2006 Special Awards
Though
Game Tunnel has a very extensive set of awards, there are always some games that
deserve special recognition, but don't fit into any of our categories.
For those games we have the special awards! Highlighting specific
achievements and the people's choice, the 2006 Special awards gives you a little
bit of everything.
Webgame of the Year - Dodge that Anvil!
| Developer: Rabidlab | Players: 1 | ||
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| System Requirements: Windows 95/98/Me/2000/XP, 64 MB RAM, Direct X 7.0 (Open GL) | |||
Dodge
that Anvil! is a bizarre game. After all, how many other games can state
that the goal of the game is to just do what the title of the game says to do?
And why on earth is it raining anvils?
Upon winning the award for best Web Browser game at the IGF, Jake Grandchamp,
the developer took the stage and said something to the effect of: "When I set
out to make Dodge that Anvil!, it was my goal to make the best anvil dodging
simulation game ever made. This award tells me I'm on the right track."
With a statement like that you can only like what Rabidlab is doing. The
online game is really just a demo, but it is a lot of fun. Trying to save
all of bunnydom by quickly pulling carrots out of the ground (while dodging
anvils of course) is not something you
get to do everyday. The nicely done cartoon-style graphics make the game
visually entertaining as you take your bunny through a variety of interesting
and distinctive worlds.
Technical Excellence - Minions of Mirth
| Developer: Prairie Games |
Players: MMORPG |
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| System Requirements: Windows XP, 800mhz, 256mb RAM, 64mb Video Card -OR- Macintosh OSX (10.4+), G4/G5/Intel Processor, 256 MB RAM, 64mb Video Card | |||
Minions of Mirth is a single player and massively multiplayer RPG which also
supports player hosted worlds and modding. It was written by a single
programmer over 11 months using the Torque Game Engine from GarageGames. When
considering what Prairie Games has done to solve the technical challenges
presented by Minions of Mirth, you can't be anything but impressed.
When we started considering our award for Technical Excellence, Minions of
Mirth was at the top of the page, but we wondered if the award shouldn't be
called the Technical Feat award as that title does a better job of summing up what
Minions of Mirth has accomplished.
For starters, the game is a MMORPG. While it seems most game developers
dream of their own MMORPG, few ever succeed in finishing one. Even fewer
succeed in making enough money to survive. Minions of Mirth has succeeded
on both accounts. Although they scraped by financially to make it happen,
they didn't let that get in the way of their dream of excellence for the game.
Minions of Mirth was simultaneously launched on both Windows XP and Mac OSX.
This meant that the game was written to be cross-platform making it all the
more technically challenging. The simple solution, of course, would be to
just choose Windows and be done with it, but Prairie Games wasn't about to
sacrifice the vision they had for a cross-platform launch.
The most daunting task for any MMO is having enough servers to run the game.
Prairie Games didn't have hundreds of thousands or even thousands of dollars
for servers. Using an evolving approach to maintain their own server farm,
Prairie Games has managed to meet the ever increasing size of their
community (with over 30,000 registered players currently) while staying
financially solvent.
Prairie Games h
as created a game that features offline single player,
multiplayer with modded community servers, and MMORPG play on their own
hosted servers with no monthly fee. To make it all work, they moved to a
tiny North Dakota town (the equivalent of a really big garage), putting
their lives and financial fortunes into making their dream game a reality.
It is a technical feat of no small significance and we were proud to present
Minions of Mirth with
our Game of the Year Award for Technical Excellence.
Arkanoid/Kid's Game of the Year - Fizzball
| Developer: Grubby Games | Players: 1 | ||
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| System Requirements: Windows 95/98/Me/2000/XP, Mac OS X or Linux, 400MHz CPU, 128MB RAM | |||
You know what most people get really tired of in brick-breaking games?
Bricks.
Seriously! How many bricks do you need to break before they are all broken
for good? BreakQuest, from a couple of years ago, really did a good job of
creating so much variety in the levels that they didn't feel like the same
brick-breaking monotony that we'd played 42 million times before. Now
Fizzball has come along and done away with the bricks
altogether. Really! You don't have to break a single one...and you
even get achievements if you don't!
Fizzball pays obvious homage to Katamari Damacy in the way it is played.
Professor Fizzwizzle, fresh off a Top 10 Game of the Year appearance in last
year's awards, takes to the tracks in this game with a rocket-powered
contraption that has a rounded barrier that will bounce a bubble (aka your
ball). The thing that really makes the game different is that instead of
trying to break things you try to save them in your bubble.
Players must first start out with the smaller animals on the board, and as more
of them are collected, the ball becomes larger and can then pick up the larger
animals. By the time you have completed the level, your bubble is huge and
full of all the animals on the board. The graphics of each of the animals
twisting and twirling inside the ball is something to see in and of itself.
Players progress through the levels by collecting all the animals on a given
level. You don't even have to break a single box (aka 'the bricks') on the
board to pass the board (though notably in most cases you will, you just don't
have to). Achievements can be won by succeeding in different ways, such as
simply passing multiple levels or collecting the chicken before you collect its
egg.
Like last years Professor Fizzwizzle, the game has an up-beat sense of humor
that makes it fun to play even when things aren't exactly going your way.
Hitting the animals, for example, when they are too small to be collected into
your ball will always cause a reaction, from the hopping of a frog to the um
'spraying' of a skunk.
In the end, it's not just another breakout; you don't trade hitting that last
stupid brick for catching that last stupid animal. Fizzball is
a much more engrossing game than any other breakout we've played. The
progression of the game feels very much like the quest it is designed to be,
moving players from island to island looking to collect all of the many
different animals in the game. Each animal you collect is kept in your
sanctuary, which is maintained by the money you earn while playing the different
levels. Adding to the fun is the challenge of getting combos by carefully
using the 'fan' that will blow the bubble upwards instead of letting it hit
the paddle. And
to top it off, there are bonus levels to keep things interesting.
Good
games can typically be identified by the quality of the content. Sure
you've probably played games that were long or had quests or bonus levels
before. It is that rare game where you enjoy each of these aspects
without reserve which really stands out of the pack and Fizzball certainly
stands out!
It was the clear winner of our 2006 Arkanoid Game of the Year award as well as
the Kid's Game of the Year award for fun that all ages can enjoy!


Freeware Game of the Year - The Blob
| Developer: Banana Games | Players: 1 | ||
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| System Requirements: Windows 98/Me/2000/XP, 800MHz CPU, 128MB RAM | |||
The
Blob really only has one major flaw, it feels unfinished. The game seems
to go on forever without save points or changes in what the player is trying to
do. There aren't deeply thought-out multileveled goals, there is just
simplicity and the fun that goes with it.
Of course, the reason The Blob walks away with our Freeware Game of the Year
award is due to its simplicity and fun.
It takes the Katamari Damacy concept to the streets, and paints them as it goes,
literally.
In The Blob, you roll over unsuspecting citizens and acquire their color.
Everything you bump into after your personal meeting changes to the color of
your blob. The game has a huge city for rolling around in that is full of
landmarks modeled and located just as they are in an actual Dutch city.
Painting different locations different colors by sucking up people of every
color, and sometimes even mixing them, is really a lot of fun! The game
boasts fantastic visuals to go along with the fun sounds of people trying to get
out of the way of a huge color ball that rolls over trees and cars as it goes.
It is chock full of paint-splashing fun.
Player's Choice Award - Steam Brigade
| Developer: Pedestrian Entertainment | Players: 1-2 | ||
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| System Requirements: Win 2000/XP, 1Ghz CPU, 32 MB Video Card | |||
After
walking away with our Game of the Year award for Graphics, Steam Brigade clearly
was just warming up the engine.
The Player's Choice award goes to the game that has the most votes from the
community. Each year the number of people casting votes, as well as the
number of quality games, has increased and the award has become a bit harder to
win.
Steam Brigade has mobilized their way to a great victory for this visually
stunning strategy game.
The game has beautiful levels that feature layer upon layer of artistry.
Each layer builds on the last, creating a game that looks like a painting in
motion as players move back and forth across the screen. Trees with wispy leaves
sit in the foreground as mountains and hills move in the background peeking
through the trees. It is the type of stuff that you would watch a 'making
of' documentary of, if one were available, and enjoy every minute of it.
While the levels stand out as being high quality, they are only a piece of the
artistry in the game. In-between several of the levels are drawings and
illustrations that carry the story along and create depth in the titles that
only strong visuals can do. Each carries the same strong stylistic
interpretation of the Steam Brigade world and brings the story to life before
your eyes. It's a world that clearly many have enjoyed and their voice has
been heard! Steam Brigade is our 2006 Player's Choice Award winner!
By: Russell Carroll
Posted: Thursday December 28, 2006







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