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Currently viewing posts in the ‘Behind The Scenes’ Category.
October 2nd, 2012

After a painfully long wait, we are thrilled to announce our newest free to play title, ‘Rescue Rush’, the forthcoming release from our award winning developer team! Rescue Rush is the first out and out arcade Location game for iOS, turning where you are into an action-packed gaming experience in a way never seen before.

For a sneak preview of what all the fuss is about and to have all your questions answered by our latest addition to the Supermono team, look no further :

RESCUE RUSH

More to come..

July 12th, 2012

Develop, Brighton 2012

Tak Fung is on the panel today for Develop Conference in Brighton!
You’re definitely going to want to check him out if you’re around..
February 28th, 2012

We will be speaking. And listening. And partying.

The Supermono gang will be in San Francisco next week for GDC. If you’re around, check out Dave Ferner’s talk Less Reality, More Neon: Designing Forever Drive. Or just drop by and say hi!

October 17th, 2011

Learn the secrets!

Wondering how to get those crazy hiscores on Forever Drive? Trying to unlock that shiny Turbo Edition car? Check out the official “Pro Tips” video on YouTube for some hidden secrets…

May 29th, 2011

Nice.

So, we’re making a driving game. Why? Aren’t there already lots of driving games?

This is a question we occasionally ask ourselves, and the answer is usually the same.

“They’re nice and all, but well…we’d like to try something different!”

This is the thing. A good driving game can be fun in a very rare way – I think it’s that pure sensation of motion, the same feeling of flying or gliding across the landscape that you feel when you’re surfing or snowboarding, or dreaming about flying. It’s a very visceral thing. Which makes it all the more frustrating that the genre has become, in a way, rather formulaic.

I think this is going to be the hardest thing for us – the game’s coming along nicely, the basic framework is there, but it’s the handling of the cars, and the feeling of them on the road. That’s the most important thing, and one of the most difficult. It’s easy to work on graphics, and fairly easy to tell when they look good or rubbish. But gameplay? Gameplay! It’s just the most subtle, nebulous, downright goddamn difficult thing to quantify. But if the gameplay isn’t good, you might as well not bother.

In essence, it boils down to a whole bundle of parameters for responsiveness, acceleration, pivot points, just a whole load of tiny numbers that combine in completely unforeseen ways to create FUN or NOT FUN. There’s an fascinating interview with Jaime Griesemer, one of the designers on the Halo series, on balancing the gameplay of Halo 3, definitely worth a read.

It’s hard, but it’s also one of the most satisfying parts of game design – as soon as we’ve got these menus and unlocks and things out of the way, I’m looking forward to getting into it. Anyway, while we’re working away on that – how about a quick look at some games that DID do this right?

:-)

Supermono’s top 3 driving games of EVER:

Tak:
1)Mario Kart, 1992, SNES. (Dave: yeah, that would obviously have to be very high on the list – almost perfect!)

2)Super Skidmarks, 1995, Amiga. (Tak: oh yes – on the Amiga – I worked with the guy at LH who wrote it too!) (Dave: hahaha I loved this as well! Racing cars with caravans attached, that was genius!)

3)Super Off Road, 1991, SNES. (Dave: Yeah, that was excellent, I used to beat my brother at it all the time…The upgrades were cool as well!)

Dave:
1) WaveRace, 1996, N64. (Dave: It’s not the size of the ship, it’s the motion of the ocean, as they say! Sure, they’re not cars, but if anything captures that sense of motion perfectly, it’s gotta be WaveRace on hard difficulty!)

2) Burnout 1, 2002, PS2. (Dave: This was just brilliant – not so much the handling of the cars, which was good and everything, but the insane “one crash and you’re dead” 2-player splitscreen mode, racing into oncoming traffic. That was HARDCORE. That mode also worked really well as a drinking game, strangely enough.)

3) Sega Rally 1994, Arcade. (Dave: I am so conflicted about this. I really want to put Wipeout 2097 in there, because it was just the coolest-looking game ever, but for gameplay, nothing beat playing Sega Rally in in an arcade cabinet with the steering wheel and pedals. Ahhh, the sound of the turbocharger on that Toyota Celica as you drift round a corner….loved it!)

What’s your favourite? Let us know! And stay tuned for the next Drive Forever post!