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Cosmo Cabs |

26/02/08 |
Our second game written with ActionScript 3, the game really pushes Flash to its graphical limit, meaning that a fairly good computer is needed to run it smoothly! Inspired by the likes of Crazi Taxi and Simpsons Hit and Run, we later found out about a few games with the title 'Space Taxi' (our work-in-progress title for the game) from the past. The beautiful background art was created using a lot of texturing, more than we've used before.
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James The Beach Zebra |

18/12/07 |
Although this game was released in December, it was actually started in the summer, explaining both the theme and the temporary move back to ActionScript 2. With every James game comes a leap in graphical quality and Beach James is no exception. Dim used a lot of Flash filter tricks he learned when drawing the Grimoire backgrounds to create a really bright, summery feel to the game. The volleyball game was inspired by Tekken Ball and the music used in the surfing game was originally intended for the credits of BR's Climate Chaos, before Dustball recorded his own take on it. Also the first James game to have sound effects and voice acting.
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Spirit Guide |

06/11/07 |
Our very first game written in ActionScript 3! Tom was just learning it as a language at the time, so this game was a huge learning experience. The game draws obvious inspiration from Nintendo's Pikmin games, with the tiny identical characters swirling around the player to create a fluid gameplay dynamic. The spirits are actually modelled on the way water molecules interact with each other, and when this was tried out in AS2, only 10 or so could be simulated, forcing the move to AS3.
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The Relic Rush |

06/09/07 |
A simple platform game, the difference here is that Dim was able to have complete control over the level design, due to an experimental platformer engine writen by Tom. Featuring 2 levels of beautiful game art and three fully animated cut-scenes linking it all together.
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Detective Grimoire |

05/07/07 |
The result of over 5 months of hard work, we put a lot of love into this game and couldn't be happier with how it's turned out. Dim's backgrounds are entirely created in flash, using the filters new to Flash 8 onwards to full effect. Over 500 lines of character dialogue written and directed by Dim give life to Detective Grimoire and the host of suspects in a fiendish murder case set in a run-down fairground. We were heavily influenced by both classic point-and-clicks such as Fate of Atlantis, and modern favourites like Phoenix Wright.
Dim has produced a ‘Making Of’ feature to accompany the main game, detailing what went into the game’s art and writing. Check it out!
You can play this game on Newgrounds.com, ArmorGames.com and right here on SuperFlashBros.net
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James The Space Zebra |

30/04/07 |
The fourth game in the expanding James series, this one has you flying through space on a little jetpack! As well as collecting Dark Matter and avoiding various large rocks, its fun just to watch everything rotate around the moon. Includes 2 new minigames, both of which are Jamesified versions of old classics. Probably the prettiest game we've made in a while! As usual, all 3 games come with online hi-score tables. Expect impossibly high scores to appear soon enough.
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Solarsaurs |

6/04/07 |
A really simple idea, put together with a pretty sweet physics engine, Solarsaurs sees you flinging dinosaurs into space, bouncing them off planets and each other to rack up a score. The sound of two things hitting each other is actually Dim clicking his tongue with a reverb effect! |
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James The Circus Zebra |

25/01/07 |
James' third adventure, and the closest thing we've come to making a platformer since Nightmare. The tightropes are particularly awesome, the rope being drawn with ActionScript to be able to wobble it nicely. We've also made all three games really competitive for the hi-scores this time, the top scores are nearly impossible to get near, but people should still be able to push towards them.
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Defend Atlantis |

13/01/07 |
Our very first defense game, the idea behind this game is to draw bubbles with the mouse, which trap enemies. Originally the engine was going to be used in some sort of platforming minigame! The defense genre fits it much better though, and gave us the chance to make different bubble types. The shockwave bubbles you get in the last level and the freeplay mode are my personal favourite and were really only added in as a bit of fun. Try setting up chain reactions in freeplay mode for some extra gameplay.
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James The Deep Sea Zebra |

26/12/06 |
James the Zebra's second outing, this time he's been deep-sea diving. Again including 2 unlockable modes and highscore tables, this game is even more relaxing than the first. We again used some awesome music from the Newgrounds Audio Portal, it's a great source of royalty-free music. Our fastest game so far, it was though up, drawn, animated and programmed it just 3 days! Not that we slept much those nights...
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BR's Rocket Rush |

13/12/06 |
Another game featuring a 3D engine, will we never learn? This time you take control of Blue Rabbit in his plane/sub/rocket as enemies try to shoot you down. Besides the 3D-ness and the AI, the pause menu was actually one of the most challenging parts to code. Making sure everything stops doing anything, then all starts up again is more tricky than it would seem! The game spans 3 levels, each with its own boss at the end. The excellent voice-acting by Princess Aurora and the sound effects combine to make playing the game a real arcade experience. We knew we'd guaged the difficulty just right when we got a 50/50 split of 'too hard' and 'too easy' reviews and everyone else finding it just right!
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James The Christmas Zebra |

02/12/06 |
James the Zebra came about pretty much exactly as the intro sequence would have you believe - a random thought drifting through Tom's head. We had wanted to make a swinging game, with mechanics similar to those found in the old "Worms" games. What came out was a relaxing, very festive game featuring a random Zebra and exploding puddings. Our first game to have a high-score table, provided by ArmorBot. Tom has no idea how some of the top scores were achieved - they seem impossible - but stand as a testament to the dedication of some gamers to playing it to destruction.
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BR's Climate Chaos |

25/10/06 |
Definately our finest work ever. A 3D adventure game in Flash doesn't come easily, but somehow we managed to pull it together in just over 7 weeks. With an original score, smooth cut-scenes, great intro and end game sequences, 4 islands, over 20 characters, textured ground, height-mapping, depth-of-field bluring, weather effects, a working digital camera, save and load features and a ton of other awesome stuff, its going to be hard for us to top this with future games.
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Zelda: Lampshade |

25/07/05 |
Made in under two weeks as a game to play whilst the epic Decline of Video Gaming 3 loads, it stands up as one of the best games we've made. Making a simple RPG engine was great fun, especially working out the trading cycle. All the backgrounds are tile-based in order to save time and let Dim get on with finishing off his movie. Since it was made so quickly, the coding is fairly messy in retrospect, but it holds together and works fine.
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Decline of Video Gaming 2 |

05/09/04 |
This movie features two great original minigames. "Double Trolly Dash" sees you avoiding bombs whilst doing your shopping. The response to the game was unexpectedly good, with reports of people playing for hours on end to get that extra second on their score! The second game, "Extreme Ironing" is a speed-ironing minigame. As strange as it sounds, it was simple to put together and is great fun to play.
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FF7: About Random Battles |

20/05/04 |
The minigame in this movie is pretty unique, not to mention hard! Designed to be played whilst the movie loaded, the decision was later made to use it as a method for unlocking the bonus scenes. Making the game taught Tom a few new things about arrays and other scripting goodness, although it wasn't too challenging to put together.
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Nightmare |

10/09/03 |
The first -real- collaboration between Tom and Dim. A Blue Rabbit platformer featuring 3 levels, 6 bosses, loads of weapons and whatnot. Also our first game intended to be a full game and still one of our largest to date. Since Tom didn't really know about classes (there probably wasn't even any support for them anyway), the code for each enemy was stored in a seperate file and loaded in using #include. Rough, but it worked well and saved wasted time changing every enemy every time! We got noticed for the first time by quite a lot of Newgrounds artists with this game.
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FFX Tribute |

01/04/03 |
The two minigames featured in this movie ("Blitzball Shootout" in the preloader and "Lulu's Toybox" unlocked after watching the movie through) are pretty simple, but still fun to play. The order and timing of balls in "Blitzball Shootout" was actually recorded by a script that captured Dim's key presses, so blame him if you think its too hard or easy!
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Kirby's Star Scramble v2 |

19/02/03 |
Although the reviews to KSS were good, people made some suggestions as to how to improve it. Tom read all the reviews, and then went away and made KSSv2, putting in every single suggestion made at that point! That meant power-ups in the firt level, and an entirely new second level, along with difficulty settings and improved menus. The response was amazing, and it got on the front page (our first movie to get there) and stayed there for a week.
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Kirby's Star Scramble |

25/01/03 |
Begining its life as a preloader mini-game for a project that, at the time, was way above Tom's skill level, Tom found it far more fun and rewarding to turn this into a full, if short, game of its own. As Tom's first published game, it is very simle in concept, but some found it addictive enough to enjoy it, and Tom was delighted at the positive response given.
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