Posts Tagged ‘Peggle’

Steamy Peggle Nights (For Half The Price)


The sequel (of sorts) to our favourite ball-based game of last year has been around for a few weeks now, but grumpy, sensible types – myself included – had refused to buy it direct from Popcap, preferring to wait until it showed up in Steam for that vital install-anywhere thingy, and the hope of a lower price. And now it has, which is good news for Peggle fans, but bad news for me as I’m supposed to be working this evening, but instead I’m playing bloody Peggle.
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Peggle Nights!

Alec will actually contract fever from excitement.

Quick survey: has anyone heard of a game called Peggle?

Peggle Nights is out! Woo!

Nothing much more needs to be said. It’s £15 from Popcap, and there’s a demo on the site. New Peggle! (Clearly it’s not more Bookworm Adventures, but there’s still cause for celebration).

We’ll be playing the full version and will discuss it in childishly excited tones soon enough. Big thanks to Chris for pointing this out.

Peggle Is Good For You

The real purpose of press releases is to issue outrageous statements to as many journalists as possible in the hope they’ll namecheck you when they inevitably repeat it. And hey, it works. Popcap send me a release saying stuff like “Bejeweled 2 and Peggle were shown to reduce anger by 65% and 63% respectively” – of course I’m going to post that.

It’s all part of a study (involving 132 subjects) by East Carolina University as to the positive effects of playing casual games. Test subjects were given a raft of Popcap games to play, so, quite understandably, Popcap is now giving props to itself.

This is, however, actualish science, not spurious “our tealady only smiles when playing Chuzzle” stuff.
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RPS Interview: PopCap on Casual, Peggle & Valve

I don’t need to do the maths to know that the game that’s been mentioned more times than any other on Rock, Paper, Shotgun is Peggle. While the gleeful pachinko riff might be our obsession, for casual gaming luminaries PopCap, it’s just one more horse [unicorn, surely – Ungulate Ed] in an already unbelievably successful stable. Riding a wave of cult credibility in the wake of Peggle’s strong association with The Orange Box, clearly this developer/publisher was someone we should chat to.

Below, PopCap co-founder and Chief Creative Officer Jason Kapalka offers a few insights into this quiet gaming giant – including their relationship with Valve Software, their approach to humour, the future of casual gaming, what to expect from upcoming sequel Peggle Nights and how they’re not, in fact, slathering, extreme-right warmongers.
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Games For 2008: Peggle Nights

“Write about Peggle Nights,” the Mighty Sentient RPS Computer told me. “But there’s no information about it whatsoever,” I meekly protested. There was a brief whirring. “WRITE ABOUT IT OR I WILL RE-APPLY THE NODES.”

World exclusive first screenshot!

Peggle Nights, eh? How exciting is that?! It’s Peggle, but at night!

Oh please help.

All that’s known is the name, thanks to a mention in the Christmas ish of PC Gamer US. Described as being… Hey, wait a second! I never noticed that insult from Kieron before. Man! Yeah well Kieron, you… you smell of wee wee. And your mum cuts your hair. YOUR PUBIC HAIR.

Simon GameSetWatch speculated that the name might infer a similarity to that greatest of television spin-offs, Baywatch Nights. But that’s only one of many possibilities…

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RPS Advent Game-o-Calendar: December 22nd

The running joke was crawling towards the finishing line. It knew it could make it. Somehow, it had to make it. It inched up to the RPS-approved Fairtrade Advent Calendar, and tore open the door to reveal…


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An Ode To Joy

I’m having a bit of a moment. Portable gaming has just been sorted, made a done deal. There is no need for anything else.

Peggle has been released for iPod. Peggle! PEGGLE!
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A Hard Day’s Peggle Nights. And Zombies.

While Englishman in New York San Fran Simon had mentioned it online before us, we got a copy of the relevant bits of PC Gamer US for a looksie. And lo! Pop Cap are really calling Peggle’s sequel Peggle Nights, PC Gamer US really did (righteously!) include it in their Top 8 games for 2008 and it really does offer us 65 new levels, a new character with power-up AND a game called Peggle Nights. Also, they’re working on something else…

We snagged evidence of an as-yet-unnamed survival-horror game that puts gamers against everybody’s favourite moaning, groaning unpleasant smelling adversary: the undead. That’s right – survival horror from the same folks that game us a strapping unicorn named Bjorn in peggle.

Speak for yourselves, PCGUS. Our favourite moaning, groaning unpleasant smelling adversary is John Walker. Thanks Gametrailers Carl Kwoh for the mag, wherein you can find more details and – gasp! – a screen.

Games For Brains (take two)

[Reposting this now, as the game was knocked offline on the day I wrote about it due to excessive interest, but now it’s back (thanks for the tip-off, Seniath). Do do do go looky if you missed it first time. And the Halo 3 reference was, I’m sure, devastating in its timeliness originally but now reads as odd and outdated. Sigh.]

Additional update – here’s the blog of the chap behind Launchball, detailing some of the thinking and backstory behind this excellent game’s creation.

Why yes, since you ask, I do own a copy of Halo 3. Except it’s currently still in the shrink wrap as, frankly, I already had better things to be doing. And now, I’ve also got free thingy Launchball to eat up my time. Trust me, this one will make you feel a whole lot better about yourself than grenading another Grunt will.

Bungie’s design ethos for Halo may be ’30 seconds of fun’ , but that 30 seconds is just shooting people, innit? Launchball, created by the Science Museum in London (which would make me feel a swell of patriotic pride if only the part of my brain that associates personal worth with the patch of land I happened to be born in functioned properly), is all about 30 seconds of ever-changing fun. Why? Clicky below to find out. Don’t stop reading here because it looks like the post ends. It doesn’t. That’s just the internet playing tricks on you.
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RPS Team Fortress 2 Interview – Part 2

Welcome back to Rock, Paper, Shotgun’s exclusive interview with Team Fortress 2 developers, Robin Walker and Charlie Brown. (Here’s Part One if you missed it.) This time we get down to the finer details of the classes on offer, and talk about their evolution, as well as discussing Valve’s other great obsession, PopCap’s Peggle. But first we talked about the remarkable part humour had to play in TF2’s development.

Sasha light up pretty.

RPS: I want to ask about the role of humour in the game. You watch the promo movies, and they’re really hilarious, but you think: how can those possibly carry over into a multiplayer game where there’s people playing everyone? And yet somehow it has.

Robin Walker: It actually came about the other way.

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