Posts Tagged magical
Rodland Bits
Posted by The Management in games on April 3, 2009
Rodland is an ultra-cutesy, single-screen, side-view arcade game in the vein of Bubble Bobble.
These games used to be a dime a dozen, but Rodland had a few interesting gameplay elements that set it apart from the crowd.
Its significant bits:
- Instead of jumping, the player traverses the maps with the use of a magical ladder. The ladder can be deployed at any time, although the player possesses only one of these. If a ladder is summoned, it’s simply teleported from its previous location to where the player is currently standing. The ladder is also strictly vertical, but it can be used to reach platforms above and below the player character.
- The game’s enemies can also utilize the player’s ladder, which the player can exploit to funnel and box them in.
- The main weapon in the game is a magical rod that fires a short burst of energy. This beam can pop balloons and hurt bosses, but it’s generally used to entangle enemies. Once an enemy is entangled, the player can lift it over his head and repeatedly hurl it left and right, smashing it into the ground. It’s actually a little brutal, and somewhat reminiscent of Kirby’s Throw in Kirby’s Adventure where the little puffball can viciously suplex an enemy.
- Performing the rod slam less than three times simply stuns an enemy, while a full three hits will burst it and leave behind some sort of a powerup or collectible, e.g., a fruity points-bonus, a rocket that flies horizontally away from the direction it was touched, four balls that frantically bounce around the level, etc.
- While performing the rod-slam, the player is pretty much invincible. Any enemies that get close will inevitably get smashed by their entangled brethren. When this happens, they’ll get pushed away and go into a stunned mode.
- The game’s various console conversions slightly tweaked the rod slam mechanic. In the arcade version, if the player is standing on the edge of a platform and slams an enemy into empty air, his foe will simply drop down. In the console version(s), though, this will actually kill the enemy.
- Once all the enemies are defeated, the player has a limited amount of time to collect leftover items before the game automatically moves on to the next stage.
- The game’s bosses are just as cute and non-threatening as the regular enemies – there’s a grinning whale that spurts water from its blowhole, and a giant elephant that flies around by flapping its ears a la Dumbo (although he’s actually suspended from the ceiling by two small chains). Even the somewhat imposing last boss throws up a tiny white flag once he’s defeated.
As a side note, Rodland is a great fit for limited platforms such as cellphones. The controls are basic, the movement of the player and the enemies is quite slow, there’s no processor intensive graphical effects (scrolling parallax, gradients, transparencies, etc.), and, most importantly, it contains some very simple and approachable gameplay elements.
The Magic of Secrets
Posted by The Management in design on January 31, 2009
All sorts of entertainment media use the concept of secrets to add intrigue and evoke a powerful emotional reaction. A strong effect of unveiling a secret can be the validation of the observer’s perceptiveness and reasoning; a wink wink, nudge nudge for being such a smart cookie.

Grand Theft Auto - San Andreas' Hot Coffee mod. Despite the scandal this polygonal sex caused, it was not a real videogame secret.
However, most forms of media tend to be strictly passive. Aside from the occasional dabbling in interaction, the audience exerts no direct influence over the medium’s content.
Games — and videogames in particular – are inherently different. They are interactive and require players, not just observers.
There are plenty of lists online cataloguing the “best secrets in videogames,” but before we delve into this discussion, let’s actually define the term:
- Something kept hidden from others or known only to oneself or to a few.
- Designed to elude observation or detection.
Now let’s apply this denotation to design in videogames.







