Hi Tom.

I can see that replicating sophisticated physics for say bouncing a coin off a table into a jug, let alone replicating the necessary motions to perform that action (even with analogue control), would be hell to program, however I don't think that would really be a problem.

Back in the 80's, and even today there were games with relativistic physics engines that bore no resemblance to the real world in action, but were addictive for what the player needed to learn.

For example, the Kirby games (both on the Snes and the Gba), have a number of minigames which you can play from the title screen just for fun, or play in the game to earn extra lives.

In Bomb run, four different coloured kirbies are kicking a bomb to each other like a football. the bomb certainly doesn't move realistically, and you can't move kirby's position, just hit the button to kick when the bomb reachest you. The first person to miss the bombby kicking too early orlate drops it and gets blown up.

In another game from nightmare in Dreamland, Kirby's air grind, your riding Kirby on a little racing car attached to a rail. You can hold the button to accellerate, but when you get over gaps in the track you need to let go, otherwise you'll slow down.

In mega tonne punch, you have to hit the button first to stop a moving targit cross hair to set the accuracy of your punch, then to stop a swinging watch in the center of the swing to set your momentum, then a power meater getting to the top to set your power, after which Kirby will punch. The more accurate you are with the various meatres, the more powerful your punch.

What I'm getting at, is that for a game like flipping a coin into a jug, you wouldn't necessarily need to replicate physics at all. Say you had to first decide how high to flip the coin with an ascending sound test like Jim's golf game, then you had to decide on the amount of force to apply by swinging your phone or flicking your mouse. Do it right, and the coin goes into the jug, indeed you could have a number of jugs at different distances. Do it wrong, and the coin doesn't, rather like jumping the busses in Jim's homer on a harly game.

The hard part to me wouldn't be making realistic physics, but making addictive mechanics that the player had to learn and master and use their judgement for, which is not the same thing.

Beware the grue!

Dark.

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