Framing 25 Years of Magic

Rhystic Studies, a YouTube channel that explores the art, history, and culture of Magic: The Gathering, takes a detailed look at the design of Magic’s card frames.

Magic card frame design

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The Smash Brothers documentary series

The Smash Brothers posterThe Smash Brothers is a 9-part documentary series about seven of the greatest “smashers” of all time. Through years-long rivalries spanning coasts and countries, discover the passion for a game which started as a casual experience only to become a heart-pounding competitive lifestyle.

SovietWomble – The Art of Subtitles

Project Kino on the invisible art of SovietWomble’s subtitling craft. I’m not familiar with this particular YouTuber, but clever animated subtitling work on gaming videos — typically online shooters — are definitely an artform.

SovietWomble

See also: Vanoss – Crafting Cinema in Video Games

Arduboy
Miscellany

Arduboy: Game system the size of a credit card

Arduboy is a miniature, open-source, programmable game system based on Arduino.

Arduboy started on Kickstarter in 2015 and is now for sale at $49 (they expect it to sell out quickly, however). Features:

  • 1.3″ brilliant black & white OLED display
  • 6 tactile momentary push buttons
  • 2 channel piezo electric speaker
  • Durable polycarbonate and aluminum construction
  • Rechargeable thin-film lithium polymer battery

(via HN)

See also: Other posts tagged ‘electronics’.

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NESPi – my Mini NES Classic Raspberry Pi games console

‘Daftmike’: It was inevitable… I have a Raspberry Pi, I have a 3D printer, I’m a huge nerd… At some point I was going to print a case for it in the shape of the old Nintendo Entertainment System.

In the end, this project turned into more of a love-letter to the NES than just printing a case. I learnt a lot of new things about Linux, 3D design, wrote my first Python program and had a blast doing it…

Raspberry Pi NES

See also: Other posts tagged ‘Raspberry Pi’

Shovel Knight and Nailing Nostalgia

Mark Brown: Some games are all about nostalgia – a reminder of how games used to be. No game nails this sensation quite like Shovel Knight, which expertly picks and chooses the right bits to emulate from old games. Here’s how Yacht Club Games pulled it off.

See also

David Braben
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David Braben on the science behind Elite Dangerous

David Braben is one of the most influential computer game programmers of all time thanks to his groundbreaking work with the Elite series in the 80’s. While I haven’t played the new Elite Dangerous yet, I really appreciate the thought that has gone into the designs and the respect for science that is evident.

David Braben interview, part 1 & part 2

See also: Audio design in Elite Dangerous

More parts to the David Braben interview →

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NES Classic Edition

Nintendo is releasing a miniature NES with 30 built-in games

The Verge: Today the company announced what it’s calling the Nintendo Entertainment System: NES Classic Edition. It looks just like a NES, only a lot tinier, and it comes with 30 games built in. You can connect it to your TV via a HDMI cable, and it also includes a controller designed to work just like the iconic rectangular NES gamepad.

Launches in November for $59.99, with the following games:

  • Balloon Fight
  • Bubble Bobble
  • Castlevania
  • Castlevania II: Simon’s Quest
  • Donkey Kong
  • Donkey Kong Jr.
  • Double Dragon II: The Revenge
  • Dr. Mario
  • Excitebike
  • Final Fantasy
  • Galaga
  • Ghosts’N Goblins
  • Gradius
  • Ice Climber
  • Kid Icarus
  • Kirby’s Adventure
  • Mario Bros.
  • Mega Man 2
  • Metroid
  • Ninja Gaiden
  • Pac-Man
  • Punch-Out!! Featuring Mr. Dream
  • StarTropics
  • Super C
  • Super Mario Bros.
  • Super Mario Bros. 2
  • Super Mario Bros. 3
  • Tecmo Bowl
  • The Legend of Zelda
  • Zelda II: The Adventure of Link

Kotaku: …a Nintendo spokesperson said that the console won’t be able to connect to the internet and that the company has no plans to support it with new NES games in the future. Also, in case you were wondering, the cartridge slot doesn’t actually open!

Update: Pint-sized NES Classic Edition now has an amazingly retro commercial

See also: This gorgeous Bluetooth keyboard replica of the ZX Spectrum and these colourful digital restorations of historic computers.

Shape of things to come

NES Classic Edition

“Relive the 80s when the Nintendo Classic Mini: Nintendo Entertainment System launches in stores on 11th November.”

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RetroAhoy: Doom

Stuart Brown: Doom is a massively important step in the development of 3D action games. One that defined the first person shooter and changed gaming forever.

If you had a PC — you had to have Doom.

See also

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Bartle’s Taxonomy

What Type of Player are You?

Bartle's player types

Extra Credits: Bartle’s Taxonomy was the earliest attempt to break down player psychology in a multiplayer environment. Richard Bartle, who created the first MUD in 1978, interviewed the players of his games about why they played. Their responses fit into four categories, which we now call Achievers, Explorers, Socializers, and Killers. Achievers focus on in-game goals like getting high scores or collecting gold. Explorers seek to discover new locations on the map or new ways to use the mechanics. Socializers come to meet people, often organizing guilds or collecting on social forums. Killers seek to dominate other players, usually by killing them in PvP. Bartle went further than creating these four categories, however: he also mapped them to a graph with Action-Interaction on one axis and Player-World on the other. This simple graph helps developers evaluate new content: what category does it fall into, and therefore what type of gameplay does it encourage?

Part too looks at how to get a mix of player types →

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Game Maker’s Toolkit – Analysing Mario to Master Super Mario Maker

Mark Brown:

It turns out that playing loads of video games doesn’t necessarily make you a good designer. Who’d have thought it? So, scuppered by Super Mario Maker, I decided to analyse the four Mario games featured within and see what I could learn.

See also

Angry Jack
Life on the Internet

Why Are You So Angry?

Ian Danskin (aka Innuendo Studios) has just posted the final part in his six-part series on the male gamer’s relationship to feminism.

Part 1: A Short History of Anita Sarkeesian

The internet is full of Angry Jacks, and Jack is not exclusively, but is typically, male. He’s also commonly white, and/or straight, and/or cis, and/or raised middle class. Which is to say, he usually looks like me.

To people who look like me, Jack is often a nuisance. To people who don’t look like me, Jack is frequently dangerous.

Part 2: Angry Jack

[…] And you’re thinking, or maybe even starting to say, “I shouldn’t have to have this debate right now. I just wanted to go to a fucking party. I’m normal! This is a normal thing to do!” And all she said was “no thanks, I don’t drink,” but that doesn’t matter, what you heard was “you’re a bad person.”

Watch parts 3, 4, 5 & 6 →

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Exploration in Games – Four Ways Players Discover Joy

Extra Credits: Exploration appeals to basic human instincts, and the basic joy we get from discovery makes exploration a key element for many games. While the geographic discovery of finding new levels or zones is a great example of exploration in games, it’s not the only type of exploration that exists. Among others, games can provide mechanical discovery, where players try new build paths or skill combos to increase their mastery of the game; content discovery, where players seek to unlock secrets or rush to open new packs to find out what they carry; and narrative discovery, where instead of being walked through a story the player must piece together backstory and lore from evidence they find around the world. This joy of discovery comes as much from the hunt as from the finding, but the designer must reward the player’s successful exploration with new tools or insights to show that the game recognizes their efforts.

See also: Making your first game

Matthew Florianz, audio designer for Elite Dangerous

Recorded looking through the roof of a slow spinning Eagle. Highlights dynamic environment ambiences for outpost, star, galaxy background radiation and planet as objects come into view. Additional audio includes ship flyby, gui notifications and ship internal cockpit ambiences.

(Game audio was gained 12db in post-production for this video, recorded in Full Range mode.)

(via Andy Kelly)

Here’s another, less subtle video about the sounds of the Elite Dangerous universe. I particularly like the space station ambience.

See also: Other Places, A series celebrating beautiful video game worlds by Andy kelly.

Goat Simulator
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Goat Simulator Post Mortem

“It could turn out great, it could also turn out terrible, but in either case, it’ll be really, really interesting.”

Armin Ibrisagic’s Goat Simulator post mortem:

What happens when a joke trailer for a game you had no plans to make goes viral?

Before we released the game, we were unsure of how it would be received once it was out on Steam. Today it’s safe to say that it’s the most successful game we’ve ever made. Perhaps the only thing that was more strange than the game itself was the way it was developed. We’ve made a game in a way we never thought we would, and it actually worked.

What went right:

  1. Used our limited time where it mattered: “We didn’t have that many artists working on Goat Simulator from the start, so we bought most of our assets from the internet. Fun fact: the 3-D model for the actual goat in Goat Simulator cost $25 on TurboSquid. But it was on a 75% off sale, so we got a pretty good deal on it.”
  2. No planning or long-term think: “One of the most important parts of our employees not having a pre-set schedule was that everyone could find some time if they suddenly had an idea for something, or if one of their co-workers had an idea.”
  3. Try really hard to not try too too hard: “After the trailer had received over a million views, we sat down and had a very long design discussion about the future of Goat Simulator. Some of our fans asked us on Twitter to release the game immediately, while others asked for a full-on Grand Theft Auto game where the protagonist is a goat.”
  4. Fan interaction over social media: “I just use the same honest and “don’t try too hard”-approach with our community as we do when it comes to development. I think having this relaxed approach helps us connect much better with our fans.”

What went wrong:

  1. No planning or long-term think: “Once the game was set for release, we had to scramble to finish a Mac and Linux version too. This took a lot of time and effort, and ended up being released several months after the PC version, which I think lost us a big chunk of sales.”
  2. We should have focused on optimization since day one: “The game is way more optimized and smooth today than compared to launch day but sadly, first impressions persist.”
  3. We should have started working on the mobile version earlier: “We basically thought that we would release it on Steam first, and then if that goes well, we’ll release it on mobile. However, only a couple of weeks after the first video of Goat Simulator went viral, there were already clones on the App Store and Google Play that had millions of downloads.”
  4. We should have focused more on Steam Workshop, and promoted it better: “It’s become apparent to us that implementing Steam Workshop is just maybe one third of the work, the other two thirds should be continuous community management of the players making the mods, and updating the modding tools and making them easier to use for everybody.”

“Releasing a game in such a short amount of time is very hard and tricky, but on the other hand, less time to develop a game means less time to mess things up.”
Armin Ibrisagic – Goat Simulator Post Mortem

Watch the epic Goat Simulator Official Launch Trailer →

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Iconic Arms is a series by Stuart Brown on YouTube about legendary weapons in FPS history.

“In games, your gun is player agency made manifest.”

Iconic Arms looks at the history of famous weapons like the double-barreled shotgun, AK-47, M16, the Magnum, their place in popular culture and how their performance characteristics and functionality have been tweaked – sometimes radically – for more balanced gameplay.

Though I’m no fan of guns, I particularly love the graphics in this series with their flat colourful silhouette shapes, bold uber-tightly kerned Helvetica and fast diagonal wipes.

See also

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Iconic Arms: Legendary weapons in FPS history

Stuart Brown’s series about legendary weapons in video game history.

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The recreated ZX Spectrum is a flawless copy of the original device, and will ship some time later this year with a companion app for iOS and Android, as well as a number of ZX Spectrum games such as Chuckie Egg — one of the machine’s greatest hits. The games work on both smartphones and tablets, but the device itself also functions as a straightforward Bluetooth keyboard.

Pre-order at sinclairzxspectrum.elite-systems.co.uk

The original ZX Spectrum

An issue 2 1982 ZX Spectrum

The original ZX Spectrum is remembered for its rubber keyboard, diminutive size and distinctive rainbow motif. It was originally released on 23 April 1982 with 16 KB of RAM for £125 or with 48 KB for £175.
Wikipedia

Shape of things to come

Gorgeous Bluetooth keyboard replica of the ZX Spectrum

I find this amusing. The squishy rubber keyboard was apparently the worst feature of the Spectrum. This product is an admirable reproduction and I can certainly see the nostalgic appeal, but I think I’ll pass. It may be a gorgeous replica, but I doubt it’s a good keyboard.

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Microscope
Use your words

Fantasy worlds that break history’s back

Katherine Cross writing for Boing Boing’s new gaming blog Offword about Microscope, “a fractal role-playing game of epic histories” created by Ben Robbins.

The three concentric circles that form Microscope’s logo are perhaps the simplest description of the game. You begin by bookending the history you wish to explore, defining the limits between, say, cavepeople and interstellar colonisation, or something more focused like the founding of a religion and its ultimate schism. Once set, players take turns being “lenses” who set the focus for a given round of play, say a specific era in that history or a specific point in time, person, or event. During this round, every other player takes turns adding something to the setting and its history. The main rule is that they cannot contradict anything already established.

The game emphasizes the crisp spontaneity that emerges when time has no meaning for you. You can, at your leisure, wander through history filling in the blanks as you go. You can nuke a city and then travel back 5000 years to paint in all its little details for the rest of the evening, or travel forward in time to when the city is rebuilt. Only when the lens zooms in on a specific moment in time where character interaction is involved does everyone come together to roleplay a given scene. Here the microscope lens is at maximum magnification: You take a historical moment, say the assassination of an empress, and act it out in detail, explaining what happened and why.

The game forces you to answer that crucial question, why, again and again, and this is where it chisels away at tropes.
Fantasy worlds that break history’s back

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This is without a doubt one of the best promotional videos for a Kickstarter project! NSFW.

STRAFE® by Pixel Titans, on Kickstarter

STRAFE ® is a unique singleplayer 3D action experience where the player can pick up a gun and shoot hordes of things in the face. Sounds crazy right? WELL IT GETS CRAZIER, WE PUT YOU IN THE EYES OF A DIGITAL PERSON! YUP, RIGHT BEHIND THE GUN.

We’ve created groundbreaking technology that changes the levels everytime you play for endless replayability! There are BILLIONS of experiences to be had with crazy secrets to find! We give you the levels, you paint them red.

STRAFE logo

Also, definitely check out their gloriously retro official site, strafe1996.com and developer blog.

Strafe - Glutton

(via)

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Making your first game

An excellent video series from Extra Credits on how to go about making (and marketing) your first computer game…

How To Start Your Game Development

Making your first game can be difficult. Remember that your goal is to make a game, any game, not necessarily a complex game like the ones professional teams of game developers in a studio can produce. By starting small and focusing on the basic gameplay, a new game designer can learn a lot about their skills and build on that for their next game (or the next version of their first game). That way, you can actually complete a playable game instead of getting stuck on the details as so many first time game makers do.

Watch parts 2, 3 and 4 →

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Other Places is a series celebrating beautiful video game worlds.

A tour of the space station Sevastopol from the new Alien: Isolation…

(There’s also one of the USCSS Nostromo.)

The wild wests of Red Dead Redemption…

The bleak City 17 from Half-Life 2…

The fantastical province of Skyrim

The vast Aperture Science labs from Portal 2…

The post-apocalyptic Mojave Wasteland from Fallout: New Vegas…

And of course, San Andreas from Grand Theft Auto V…

Plus many more.

While these videos are quite wonderful, it’s apparent how much of the character of these places is lost without the sound design. The worlds seem much more hollow without the NPC background chatter in Skyrim, the strange animal noises in Red Dead Redemption, the constant propaganda broadcasts of City 17 and so on. GTAV’s San Andreas seems particularly lifeless compared to the game.

Follow @other_places_

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Other Places

A series celebrating beautiful video game worlds

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TIME assigned conflict photographer Ashley Gilbertson to document the zombie apocalypse, as seen in The Last of Us on the PlayStation 4.

The Last of Us

My approach was to enter each situation, or level, and work the scene until I was confident I’d gotten the best photograph I could before moving on. It’s the same way I work in real life. Yet, I found it was more difficult to do in a virtual reality because I was expected to fight my way through these levels to get to the next situations.

I initially played the game at home. But after a short time playing it, I noticed I was having very strong reactions in regards to my role as the protagonist: I hated it. When I covered real war, I did so with a camera, not a gun. At home, I’d play for 30 minutes before noticing I had knots in my stomach, that my vision blurred, and then eventually, that I had simply crashed out. I felt like this could well be my last assignment for TIME.

None of the game’s characters show distress, and that to me was bizarre.

Occasionally the characters show anger, though generally they’re nonchalant about the situation they’ve found themselves in.

By the time I finished this assignment, watching the carnage had became easier.

TIME: A War Photographer Embeds Himself Inside a Video Game

Update: A harsh, but I think fair perspective from The Verge: An award-winning war photographer futilely attempts video game photojournalism

The photos, even at their most dramatic and well-shot, are bland.

Continue reading

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TIME embeds a war photographer in a zombie apocalypse (on the PS4)

“I left the experience with a sense that by familiarizing and desensitizing ourselves to violence like this can turn us into zombies. Our lack of empathy and unwillingness to engage with those involved in tragedy stems from our comfort with the trauma those people are experiencing.” — Ashley Gilbertson

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Women as Background Decoration: Part 2 – Tropes vs Women in Video Games

This is the second episode exploring the Women as Background Decoration trope in video games. In this installment we expand our discussion to examine how sexualized female bodies often occupy a dual role as both sexual playthings and the perpetual victims of male violence.

A trip down the anti-feminist rabbit hole →

Factorio is a game in which you build and maintain factories.

You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don’t really like you.

Factorio is currently in late alpha and is available for OS X, Linux and Windows. The price will soon be going up from 10€ to 15€.

(via @notch)

Lambda
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The Cabal: Valve’s design process for creating Half-Life

By Ken Birdwell for Gamasutra, back in 1999:

By late September 1997, nearing the end of our original schedule, a whole lot of work had been done, but there was one major problem — the game wasn’t any fun. At this point we had to make a very painful decision — we decided to start over and rework every stage of the game.

Ivan the Space Biker

The first incarnation of the game’s main character, now known affectionately as “Ivan the Space Biker”

Fortunately, the game had some things in it we liked. We set up a small group of people to take every silly idea, every cool trick, everything interesting that existed in any kind of working state somewhere in the game and put them into a single prototype level. When the level started to get fun, they added more variations of the fun things. If an idea wasn’t fun, they cut it.

When they were done, we all played it. It was great. It was Die Hard meets Evil Dead. It was the vision. It was going to be our game.

The second step in the pre-cabal process was to analyze what was fun about our prototype level. The first theory we came up with was the theory of “experiential density” — the amount of “things” that happen to and are done by the player per unit of time and area of a map. Our goal was that, once active, the player never had to wait too long before the next stimulus, be it monster, special effect, plot point, action sequence, and so on.

The second theory we came up with is the theory of player acknowledgment. This means that the game world must acknowledge players every time they perform an action. Our basic theory was that if the world ignores the player, the player won’t care about the world.

A final theory was that the players should always blame themselves for failure. If the game kills them off with no warning, then players blame the game and start to dislike it.

Valve then created a “Cabal” to tackle the game design. The goal of this group was to create a complete document that detailed all the levels and described major monster interactions, special effects, plot devices, and design standards. Cabal meetings were semi-structured brainstorming sessions usually dedicated to a specific area of the game.

During Cabal sessions, everyone contributed but we found that not everyone contributed everyday. The meetings were grueling, and we came to almost expect that about half of the group would find themselves sitting through two or three meetings with no ideas at all, then suddenly see a direction that no one else saw and be the main contributor for the remainder of the week. Why this happened was unclear, but it became important to have at least five or six people in each meeting so that the meetings wouldn’t stall out from lack of input.

Mistakes were made

Letting players see other characters make mistakes that they’ll need to avoid is an effective way to explain your puzzles and add tension and entertainment value.

We also ended up assigning one person to follow the entire story line and to maintain the entire document. With a design as large as a 30-hour movie, we ended up creating more detail than could be dealt with on a casual or part-time basis. We found that having a professional writer on staff was key to this process. Besides being able to add personality to all our characters, his ability to keep track of thematic structures, plot twists, pacing, and consistency was invaluable.

Practically speaking, not everyone is suited for the kind of group design activity we performed in the Cabal, at least not initially. People with strong personalities, people with poor verbal skills, or people who just don’t like creating in a group setting shouldn’t be forced into it.

Tips for a successful cabal →

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Montreal-based artist Benoit Paillé has created the art project “Crossroad of Realities” where he took photos of gorgeous landscapes within the video game Grand Theft Auto V and then overlaid these images with photographs of real people holding real cameras and other devices so that it appears as if they are taking the landscape photos themselves. The purpose of this was to blend the virtual reality with material reality in such a way as to question the boundaries of each.

(via Laughing Squid)

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Crossroad of Realities

“During the project I ask myself a lots of question about the possible disappearance of the photographic medium as we know it. Our environment tends to be more and more dematerialized, workspaces are now to be found in the Cloud, relationships and social exchanges take place increasingly in virtual networks , while gamers compete on online networks.” — Benoit Paillé

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Hack ‘n’ Slash looks like it just might be one of the geekiest games ever.

Hack ‘n’ Slash is a puzzle action game about hacking — reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code! Remember, the only way to win is not to play…by the rules!

Two more videos: The magic loupe and third eye hat →

qCraft: A Beginner’s Guide To Quantum Physics In Minecraft

qCraft is a mod that brings the principles of quantum physics to the world of Minecraft.

qCraft is not a simulation of quantum physics, but it does provide ‘analogies’ that attempt to show how quantum behaviors are different from everyday experience, allowing players to create structures and devices that exhibit Minecraft versions of quantum properties like observer dependence, superposition and entanglement.

Dong Nguyen
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The Flight of the Birdman: Flappy Bird Creator Dong Nguyen Speaks Out

David Kushner tracks down Dong Nguyen for Rolling Stone:

As news hit of how much money Nguyen was making, his face appeared in the Vietnamese papers and on TV, which was how his mom and dad first learned their son had made the game. The local paparazzi soon besieged his parents’ house, and he couldn’t go out unnoticed. While this might seem a small price to pay for such fame and fortune, for Nguyen the attention felt suffocating. “It is something I never want,” he tweeted. “Please give me peace.”

But the hardest thing of all, he says, was something else entirely. He hands me his iPhone so that I can scroll through some messages he’s saved. One is from a woman chastising him for “distracting the children of the world.” Another laments that “13 kids at my school broke their phones because of your game, and they still play it cause it’s addicting like crack.” Nguyen tells me of e-mails from workers who had lost their jobs, a mother who had stopped talking to her kids. “At first I thought they were just joking,” he says, “but I realize they really hurt themselves.” Nguyen – who says he botched tests in high school because he was playing too much Counter-Strike – genuinely took them to heart.

The Flight of the Birdman: Flappy Bird Creator Dong Nguyen Speaks Out

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