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07-26-11

Allied Star Police

Our newest game is out now for iPhone and iPad, and it’s gotten some pretty great reviews. More than 90% of the ratings on iTunes are 5 stars! Clearly they are players of remarkable taste.

We’re so proud of this game — not just because the über-explosive, save-the-galaxy action is really fun, but because we were thrilled to work with the game’s creator, Owain Weinert.

Owain is a super-creative 10-year-old boy we met through the Make-A-Wish Foundation. You can read more of his story right here.
  And you can get the game for FREE in the iTunes store

 

And get a little taste of the action with our Allied Star Police trailer:

Now, you should stop reading (or watching). The evil Flamions are invading everything in sight, and you’ll need to save the day. Fight for honor. Fight for freedom. Fight now!

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05-19-11

The Candy Train Conversation

An Interview with Candy Train developers Sophia Hohing and Adam MacDonnell

Candy Train, released for the iOS today, is the second game from 4th & Battery, the experimental sandbox of a label within PopCap, in which we present smaller, less polished, and sometimes weirder games than you would normally expect from us. In the case of our first game, Unpleasant Horse, well, it’s clear why we didn’t prominently splash the word “PopCap” all over it, what with the whole horses-going-into-meat-grinders thing. We were told that could rub some people the wrong way. With Candy Train, we present you with a much more wholesome, family kind of game. Kind of like our way of doing penance. Of course, one could argue that a game about candy might also be sending the wrong message to kids, but let us assure you that the candy in this game is not actually real, so, you know, you can’t get cavities from it. And let us also assure you that we here at 4th & Battery are strong advocates of dental hygiene. Some of us even brush twice a month!

What follows here is an interview with the two PopCappers who helped bring Candy Train to glorious fruition: Sophia Hohing and Adam MacDonnell. If you enjoy the game, you can thank them. If you don’t, you can blame me. I’m used to it. Enjoy!

Jeff: Tell me about the origins of Candy Train. Are you two the original dev team, and who did what? Was anyone else involved?

Sophia: Candy Train was originally developed as a Java web game by John Raptis (of Raptisoft Games). It was free to play on PopCap.com for a number of years – since 2001, I think – before it was taken down. The reason we stopped offering it was because we were migrating to Flash and ActiveX games at the time, and sadly the game wasn’t popular enough to update. It has a very loyal following within PopCap however, so there was always talk of bringing it back in some form or another. Eventually another developer here, Joe Mobley, made a prototype for the iPhone, which everyone got really excited about, but he had too much on his plate to move it forward. When I was looking for a game to work on, he suggested I finish it. I was extremely excited to be doing it, and got Adam involved because it was painfully obvious that the outdated 8-bit graphics weren’t going to cut it on the iPhone. Since then he and I have been the primary developer and artist/producer, respectively, with much appreciated support from the PopCap family.

Read more »

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05-11-11

Some Unpleasant Reviews.

Hey gang!  Long time, no nuthin’!

But don’t take that for a lack of activity on our part.  We’ve been quite busy, we assure you.  What with Portal 2 to play, Game of Thrones to watch, and our weekly run to the comic book shop, it’s hardly been possible for us to breathe! Oh, yeah, and we’ve been working, too.  Unpleasant Horse 1.1 is coming soon, adding two of your most requested features:  Game Center support, and a Replay button so you don’t have to go back to the main menu every time.


Game Center support! Yay!

In addition, we’re juuuuuuuuuuuust about ready to launch our second game. Maybe another couple weeks or so. We’re not quite talking about it yet, but longtime PopCap fans will be pleased to see this one, we think, as it’s something we used to have around for you to play on the website, back in the day, and it had lots of fans. It’s gotten a major facelift, and, yes, will again be an iOS game. But we’ll spill more about it soon! (And don’t worry, you non-iOS people — they won’t ALL be iOS-only games. It’s just the way it is that the first two games off the 4th & Battery assembly line happen to be for this platform!

So while we finish prettifying and gussying up our next release for y’all, we thought we’d take a moment to share some of the great reviews that Unpleasant Horse has gotten over the past couple weeks. It’s been extremely gratifying and flattering for us (and maybe even a little surprising) to get such a great response to something we just threw out there in the wind with little expectation. Not that we didn’t believe in the game — it’s just that this whole enterprise has been such an experiment for us, and so different from our normal way of operating, that it was hard for us to gauge what the reaction would be. So we’re thrilled that the reviews came in as positive as they have, and we thank everyone for their kind words! And if you don’t feel like clicking any of the links below, we cherry-picked some choice quotes to make us look as GREAT AS POSSIBLE. We left out the ones that were like, “avoid this terrible piece of crap at all costs.” Because, ya know, it’s, like, OUR website here. We can do that!

“It retains PopCap’s high standards in terms of tactile connection, simple controls, and satisfying feedback. It feels like PopCap, then, even if it doesn’t really look like PopCap.” – Edge

“It’s an easy to understand, single-touch game that is addictive and fun. PopCap does a great job at keeping things simple, and Unpleasant Horse is a prime example of their aptitude for creating wonderfully easy, adorable takes on genres that are pretty familiar.” – IGN

“Unpleasant Horse ends up being little more than a curiosity. It is also addictive, silly and fun as long as you have the stomach for it. What it also is trying to push out – independent creativity within a large company – is also worth supporting. Who knows what they can do in 48 hours instead of 24?” – Gamezebo

“Overall, Unpleasant Horse is a wonderful little game for either the iPhone or the iPad. It is extraordinarily simple, but highly polished and gratifying. Whether it’s the soundtrack or visuals of those snarky ponies grinding up in the earth, or graphical changes when the unpleasant horse lands a cloud, each one enhances the experience significantly. Moreover, as a free game with no advertisements, it’s certainly a great deal for all users (assuming they don’t mind a little graphic, cartoon violence).” – Inside Social Games

EDGE
IGN
Game Informer
Destructoid
Touch Arcade
Inside Social Games
Gamezebo
MacTrast
Gamer’s Guide to Life
Core Geek
Pocket Gamer
SmartAppDevelopers
Slide to Play

Thanks all! More to come, soon!

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05-5-11

A Word with Mark Barrett

The Unsung Hero (and artist) of Unpleasant Horse

Everyone knows that the game industry, like most entertainment fields, is full of big egos, interpersonal politics, and petty rivalries. So it should come as no surprise to discover that even at our humble little studio, behind our mellow friendly façade, lurks some good-old-fashioned All About Eve-style oh-no-she-didn’t DRAMA. In this case, I’m referring to the scandalous slight of Unpleasant Horse lead artist Mark Barrett, who heretofore has been given little to no credit for his contributions to the game, save for his appearance in this photo:

This is how he gets his ideas.

Rather than take it to People’s Court, or to the alley behind the meth clinic, we figured the best way to do Mark justice was to interview him separately and tell his side of this now-sordid story. Consider this a little bit of history, rewritten.
–Jeff Green

Jeff:  So what WAS your actual role on Unpleasant Horse, Mark?

Mark: I don’t know, man. It’s like they say: “You are what you eat.” In this case I ate a lot of art, a lot of game design, and some yogurt-covered raisins. I was part of Team Horse [in PopCap’s 24-hour GameJam], and the twisted brain who decided to throw ponies to the grinders.

Jeff:  Why do you think that Kurt and Anthony didn’t want to give you any credit in my earlier interview? Professional jealousy? Or are they just jerks?

Mark: Haha! Well, they mentioned me. So that was cool. In all fairness though, I don’t think it was their fault that I got left out of that last interview. Sometimes, people, people like you, assume (break that word down for me) that programmer = designer, but that’s not really the case. I will say though, no matter how fun it might seem to me at 2 a.m to hop on a crying pony and ride it into the shredder, it takes a Kurt Pfeifer to translate that into a fun gameplay experience. It takes an Anthony Coleman to be the mortar that holds all the bricks together. And to Eric Gehner, thank you and godspeed, you unholy warrior.

Jeff: Moving on from the “scandal” for a moment, did you draw from any other games for your inspiration for the art style? Did you have any help in coming up with the style, or is this pretty much out of your own head?

Mark: Your pun is obvious and well played. Definitely. Huge shout outs with techno music to Mortal Kombat(!), Looney Tunes, Ferry Halim from Orisinal, Jhonen Vasquez, the original My Little Pony, and the amazing paper craft stylings of Christopher Bonnette. A lot of people assume I was inspired by Robot Unicorn Attack, but that game hadn’t even been released when we delivered our first playable. However, for the next game, I plan to rip it off almost exclusively.

Cuddly. Also doomed.

Jeff: It seems crazy that this was done in one day. How much of what we see in the finished game now is new, or has been polished since then?

Mark: All of it. I re-touched and in many cases re-designed every single asset.

Jeff: If you could go back and spend more time on the game, what would you like to change/improve now?

Mark: To start, leaderboard support and new funny ways to bring doom to the ponies/birds. How cool would it be if you used the lightning from the clouds to electrocute a horse from above? What if a super-jump lit up the horse like a comet, causing you to ignite everything in your path? Then, start releasing updates, each one introducing a new element to interact with. That way, the further you made it as a player, the more new stuff you would see. We have a lot drawn up, I am not sure how much to talk about in the chance that there potentially could be an opportunity to update the game someday.

Now with less yelling!

Jeff:  Did the artificial 24-hour time constraint help or hinder your creative process? I mean, did it actually inspire you in ways that may not have happened if you’d had, say, 6 months?

Mark: I think it shapes your creative process. It forces you to adhere to a subtractive mentality as opposed to the additive process you might indulge in if you had a whole week or 6 months, or 10 years. And it’s 24 hours, so there are no real expectations on what you are doing. That is a real freedom. I remember as a team we agreed, no matter what anyone came in and said about our game, our whole goal was to make something that was fun for the four of us.

Jeff:  Unpleasant Horse is out now, and actually getting pretty good reviews. Did you ever in your wildest imagination, during GameJam, see this ever happening?

Mark: During the GameJam, no. I was in the moment and could only see as far as the next thing on my list of stuff to get done. After it was over and I saw that the game was actually fun, yes, I did. I’m a sucker for happy endings.

 

Note: not a happy ending.

Jeff: Does it scare you to see this game, which you guys did on a whim, out there in the world, getting played, and reviewed? Or is it cool? Or both?

Mark: It’s wild! Like I said, I know it’s not a polished gem. It is still very rough, but we love it, you know? I think maybe that resonates with people. We weren’t after anything, there were no strategies. We just wanted to make something fun. And PopCap was awesome enough to share it. I can’t wait to do it again!

Jeff: And maybe next time you’ll actually get the credit for your ideas. Thanks Mark!

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04-28-11

Unpleasant Horse is now available!

Good news, campers! Our first game, Unpleasant Horse, is finally out, for FREE, right now, for both iPhone and iPad. Thanks to everyone for your interest and support in this title and the 4th & Battery project in general, and big thanks to Apple for putting up with us as we ironed out the kinks in our process here! This is a big experiment for all of us involved, and we sincerely hope you like our efforts. And, hey, if sending horses to a tragic end in a meat grinder isn’t your cuppa tea, we’re readying our second free game as we speak here,  and that one is all about CANDY. And no one doesn’t like candy….right?  RIGHT?
Enjoy Unpleasant Horse, and please be sure to leave us your comments and feedback! And keep your eyes on this space for more good stuff. We’re just getting started here, gang.

 

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04-7-11

Interview with Unpleasant Horse designers Kurt Pfeifer and Anthony Coleman

 

Kurt Pfeifer

Here’s one early secret about 4th & Battery: Some of the games you’ll see under this label have been around a lot longer than the idea of 4th & Battery itself. In a way, 4th & Battery is the natural outgrowth of all of the smaller games, projects, and ideas that have spilled out of our designers’ brains over the years but have never had a proper forum for release, until now.

Unpleasant Horse has been kicking around since December 2009, when PopCap hosted one of our regular internal “GameJams.” What’s a GameJam? Think of it like a reality TV show, minus the cameras. We put randomly generated groups of designers together and give them 24 hours to conceive and make brand-new playable games, which are then rated before a group of judges.

Last week, I sat down at Two Bells, our local dive bar, with Unpleasant Horse’s two main designers — Anthony Coleman and Kurt Pfeifer — to let them talk about the game. I then discovered I had no batteries in the recorder, so we just drank beer instead. Yay! So after that, we went back to the office, and we did all this over email.  Enjoy the interview!

Anthony Coleman

—Jeff Green

Jeff: What is the origin of Unpleasant Horse? (Not the horse himself, that’s another question—I mean the game itself.)  Who conceived of the game, and how did it come about in the first place?

Kurt: At PopCap’s first-ever 24-hour GameJam, in December 2009, everybody who wanted to participate threw their name in the ring and were assigned a randomly generated team to work with and a randomly generated game title to run with. At 10 am on Thursday we were fed a tasty breakfast and then it was off to the proverbial races. I was on a team with Anthony, artist Mark Barrett and developer Eric Gehner, and the lovely name we were given was “Unpleasant Horse Racing in the Sky.” We set up a makeshift work area in an empty part of 5th floor and immediately started white-boarding ideas. The whole 24-hour period was like taking the normal multi-year process and squishing it down to a one-day burst of energy. Craziness!

Anthony: I can’t really say any one person on the team conceived of the idea, it was all of us working together more than anything. It was an intense 24-hour period filled with many of the triumphs and setbacks that normal development teams would see over the course of a creating a game, just in a very small timeframe. Since the GameJam we took time here and there to clean things up, change the project over to iOS (it started as a PC title), and get a proper QA pass on it. But the core of the game is the same thing we came up with in that original 24 hours.

Jeff: How long did it take you guys to make the first playable version?

Kurt: Our first attempts were a literal take on the title, trying to get horse racing to be unpleasant in some way. Well besides the normal ways I guess. We had this pretty white pony with a heart on its haunch drifting through the sky and originally you played an evil curmudgeonly jockey screaming horrible things at the horse to motivate it towards the finish line. I think in the back of my mind it was kind of a play on the insult sword fight from Monkey Island. Find the right combination of horrible things to shout at the poor animal and it’ll be motivated to speed up or dodge obstacles depending on what you shout. A funny concept until you tried to make it into an actual funny game, and soon it became apparent we were hitting a dead end. We had the art assets up within a few hours and I had a basic engine going after that so we could start playing with it, but it just wasn’t going anywhere.

Anthony: At about 2 am we all just hit a dead end. I remember trying out what we had and it just didn’t really feel that fun. At that time we all took a little bit of a break, and gave ourselves some time to think about the game from a base level again. Mind you, we only had 8 hours left, so whatever we did had to use the base of what had been made. At that time I was mulling over the name to try and see if I could find some more inspiration, and Mark had just finished his design for the “evil” pony. Looking at his art, and then the name I went back to the white board and just added a comma after Horse, so the name would read “Unpleasant Horse, Racing in the Sky.” Now the focus was on this awesome Unpleasant Horse that Mark had just drawn.

Kurt: Seriously, that’s what it took to make the connection, a freakin’ comma. Then it was all “Hey you could be an awful horse corrupting pretty things as you went through your daily life!” The joke was that the horse doesn’t necessarily know it’s being awful, it’s got a gleam in its eye and merely going about its business not really noticing or caring about the destruction it leaves in its path. Kind of like some people I know. Anyhoo, we took it and ran towards the finish line from there, iterating on the idea and finding the fun in just hopping from cloud to cloud. Over the next few hours it was more a matter of how far do we take the thing. We tried adding more creatures besides the “Pritty Pony” and the birds but it got too complicated in the time given. So we refined the engine, added particles and sounds, then the obligatory things like high scores and a title screen and voila!  25-ish hours later we were dead tired but had a game to show. Over the course of the year we would put in a few hours here or there when we had a chance but it wasn’t until November that PopCap sponsored another game-making session, this time one week long. That gave our team the chance to reassemble and finish up what we started. After that it was essentially done but we did do a few small revisions after QA gave it a thorough testing.

The Unpleasant Horse whiteboard, with the infamous comma!

Jeff: Who did what on the game, and was it just you two?

Anthony: Kurt was the developer. He spent his time implementing most of the gameplay systems, and, the best thing of all: the epic blood spray of grinding. Kurt is great at adding little touches like that while also getting gameplay in place. I acted as the producer, trying to keep things in somewhat of an order, and making sure everyone had what they needed. In the original version of the game, I found many of the placeholder images, so Mark could spend his time on the ponies and key pieces of art. I also did some coding towards the end of the jam to get additional screens done, so Kurt could just focus on gameplay. Mark Barrett did art, really nailing the look of the ponies and the now unseen jockey. He really was able to get the feel that we all were hoping for in the look of the game. Eric Gehner did sounds, which ended having a very nice raw impact to them. Almost all the sounds he created made it into the final version of the game that everyone will get to play. Noah Maas and David Ryan Paul recorded an awesome metal opening for the game, which I hope we can make available for all to listen to.

Jeff: Did you actually intend on making a game that was, err, good? Or was it just kind of a lark to you?

Kurt: I think we were all excited to have a chance to make something completely new in a short amount of time. Granted, 24 hours is pretty extreme, but our projects can go on for years, and it’s a long, often tiring haul to reach the completion point. The chance to do something with no real guidelines or restrictions was a super fun chance to just go nuts. It felt like we were doing something more along the lines of an Atari 2600 game to me, no genres to have to use as a backdrop, just go for something completely original.

Anthony: I don’t think anyone of us could ever approach a project and not want it to be good. Even with only having 24 hours to make a game, we still wanted to make something we would enjoy playing and be proud of.

Jeff: Was there a point you hit as you were making this where you felt, “Wow, this is actually fun!”

Anthony: That would have been around 6 am of the game jam. At that point anything could have been fun having been up for ~30 hours straight.

Kurt: I think when we switched our game plan and had our first try of the game with you jumping around on clouds and grinding ponies it was a real turning point for us. The question then was ”is this fun enough?” It’s an interesting balance to have enough content and rules to make it fun, but not add so much it becomes frustrating or confusing.

Designing games all night is fun!

Jeff: What’s the deal with the horse, anyway? Why’s he so unpleasant? Does he have a backstory?

Kurt: Much like the honey badger, Unpleasant Horse just don’t give a s—t.  It’s how he is, it’s what he does. You can’t try to make Unpleasant Horse anything other than what it wants to be, that just would not be right. While the honey badger might, say, plow his nose into an underground bee nest for the larvae treat within, the Horse too does what it does to survive. Calling it into question just calls into question the whole reasoning behind how nature works. These are questions best left unasked.

Anthony: I always viewed the Unpleasant Horse, whose name is Bubbles by the way, as female. It may be because the original version of the game had Bad Reputation as the intro song, so I always saw Bubbles more as a Joan Jett character. Why is she so unpleasant? That is a question for the ages, and could be put alongside “why is the sky blue?” or “why is grass green?” Some things in the word just are, and that is all there is to it.

Jeff: Who put all those meat grinders on the ground, anyway, and why?  It seems like kind of a health hazard.

Kurt: Yeah, right?  That is weird.

Anthony: I bet all the Pritty Ponies would like to know the answer to that question as well.

Jeff: It seems like there’s lots of room here to add more to the game. Have you guys thought about it? Was it larger in scope originally, or is what we’re seeing how you intended it to be?

Kurt: There actually is a LOT of additional content we have in mind to add should the players want more. Mark spun his creative noggin into high gear and we’ve got several pages of notes to work from.

Jeff: Did you ever imagine it would actually be on the App Store for folks to play? And how does it feel?

Anthony: I really never thought I would see the day Unpleasant Horse would make it into the public’s hands. It feels absolutely amazing to finally be able to bring this little game to anyone who wants to play it.

Kurt: That was DEFINITELY not on my mind. Towards the end of the GameJam I could barely form complete sentences, let alone contemplate the future. I think that was before PopCap had decided to march ahead more with iOS development, so, if anything, I figured it might be a free giveaway on the site or for a small charity donation to PETA or something.

Jeff: Are your parents/spouses/loved ones going to be proud of you for this, or horrifically embarrassed?

Kurt: Honestly I’m going to be showing it to my folks for the first time next week.  They’re just super excited about the fact that we’ve been given the chance to pull this together and get it out to a big audience.  Like I said, it usually takes a lot longer to get a game to completion if it makes it at all.  The fact that this is a labor of love by this tiny team put out there without any constraints is really exciting for us and our families.

Anthony: All my family is super excited. My wife is amused that it is even coming out, and well my parents just look at it and still give me the, “you actually get paid to do this?” All of my friends and family have been super supportive the whole time. They really wanted to see this get out there.

Jeff: Thanks, guys!

 

Unpleasant Horse will be out any moment now, everyone! We hope you all enjoy the free download!

[UPDATE: Errr, it'll be out soon. We hope. Cross your fingers.]

—Jeff Green

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04-5-11

Welcome to the sandbox

 

I love sandboxes. To kids, they represent a universe of possibilities — a place to explore, dig for treasures, build cool castles, and throw sand in other kids’ eyes (and probably have the favor returned). To parents, sandboxes are a great way to contain the raw chaos and creativity that is a child. That’s kind of how I think about this new thing we’re doing called 4th & Battery. It’s a sandbox for PopCap’s inner child.

 

Making games at PopCap is crazy and chaotic. We’re constantly prototyping wacky ideas in search of the next great thing, but very few of those ideas make it through our intense internal filters to become full-blown PopCap titles. That means there are lots of fledgling games hiding within our walls that never see the light of day. As a creative team, that drives us nuts — these games want to be free. They may be a little flawed, or a little too small, or too indie, or too strange to merit the PopCap seal of approval, but there’s a spark inside each one of these that just might connect with people.

 

Enter 4th & Battery. 4th & Battery is a new label we’re using to bring some of our more experimental ideas to customers. It’s a way to lift some of our internal filters and let us stretch our creative legs a little. Expect 4th & Battery games to be a little off the beaten path compared to what you might expect from PopCap. They’re a bit of a window into the unfiltered chaos of our creative process. A sandbox to let us play around and get messy.

 

There’s sure to be some fun stuff in here, but be warned — you might get some sand in your eyes.

 

—Ed Allard
Head of Studios, PopCap

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04-1-11

Something Unpleasant This Way Comes