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flappy bird

February 16th

…to market marred what could’ve been a successful launch.

Except according to EA leadership, the launch was successful, and don’t tell them otherwise. Like Kane, they’re sitting in their opera box, doggedly clapping to drown out the lukewarm applause.

A Flap in a Pan

The Flappy Bird debacle continues, drawing a wealth of incisive responses from around the web.

Developer and educator Robert Yang notes the racist undertones to the internet’s reception of Flappy Bird and its Southeast Asian developer. Elsewhere, Mattie Brice criticizes the game’s negative backlash as necessarily holding up a capitalist status…

Abstract image evoking bird silhouette

This Year in Videogame Blogging: 2014

…emails entailing the entire design process to deflect accusations theirs was the clone in this situation.

There was a great deal of coverage on Flappy Bird, not all of it competently researched or presented. In a bid to counter this trend, developer and game design educator Robert Yang attempted to frame the Flappy Bird affair in its correct context.

Also touching upon the game, Brendan Keogh lamented the constant push for innovation while ignoring a game that just manages to do something really, really well.

Multimedia editor at PopMatters, G. Christopher Williams, wrote a piece exploring what…

What has been written about the first endless runners?

…a goal at the end to an endless game.

SFCave (1995)

The procedural generation, speed, and gravity in SFCave are remarkably similar to the 2012 hit endless runner Jetpack Joyride, while the focus on avoiding obstacles rather than gathering coins gives it a Flappy Bird feel.

  • SFCave : Yohei Iwasaki : Free Download & Streaming : Internet Archive dates SFCave back to a 1995 version for Windows 3.1.

Other things to search for

Finally, you might also want to check out our archives for material on the following:

February 9th

…On Rock, Paper, Shotgun, John Walker elaborated on his opinions on games entering the public domain at a much younger age than is currently the case. It stirred quite a bit of discussion, notably this counterpoint from Fullbright’s Steve Gaynor centring on the economy of work above its culture. David Carlton rejoins that the hard nature of videogames doesn’t lend itself well to Gaynor’s music industry analogy.

Amanda Lange briefly outlines the four factors megahits like Flappy Bird have in common. In a delightfully cheeky vein, Peter Norberg from Hellhound Interactive reviewed the services provided by sites exchanging in…

ReadySet Zam archive


June 15th

…across those spaces.

In “Walkthrough Vs. Speedrun,” Nathan examines the differences and similarities between a developer’s slow and cautious walkthrough of a game that intentionally avoid glitches against a speedrunner’s exploitation of glitches to promote speed. He concludes that while neither is the “common player,” both have intimate knowledge of the game’s systems.

Elsewhere, Zach Alexander compares Flappy Bird and Threes and the opportunities their developers were provided to talk about their games and how those games were received and critiqued by players. Alexander argues that perspective is paramount in how we talk about and villainize game clones,…

Episode 21 – Actually, It’s About…2014

It’s that time again, the end of the year is upon us. Rather than exhaustively go over everything of note that happened in 2014, instead we more skim over several various broad topics of interest. 2014 hasn’t been a pleasant year overall, but in the spirit of gladder tidings we decided to focus as much as we can on better things.

Direct Download


Eric Swain: The Game Critique

Kris Ligman: Dire Critic

Alan Williamson: Five out of Ten

Lana Polansky: Sufficiently Human


Flappy Bird is Making $50,000

Kill Screen archive

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