Archives for posts with tag: windows phone

If you’ve been wanting more Node.Hack, it’s just around the corner. A new, expanded edition called Node.Hack EX will be arriving in the Windows Phone Marketplace in February, followed up by subsequent releases of the EX edition as Node.Hack on iPhone, iPad, Android Phones and Kindle Fire.

All editions of Node.Hack EX will cost $0.99 US at release, and will be available worldwide. Of course, the original, ad-supported free version of Node.Hack will still be available on Windows Phone, but we’re pretty sure you’ll want to upgrade when you see what’s in store:

New Features for Node.Hack EX

Featuring all the great hacking action and strategy of the original Node.Hack, the EX version adds the following new features:

  • New Weapon: Mortar Strike – rain down destruction with this close-support artillery weapon.
  • 5 New “Melee” Maps – scramble for more cash under a swarm of enemies in these five new maps.
  • Escape Bonus – get even greedier with 2x score bonuses when the exit is open; 4x for Melee maps.
  • Level Select – play from any level you’ve previously reached without having to start over.

It’s new, exciting, updated hacking action, and we think it’s well worth it to upgrade! If you’ve got a Windows Phone and want to dive in and try the free version of Node.Hack, it’s available now at http://www.nodehackgame.com.

Look for Node.Hack EX for Windows Phone in February 2012, and on all other platforms in March.

When we say “Hack the Planet”, now we mean it! With the recently-released v1.5 clearing up some critical globalization issues, Node.Hack is now available as a free download on Windows Phone Marketplace in thirty-three countries/regions around the world!

Jump in and start your hacking adventures, no matter where your safehouse is located. Don’t forget to read up on some tips and tricks to get your digital misdeeds started off right.


Download the game from Windows Phone Marketplace in the following countries/regions:

  • Australia
  • Austria
  • Belgium
  • Canada
  • Chile
  • Colombia
  • Czech Republic
  • Denmark
  • Finland
  • France
  • Germany
  • Greece
  • Hong Kong SAR
  • Hungary
  • India
  • Ireland
  • Italy
  • Japan
  • Mexico
  • Netherlands
  • New Zealand
  • Norway
  • Poland
  • Portugal
  • Russia
  • Singapore
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Taiwan
  • United Kingdom
  • United States

Want to learn more about Node.Hack? Visit http://www.nodehackgame.com.

Tired of getting turned into digital spaghetti by the hunter AI in Node.Hack? Here are a couple of tips and tricks to stay alive and maximize your loot – starting with general notes about the differences between you and the AI hunters.


Notes about Your Hacker:

  • Your most valuable asset is the ability to alter your path. Once you’ve set a path, you can always change it by tapping a new node, or cancel it by tapping the closest node to your character.
  • You have the ability to turn around on a bridge, not just a node.
  • Your character moves a little faster than the AI – you will always win in a race away from them.

Notes about the Enemy AI:

  • AI enemies do not think of risk the same way the player does. You will often be able to get away as they go down a dead-end. They also do not flee from collapsing nodes.
  • Unlike the player, enemies cannot turn around on bridges – they must get to a node to change direction.
  • Enemies give off a red ping when they move from node to node. You can use this to spot enemies coming your way.

There are more hints coming in the next two weeks, including notes on effectively using your weapons, and planning out your strategy as soon as you set down in a new map. Stay tuned!

Haven’t tried Node.Hack yet? It’s a free game for Windows Phone – get it at www.nodehackgame.com.

Games are among our most evocative communication mechanisms as a species. With graphics, sound, and interactivity, you can get people to almost any emotional state. But games are clever about showing their hand; they don’t look all that sophisticated. A few blinky bits, exploding things – what’s so nuanced about it? Turns out: an awful lot.

Strategy is sometimes defined as the art of finding fit – choosing a set of mutually-reinforcing tactics that come together to bring you to a desired future. In designing Node.Hack, I took on the challenge of envisioning an emotional strategy; I decided that my first choice would be emotional, and that the rest of the game would follow from there.

So – you’ve got a hacking game. How would you want your player to feel? I picked three primary emotional themes and led with them: paranoia, anxiety, and greed. If you think of the player’s hacking enterprise as just one in a long career of digital misdeeds – a real pro hacker – these emotions don’t seem so far off. I placed myself halfway through the game’s progression: I’ve got plenty of money, but the stakes are higher and I’ve just barely escaped this last system. What would the ultimate mental mixture play to out to in words? How would the player’s mind explain their own choice if it were talking to itself?

I know they’re coming to get me, but this is more money than I’ve ever seen in my life. I have to take this chance.

You could say that every game has some elements of this, and you’d be right. So does one of my favorite movies: Heat (NSFW). But it’s about what the game doesn’t do that represents a faithful dedication to the strategy:

  • Slow, not fast tempo (in action, and in music)
  • Single-hit kills, no replenishing life meter
  • Moments of waiting suspense (movement vs. money)
  • Allow “inevitability” moment where the player knows they will die

Put it together and you have a game that’s a little more like chess than a traditional video game. Players that tested the early version felt addicted to the challenge, but not overly frustrated. When they died, they felt it was something they had influence over, rather than a random bullet from out of nowhere.

To me, that’s success in a video game; reward often, and punish only with a lesson in how to do better. True randomness, while a seductive notion for video games, is something better saved for real life - but that’s a discussion for another post, when we get into the dynamic map generation at the heart of Node.Hack. For now, stay sharp and watch out for those AI.

Want to try Node.Hack? Get it free for Windows Phone at http://www.nodehackgame.com.

It’s finally here.

It’s the long-awaited release day for Node.Hack, and I couldn’t be more excited.

It’s time for Windows Phone gamers to infiltrate their way through the wily maze of money, enemy attacks and destruction, all the while realizing that more money means more risk, but also a speedier reward.

Isn’t that life in a nutshell?


Please give Node.Hack a try; download the free game onto your Windows Phone today. Or, if you’d like to learn a little more, watch this trailer:



Let me know what you think in the comments, Facebook or Twitter, and please spread the word!

Ah, Node.Hack. We have come a long way from Wargames. Truly, a game about hacking computers, played in the palm of your hand on a megabit-throughput smartphone? As children growing up in the 80′s, we would have boggled at the thought. And yet, it’s that very same retro-fueled heart that’s beating at the core of this game.

Does the node-and-bridge architecture remind you of something? Do the representations of the player, the enemies, the loot, do they seem like somewhere you’ve been before?

They do to me – and it’s no accident. I am an unapologetic ASCII-hound, and the simplicity of the single code-page world was an exercise in constraint-fueled design whose challenge has yet gone unmatched.

Tim Sweeney’s ZZT – the grandfather of this kind of game – made it feel like all things were possible. And, during my SysOp days on my bulletin board, I fell in love with a particular doorgame called NetRunner (shown above): a 1993 ASCII-based hacking game that drew inspiration from the card game of the same name, and the stylized anthropomorphism of “node” hacking made popular in the Shadowrun series of RPGs and the visceral writings of William Gibson.

As a developer, I’ve had some direct forays into that world of ASCII graphics with prototype projects like The Agency: Razor One, but today’s modern platforms – phones, tablets, consoles – just don’t play that game anymore. And why should they? Games made of text characters? They fail to impress, they feel like playing on punchcards.

Seriously - Would You Play Something Like This?

But what if a stylized version of that world formed the backdrop, crafted some of the rules, and then let you break them? Could you imagine, being held down to an ASCII world but then suddenly breaking free? Explosions, splashes of binary on skewing vectors, breaking the imagined plane of the two-by-two universe?

I did – and I called it Node.Hack.

Tomorrow, it will be released to the world, and I hope that you’ll enjoy it. There’s a lot of my childhood in its shapes and contours, from the sounds to the interface all the way to the strange notion that somehow, tapping that node with your finger, rather than typing it into a computer console, still feels right – even though we aren’t sure why.

Welcome to the future. Again.

Learn more about Node.Hack at http://www.nodehackgame.com.

It’s amazing to see your game on a physical device. I’ve been seeing various bits of my game on hardware for a while now, but tonight is special – this is the way you’re going to see it. These same 1′s and 0′s are now on their way into the certification pipeline to be tested by Microsoft and propped to the Windows Phone Marketplace to make their way onto your Windows Phone.

This isn’t the first time Node.Hack has been through the pipeline – I made sure to give it a good couple of test runs; I found the Marketplace process efficient and instructive. Now comes the final wait: officially, Node.Hack is on v1.4 – that’s the version that entered certification tonight.

If I’ve done my job, that’ll be the version that you get to play. When? Next Tuesday, November 15th. We’re even having a release party.

We’ve already got our first press preview for the game out in the wild - if you haven’t seen it, be sure to check it out, including the trailer video.

Over the next month as the game rolls out, stay tuned to this blog and to http://www.nodehackgame.com for updates; I’ll be posting stories about the game’s development including details about the dynamic map generator, and tips and tricks for navigating Node.Hack’s treacherous digital world.