Author Archives: Franz Lanzinger

About Franz Lanzinger

Franz Lanzinger is a classic video game developer with video game credits for Atari's coin-op Crystal Castles, Tengen Ms. Pacman, SNES Rampart, and the Gubble series. He has a degree in mathematics, wrote "Classic Game Design", a book about how to make classic video games, and is a professional pianist, accompanist and piano teacher.

California Extreme

It’s that time of year again when hundreds of classic arcade games and pinball machines congregate at California Extreme.  If you’re a fan and you’re in the Bay Area this weekend (July 9 and 10, 2011),  you should definitely check it … Continue reading

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Loot Drop here I go

That’s right,  my stint at Loot Drop has come to an end after five weeks.  If you’re thinking, “did they fire him?”,  you’re thinking along the right lines.  Why did they fire me?  Hmm, the official reasons in my termination … Continue reading

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Loot Drop here I come

That’s right,  I’m now working at Loot Drop,  John Romero and Brenda Brathwaite’s new company.  I’m diving in at the deep end into facebook gaming, flash, actionscript and switching from Windows to Mac.  It’s quite a change for me,  but … Continue reading

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Red Dead Redemption 100 percent

Man,  that took a while.  Yes I got 100 percent on Red Dead Redemption.  Now I’m done and moving on to Portal 2. RDR is a great game,  but it sure is a bit too violent for my taste.  I … Continue reading

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Broken Crystal Castles released for IOS — shame on you Atari

Why am I so upset?  Well,  where to begin. They didn’t give me any credit.  I wrote the code,  designed it, did the music, sound effects and 3/4 or the level design.  They didn’t give anyone else any credit either, … Continue reading

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high score table cheating

So I just got a pretty good score on Tiny Wings,  212,748.  And no,  I didn’t cheat.  But the scores on OpenFeint are ridiculous,  and on Game Center not quite as bad,  but even there we have some ovbious cheating … Continue reading

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User Generated Content in Games

Today’s game design topic is about letting the players change the game.  We game designers know how much fun it is to design levels,  tweak the game code,  and generally change things in our games just to see what would … Continue reading

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Gameplay defined

The following was originally written on March 19, 1999 by me, but never published. As I reread it just now I thought it would make a good post for this blog, so here it is. The gameplay of a game … Continue reading

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Texture cookbook

In my ongoing efforts to “sharpen my axe” I’m always on the lookout for ways to improve my Blender skills. So I was curious to check out Packt’s new book “Blender 2.5 Materials and Textures Cookbook” by Colin Lister. This … Continue reading

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GDC 2011 reflections

Last week was very inspiring for me. I managed to attend five day’s worth of GDC talks and caught up with some old friends. The conference was huge as usual with record attendance of 19000 game industry professionals and students. … Continue reading

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