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"Creative Credits"

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Fri 14/03/03 at 19:53
Regular
Posts: 787
If there’s one thing we ignore most in our games it’s the credits. Yes that long, boring, usually white on black scrolling text which noone ever bothers to read. Yet, this is the bit of the game dedicated to the people who have given you pleasure by creating the game for you. And let me tell you, making a game is no easy thing, it takes months, years. So credits are a good thing, it’s kind of like the ‘I SALUTE YOU!” part of the game but you’re not expected to stand up and raise your hand to your head.

After receiving Super Monkey Ball 2 today I realised how great the credits actually are on this superb game. Instead of the basic credits you usually see, the team behind the game decided to do something different, following on the trend from Super Monkey Ball. You see, they knew you weren’t going to read their names, they weren’t stupid. And so what have they gone and done? They’ve gone and made credits which you play instead of ones you watch making the chance of you seeing their name higher.

Here’s how it works:

You are the Monkey in the ball, which isn’t surprising, and you must guide your Monkey onto bananas which float around the names during the credit. However, and here’s the clever bit, any letters you touch takes away points and so you must avoid them. Making the credits themselves obstacles, how genius is that. Naturally you would look at these obstacles so you don’t hit them and so there they have it, you just read what they want you to.

I remember the same kind of thing being in Super Smash Bros Melee. In that you have to shoot the names to get as many points as possible. The clever thing here is that this time you aren’t looking out for them so you don’t hit them, instead you are looking out for them so you can shoot them. And there we have it again, you just read what they want you to.

But the cleverest part of all this is that both games are based on points and so in the future it is less likely that you’ll skip the credits, unlike other games, in a chance to get more points then the last time or the high score.

Can you play a film? Nope, so walking away during the credits in that is pretty likely. The same would go for Games but this time we have control over them and so watching the credits should be made more of a less boring experience. They have tools at hand that can make the people behind the game be seen instead of just a simple, default credits system. But most developers aren’t using the power they have and so you find most of us skipping or turning off our system during these dull moments.

I think more developers should think a bit more and put more creative credits in their games. It’s good for both them and the gamer so I can’t see the problem. Otherwise we’ll only ever know that Sega done the sound instead of a Bob McPie, just because developers don’t want to make the credits enjoyable and worth reading.
Sat 15/03/03 at 11:07
Regular
"Jog on, sunshine"
Posts: 8,979
Sonic CD had the best credits. No, they weren't interactive but the background rocked! Best animation ever.
Sat 15/03/03 at 09:48
"Uzi Lover"
Posts: 7,403
What happens in Warcraft 3 thats so funny then? And yes I have Super Monkey Ball 2, oh yes. I love the case, I saw it in the shop before release and tapped my mate on the shoulder and said "I've got a problem with Super Monkey Ball 2" then I point to the game "The case is psycho". In fact, the whole game is. But it's GreaT with a capital G and a T just for the fun.

I'm trying to think of more games that have good credits but I can't think of any, though they are some. Hmmmm all I remember was that it was an old game.
Fri 14/03/03 at 22:02
Regular
Posts: 6,801
is this a subtle way of informing us you have SMB 2. Only joking

But the best credits in a game are in warcraft 3. they are pretty damn funny
Fri 14/03/03 at 20:33
"slightlyshortertagl"
Posts: 10,759
MotoGP,

There's a game at the end of the credits if toy scroll down to the bottom...

An ingenious one at that :-D
Fri 14/03/03 at 19:53
"Uzi Lover"
Posts: 7,403
If there’s one thing we ignore most in our games it’s the credits. Yes that long, boring, usually white on black scrolling text which noone ever bothers to read. Yet, this is the bit of the game dedicated to the people who have given you pleasure by creating the game for you. And let me tell you, making a game is no easy thing, it takes months, years. So credits are a good thing, it’s kind of like the ‘I SALUTE YOU!” part of the game but you’re not expected to stand up and raise your hand to your head.

After receiving Super Monkey Ball 2 today I realised how great the credits actually are on this superb game. Instead of the basic credits you usually see, the team behind the game decided to do something different, following on the trend from Super Monkey Ball. You see, they knew you weren’t going to read their names, they weren’t stupid. And so what have they gone and done? They’ve gone and made credits which you play instead of ones you watch making the chance of you seeing their name higher.

Here’s how it works:

You are the Monkey in the ball, which isn’t surprising, and you must guide your Monkey onto bananas which float around the names during the credit. However, and here’s the clever bit, any letters you touch takes away points and so you must avoid them. Making the credits themselves obstacles, how genius is that. Naturally you would look at these obstacles so you don’t hit them and so there they have it, you just read what they want you to.

I remember the same kind of thing being in Super Smash Bros Melee. In that you have to shoot the names to get as many points as possible. The clever thing here is that this time you aren’t looking out for them so you don’t hit them, instead you are looking out for them so you can shoot them. And there we have it again, you just read what they want you to.

But the cleverest part of all this is that both games are based on points and so in the future it is less likely that you’ll skip the credits, unlike other games, in a chance to get more points then the last time or the high score.

Can you play a film? Nope, so walking away during the credits in that is pretty likely. The same would go for Games but this time we have control over them and so watching the credits should be made more of a less boring experience. They have tools at hand that can make the people behind the game be seen instead of just a simple, default credits system. But most developers aren’t using the power they have and so you find most of us skipping or turning off our system during these dull moments.

I think more developers should think a bit more and put more creative credits in their games. It’s good for both them and the gamer so I can’t see the problem. Otherwise we’ll only ever know that Sega done the sound instead of a Bob McPie, just because developers don’t want to make the credits enjoyable and worth reading.

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