What Went Right
1.
Evolved but the Visuals are Still Nom
In Nom, the backdrops were plain, and when Nom rotated
the playfield by jumping, then the color just changed. Also, the
surface was expressed as dotted line. The reason why I used dotted
lines in Nom was because if solid lines were used, it will be difficult to notice that Nom was running. Therefore, I used dotted lines so users could notice the screen scroll.
However, I had to realize if I used these dotted lines again in Nom 2, it would disappoint users. The challenge faced was that if I used dazzling and splendid graphics, then it wouldn’t be Nom -
it would turn out to be just an ordinary action platform game. I
started to think about the type of graphic design that would be much
more dense and attractive than Nom, but also had to fit Nom’s original image concept.
The difference between other typical platform type action games and Nom is that Nom
uses very simple and atypical type graphics. I was having a hard time
deciding how to fill the backdrops. Moreover, I also needed to consider
the file size of the images. So I looked outside of the game to solve
this problem. I walked around the streets and department stores to
observe the new type of patterns that were fashion trends. At that
time, patterns that were in sequence was the vogue, so I decided to
apply this type of pattern to Nom 2's backdrops.
When
I first applied these new patterns, it looked like cheap wallpapers, so
I blurred the boundary lines of the pattern to give a much more natural
look. Each stage had its own pattern design and the graphic design was
quite abstract. As the stage levels got higher, the design concept also
tended to be more mysterious. Each stage only used one 20x20 pixel (it
may vary depending on the handset’s screen size) sized image, which
saved a lot of memory during runtime.
The new part of Nom 2's
backdrops is that the land has upward and downward slopes, caves, etc.
All the new geographical features are in black, and these features
affect the game difficulty level. Splendid looking backdrops were
scrolling, and coupled with black colored landscapes, gave the look of
20th century pop art. This result satisfied me and it really looked
like NOM style art. In order to enhance the screen scrolling speed, the entire backdrop was saved on the back buffer.
2.
Deal with the Boss with Just One Button
One of the key strengths of Nom is that it only uses one button to play the game. However, in Nom 2 there are various types of bosses, so I also had to figure out how Nom could fight these enemies by using only one button. Make the boss approach Nom and attack the boss by using one button? That sounded too simple. So I created various attack moves for Nom. The first was when NOM encountered “Forgetful Brain.”
Successful attacking had to be executed by matching the exact hitting point of the pointer in order to make Nom attack the boss. Nom would have to attack before the boss moves down and hits Nom. The second boss, which is the “Tongue that has a Strong Partiality”, attacks Nom by sticking out its tongue. At that point Nom jumps
on the tongue which then retracts, and presents an opportunity to kick
the boss’ nose. I personally liked this the most, and thought of it as
a piece of art.
The third boss “NUM (another Nom)” comes up to Nom and
engages in a fist fight. The screen is divided in half, and an arrow
moves left and right. Press the key at the right time when the arrow
points toward NUM and he will get hit. On the other hand, if the arrow
points toward Nom, then Nom will get hit. The fun part of this is that the arrow has to point Nom in order to win the battle. Because the NUM is Nom's other self, if Nom gets hit, NUM will feel the pain.
People
complained about this system saying that it was hard to match the exact
timing of the arrow, but this was all calculated before people played
the actual game. The reason why I designed it this way was because it
is a dilemma to hit one’s other self, and this type of mental conflict
was implemented into the game system. If you concentrate hard and match
the exact timing, it won’t be that hard to attack in the right
direction.
3.
Out of Body System
The theme of Nom 2
is “Out of Body.” The basic hypothesis of this theme is that if the
spirit splits from the body, it could move separately. I implemented
this theory into an entirely new type of game play by dividing Nom into 2 parts: upper side and lower side, which represents the “Out of Body” concept. The user may control the upper Nom by using number 1 key and the lower Nom by
using number 3 key. These two characters move separately and have to
defeat different enemies and overcome different obstacles.
By
controlling 2 different characters simultaneously, a user’s brain has
to work separately, and gets a weird feeling from this. It is just as
if the two hands are from different people. The “Out of Body” system
may be played at a later part in the game.
4.
Unique Sound System
In the original Nom version, TTS (converting text into voice) was used to make the voice of “ Nom”. I tried to follow NOM’s unique tradition by creating the voice of Nom 2 using a voice recorder. The voice used in Nom 2
is mine, and after recording I converted it to a robot style voice. The
menu music has a TB303 (electronic Instrument that uses basslines)
feel, and uses a short loop melody. The background music is a type of
Euro-Techno and for addictiveness I maintained a tempo of 137 BPM (to
make the game addictive, I matched the beat of the music to a human’s
elevated heart beat).
The interesting part is that Nom is 135BPM and Nom 2 is 137BPM. The reason why I gave the games that difference is because within those 2 years (the gap between Nom and Nom 2),
I thought that the patience of ordinary people became shorter than it
was in the past. If we look around our everyday lives we could see that
we have gotten faster in terms of thinking, making decisions, etc. than
we have in the past. I believed that this kind of movement ought to
affect game play as well.
Also, in the boss
stages I remixed “Kookak (Korean Classical Music)” and “Techno” to give
off more tension. If the handset supports stereo sound, then the user
will have an even better sound experience better.
5.
ECG (External World Contact Game)
The most unique feature in Nom 2 is the ECG feature. Users can send messages to outer space by playing Nom 2. In order to send a message, the user has to clear all the stages and the story of Nom 2.
After the user clears the last stage the user will see the ending of
the game and will meet an existing creature (alien). Following that,
there will be a short conversation between the characters about the
importance of eternal love, and after that point the user may type in a
message that is desired.
The reason why I put
this kind of feature in the game is because I wanted to do something
beyond the notion of gaming. Nowadays, people can log on to the
internet and play online games with other users that live throughout
the world. However, I wanted something more special than just a “game,”
such as reaching outside the world. NOM2 was not only the
first game to do this, but what also made it special is that it was
done by “mobile.” Users will type in messages into the 16x16 box, where
they can arrange dots and write or draw whatever they want. The message
is then converted into binary bytes and sent to a server, and stored
for months until other messages are ready.
Once
ready, these messages will be sent to a NSAU (Ukraine Space Agency)
satellite, which is the world’s second largest satellite, having a
diameter of 70m. The messages will be sent to outer space using this
satellite. This will serve the hope of mobile game users by sending
their dreams to outer space. Isn’t that a great experience? Also,
everything is FREE if the user sees the ending of the game.
As
of August 26th of last year, we have sent more than 160,000 messages
from our users to a galaxy which is 45 light years away from earth.
This was the first time in world history to send a huge amount of
messages in a short period of time, and it all happened by playing a
simple mobile game! It would be a great experience if the aliens would
respond to those messages 90 years later.
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