Side by Side is a video series on local multiplayer games. This is the fourth series, episode 9 of 11.

We reckon this is probably the most entertaining game of the series for spectators – and probably our second favourite game of the entire series, our favourite being rolled out in the final episode. Joel Goodwin of Electron Dance and Gregg Burnell of Tap-Repeatedly shoot some hoops, score some goals and flap those little wings in Birdsketball from Waynetron.

Very reminiscent of Pong, Birdsketball is crisp and handles wonderfully. Oh my God. So. Much. Fun. You have got to watch this.

If you enjoy the series, please like our videos and subscribe to our channel.

Watch the video here or direct on YouTube.

Download my FREE eBook on the collapse of indie game prices an accessible and comprehensive explanation of what has happened to the market.

Sign up for the monthly Electron Dance Newsletter and follow on Twitter!

9 thoughts on “Side by Side: Birdsketball

  1. Oh my god, you’re right! The colours and minimalist look really do share a resemblance.

    It was way too much fun and planning to introduce it to my children soon…

  2. I thought I’d be able to use my Gravatar here. Hm, I don’t seem to understand how Gravatar works at all.

    Sorry, off topic.

    Man what would I give for a network enabled Wizard of Wor…with leaderboards and match-making etc.

  3. As far as I can recall, Gravatar just works off the email address. You didn’t supply an email with your first comment so the Gravatar doesn’t show up.

    I used to love playing Wizard of Wor on my 8-bit Atari but don’t recall too much about it aside from a shooting in a maze and you could have two player co-op. You’re going to have to fill me in me. I wasn’t that good at it or the implementation wasn’t that great πŸ™‚

  4. > You’re going to have to fill me in me.
    If I’d do that, you’re in for a world full of hurt πŸ˜‰

    Anyway, yes, Wizard of Wor, two player “co-op”. You play people in … “diving suits”? With “harpoons”? At least that’s my interpretation.
    Monsters keep appearing, and have some kind of progression. Kill a blue monster, a yellow one appears, kill that one and a red one appears.

    Once all monsters are shot, some mini boss appears. This can be some kind of “butterfly” (the Worlock) or the Wizard of Wor who is constantly teleporting around. You only get a bonus if you kill the mini boss, and it disappears are some time.

    The levels start with many walls as a maze. Later ones end up being an empty room, “The Pit”. Monsters always walk “next possibility right then next possibility left, rinse, repeat”. Plus they get faster every level. This combination leads to frantic dodging in pit levels.

    The hilarity of the game ensued because of friendly fire and the battle for high scores. Oh, did I mention you get 1000 points for killing the other player?

  5. Yes that all sounds familiar! I remember The Pit! Ah, now I remember the big idea was line-of-sight visibility and that made the pit really weird because it seemed things were winking in and out of existence as it only checked in straight lines.

    I didn’t realise the second player netted you a bonus like that but, then again, I was always playing alone.

  6. Wait, that is not as I remember it. Line of sight? I should check that, I’ve always thought that the monsters DID get invisible some of the time doing some kind of sound. Hmm….

  7. “Garwors and Thorwors can turn invisible, but still appear on the radar screen. They appear if they’re in the same corridor as the warrior.”

    Oh, now I understand. They can turn invisible again, even after being discovered by being in the line of sight.
    Huh. I never realized that.

Comments are closed.