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Smithereens! (Retro Odyssey II Console Game)

Archive: 8 posts


http://lbp.me/v/xbg8nv

Good evening all!

I just finished a recreation of my favorite Odyssey II game: Smithereens! This is as close a recreation as I can imagine making using LBP2's creation tools. I used a series of screenshots to get the characters and objects as close to pixel-perfect as possible.

Short FAQ:

Q: What is an 'Odyssey II'?
A: The Magnavox Odyssey II was a video game console that was released in the U.S. in 1978. For more info I refer you to the Wikipedia article here (http://en.wikipedia.org/wiki/Magnavox_Odyssey%C2%B2).

Q: What is 'Smithereens!'?
A: 'Smithereens!' is basically an artillery battle. Each side has a catapult, an operator, and a wall. The object is to use your catapult to destroy the other guy's wall before he destroys yours. You can also take out the other catapult or its operator temporarily to slow them down.

Q: Why 'Smithereens!'?
A: Why not? Actually just because it's an old favorite that my brother and I used to play the heck out of when we were younger. I wanted to do something retro, with big pixels, and lots of holographic material... so I thought it was a perfect match.

Pictures!!
The original Odyssey II version:
30138 - 30141

LBP2 Edition:
30140 - 30139

Like I said, not much to it, just good solid retro fun.

Enjoy!
2011-02-03 03:37:00

Author:
Binarynova
Posts: 24


Oh wow, this sounds fantastic haha. Queued! My level's in my sig if you wanna give it a shot.2011-02-03 04:33:00

Author:
Dietomaha
Posts: 156


DietOmaha, I played your level and gave it a smiley face. Enjoyed it very much.

Also, just an update I made some changes, including adding the ending poses and music (the sequencer is awesome) and fixing a few bugs/annoyances.
2011-02-04 00:57:00

Author:
Binarynova
Posts: 24


Very very good! Everything about this level rocks. I haven't played the original so I don't know how it compares, but I can definitely see the charm and how it probably does compare quite well. At first, I was going to suggest putting a meter that shows how much you've charged, but then I realized this might make it too easy (and might not be true to the original). Really I have no complaints. Good job. And thanks for the great review on my level as well, I feel like I don't normally have many good game design ideas but that one with the portals on pistons was the one I was proud of as well. ^_^

also I'm planning on updating my level with minor changes, like perhaps a race so that the score isn't entirely determined by that plinko game at the end. And making the score bubbles at that plinko game not be behind the spawn point. Not that you have to play it again, just saying for the record.
2011-02-04 03:56:00

Author:
Linkums
Posts: 5


Linkums, thank you for the review. I'm really glad you enjoyed.

To everyone: I just published a major update to Smithereens. What used to be 90% holographic material is now basically all neon. That means the sprites contrast better, don't glow in that weird way holo material does, and they don't have that hologram texture. The game looks much sharper and much more like the original.

I hope you guys take the time to play it. I had a blast creating it, and it's a great example of what 1440 minutes in Create mode can do.

Just remember, play with a friend!
2011-02-05 05:18:00

Author:
Binarynova
Posts: 24


Those were Good times! Excellent work!

Just out of curiosity, how did you get the catapult to animate if it's neon and not hologram?
2011-02-18 03:38:00

Author:
TrinaryAtom
Posts: 5


Just out of curiosity, how did you get the catapult to animate if it's neon and not hologram?

It's probably more complicated than it needed to be, but it was my first attempt. The catapult is a square grid of neon "pixels". A microchip that handles the animation frames is wired to each individual pixel. The chip is set up with a grid of circuit nodes that are arranged to match the shape of the catapult. I use a 4-output selector to cycle through the frames of animation.

It's not as easy as using hologram material (since you could take a screenshot of an entire frame of animation and then use that as a sticker on a single piece of hologram material) but it was worth the extra work to give the game a brighter look that stands out more, imo.
2011-02-21 05:51:00

Author:
Binarynova
Posts: 24


Agreed, if i was in your shoes, i would have went with the neon material as well, if i was given the option. I just think we could all use a hologram material that doesn't have a texture or that huge glow to it (other than neon). Certainly would ease some stress when dealing with that material.

This reproduction of that video game is perfect. I can see why recreating this in a modern game would have its merits. We cant let the memories of those young and simple games die!
2011-03-08 07:03:00

Author:
TrinaryAtom
Posts: 5


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