UFO 50

I never thought of it this way but that is basically what it is.
To your point large and medium size is a play mode but also a map mode for the next smaller. Which is just tight and nice.

The block abilities, locations and how you carry them around is worth talking about. The powerups have all felt like personal discoveries but they are appropriate to how far I am into the adventure. I feel like I need to see some other playthroughs after Im done to understand how natural the balance is or maybe Ill just play it again.

It evokes some childhood memories in my of playing with small things and imaging the space around me is huge.

I always connect with this sort of thing because its how I see the world. Beautiful, absurd and deadly serious.

UFO 50 really does feel like a whole game console’s top 50. What a magic trick.

7 Likes

I’ve been ill so now is the time to play 50 games. My initial approach was to spend some time with all 50 games and see which ones stick. I’ll probably dive a bit more into each of the sticky ones but for now I’m going to try and get through this in 50 sentences or more.

So many games are hard. I loved the opening with the montage of opening up an old storage garage, I haven’t yet figured out how to find out more about the lore of the company beyond descriptions of the games.

NB: I played none of these multiplayer.

Here’s the order I played them in:

  1. Barbuta – I love how much it wants the player to feel unequipped to survive. One that I feel like would be rewarding to come back to and give a proper attempt.
  2. Bug Hunter - Good strategy premise, but I have no desire to figure out a better strategy. Not sticking with me.
  3. Camouflage - The first game that grabbed me for multiple hours. Good idea for a puzzle game but holding B for sightlines felt a bit rough. Especially once moving patrols are introduced. The baby as a modifier works a lot to make the 3 pick-ups completion the most engaging puzzle. Levels vary wildly in difficulty though, some are very particular about the sequence, others are trivial and just feature a few blocks to catch out someone on autopilot. Want to finish.
  4. Pilot Quest - Loaded up early because of the implication that it did stuff while playing other games. Every time I come back to it it is miserable. I buy one meat and I go out into the world and die almost immediately. I cannot get beyond the 2500 crystal limit.
  5. Ninpek - File this under arcade games I have no patience for
  6. Paint Chase - There’s a clear inspiration from Splatoon but it feels more puzzly given how much power you have compared to the CPU. Slugs suck.
  7. Magic Garden – Nightmare for me. Impossibly difficult. A recurring theme of this collection is I suck at action games.
  8. Devilition – Good little chain reaction puzzle game. I didn’t manage to survive long but feel like this deserves another play. This feels like the start of the developers not really thinking very clearly about what their games should be about.
  9. Kick Club - Feels very directly inspired by Diet GoGo. Felt good to play. Not much more memorable than that but might give it another spin.
  10. Velgress – Too fiddly for me and not particularly interesting? Feels like your shooting and positioning have to be realllllly good to progress.
  11. Planet Zoldath - File this under games that have unpleasantly large amounts of randomisation for me to develop an interest. Deliberately obtuse? Pilot Quest is better.
  12. Attactics - I got stuck on level 4 but I like the ideas of a versus arcade puzzler with a strategy layer on top.
  13. Mooncat – My overall favourite. I fell in love with this game and it’s the only one I’ve completed so far. Very unusual control scheme which I feel like more of these should play around with if we’re in the mid-80s. The mooncat itself is adorable and I love the strangeness of the world with very little text to explain anything. Like there’s just a bunch of human skeletons in the later levels. The underwater section gives you Mario blooper controls. I found some secret invisible blocks which are surely connected to the secret exile didn’t find. Has probably the most satisfying mechanics to learn of any of the games. I think I am a sucker for 2D games where there are many hidden controls springing from different ways 2 buttons can be pressed. I can’t think of anything from this period that is similar to it. I guess Bonk’s Adventure?
    Levels seen 21/42 :eyes:
  14. Block Koala – Serviceable sokoban but I ain’t getting into it.
  15. Mortol – Occasionally the games feel very inventive, and this is one where I didn’t get it until I saw the body count. Have only completed the first level so far but this is definitely one I want to go back and grapple with more. I feel like a lot of the solutions hinge around smart use of the stone which I keep forgetting exists.
  16. Avianos - One of the weakest. 4X with no hook other than the visual theming. Nothing about it feels unique to Avianos.
  17. Rakshasa - My first thought is Ghosts and Goblins with a respawn minigame. I very bad at this game.
  18. Campanella - The controls requiring so much sustained input to float the UFO make this a hard one for me. The range of the melee attack is also kind of baffling. I can’t tell if this is a modern addition or something emulating a more retro design decision since I can’t hit shit.
  19. Campanella 2 – I got game over and spawned in with the world completely different. Procgen levels just destroy my interest.
  20. Campanella 3 – Love the abrupt genre jump in the series but game is no fun for me.
  21. Combat[A]nts – Empire of the Ants for the late NES era. I like how informal the combat is. My current strategy is collecting a cloud of allies and shooting with artillery in the back from a distance. I feel like the exact rules around workers and soldiers aren’t clear but I like it a lot. Want to return.
  22. Pingolf – Good arcade golfer in the vein of Wario Land 3. Could use a practice stage or similar. Love the dunk. Severely lacking a level retry. Starting the entire course everytime you get some bad luck feels bad. Want to try a real run at 1st place.
  23. Golfaria – Gave me flashbacks to What the Golf and how we’ve already established that using the golf meter to travel the world is not a fun mechanic. Fun thing I noticed: the game freezes a bit on pause. Not sure this is to do with the switch port but since they mention the game was the largest they’d ever built up until that point, my headcanon is that it still doesn’t run super well.
  24. Quibble Race – Very cynical, feels like the idea is the company were just putting out anything to seem edgy. My headcanon is that this ended the company due to complaints and they had to power through with a last gasp licensed property at the very end.
  25. Bushido Ball – I can’t beat the CPU. I have to assume this is better in multiplayer since I cannot win and therefore have fun
  26. The Big Bell Race – Racing using the original Campanella controls. Not a fan, too much rapid pressing or holding required. I like that it’s implied to be an offshoot of Campanella made as a cheap pack in game. I’m not sure which came first in reality but I imagine it followed a similar logic.
  27. Party House – Initially I thought it made no sense and was dumb but once I figured out you’re essentially building decks and hands it clicked. More deck builders need to realise that they games don’t have to resemble an actual card game and can actually work to fictionalise solitaire in more direct ways. I find it very entertaining how the player ends up becoming the police to avoid the police coming.
  28. Rock On! Island – Good tower defense. I like that you have to do a lot more planning to get resources with the chicken/campfire grids. One I can easily return to if I need a tower defence fix.
  29. Elfazar’s Hat – I haven’t played Pocky and Rocky. I found the angling of shots quite tricky to move in and out of. The way you fire and get locked into a direction. I feel neutral about it, probably won’t pick it up again.
  30. Warptank – My immediate thought is Hip Tanaka music? Very compelling. Levels are breezy and feels like a nice middle ground between action and puzzle. I’ve completed quite a lot of levels but I find that the combat levels are becoming a blocker. I can’t really tell how far I am through it I’ve done about 15 levels. Develops the idea well with obstacles, no-warp blocks and enemy types. I like the eyes and lips enemy in particular. I’d like to finish this one.
  31. Hot Foot – Endless frustration. Picking up bags and throwing bags both feel very difficult to do with consistency and you’re under an inherent time pressure.
  32. Porgy – Premise is very cute and I enjoyed doing some exploration but I don’t get the impression the exploration becomes much more interesting? Felt really hard to use the missiles properly. I like Lamia a lot. Would probably be a good one when you get past the early small fuel tank barrier.
  33. Waldorf’s Journey – Feels very flash game to me for some reason. I think the sparse level elements and large field of play is what’s giving me that vibe. It’s novel but I don’t feel like revisiting it.
  34. Rail Heist – Not my tea. I think the level set up and rules are interesting but the actual execution of a plan feels a bit slow and inflexible
  35. Vainger – I want to finish this. I love the bugsuit design and the Metroidy alienness. Feels like a much larger sprite than most games which leads to the space feeling properly limiting and making you think about jump height carefully. Will definitely attempt a proper go at completion.
  36. Caramel Caramel – Cute shmup. Photograph mechanic seems neat but I am not good at the game overall. I liked the prologue just as a weird little framing device. The game didn’t need it but it’s appreciated.
  37. Mini & Max – Excellent. Fantastic that they don’t explain you can just grow to do fast travel. Only game I found a hidden message in. Feels like there’s a lot more going on and from what I’ve read elsewhere in the thread it sounds unusually deep. Definitely want to try and finish this one.
  38. Overbold – Decent but I am not drawn in, even by the copious upgrades and wagering.
  39. Star Waspir – I am laughably bad at this game. Semi-automatic mash fire often seems better and my finger ain’t got time for that. Had the most success with left pilot.
  40. Night Manor – Great. Liked the stealth minigame and the cursor shaking. Not sure if I would go back and finish it but this one’s got a better chance than most.
  41. Cyber Owls - Feels like a property that unintentionally got its teen audience asking themselves ‘Why are these owls so hot?’. 5 games in one. I like the conceit of locking up failed agents but the minigame to rescue them is pretty hard for what is a penalty to player. Too easy to get hit in almost every game. It feels appropriate that this is the last game since it feels like the biggest desperate swing at an IP towards the end of a developer’s life. Also the game to have the biggest Cheetahmen energy.
  42. Onion Delivery – Took a sec for me to realise you steer. Turning circle seems intentionally so wide you cannot turn neatly on any intersection. Good for chaos but not my kind of game ultimately.
  43. Fist Hell – Was wondering when the through and through beat-em-up was coming. It’s a shame they play it so straight.
  44. Seaside Drive – Good mechanic, glad they’re pushing the colour palette in this one. Feels the most vibrant which is appropriate given where it falls on the chronology. I got to stage 2 and got wrecked by the cubes. Feels good to play but doubtful I have the skills to finish it.
  45. Divers – Combat progression should have a means of moving forward without constantly pressing A. Atmosphere is cool, but combat was a dead stop for me.
  46. Hyper Contender - Character abilities seem cool. Feel like I’m missing out on a multiplayer experience here and I’m glad to see them do a fully featured fighting game.
  47. Valbrace – Good runic spell system. I was compelled and don’t usually like dungeon crawlers because of their combat service feels like a good twist. The tease of the manual is tantalising.
  48. Knights of Diskonia – Carrom SRPG. Excellent marriage of analogue and digital. I like the ricochet strategies but got screwed by terrain a lot. Feels like this would be more fun 2P.
  49. Mortol II: The Confederacy of Nilpis – Very good and a proper development of the original premise. It’s kind of intimidating and I am wondering what the wiggle room is for efficiency. Can I blindly waste 10 or 20 people and still succeed? Want to try and finish this one. The classes make me think about each level segment very thoroughly. The Dark Souls to Mortol’s Demon’s Souls. Mortol III should be an SRPG where you can sacrifice to affect the terrain.
  50. Grimstone – I suppose someone on the team had to take on a full-on RPG. I took Maria, Pearl, Bull, and Anne. Anne has yet to develop a good utility, but I am cautiously grinding to fully equip the party. Am wondering if this be a proper RPG length or if it’s ‘mini’. Pleasant enough to podcast play. Perhaps one day I’ll finish.
11 Likes

i’ve not played the game yet but i can tell you that this one in particular was an early Derek Yu number! absolutely kinda edgelordy even back then

7 Likes

I’ve noticed this is like the characteristic signature of UFOSoft game design: almost every game with a fire button does this. Like, the collection varies virtually everything else about the concepts and controls, but commits firmly to this one annoying quirk.

Personally I hate it. But, not like a burning hatred to the core of my being, I ultimately accept it as a bit of friction I would not have chosen for myself but that I’m willing to try to make the best of.

5 Likes

I enjoy the aim lock myself.

7 Likes

notably it is NOT present in campanella 2 but you can’t turn around in midair so you can still strafe fire by getting airborne.

this implementation is actually my favorite in the collection because i think it is a moderate amount of friction for almost everyone whereas aim lock is very much a preference thing (it makes the game easier for me in most cases)

3 Likes

Some more lingering thoughts about the general collection. As someone who did not grow up with much 1980s gaming that wasn’t on a Mac or Gameboy I think it’s interesting seeing how people with different gaming histories respond to it. The NES is something I delved into via the virtual console on Wii but most games gave me no interest in exploring further. UFO50 is also weird because it’s closer to Atari in terms of first party software for the platform holder (dev, publisher and console maker all being the same) than Nintendo which arguably benefitted as much from its in-house teams as it did third parties during this time.

The interface suggests to me that the UFO50 compilation itself was fictionally released in the 90s and the minor hints at developer history seem unlikely as factoids given how developer credits might’ve been handled back then. Its temporality is really strange (in a good way) as a framing device. The idea of the games in UFO being like our own history is kinda weird. Like why is it good that these games are like how games of this era did mascots or the progression of graphics or having enemies that are just random objects? Is it authenticity? Aligns with our collective expectation of history? They do really well to present twists on conventional genres that wouldn’t have been possible yet some games are also very direct homage which feels less interesting to repeat. I guess the arbitrary number of 50 helps simulate the unevenness of a developer’s history. UFO10 could have been an excellent curation but wouldn’t feel quite right.

It’s a fun one to think about in terms of accessibility since this kind of consideration didn’t really exist at the time yet the games are taking on a modernisation of design as an explicit goal. Quite a lot of the games that I bounced off of have very twitchy gameplay (fair enough) or require quite a lot of confirmation inputs from the player (something that is inconsistent across the design of the whole project). With such limited controls it’s quite common for mashing and holding to do a lot of legwork in some games and I wonder what toggles for some of this stuff might’ve looked like or if a retro accessibility menu would be too much of an anachronism. The ‘old but with modern’ design seems to also extend to having more inclusive character design.

I’m not sure how critics regarded it when it came out but it’s interesting to think of UFO as an individual game rather than a compilation. The devs see part of the pleasure as being the browsing which I think is probably the most natural way to enjoy it.

The concept was inspired by multicarts, retro collections, and the experience of going to a friend’s house and perusing their game library. Jump in and out of games at a whim - exploring the collection is part of the fun!

No person’s journey through a console is entirely chronological and will arbitrarily miss out on games within, eventually reflecting their interest. Some people will love Block Koala and others will master Star Waspir. It’s one way in which the difficulty is not just an affectation of retro gaming. I think it helps force self-curation. Only persist with what you like. The satisfaction of finding favourites.

12 Likes

I feel like this collection is nominally about history, but it’s really a deliberate, thoughtful reaction to contemporary digital game storefronts.

Most individual games in the UFO 50 collection are precisely the kind of games that have virtually 0% chance of getting more than a handful of purchases (or even any downloads as free Itch games) if they were standalone releases today. Their elevator pitch is not compelling enough, their pixel aesthetic is played-out, and they’re neither epic nor bite-sized. Developers would love it if they could make a living creating games of this scale but players just aren’t interested… or are they?

I see UFO 50 as asking, what have we lost thanks to revealed-preference-sensitive algorithms “optimizing away” huge swaths of possible games? And at the same time, the package as a whole performs this storefront-optimizing jujitsu of having a compelling elevator pitch, a fresh aesthetic, and being both epic and bite-sized.

20 Likes

Initially I thought it’d be cool if multipack games caught on as a trend but in a way they are already commonplace, all UFO50 does is asks you to imagine the games are united by a fictional historical company (even though they are completely original releases). I wonder if UFO50 is really repeatable or just perceived as a gimmick for that reason. Either way, I do think the historical aspect is important to the framing of the package. People are not just unwilling to pay for new smaller titles but also older titles considered ‘small’ in the sense of having aged (but also very often for being smallscale). Retro collections are this all over. No-one, not even regular people, would ever pay for Super Mario Bros., Final Fantasy 2, or Ghosts and Goblins (as standalone titles).

UFO 50 was originally announced for 2018 and in the time it took to release in 2024 you’ve got FF1-6 Pixel Remaster, Atari50, Llamasoft: The Jeff Minter Story, the Capcom Fighting Collections, a couple more Megaman Legacy Collections, Castlevania Anniversary Collection, and probably a bunch of others. All of these derive some value from being a multitude. Very few of the games within are saleable anymore and some are considered unimpeachable classics. I think the problem is broader than just digital game storefronts though they are definitely a key part. I think on some level the historical packaging is part of the sell, although it probably wasn’t intended beyond a similar method of enjoyment. It’s because people have also devalued games of the past to barely worth investing in except as part of a subscription, retro collection, or iso folder - the form is expected of that which is valued in the same way as ‘older titles’, smaller often rougher risks taken by developers at a time when it was easier to sell that prospect.

I’m as guilty as anyone of barely combing Itch (or even Steam) for interesting small scale stuff. I’d like to think I will more seriously try to do this in future but the storefronts are like a ‘UFO5000’. Not to say it’s not worth doing but the temptation to get help from the machine is great. Human curators ideally should be helping but they can only lead you to the recommendation, the freak norms of what constitutes value still mean that actually valuing it through purchase or time to investigate is iffy for some (except when they’re free I guess but we ideally want creators to not have to resort to that).

UFO50 is very successful though, as a curator’s Trojan horse brought behind the walls of the city of Steam. I hope other creators can figure out something similar.

11 Likes

I think UFO50 shows how artistic intention works in games through genre within a relatively constricted form. The framing textually and metatextually ties games to individual creators’ personalities: the first game was made in free time outside of work, the collection found by a “team” in a garage. Outside of that, people getting the game generally have the context of like, oh I know Derek Yu’s Spelunky, or the guy who made Downwell worked on this!, etc. The devs have their own little pixely portraits in the credits, and obviously, the team was kept intentionally small.

The corollary to UFO50 being an exercise in curating taste is that it illustrates taste being exercised. If someone says “I don’t like platformers”, there are distinct authorial distinctions between Rakshaka/Barbuta/Mortol/Mooncat/Mini and Max that at least force that point into greater elaboration. It would be silly to say “I don’t like the Campanella games because I don’t like 1”, etc. If every game in UFO50 had a team of 20 or if there were 11 composers sharing duties for the collection, it wouldn’t necessarily be worse, but in communicating across groups it’s likely the approach to making a certain kind of mini genre game would end up more homogenous through shared assumptions.

Capcom, etc. collections present games as ‘products’ with scrawling concept art that they impulsively March of Progressed themselves out of, but also the packaging of stuff like the Digital Eclipse, etc. ones risks treating games as illustrative details within an epic youtube essay: 50 Years of Atari, The Jeff Minter Story. UFO50’s extratextual detail is present but restricted (short blurbs) and the more elaborate terminal stuff is puzzle gameplay which promises more fictional, rather than actual, details.

I’ve personally found UFO50 helpful as a reminder of the ways in which smaller groups can nimbly push depiction and to encourage others to try things that they may not have had language for before. Like I used Barbuta as a reference point to recommend La-Mulana to two friends. Obviously that’s anachronistic but its a lot easier than saying like, okay, download this emulator and launch Maze of Galious, now, some things are going to be confusing because you can’t distinguish between received design notions of the time, the restrictions of the console, and intentional confusion, but!

Rather, it’s like, here’s something short and recent that was made to illustrate an affection for a certain kind of design that’s fallen out of popular style. If you like it, or find the sense of humor funny, you will probably like this other thing made by people with a similar affinity, but different means.

12 Likes

I would question the argument that UFO50 is successful because of the gimmick/framing/games themselves, I think the simpler argument is that it was successful because it was the next notable release by Derek Yu and in the context it exists in that makes it more of a dreaded “Triple I” release. This isn’t to diminish its quality or the ideas it plays with, but I think if a similar project was conceived of and executed roughly as well by eight random small devs of which none made one of the biggest most beloved indie games of all time… well this thread would have less than 40 posts if it even existed at all. I don’t think it is repeatable unless like Jonathan Blow or someone of his ilk tries to do so.

7 Likes

Honestly I don’t think the Derek Yu thing is that huge of a selling point to anyone outside of the niche. I don’t think anyone here holds illusions that game development is a true meritocracy or that there isn’t a discoverability problem but by virtue of the same I also don’t know how much the market is a meaningful metric.

it’s splitting hairs but in terms of presumed sales I wouldn’t really call it a Triple I release,

Sales comparisons via Steam Reviews

UFO50 has 5,864 reviews on Steam vs. Silksong’s 63,885 or Blue Prince’s 8,541 or Animal Well’s 11,920. Another Crab’s Treasure is at 8,638 All of those games released on more platforms than UFO50 and most much later. Obviously there are many games with fewer reviews but just to say…trying to parse like sales or predict the broader financial and popular success or whatever in such a flooded space is pretty difficult.

I think the success is that UFO50 is something extant that plays with the ideas it does at the level of commitment, regardless of sales. I think if like any of those people who has also gotten enough name recognition or whatever to fund something also did the same…that would be cool.im more curious what jonathan blows idea of a good ufo50 is then the sokobon hes spending a billion years making.

I kinda agree that there’s a privilege in (Nintendo-style) being able to polish and work on something like this for such an extended period. When I think of things that seem close to equivalent at a smaller scale I think none are really that similar, Super Bogus World 2 (hubol) , 50 Short Games (thecatamites) r fire. Kenta Cho has that warioware mashup of all his games but not great (& his current interest in AI feels like a dead end). If this did inspire a small dev team to package 25 short thematically connected diverse games that don’t sell very well as opposed to releasing one big cool survivors-like that doesn’t sell very well, meets my metric for success.

12 Likes

Going back to aimlock, I’m finding it helps a lot in Vainger in combination with the auto fire. Feels like modern Metroid could do with adopting this as a control mode alternative as it basically solves two of the problems I have with Dread.

Am also liking the idea of hotswapping metroidvania powerups into different gearslots to get different functions. This can’t be the first game to do this surely but I like it.

7 Likes

Best Castlevania Bloodstained does this: Shortcut | Bloodstained Wiki | Fandom

It’s pretty great

3 Likes

I dont thing the average UFO’r has any idea who the names belong to but the influential reviewers and posters sure do.

So much hand wringing about supporting upcoming or less known indies instead of UFO50 which make sense but i dont think its an either or. I think ufo 50 proves you can get people playing a ton of weird games if properly contextualized and with a greasy enough onramp.

I think the real strength of the packadge is that i dont have to install 50 games with their own configs and varrying support for my hardware.

More virtual consoles but with open apis would be a really good thing for would be indie smaplers

8 Likes

Mortol 1 and 2 are both really cool but also I’m finding them both really difficult. Their premise kind of requires that you do some trial and error and an entire run of Mortol 2 is a lot.

Also finishing off Mini and Max, Vainger, Camouflage, Warptank and maybe Grimstone depending on how long it is. Getting the shrink even smaller in Mini and Max has pushed the game into top 3 for me.

On the first boss of Warptank and I might be hardstuck. Combat arenas are so rough in this game.

7 Likes

Managed to kill the roach via a bug (lol). I shrank on its back and picked up some roach skin and when I grew back up it just disappeared. I didn’t get the quest reward and can’t get it to respawn.

5 Likes

I remember seeing some patch notes about another Mini & Max quest becoming impossible to complete due to a boss disappearing in one of the first patches, I’m surprised that kind of glitch is still happening a year later. I guess the programming for all that shrinking and growing must get pretty messy.

That won’t lock you out of getting the cherry, for what it’s worth.

3 Likes

Vaingerrrrrrrrrrrrr

I love that two abilities equipped in the same slot are hazardous to you. Good balance of customisation and spice.

6 Likes

I’m near the end of my UFO 50 journey, at the point where most of the games left to finish are either too difficult or I don’t care that much about (or there’s severe Switch slowdown)

I have a nice ratio of about 1/2 cherries, 1/4 gold and 1/4 unbeaten. There are only 5 or so games I didn’t like playing out of 50 - the collection is amazing

I’d like to at least get all the gifts for the pig, but I’m having a lot of trouble with Paint Chase (finish Stage 12) and Caramel Caramel (finish stage…1) Somehow I managed to get the x20 multiplier required in Star Waspir and I’m never touching that game again

Avianos I enjoyed a lot! The dinosaur ancestor worship is very unique and eventually leads to abilities way too powerful and fun for any other game in the genre. The t-rex looks like the obvious best at first but eventually becomes ~second worst
Avianos feels very breezy for a 4X too. Progressing from Not Understanding Anything to Completely Mastering the Game took about 3 hours for me

7 Likes