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‘Gomola Speed’

[PCE] [JAPAN] [FLYER(?)] [1990]

“Gomola Speed is an action/puzzle game by UPL loosely based on the classic Snake, but with its own spin on the old formula. The player takes control of a segmented and worm-looking mechanical robot called the Gōmu
Each level (called ‘Acts’) is divided into areas and the goal of the game is to collect all the food scattered around and to reveal the hidden exit. However, Gōmu starts his journey as… a head, and the player’s first task is to collect all the dispersed body segments to increase the worm’s overall length. This would be an easy job if only creatures were not roaming around, ready to cut Gōmu’s body loose if they happen to hit any of its body segments. Thankfully for the player, these segments just wander around the levels and can be recaptured at any time. And this is where the game really starts - Gōmu’s body is at the core of the gameplay and items, and especially food, can only be collected when the worm encloses them within its body. The same applies to enemies who need to be stunned with time-fused bombs first, and then disposed of using the same encircling technique. Additionally, the worm can only go through an exit door with all its body segment attached! 
Finally, Gōmu has another trick up its sleeves and the player can speed him up at the press of a button allowing him to over run his enemies. Gomola Speed consists of twenty five levels and a password system allows players to get back to the last level they reached.” ~Video Game Den
  • Source: Game Advertising Museum (ゲーム広告資料館)
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I want games that don’t care that I’m playing them.

This is one of those vague game design things where I’m probably combining more topics into one notion than I should be, but hear me out on this. How much I enjoy a game tends to be largely tied to how little it feels like the game cares that I’m playing it. Parts of this are mechanical, parts of this are story driven, let me elaborate after one of these page fold deals.

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I miss games conveying a sense of Bigness

As you know if you watch my twitch streams, I play a lot of games, and games from a lot of eras, and there's a whole bunch of industry trends you pick up on from certain time periods. The one I really feel like talking about was a definite thing from oh... 1998 through... 2010 or thereabouts? Basically the aughts, give or take a couple years. Or if you prefer, the first two Playstations' run and a bit of the third. It was a period where games in general were really committed to feeling Big.

It feels a little weird to say that when major releases are priding themselves on stuff like measuring how much disk space they need in terrabytes and maps that sprawl out everywhere, but that's not what I'm talking about here. Games trying to feel Big is more of an attitude thing, and ironically enough I'd say it fell out of fashion almost immediately when Open Worlds became the new big thing. We hit a point where people actually made the maps for their games super big (even if most of that space was just kinda vast stretches of unremarkable rocks) so there's no more need to fake it, right? But faking it was kinda great.

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