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   <title>Michael Silverman</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/" />
   <link rel="self" type="application/atom+xml" href="http://interactive.usc.edu/members/msilverman/atom.xml" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman/212</id>
   <updated>2009-07-20T00:01:34Z</updated>
   
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>Welcome First Years!</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/welcome_first_years.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10251</id>
   
   <published>2009-07-18T18:51:58Z</published>
   <updated>2009-07-20T00:01:34Z</updated>
   
   <summary>Hello First Years, Welcome to the BLOGOSPHERE! I feel the following may thematically sum up your experience here: That is, this is the beginning of your adventure time! (Click picture or hit the jump for video.) Update: Behind most of...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[Hello First Years, Welcome to the BLOGOSPHERE!

I feel the following may thematically sum up your experience here:
<a href="http://www.youtube.com/watch?v=LNVYWJOEy9A">
<img alt="adventuretime-1.jpg" src="http://interactive.usc.edu/members/msilverman/adventuretime-1.jpg" width="320" height="240" />
</a>
That is, this is the beginning of your adventure time! (Click picture or hit the jump for video.)

<strong>Update:</strong> Behind most of the things I like there's a story about an interesting artist. <a href="http://www.buenothebear.com/">Here is "Adventure Time's" creator's website.</a>]]>
      <![CDATA[<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/LNVYWJOEy9A&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LNVYWJOEy9A&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

The most important thing to gain from this is to never let anyone call your hat stupid!]]>
   </content>
</entry>
<entry>
   <title>First Batch of Breath Screen Shots</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/first_batch_of_breath_screen_s.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10243</id>
   
   <published>2009-07-14T09:26:34Z</published>
   <updated>2009-07-14T09:30:17Z</updated>
   
   <summary></summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Breath" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<img alt="breath.png" src="http://interactive.usc.edu/members/msilverman/breath.png" width="618" height="435" />
]]>
      <![CDATA[<img alt="breath2.png" src="http://interactive.usc.edu/members/msilverman/breath2.png" width="830" height="432" />

<img alt="Breath4.png" src="http://interactive.usc.edu/members/msilverman/Breath4.png" width="725" height="452" />

More info coming.]]>
   </content>
</entry>
<entry>
   <title>FIGHT ON - IGF 2010</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/fight_on_igf_2010.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10242</id>
   
   <published>2009-07-13T17:54:39Z</published>
   <updated>2009-07-13T18:04:47Z</updated>
   
   <summary> I cannot stress how important it is to get your work showcased outside of the USC community. The IGF is the best way. FIGHT ON! (Also, I have chosen the shirtless man version of the IGF logo due to...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[<a href="http://www.igf.com/2009/07/2010_independent_games_festiva_1.html"><img alt="igf2010dan.jpg" src="http://interactive.usc.edu/members/msilverman/igf2010dan.jpg" width="200" height="200" /></a>

I cannot stress how important it is to get your work showcased outside of the USC community. The IGF is the best way.

FIGHT ON!

(Also, I have chosen the shirtless man version of the IGF logo due to comical value. Sorry Erik!)]]>
      
   </content>
</entry>
<entry>
   <title>WHO DO YOU THINK I AM???</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/who_the_hell_do_you_think_i_am.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10241</id>
   
   <published>2009-07-13T07:41:19Z</published>
   <updated>2009-07-13T14:40:31Z</updated>
   
   <summary>In case you never met me, or didn&apos;t take the time to get to know me, I&apos;ll let you know that my favorite thing of all time is Gurren Lagann: Why do I love Gurren Lagann? Because it was the...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[In case you never met me, or didn't take the time to get to know me, I'll let you know that my favorite thing of all time is Gurren Lagann:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/B-T4g86KkNg&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/B-T4g86KkNg&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Why do I love Gurren Lagann? Because it was the first time I saw someone put my spirit into a work of fiction. When faced with the impossible task, the infinitely powerful force, the enemy that lords over everyone like a king telling us what our limitations are, and asked if I would give up the only response is:

WHO THE HELL DO YOU THINK I AM?!?!

Now I have some work to do... I may not be posting for a bit, but I think it will be worth it!]]>
      
   </content>
</entry>
<entry>
   <title>Sergei Rachmaninoff</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/sergei_rachmaninoff.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10237</id>
   
   <published>2009-07-07T06:18:03Z</published>
   <updated>2009-07-07T06:21:15Z</updated>
   
   <summary>I don&apos;t really have a game this works with, but I want to keep the link: Bad Ass Pianist Sergei Rachmaninoff&apos;s Piano Concerto no 2 Op. 18 Moderato! &apos;Nuff Said....</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[I don't really have a game this works with, but I want to keep the link:

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/xAPyJUXscrk&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xAPyJUXscrk&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

Bad Ass Pianist Sergei Rachmaninoff's Piano Concerto no 2 Op. 18 Moderato!

'Nuff Said.]]>
      
   </content>
</entry>
<entry>
   <title>Wanted: Artist who can explain sky art.</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/wanted_artist_who_can_explain.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10236</id>
   
   <published>2009-07-06T08:51:17Z</published>
   <updated>2009-07-06T09:49:16Z</updated>
   
   <summary>Basically, skies, cities, and terrain represent a huge part of the setting for a game about affecting a society. I&apos;m looking for anyone who can explain how to make a 3D game version of the following environment. (Basically its a...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[Basically, skies, cities, and terrain represent a huge part of the setting for a game about affecting a society. I'm looking for anyone who can explain how to make a 3D game version of the following environment. (Basically its a "sky box" question that has a lot to do with palette.)

<img alt="vlcsnap-3610141.png" src="http://interactive.usc.edu/members/msilverman/vlcsnap-3610141.png" width="640" height="480" />


]]>
      <![CDATA[<img alt="vlcsnap-3615476.png" src="http://interactive.usc.edu/members/msilverman/vlcsnap-3615476.png" width="640" height="480" />

Would a painted sky box do the trick? Also, how best should I animate night/day cycles? If you have time and answers feel free to get in touch. Not exactly a job offer, but who knows what might come out of it?

Here's a shot of "Tokyo III" one from Rebuild of Evangelion, (By far currently the best imagined city. Its very name begs the obvious question related to the fate of other two Tokyos.):

<img alt="Tokyo3.png" src="http://interactive.usc.edu/members/msilverman/Tokyo3.png" width="900"/>

Here's a Gurren Lagann still:

<img alt="vlcsnap-3626101.png" src="http://interactive.usc.edu/members/msilverman/vlcsnap-3626101.png" width="900" />

Bonus time: (Less important but still interesting to me.) Over the top cosmos howto?

<img alt="BattleForUniverse.jpg" src="http://interactive.usc.edu/members/msilverman/BattleForUniverse.jpg" width="900"/>]]>
   </content>
</entry>
<entry>
   <title>He&apos;s Beginning to Belive</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/hes_beginning_to_belive.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10235</id>
   
   <published>2009-07-05T02:27:46Z</published>
   <updated>2009-07-14T09:33:35Z</updated>
   
   <summary></summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Breath" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[<img alt="B2_Debug.png" src="http://interactive.usc.edu/members/msilverman/B2_Debug.png" width="640" height="335" />
]]>
      
   </content>
</entry>
<entry>
   <title>The Mighty Atom</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/the_mighty_atom.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10229</id>
   
   <published>2009-07-03T00:51:26Z</published>
   <updated>2009-07-03T01:14:55Z</updated>
   
   <summary>Kotaku&apos;s article inspired me to post about one of my favorite heroes: Astro Boy&apos;s sharp insights about human nature combined with his intellect, power, and a general sense of discrimination about his uniqueness make for a compelling show. Black and...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[<a href="http://kotaku.com/5306348/new-astro-boy-game-new-screens-new-impressions/gallery/">Kotaku's article</a> inspired me to post about one of my favorite heroes:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/D4HVYZhohGw&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/D4HVYZhohGw&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Astro Boy's sharp insights about human nature combined with his intellect, power, and a general sense of discrimination about his uniqueness make for a compelling show. Black and white somehow seems more fitting, though I may feel that way because I saw the black and white version first. 

Doing an IP crossover justice is a formidable design challenge, but a worthwhile one. The cost of failure is only a mediocre work. I hope this game meets its mark!]]>
      
   </content>
</entry>
<entry>
   <title>Broken but slightly interesting.</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/07/work_in_progress.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10228</id>
   
   <published>2009-07-01T11:24:13Z</published>
   <updated>2009-07-14T09:33:56Z</updated>
   
   <summary>Debugging screenshot:...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Breath" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[Debugging screenshot:

<img alt="B1_WIP.png" src="http://interactive.usc.edu/members/msilverman/B1_WIP.png" width="640" height="353" />


]]>
      
   </content>
</entry>
<entry>
   <title>GOTW - Grow Game</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/gotw_grow_game.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10227</id>
   
   <published>2009-06-30T09:55:03Z</published>
   <updated>2009-06-30T10:03:27Z</updated>
   
   <summary>This time a classic fun flash game, &quot;Grow Game.&quot; I replayed this recently because of the narrative structure. You can play the game and watch an interesting story unfold in many different ways without feeling personally at fault for bad...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Game Of The Week" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[This time a classic fun flash game, "Grow Game." I replayed this recently because of the narrative structure. You can play the game and watch an interesting story unfold in many different ways without feeling personally at fault for bad endings because the middle sections are completed by autonomous agents. The "AI" is simply an animation, but if it were procedurally controlled... well, its an interesting thought.

<a href="http://www.eyezmaze.com/eyezblog_en/blog/2005/09/grow_cube.html#monster"><img alt="grow.png" src="http://interactive.usc.edu/members/msilverman/grow.png" width="550" height="146" /></a>
]]>
      <![CDATA[<strong>Studio:</strong> <a href="http://www.eyezmaze.com/">EyeMaze</a>

<strong>Format:</strong> 1 Player, Flash

<strong>Core Mechanic:</strong> Decide what to build.

<strong>Control:</strong> Select from a menu.]]>
   </content>
</entry>
<entry>
   <title>Painkiller, FPS&apos;es, and Space.</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/painkiller_fpses_and_space.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10225</id>
   
   <published>2009-06-28T18:53:09Z</published>
   <updated>2009-06-28T19:05:18Z</updated>
   
   <summary>Charlie Silver, incoming IMD undergrad has a featured post over at Gamasutra about Painkiller. I think he is talking about a couple of underexploited areas in game design. For one, space is too rarely used as a meaningful gameplay mechanic....</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[Charlie Silver, incoming IMD undergrad has a <a href="http://www.gamasutra.com/blogs/CharlieSilver/20090627/2151/FPS_Find_Protected_Spot__How_spacing_is_important_to_the_shooting_genre.php">featured post over at Gamasutra about Painkiller</a>.

I think he is talking about a couple of underexploited areas in game design. For one, space is too rarely used as a meaningful gameplay mechanic. Also, few games use intelligent agents, not necessarily as better killing machines, but to impart a feeling on the player. Interesting stuff Charlie.]]>
      
   </content>
</entry>
<entry>
   <title>More Time Lapse</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/more_time_lapse.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10223</id>
   
   <published>2009-06-26T23:35:55Z</published>
   <updated>2009-06-27T00:03:08Z</updated>
   
   <summary> These time lapses are really making an impact on my design sensibilities. There is an inherent play to affecting a society over time. It has an implicit underlying narrative structure. The city is intrinsically tied to space, time, and...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/97-7rWfQd5E&hl=en&fs=1&rel=0&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/97-7rWfQd5E&hl=en&fs=1&rel=0&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

These time lapses are really making an impact on my design sensibilities. There is an inherent play to affecting a society over time. It has an implicit underlying narrative structure. The city is intrinsically tied to space, time, and humanity.
]]>
      <![CDATA[<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/UrGcd6PN7EE&hl=en&fs=1&rel=0&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UrGcd6PN7EE&hl=en&fs=1&rel=0&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

<object width="853" height="505"><param name="movie" value="http://www.youtube.com/v/vP4BJVmjZq4&hl=en&fs=1&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/vP4BJVmjZq4&hl=en&fs=1&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>]]>
   </content>
</entry>
<entry>
   <title>City Source Material</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/city_source_material.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10222</id>
   
   <published>2009-06-26T12:17:46Z</published>
   <updated>2009-06-27T20:21:14Z</updated>
   
   <summary>I&apos;ve recently become much more interested in societies, cities, and simulation in general. I&apos;m currently of the belief that by focusing on simulating a real world phenomenon, it will let me express my artistic POV in a meaningful and worthwhile...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Source Material" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[I've recently become much more interested in societies, cities, and simulation in general. I'm currently of the belief that by focusing on simulating a real world phenomenon, it will let me express my artistic POV in a meaningful and worthwhile way. 

First off we have a lovely fluid animation:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/-AiLyQWXjIg&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/-AiLyQWXjIg&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
]]>
      <![CDATA[Next is a time lapse: (Logan pointed me to this in a facebook post)

<object width="853" height="505"><param name="movie" value="http://www.youtube.com/v/8Sj-2LnG5Xk&hl=en&fs=1&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/8Sj-2LnG5Xk&hl=en&fs=1&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>]]>
   </content>
</entry>
<entry>
   <title>Prototype:Star D</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/prototypestar_d.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10220</id>
   
   <published>2009-06-22T09:17:11Z</published>
   <updated>2009-06-22T09:35:17Z</updated>
   
   <summary>The goal here is to figure out how to stop the dots from reaching the center of the star. Keep in mind that this prototype is more the core mechanic &quot;toy&quot; instead of a full fledged game. (No win state,...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Rapid Prototype" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[The goal here is to figure out how to stop the dots from reaching the center of the star.

<object width="300" height="300"><param name="movie" value="StarD"><embed src="http://www.silverwaregames.com/Diamond.swf" width="300" height="300"></embed></object>

Keep in mind that this prototype is more the core mechanic "toy" instead of a full fledged game. (No win state, they just keep re-spawning) When it was time to make the plunge and start designing the enemy system and so on I had a "why?" moment.]]>
      <![CDATA[Basically I'm not really sure why I want to keep all these little dots out. They just want to get to the center of the star, what is so bad about that? That kind of thinking, combined with my <a href="http://interactive.usc.edu/members/msilverman/2009/06/gotw_atrain.html">recent replaying of A-Train</a> killed a lot of my enthusiasm for completing a tower defense game.

If I do complete the core reward structure, I want to pick something more meaningful than keep the dots out of the center. Otherwise the only name that would make sense for the final version is "Death Star."

One thing I've always wanted to mess with is the "growing" aspect of the star. I want to make 4 cells of the same color merge into a giant version of itself and eventually have the whole game zoom out to revert back to the normal game state. 

Anyway, this was a good learning experience. I may come back to it later. As always I appreciate feedback. ]]>
   </content>
</entry>
<entry>
   <title>GOTW A-Train</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/msilverman/2009/06/gotw_atrain.html" />
   <id>tag:interactive.usc.edu,2009:/members/msilverman//212.10219</id>
   
   <published>2009-06-22T07:50:23Z</published>
   <updated>2009-06-22T08:23:39Z</updated>
   
   <summary>This GOTW is in honor of father&apos;s day. One of my earlier gaming memories was playing &quot;A-Train&quot; with my dad back on our old machine. It was published in the states in 1992, but it was first released even further...</summary>
   <author>
      <name>Michael Silverman</name>
      
   </author>
         <category term="Game Of The Week" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/msilverman/">
      <![CDATA[This GOTW is in honor of father's day. One of my earlier gaming memories was playing "A-Train" with my dad back on our old machine. It was published in the states in 1992, but it was first released even further back in Japan under the title: "A Ressha de Ikou" -> "Take the A-Train"

<a href="http://www.abandonia.com/en/games/855/A-Train.html"><img alt="ATRAIN.jpg" src="http://interactive.usc.edu/members/msilverman/ATRAIN.jpg" width="550" height="100" /></a>

(<a href="http://en.wikipedia.org/wiki/A-Train">Image and facts via Wikipedia</a>) You can get the game to run on a DOS emulator, and I recommend it. It still holds its own as a well designed piece.


<strong>Studio:</strong> Artdink </a>

<strong>Format:</strong> <a href="http://www.abandonia.com/en/games/855/A-Train.html">PC, 1 Player, DOS - Emulator version here.</a>

<strong>Core Mechanic:</strong> Build and operate a railroad which indirectly causes urban growth.

<strong>Control:</strong> 3rd person isometric via HUD.
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      <![CDATA[<strong>Design Notes: </strong> The first thing to note is the beauty of A-Train's simple aesthetic. I like the sunset animation better than a lot of stuff I've seen on current gen consoles. The city itself sprouts up in a beautiful and procedural way as your railroad supplies building materials and passengers to stations.

In terms of gameplay, there are two feedback mechanisms that motivate rail building. First are the cities, which spawn based on how rail accessible areas are. Second is the underlying economy system: a simplified numeric financial system of the business end of running a rail system. As a combination they offer a well designed core mechanic that is enjoyable to this day. It makes you feel like you are running a railroad.]]>
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</entry>

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