Greedy Bankers Vs. The World was only the beginning for Alistair Aitcheson. Now we have Slamjet Stadium to satisfy our same-screen multiplayer desires. Think football re-imagined by a bunch of aliens who were trying to piece the rules together a couple hundred years from now and you’ll have the basic gist of it.
Where exactly did you pull Slamjet Stadium‘s inspiration from? Not just the wacky-looking gameplay; I’m talking about the physical roughhousing, too. Super-intense family game nights as a young boy perhaps?
Haha, I don’t know really! I’m generally a fairly calm and friendly guy. I was never into rough-housing at all when I was a kid! I am very competitive though, as my friends know – I’ll always be looking for a way to mess up my rivals in any game.
So I wanted to experiment more with this kind of game design. The original prototype for Slamjet Stadium came out of a big batch of experimental multiplayer games I did over the summer and tested out in the pub.
Often you’ll find yourself scoring by spotting a really awesome shot or powerup, so paying attention to the board is really important. Hand-grabbing is certainly a useful tactic, but it’s only one way of doing things. That makes play really dynamic. One moment it could be best to play rough, the next moment you might need to think fast, or play accurately.
While we’re on the subject of the multiplayer, how are you going to influence players to stop being polite?
People tend to jostle as much or as little as they feel comfortable with, and surprisingly that’s usually quite a lot! There’s typically a “eureka” moment when one player realizes they can get in the way of their friend, or use their opponent’s characters instead of their own. The physicality often grows from there!
So I’ve put messages in the loading screens suggesting ways you can “cheat.” The game’s advising you to play foul, so it must be okay! That eureka moment has to inspire creative play, so it’s important that players know that the game isn’t degenerating into chaos.
Would you mind going into a few specifics? Stuff like general gameplay, number of teams, differences between teams (if any), etc.
Each player gets two characters on a team, and the rules are fairly simple. You grab a character with your finger, pull back to charge their engines, and let go to send them flying across the screen. You want to hit the ball into your opponent’s goal, and the first to score five points wins the match.
There are also various power-ups and stage hazards that appear: rage power to smash up your opponents’ characters, freeze power that traps them in ice, multiball release, powerful gusts of wind.
My favorite activates “Last Man Standing” mode, where traps come in from the side of the screen, and it’s up to you to avoid them (or throw your opponents into them); a point is awarded to the survivor!
There are nine different arenas in the game, with different effects and hazards. As for the teams, there are six to choose from and each has different physical properties: shape, weight, boost power and grip.
Are there going to be multiple game modes? Might we be able to look forward to something similar in a future update?
Right now it’s split into Multiplayer and Solo Play. In solo, you take on a gauntlet of computer-controlled opponents over three leagues of increasing difficulty. Beating each one unlocks an extra multiplayer stage, and you can compete via GameCenter over your fastest completion times.
In Multiplayer it’s very much a quickmatch format: you choose your teams and arenas, and can have a rematch or pick new teams after someone wins. I’ll probably add some extra variations and setups in updates; I guess it depends on what players want to see after the initial launch. My focus was on getting players into the action as fast as possible.
All the elbow-slamming, wrist-grabbing, butt-nudging madness of Slamjet Stadium can be unleashed upon your iPad on March 14th for $2.99.