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Blogs

Michael Molinari's Blog   Expert Blogs

Computer Animation graduate from the Ringling College of Art & Design, and an Expert, if anything, in shoot-em-ups. Hobbies include, but are definitely not limited to indie Flash game development, video game research (playing, blogging, living), and music theory.

Expert Blogs

Video Game Boss Design For Shmups  Featured Blogs
Posted by Michael Molinari on Sat, 19 Jun 2010 11:50:00 EDT in Game Design, Visual Art
By request, an explanation of what I feel makes for good boss design.
Read More... | 5 Comments

One Credit Completion  Featured Blogs
Posted by Michael Molinari on Sun, 09 May 2010 07:05:00 EDT in Game Design, Visual Art
The 1CC means something different to each person. Some scoff in jest while others dedicate a lifetime. I'm somewhere in between.
Read More... | 2 Comments

Treasure: The Thrill of The Chase  Featured Blogs
Posted by Michael Molinari on Sat, 03 Apr 2010 01:11:00 EDT in Game Design, Visual Art
Taking a look at boss chases, revised over the years by Treasure (♥), and why they are so thrilling (the chases, not Treasure... Okay, Treasure too).
Read More... | 1 Comments

Novice Ultra Mode: An Oxymoron For Us All
Posted by Michael Molinari on Thu, 11 Mar 2010 10:22:00 EST in Game Design, Visual Art
Have you ever felt like a novice at something, but wanted to be an ultra player? I think I might have a temporary solution for you (until you upgrade from novice and are on your own).
Read More... | 0 Comments

The Anatomy of a Shmup
Posted by Michael Molinari on Thu, 18 Feb 2010 04:31:00 EST in Game Design, Visual Art
In doing research and observation of online/console shmups, I figured I'd share some of my findings/rules that I'm following while creating my own game.
Read More... | 2 Comments

Ikaruga: The Art of Chaining
Posted by Michael Molinari on Thu, 04 Feb 2010 02:06:00 EST in Game Design, Visual Art
This is a video demonstration (with commentary!) of me playing through Chapter 1 of Ikaruga, wherein I play the best game I possibly can... and explain exactly what goes through my head in doing so.
Read More... | 1 Comments

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Michael Molinari's Comments

Comment In: Video Game Boss Design For Shmups [Blog - 06/19/2010 - 11:50]

@Andre I agree that Einhander ...

@Andre I agree that Einhander was ahead of its time as far as innovation and breaking the mold goes. It did many great things to make sure gameplay stayed fun and intense. I'm sure we could all learn something from its design. @Chan Yeah, those are all interesting aspects to ...

Comment In: Lag, Control, and You [Blog - 01/15/2010 - 11:57]

@Stephen I can hear the ...

@Stephen I can hear the difference between a 128kbps mp3 and a 192kbps mp3, but only when it's loud enough and the right frequencies are being played. As far as hearing the differences going up to 320kbps, it's pretty much identical to me. For speakers, I just need enough to ...

Comment In: The Blame Game: It's Not Me, It's You [Blog - 06/18/2009 - 07:53]

@Peter, Thanks for sharing I'd ...

@Peter, Thanks for sharing I'd have to agree with most of that, but your mention of a game that you have to play 50,000 times in order to beat it reminded me of Syobon Action, which I embarrassingly admit to finding pleasure in completing. However, in this rare case, the ...

Comment In: Ikaruga: Practicing Faith [Blog - 06/07/2009 - 08:22]

I definitely agree with you ...

I definitely agree with you that chaining does not constitute the entirety of the game's excellence. It's a major factor, but there are definitely just simple scenarios that make playing the game a pleasure every time. We're on the same page, but I think I'll be saving other aspects for ...

Comment In: Where Have All The Shmups Gone!? [Blog - 05/20/2009 - 03:25]

@ Greg I appreciate your ...

@ Greg I appreciate your enthusiasm and links , but I question how many people who weren't hooked before are going to continually try these games out. I'm in hopes everyone out there at least tries out Everyday Shooter, but will they all go on to try and unlock every ...

Comment In: Boss Rush Mode: Boss Yes, Not So Much Rush [Blog - 05/13/2009 - 12:07]

I totally agree MegaMan would ...

I totally agree MegaMan would also fall into a category of successful boss rushes, as it is a section of the game that was designed to be in the entire storyline / gameplay. The contrast you mentioned goes right along with my connection with shmups, in that you need those ...

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