keep up, layer-upon-layer of retro gaming until a gorilla’s knee is no more discernible than a Power Pellet. of the same thinking that fuels the tumultuous side of remixing  Perhaps that’s a symptom of my upbringing amid the enthusiastic…

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See Mario and Pac-Man transformed from pixels into 3D light

No, this astounding glass orb which contains beautiful rippling graphics is not the same thing as that plasma globe that sat on your nightstand when you were 11. Sorry if you got your hopes up. It is actually something much cooler: a volumetric display. The term volumetric display is just fancy jargon for any device that arranges pixels in three dimensions, instead of the flat arrangement we’re used to from our screens and monitors. Thus, the volume. The idea is similar in concept to Matt Parker’s Lumarca, a cube of dangling luminescent light which has praise heaped on it by…

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Monaco makes its final getaway, but not before one last killer update

It’s been a long ride with a dead body in the trunk and half-a-million euros stuffed under the seat since Monaco won the Independent Game Festival in 2010. “The money I’ve made from Monaco is kinda gross, when taken in one big chunk. But it’s really only about what I would have made had I been working for a salary [for a decade],” says Andy Schatz in a blog post announcing he is officially done with the game, which came out last April. Perhaps he’s feeling a little millionaire-dev-shame, or perhaps he’s just a really nice dude (I’m going with the…