So what was intended as a pure initial impression review, is now a little more. But here goes:
So what did I like?
The basic formula
At its core, it is very similar to Skyroads, with the same basic mechanics of jumping, sliding, accelerating, braking, and collisions. There are differences (which I will get to later), but it is clearly designed to feel as much like Skyroads as possible. And it does it well. Things like variable gravity, and the need to recharge the ship in mid-level, which were good ways to spice up the original gameplay, are present and welcome.
It expands the original gameplay
Introducing interesting new elements, such as track reversal, upside down, auto-jump platforms, ledges and others – it makes the experience richer and adds more versatile challenges.
It again captures well the original Skyroads formula – starting easy, and getting gradually more and more difficult towards the end. There are cases when a level may actually be more difficult that those that follow, but this happened from time to time in the original as well. I think I was somewhere two thirds into the game when I first had hit the “100 deaths before completion of a level” mark, and most later levels required as much (with some particularly difficult ones requiring 300, 400 or even 500+ tries!)
The wire frame looks very nice – simple, yet elegant, and the same time retro and modern. The support of higher resolutions makes the game look great on large monitors.
Each trio of levels has its own theme, both visual (with different color palettes and graphical styles) and gameplay-wise. Some focus on jumps, others on lateral motion, and others yet on obstacles, and so on. Each level set also has its own unique music, most of the tracks being rather nice and fitting well into the atmosphere of the game.
What are the things that I did not like?
Really they come down to just two points: some particular differences between the gameplay mechanics of Skyroads and of Tasty Static, and control responsiveness problems.
Lateral Jump Momentum
In Skyroads it is much easier to completely change the direction of every single jump – consecutive jumps are independent, which makes you truly feel the freedom of motion. In Tasty Static I felt that there is much more momentum involved between jumps – changing direction is harder, and if you don’t get enough build-up on your jump, you won’t make as far. This is not a big flaw, but it does make the game feel a bit more “sticky” and less fluid.
Now this one is the major difference. It is the one way in which the mechanics are totally different. The Jump-o-Master (JM) is the feature in the original Skyroads engine which allowed the game to change the effective speed of your ship in mid-air, so that to attempt to land successfully on a platform, and not miss it / crash into it, without you having anything to do with it. When the game activated it for you, the JM indicator on your dashboard would say “In Use” (normally is said “Idle”.
Effectively the JM made series of jumps easy, because you had some freedom in your ship speed, and did not have to set it exactly, or adjust it to account for small differences in platform-to-platform distance or jump timing. As long as you were “mostly correct”, the game would adjust your jump and you would succeed. Think of it as an equivalent of the “Auto-aim” feature present in some early shooter games.
Some people reading this now may wonder – Why would I want something like this? Isn’t the point of the game is to give complete control to the player? Isn’t setting the correct speed for the jump and varying it as needed part of the challenge?
Well, yes and no. Really, as a game developer / level designer you can go either way. Skyroads levels were plenty challenging and interesting with the JM – there are so many other ways to have tricky puzzles, which require both understanding of what needs to be done and precision in executing it. Not having to worry about very little speed/timing differences allows to make the jump sequences themselves more complicated. Skyroads does it really well, and for the most part so does Tasty Static. However, there are places where to succeed you must have very precise control of your speed and change it often, and fast. And this is just something that I don’t find very fun. This is not what I want to think about when playing a Skyroads-type game. Whereas most of Tasty Static succeeds to balance between pleasant and annoying, these parts – to me – are just annoying.
In the end, it is a matter of preference and perspective, and not a fundamental flaw in the game. Thankfully, the areas where constant speed tinkering is required are mostly short and not so common.
And what about the control problem I mentioned?
Well, this is one thing (so far the only thing) which I consider a real flaw, or bug in the game. Somehow the controls are just not as good as Skyroads. They are not as responsive. Way, way too often I would find myself trying to execute a lateral jump in a fairly straightforward situation, only to find that the left/right key did not register, and the ship instead jumps straight into death. And nothing is more annoying than to have this happen to you towards the end of a long and complex level.
I can say that in some levels, probably 10-20% of my deaths where because of this. And just so that you don’t think that there is a problem with me or my keyboard, I will point out that this never happens to me in Skyroads.
In the end, the best way to work around this problem, is to be aware that it may happen, and try to hit the keys very clearly, and exactly at the same time. I’ve also found that in sequences of jumps where you must change directions with every jump, it does sometimes help to keep the jump key down, and only tap the arrow keys. Finally, some places seem to be more prone to it than others.
It is an annoyance, but not a fatal flaw. Overall, it will not have a drastic effect on how long it will take you to beat the game, but it may make you want to slam your keyboard or punch the monitor once or twice during the experience.
With the “don’t like” section being so much longer than the “like”, you may think that I was disappointed in Tasty Static. Nothing can be further from the truth. I really liked the game and I found it amazing. I feel it captures almost exactly the Skyroads experience, and then builds up on it. I strongly recommend that any fan of Skyroads plays Tasty Static.
Congrats, Leo, on an amazing achievement!]]>
Also, you could totally charge money for it (I'd pay), and web-based custom level integration (maybe even full compatibility with the website) would keep it replayable. (You know, other than the fact that it's REALLY FREAKING HARD.)
This post is mainly directed towards leo, but if anyone still goes here it'd be cool to hear your thoughts.
LET'S REVIVE TASTY STATIC.]]>
A run of every level in Tasty Static (minus Source 1 and the Skyroads bonus levels). Most levels are done at perfect speeds, some are done suboptimally but I describe how to do it better, and some are just too hard for me to do quickly.]]>
i think i'm gonna post tastystatic some places and hope for activity]]>
Almost because of a tiny detail which makes a huge difference in gameplay.
In Skyroads, you can jump and change the direction of the ship in mid-air, you feel you have full control of the game.
In Tasty Static, you can't do that. Jumping is really stiff and it gets really frustrating sometimes, because you feel you can't do anything about it.
Other than that, graphics and level design are great. Well done !
But is it possible to improve that stiffy jump ?]]>
Unfortunately, sometimes happens weird thing. Sometimes I press a key and game does not respond. This is mostly when pressing left and right arrows. I run it on Windows Vista on my decent laptop.
Does anybode experience something simillar?
YESPOT FOR PRESIDENT.]]>
Known active humans