Mazer Mayhem... New Kenta Cho game
Mazer Mayhem... New Kenta Cho game
Mazer Mayhem just released. I've got some first impressions up here. It's somewhat like Noiz2sa in a way, but with a much different arena style and control scheme.
Bill
Bill
the2bears - the indie shmup blog
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StoofooEsq
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- Joined: Fri Nov 16, 2007 9:21 am
So Mazer Mayhem is sort of a manic tank shmup. Neat. These are some of the best graphics yet from Kenta Cho, too.
For anyone trying to figure out how to actually start the game, make sure you've installed the other stuff first (Visual C# 2005 Express Edition, Service Pack, XNA Game Studio, in that order). Then open the "Mm" file in the "Mm" folder after you've extracted the game itself, and when the Visual C# loads up, click the green arrow near the top of the window.
For anyone trying to figure out how to actually start the game, make sure you've installed the other stuff first (Visual C# 2005 Express Edition, Service Pack, XNA Game Studio, in that order). Then open the "Mm" file in the "Mm" folder after you've extracted the game itself, and when the Visual C# loads up, click the green arrow near the top of the window.
Did all of that and still...screen covered in black stripes. Also, is there a button for fullscreen? Usually every Kenta Cho game came with a well written readme. This one has nothing...Vincent Draconis wrote:So Mazer Mayhem is sort of a manic tank shmup. Neat. These are some of the best graphics yet from Kenta Cho, too.
For anyone trying to figure out how to actually start the game, make sure you've installed the other stuff first (Visual C# 2005 Express Edition, Service Pack, XNA Game Studio, in that order). Then open the "Mm" file in the "Mm" folder after you've extracted the game itself, and when the Visual C# loads up, click the green arrow near the top of the window.
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StoofooEsq
- Posts: 331
- Joined: Fri Nov 16, 2007 9:21 am
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- Posts: 78
- Joined: Mon Jun 12, 2006 3:16 am
Extra installations for this one game... POINTLESS.
What is so blatantly damn WRONG with this new game Mazer Mayhem is that even when I installed the required software (which was *totally* rather unnecessary to begin with, I think!!
), this program just would not start for me. I mean, listen, from my own personal standpoint 100%, games need to be REAL simple to run from a lot of computers these days without forcing the user to download any extra stuff from the internet (like XNA, for one), you know!?
!
To be real and most brutally honest, If this game would have been a lot simpler to run without the need for any extra installs, then I’d’ve been happy... but the requirement of XNA and all of that other crap for one game!?! Big foolish mistake, Kenta Cho.
!!
So, KISS... Keep It Simple Stupid. That is what I’d most definitely say for distributing games like this, to which there is truly no excuse at all. I’d say try the .ZIP or .RAR formats and keep the game running as smoothly and as simply as possible without any extra installs period... even if it is a brand-new shiny shmup on the PC, too!! And that is just it. You do not need all of that extra stuff indeed.


To be real and most brutally honest, If this game would have been a lot simpler to run without the need for any extra installs, then I’d’ve been happy... but the requirement of XNA and all of that other crap for one game!?! Big foolish mistake, Kenta Cho.

So, KISS... Keep It Simple Stupid. That is what I’d most definitely say for distributing games like this, to which there is truly no excuse at all. I’d say try the .ZIP or .RAR formats and keep the game running as smoothly and as simply as possible without any extra installs period... even if it is a brand-new shiny shmup on the PC, too!! And that is just it. You do not need all of that extra stuff indeed.

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worstplayer
- Posts: 861
- Joined: Sun Jun 17, 2007 6:48 pm
- Location: Slovakia
Wow, calm down people
Cho is a pretty generous person I think and there's definitely nothing wrong with switching to XNA. Rumour on the street is that it's actually really nice to work with. My guess is he's still experimenting with it so things can only get better from now on.
This is PC-freeware stuff and not plug and play XBLA...some people tend to forget this from time to time.

Cho is a pretty generous person I think and there's definitely nothing wrong with switching to XNA. Rumour on the street is that it's actually really nice to work with. My guess is he's still experimenting with it so things can only get better from now on.
This is PC-freeware stuff and not plug and play XBLA...some people tend to forget this from time to time.
Does anybody have this working without the XNA development environment? Just the redistributable?
Worked fine for me, but I've messed with XNA development in the past. I might have to mess with it more, out of curiousity, if Cho is warming up to it.
The game itself seems like a cool idea (like every Kenta Cho game) that needs some actual level design going on instead of the hands-off approach (like every Kenta Cho game).
Worked fine for me, but I've messed with XNA development in the past. I might have to mess with it more, out of curiousity, if Cho is warming up to it.
The game itself seems like a cool idea (like every Kenta Cho game) that needs some actual level design going on instead of the hands-off approach (like every Kenta Cho game).
Last edited by KNTain on Mon Jan 21, 2008 1:22 am, edited 3 times in total.
It wasn't 200 megs of download, it's about 44 megs or so with: .NET 2.0, the MS framework, and the game itself.
I myself don't like it either. However, the use of this framework does appear to be a stepping stone to getting games onto the XBOX360.
I would definitely welcome Kenta Cho's games on the XBOX360. So if this is his way of making that happen, then I'm all for it.
I just wish the game worked for me because I'd really like to play it (especially since I have a 360 controller on my PC).
I myself don't like it either. However, the use of this framework does appear to be a stepping stone to getting games onto the XBOX360.
I would definitely welcome Kenta Cho's games on the XBOX360. So if this is his way of making that happen, then I'm all for it.
I just wish the game worked for me because I'd really like to play it (especially since I have a 360 controller on my PC).

SiKrAiKeN: While I don't think everyone here -is- a Ninja Turtle, I DO believe everyone here has the potential to be a Ninja Turtle. No doubt.
What, to you, constitutes "breaking" a game? It seems to me (yeah, stranger on the internet) that you have broken at most two of them.shoe-sama wrote:man now I have to break this one too just so I can say I broke them all
As for this game, I don't want to go install two new runtime environments just to play an arena shooter.
"Can they really get inside my head?"
"As long as you keep an open mind."
"As long as you keep an open mind."
Indeed, I was wondering about some of the comments. We are owed nothing by Kenta Cho and he need not get our approval to release a free game on the platform of his choice.Necronom wrote:Wow, calm down people![]()
Cho is a pretty generous person I think and there's definitely nothing wrong with switching to XNA. Rumour on the street is that it's actually really nice to work with. My guess is he's still experimenting with it so things can only get better from now on.
This is PC-freeware stuff and not plug and play XBLA...some people tend to forget this from time to time.
Bill
the2bears - the indie shmup blog
Basically if there's some obscure mechanic or strategy or anything I can abuse for a huge scoring/survival/w.e advantage over a normal player.shiftace wrote:What, to you, constitutes "breaking" a game? It seems to me (yeah, stranger on the internet) that you have broken at most two of them.shoe-sama wrote:man now I have to break this one too just so I can say I broke them all
As for this game, I don't want to go install two new runtime environments just to play an arena shooter.
Usually not related to skill level at all.
bombing in ddp would be an example of something i consider broken, even though the highest level of play involves no bombing for maximum bomb bonus + chaining
<Sidwell> TSS is manlier than a jet figher made of biceps.
I see. I actually feel similarly about bombing in most games; better to actually dodge the nasty bits or die trying. Maybe it's just a matter of degree then. I know that nobody's broken parsec47 here in any meaningful way, unless they don't want to post or something. And I highly doubt that anyone's played rRootage, Gunroar, or Torus Trooper well enough to call it "broken." It might not always be fun, but doing counts for more than knowing how.
"Can they really get inside my head?"
"As long as you keep an open mind."
"As long as you keep an open mind."
I started dabbling in XNA myself. If distribution is this much of a PITA for end users, maybe I'll just forget the whole idea and go back to trying C++ and SDL. (Not that I'll ever have the follow-through to finish anything anyway)
This game didn't work for me out of the box, but I haven't messed around trying to get it to work yet. Does the version of XNA Studio matter? I just have 1.0; I didn't upgrade to 2.0 yet.
This game didn't work for me out of the box, but I haven't messed around trying to get it to work yet. Does the version of XNA Studio matter? I just have 1.0; I didn't upgrade to 2.0 yet.
rrootage - bombs + shitload of slowdown that gives you plenty of time to use bomb, other modes have their own antibullet things
gunroar - hold up and pay attention to where them guns are pointed lol
torus trooper - charge shot kills bullets wow
Parsec47 is incredibly speedkill based, which isn't apparent at first. That doesn't make it broken, but it isn't obvious that killing even small enemy formations quickly makes a very huge difference.
It kind of feels luck based due to the extend limit however. If the game gives you an enemy that you can't adapt to then you're just screwed
gunroar - hold up and pay attention to where them guns are pointed lol
torus trooper - charge shot kills bullets wow
Parsec47 is incredibly speedkill based, which isn't apparent at first. That doesn't make it broken, but it isn't obvious that killing even small enemy formations quickly makes a very huge difference.
It kind of feels luck based due to the extend limit however. If the game gives you an enemy that you can't adapt to then you're just screwed
<Sidwell> TSS is manlier than a jet figher made of biceps.
rRootage - I never bombed in standard mode because it hurts your score as much as dying. I never cleared a rank 10 stage in any mode, so I figured it can't be too easy. So much slowdown, yes. Would you rather have none? About half the amount present? 41.9%?
Gunroar - And once you get rank up to eleventy-billion percent, what do you do? But crazy rank-boosting is easier and more rewarding than playing through everything normally, and IIRC that's the main reason I stopped trying.
Torus Trooper - That doesn't make it broken though. Do you think the charge shot makes the game trivially easy or boring or something? I don't like it that much, but I wouldn't call it broken, and especially not for simply having a charge shot.
Parsec47 - Well, it is a clone of Dangun Feveron, and a lot of people must either know that from the start or figure it out pretty fast. My biggest complaint with it now is that I know the enemy timings real well and they aren't random enough. Near-impossible fuck-you enemies are annoying, but I find that it takes like 3 waves in a row for it to really be unfair, just because the extend rate is so high. There's a little cheapness allowed on the game's part, and maybe on the player's too, but for me the two balance pretty well, and when I finally die it's usually my own fault, so I don't mind. Broken in theory, pretty good in practice.
So I think I agree with you, I just don't like to call that "broken." And bullet-clearing isn't intrinsically bad; it should just be used to make the impossible become difficult rather than the difficult become easy. I think that's relevant.
Gunroar - And once you get rank up to eleventy-billion percent, what do you do? But crazy rank-boosting is easier and more rewarding than playing through everything normally, and IIRC that's the main reason I stopped trying.
Torus Trooper - That doesn't make it broken though. Do you think the charge shot makes the game trivially easy or boring or something? I don't like it that much, but I wouldn't call it broken, and especially not for simply having a charge shot.
Parsec47 - Well, it is a clone of Dangun Feveron, and a lot of people must either know that from the start or figure it out pretty fast. My biggest complaint with it now is that I know the enemy timings real well and they aren't random enough. Near-impossible fuck-you enemies are annoying, but I find that it takes like 3 waves in a row for it to really be unfair, just because the extend rate is so high. There's a little cheapness allowed on the game's part, and maybe on the player's too, but for me the two balance pretty well, and when I finally die it's usually my own fault, so I don't mind. Broken in theory, pretty good in practice.
So I think I agree with you, I just don't like to call that "broken." And bullet-clearing isn't intrinsically bad; it should just be used to make the impossible become difficult rather than the difficult become easy. I think that's relevant.
"Can they really get inside my head?"
"As long as you keep an open mind."
"As long as you keep an open mind."