Ridiculous Fishing

Last updated

Ridiculous Fishing
Ridiculous Fishing cropped logo.jpg
Developer(s) Vlambeer
Publisher(s) Vlambeer
Producer(s) Rami Ismail
Designer(s) Jan Willem Nijman
Programmer(s) Zach Gage
Artist(s) Greg Wohlwend
Composer(s) Eirik Suhrke
Platform(s) iOS, Android Windows Phone
Release
  • iOS
  • March 13, 2013
  • Android
  • November 19, 2013
  • Windows Phone
  • May 21, 2014
Genre(s) Action
Mode(s) Single-player

Ridiculous Fishing is a fishing video game developed and published by Vlambeer. In the game, players use motion and touch controls to catch fish and subsequently shoot them out of the sky for cash. The game was released for iOS on March 13, 2013, then later that year for Android.

Contents

Players cast a fishing line into the ocean and use motion controls to avoid fish as the hook sinks and to catch as many fish as possible as the reel retracts. Players then touch the screen to shoot fish out of the sky for money that can be spent on upgrades.

The game was first released as a Flash game Radical Fishing with the same basic mechanics. A year after Vlambeer began their iOS development, Gamenauts released Ninja Fishing, a clone of the game. The team worked on other games and spoke publicly about the situation to a standing ovation at the 2012 Game Developers Conference before resolving to scrap the majority of their work and finish the game. Artist Greg Wohlwend moved in with iOS developer Zach Gage to work 14-hour days on the game.

Ridiculous Fishing received "near-universal perfect scores" at launch [1] what review score aggregator Metacritic describes as "universal acclaim". [2] It won an Apple's 2013 Design Award and was their iPhone game of the year. Reviewers noted Vlambeer's struggle against the copy of their game and praised the game's balance and both visual and game design. A 3D remaster of the game developed by KO_OP, titled Ridiculous Fishing EX, was released on Apple Arcade in July 2023, 3 years after Vlambeer went defunct. As of June 11, 2024, the Android version is no longer downloadable from the Google Play store.

Gameplay

The player fishes in pursuit of fame as a fisherman named Billy. [3] The game mechanics consist of three minigames: casting the fishing line, catching fish, and shooting the fish in the air. [3] The player casts the line and tilts the device to avoid the fish as the hook sinks. Upon hooking a fish, the hook ascends and the player tilts the device to catch as many fish as possible en route to the surface. Above water, the fish are launched into the air, and the player taps the screen to shoot the fish out of the sky to earn money before they fall into the water. [4] The fish differ in characteristics including swim pattern and the number of shots required. [5] Shooting jellyfish detracts from the total income. [6] There are four stages, each with its own visual and audio theme and rare fish, [4] and an endless mode where players can work towards the highest score. [7] Earnings can be spent in a store towards persistent upgrades such as longer fishing line length, invulnerable drills, frivolous hats, bigger guns, [4] chainsaw lures, a hair dryer and toaster (to zap inadvertent catches), [7] fuel for the chainsaw, and a necktie for greater income. [8] There is also a Fish-o-pedia in Billy's smartphone that gives gameplay hints and tracks stats such as fish caught, which is the progress for unlocking new levels. [5] There are no in-app purchases. [7]

Ridiculous Fishing Billy at sea (JPEG).jpg
Billy at sea, waiting to cast fishing line
Ridiculous Fishing diving (JPEG).jpg
The player tilts the device as the hook descends to avoid the fish
Ridiculous Fishing ascending screencap.jpg
Upon catching a fish, the hook ascends and the player tilts the device to catch the fish
Ridiculous Fishing shooting fish (JPEG).jpg
The fish scatter above water and the player taps the screen to shoot them out of the sky for money
Screenshots of gameplay

Development

Vlambeer developed Radical Fishing, an Adobe Flash-based game where a fisherman sits in a boat and casts his line into the water, pulls up fish into the air, and shoots them with a gun. [1] It was built to take "everything good" from habit-forming browser games without artificially extending its length just to hook players. [9] The game was designed with a feedback loop, where performance in one minigame led to a more rewarding experience in the next minigame. [9] Vlambeer designer Jan Willem ("JW") Nijman developed the idea based on a television show about tuna fishermen that led him to consider an intersection between catching big fish, slow-motion photography, and Duck Hunt 's game mechanics. [1] Nijman immediately drafted the design, which never changed. [1] The company sold the Flash game to a browser games website in 2010 but kept the rights to produce an iOS version, which they would call Ridiculous Fishing. [1] They began production on the iOS version on December 7, 2010, with the intention of a "2012/2013 equivalent" of the original. [9]

GDC Europe 2013 Session- Cloned at Birth- The Story of Ridiculous Fishing (Tuesday, 8-20) (9554455317).jpg
Nijman (designer) and Ismail (marketer) presenting the story of Ridiculous Fishing's development at GDC 2013
Greg Wohlwend headshot full frame.jpg
Zach Gage, cropped.png
Wohlwend (artist) and Gage (iOS developer)

About a year later, Gamenauts released Ninja Fishing, a game with similar game mechanics but different art that became known as a clone of Radical Fishing. [1] [9] Polygon reports that the game "became an overnight sensation". [1] Since game mechanics were not eligible for copyright protection, Vlambeer did not pursue legal action. [1] Vlambeer's primary project had been Serious Sam: The Random Encounter , which was sidelined to handle the new clone situation. [9] At one point, Vlambeer revealed its multiple in-game fishing locations and Ninja Fishing added a similar feature with a "coming soon" sign. [9]

Vlambeer stopped Ridiculous Fishing development for several weeks, but later resolved to continue. [1] Another concurrent project at the company, Super Crate Box , released in 2012 to industry praise. [1] Super Crate Box was nominated for an Independent Games Festival award at the 2011 Game Developers Conference (GDC), where the team was largely unknown and the game did not win the award. [1] By the next year, Ridiculous Fishing was nominated for the 2012 Independent Games Festival "Best Mobile Game" award at GDC, and Vlambeer had become known within the game development community for their two titles and struggle against Gamenauts's Ninja Fishing. [1] Their 2012 GDC talk on game clones received standing ovations. [1] Polygon referred to the speech as "a shot heard around the game industry". [1] Ridiculous Fishing was shown at the 2012 Independent Games Festival GDC booth. [1] The team also released a concurrent side project, Yeti Hunter, live from the GDC show floor. [1] Nijman began development for Luftrausers on the plane home from the conference. [1]

By now the team had four members: designer Jan Willem Nijman, marketer Rami Ismail, iOS developer Zach Gage, and artist Greg Wohlwend. [1] [lower-alpha 1] The team continued work separately and sporadically, making meager headway and disheartened by the project's obstacles. [1] Upon return to the Netherlands from GDC, Nijman and Ismail, the co-founders of Vlambeer, began to plan a "really large game", but ultimately decided that the idea was a diversion from the realities of finishing Ridiculous Fishing. [1] In August 2012, after a road trip home across the United States from Penny Arcade Expo in Seattle to New York City, the team set a deadline to finish the game. [1] [9] The game was in a "disjointed" state, with good fishing mechanics, but poor shooting and menu navigation. [9] They scrapped the store, interface, and endgame along with "90 percent" of their work, which revealed a specific direction for the rest of the game's development. [9] Wohlwend, the artist, moved in with Gage, the developer, in New York City, working 14-hour days during the final weeks. [1] The music was composed by Eirik Suhrke. [1] [10] [lower-alpha 2] The last parts of the game assembled smoothly, and Ismail submitted the game to the iOS App Store for approval from New York. [1]

The game was released March 13, 2013. [9] The company live-streamed Ridiculous Fishing's launch from their Utrecht office. [1] A July 2013 patch added custom soundtracks, new fish, and an item for exiting the game early. [11] Vlambeer released an Android version with the November 19, 2013 Humble Bundle. [12]

Reception

The game was well received at launch with "near-universal perfect scores". [1] Review score aggregator Metacritic describes its reception as "universal acclaim". [2] As of April 2013, the game was the highest-rated for iOS in 2013. [1] It won the "featured" position in the App Store, [1] and, later, an Apple Design Award at the 2013 Apple Worldwide Developers Conference [13] and Apple's iPhone game of the year. [14] Pocket Gamer awarded it their gold award. [8] In August 2013, Vlambeer announced that the game was nearing one million dollars in sales. [15]

Edge noted that Ridiculous Fishing did not carry the emotional baggage behind the company's tumultuous development. [6] Oli Welsh of Eurogamer called the balance beautiful and clever, an elaboration on their previous version's "idiot-savant design" without going too far. [5] TouchArcade's Eli Hodapp commended the upgrade structure that combined obtainable incentives alongside gameplay as engaging as Doodle Jump 's. [7] IGN's Justin Davis praised the game's unpredictable and "poignant" ending at the bottom of the Arctic Floes. [4] He added that the game could have been "even more ridiculous" and its levels more differentiated in theme and art style, though he found the "almost cubist design... absolutely gorgeous". [4] Welsh of Eurogamer agreed that Wohlwend's art was "achingly cool" and reflected a "retro and minimalist" indie gaming trend without overpowering the gameplay. [5] Welsh also praised the game's character by way of its fake Twitter feed, [5] and Pocket Gamer's Rob Hearn compared its imaginative character to that of Wes Anderson's The Life Aquatic . [8]

TouchArcade's Eli Hodapp called Ridiculous Fishing so well packaged as to make his recommendation "effortless" for both short few-minute play sessions as well as longer ones. [7] Rob Hearn of Pocket Gamer lauded its "blossoming" progression and became more interested as he unlocked upgrades. [8] But when there was nothing left to upgrade, Hearn wrote that "it's a shame that the innovation is confined to the first few hours". [8] While Ridiculous Fishing offered many hours of secrets and unlocks, IGN's Davis noted that the game was at its core a "simple arcade experience... ultimately a polished arcade time-killer". [4]

During the 17th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated Ridiculous Fishing for "Casual Game of the Year" and "Mobile Game of the Year". [16]

Notes

  1. Edge later described the team as an "indie supergroup". [6] Eurogamer and TouchArcade similarly called the group a "dream team". [5] [7] They had previously worked on titles including Solipskier , SpellTower , and Spelunky . [5]
  2. Suhrke also worked on the Spelunky and Hotline Miami soundtracks. [7]

Related Research Articles

Gamenauts is an independent game development studio based in Silicon Valley and founded in September 2005 by Stanley Adrianus, formerly of Yahoo! Games.

<i>Serious Sam: The Random Encounter</i> 2011 video game

Serious Sam: The Random Encounter is a 2011 role-playing and bullet hell game developed by Vlambeer and published by Devolver Digital. It follows Sam "Serious" Stone travelling to the future in search of his nemesis, Mental, teaming up with mercenaries on the way. The player controls Sam and his accomplices through confined levels, engaging in battles through random encounters. These pit the player characters against large waves of enemies, and the player controls the weapons and items each character uses against them in five-second turns.

<i>Kingdom Rush</i> 2011 video game

Kingdom Rush is a tower defense game developed by Ironhide Game Studio and published by Armor Games. It was released on July 28, 2011, as a browser game, followed by ports for iOS in December 2011, Android on May 13, 2013, and Windows and macOS on January 6, 2014. In the game's medieval fantasy setting, players take control of a general serving under King Denas of Linirea, who must defend the land from an onslaught of evil monsters. Each level is composed of a number of pre-set roads, which the player can place defensive towers around to fight off the approaching monsters. Slaying enemies gives the player gold, which they can use to buy new towers or upgrade existing ones to improve their capabilities.

<span class="mw-page-title-main">Vlambeer</span> Dutch video game developer

Vlambeer is a Dutch independent video game developer based in Utrecht. Founded in 2010, the studio was composed of Rami Ismail and Jan Willem Nijman. The studio is known for the games Super Crate Box (2010), Serious Sam: The Random Encounter (2011), Ridiculous Fishing (2013), Luftrausers (2014), and Nuclear Throne (2015), as well as for their stand against video game cloning.

<i>10000000</i> (video game) Hybrid puzzle-role-playing game

10000000 is a hybrid puzzle-role-playing game developed by Luca Redwood under the company name EightyEightGames, released initially for iOS in August 2012, and later for Microsoft Windows and Mac OS X via Steam in January 2013, and to Android and Linux systems in March 2013.

<span class="mw-page-title-main">Rami Ismail</span> Dutch video game developer (born 1988)

Rami Ismail is a Dutch-Egyptian independent video game developer. He is further known for being a spokesperson within the video game industry on the topics of diversity and reaching out to game developers from developing countries. He co-founded the studio Vlambeer with Jan Willem Nijman in 2010, where they developed games such as Ridiculous Fishing, Luftrausers, and Nuclear Throne.

<i>Flappy Bird</i> 2013 mobile game

Flappy Bird is a 2013 casual game developed by Vietnamese video game artist and programmer Dong Nguyen, under his game development company .Gears. The game is a side-scroller where the player controls a bird attempting to fly between columns of green pipes without hitting them. The player's score is determined by the number of pipes they pass. Nguyen created the game over a period of several days, using the bird from a cancelled game made in 2012.

<i>Luftrausers</i> 2014 video game

Luftrausers is a shoot 'em up video game developed by Netherlands-based indie developer studio Vlambeer and published by Devolver Digital for Microsoft Windows, OS X, Linux, PlayStation 3 and PlayStation Vita. It was released in March 2014 and ported to Android by General Arcade on May 28, 2015. A demake of the game, titled LuftrauserZ, was developed by Paul Koller for Commodore 64, Commodore 128 and Commodore 64 Games System, and released by RGCD and Vlambeer on December 8, 2017.

<i>Threes</i> 2014 video game

Threes is a puzzle video game by Sirvo, an independent development team consisting of game designer Asher Vollmer, illustrator Greg Wohlwend, and composer Jimmy Hinson. The game was released on February 6, 2014, for iOS devices and later ported to Android, Xbox One, Windows Phone, and Windows. In Threes, the player slides numbered tiles on a grid to combine addends and multiples of three. The game ends when there are no moves left on the grid and the tiles are counted for a final score.

<span class="mw-page-title-main">Adam Saltsman</span> American video game designer

Adam Saltsman, also known as Adam Atomic, is an American indie video game designer best known for creating the endless runner Canabalt. He is a founder of Semi Secret Software and Finji video game studios.

<span class="mw-page-title-main">Greg Wohlwend</span> American video game developer

Greg Wohlwend is an American independent video game developer and artist whose games include Threes! and Ridiculous Fishing. He originally formed Intuition Games with Iowa State University classmate Mike Boxleiter in 2007 where they worked on Dinowaurs and other small Adobe Flash games. Trained as an artist, Wohlwend worked mainly on the visual assets. As Mikengreg, they released Solipskier, whose success let the two take a more experimental approach with Gasketball, which did not fare as well. At the same time, Wohlwend collaborated with Asher Vollmer to make Puzzlejuice, and with Adam Saltsman to make Hundreds based on Wohlwend's first game design. He later released Threes! with Vollmer in 2014 to critical acclaim. His later games TouchTone and TumbleSeed were also the products of collaborations. Wohlwend was named among Forbes' 2014 "30 under 30" in the games industry.

<i>Solipskier</i> 2010 video game

Solipskier is a sports video game for Adobe Flash, iOS, and Android developed and published by Mikengreg, the two-person team of Michael Boxleiter and Greg Wohlwend. In Solipskier, the player draws the snowy slope for an on-screen skier to pass through slalom gates and tunnels. The character accelerates with downhill sections and can launch into the air to perform tricks and earn a higher score. The idea came from a brainstorming session about parallax scrolling with speedy action in the foreground and the ability for the player to "paint" the terrain. It was Boxleiter and Wohlwend's first game to receive public appreciation. It was released August 29, 2010 to generally favorable reviews and was a runner-up in the 2011 Game Developers Conference Independent Games Festival's Best Mobile Game category.

<i>Hundreds</i> (video game) 2013 video game

Hundreds is a puzzle video game where players touch circles to make them grow without overlapping. In the game's 100 levels, the player interacts with different types of circles to bring a counter to the number 100. The game was developed and published by Semi Secret Software in collaboration with Greg Wohlwend and was released for iOS on January 7, 2013, and on Android later that year.

<span class="mw-page-title-main">Asher Vollmer</span> American indie video game developer (born 1989)

Asher Vollmer is an American indie video game developer. He created Puzzlejuice and Threes. Vollmer also worked on Guildlings and Beast Breaker.

<span class="mw-page-title-main">Mikengreg</span> American independent video game company

Mikengreg is an independent video game development team of Mike Boxleiter and Greg Wohlwend. Their games include Solipskier, Gasketball, and TouchTone. The two met in a game development class at Iowa State University and later began to collaborate on the Adobe Flash game Dinowaurs. When the project was funded, they founded Intuition Games with other college friends in Ames, Iowa, where they worked on small Flash games such as Gray, Liferaft, and Fig. 8 for Flash game sites such as Kongregate. Dinowaurs was one of the first games signed for the Kongregate platform. Their other games involved controlling the weather, influencing individuals in a riot, and riding a bicycle. Boxleiter and Wohlwend worked on several additional games that were put on hiatus.

<i>Blek</i> 2013 video game

Blek is a 2013 puzzle video game for iOS and Android by Kunabi Brother, a team of brothers Denis and Davor Mikan. The player draws a snakelike black line that recurs in pattern and velocity across the screen to remove colored dots and avoid black dots. It is minimalist in design, features excerpts of Erin Gee, and takes inspiration from Golan Levin, the Bauhaus, and Japanese calligraphy. The brothers designed the game as a touchscreen adaptation of the Snake concept and worked on the game for over six months. It was released in December 2013 for iPad, and was later released for other iOS devices and Android.

<i>Crossy Road</i> 2014 video game

Crossy Road is an arcade video game released on 20 November 2014. It was developed and published by Australian video game developer Hipster Whale and originally in collaboration with yodo1, with the name and concept of the game playing on the age-old joke/anti-joke "Why did the chicken cross the road?" The game has also been described as endless runner version of Frogger. It is also worth noting that after June 2017, the publisher for Crossy Road was changed from yodo1 to Hipster Whale.

<i>Donut County</i> 2018 video game

Donut County is a puzzle video game developed by American designer Ben Esposito and published by Annapurna Interactive in 2018. The player moves a hole to swallow objects, which makes the hole increase in size. The concept originated in a game jam based on pitches from a Twitter account parody of game designer Peter Molyneux, and later added a mechanic similar to that of Katamari Damacy. Other inspirations for the game included Hopi figurines—a theme Esposito later relinquished—and locations from Bruce Springsteen songs. Donut County was released in August 2018 for iOS, macOS, PlayStation 4, and Microsoft Windows platforms while versions for Xbox One and Nintendo Switch were released in December 2018. It also released for Android in December 2020.

<span class="mw-page-title-main">Zach Gage</span> American indie video game developer

Zach Gage is an independent video game programmer and designer based in New York City. He is known for his iOS games, including SpellTower.

<i>Impossible Road</i> 2013 video game

Impossible Road is a minimalist action video game developed and published by Wonderful Lasers. It was released for iOS in 2013, and later for Android. A follow-up published by Rogue Games, Super Impossible Road, was released for Windows on May 11, 2016, as one of the launch titles for Apple Arcade on September 19, 2019, for Nintendo Switch on December 9, 2021, and for PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on June 8, 2022. A true sequel, Impossible Road 2, was announced to be in development for Windows in December 2023.

References

  1. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 Pitts, Russ (April 24, 2013). "Cloned at Birth: The Story of Ridiculous Fishing". Polygon . Archived from the original on June 5, 2013. Retrieved June 12, 2013.
  2. 1 2 3 "Ridiculous Fishing - A Tale of Redemption Critic Reviews for iPhone/iPad". Metacritic . Archived from the original on July 23, 2014. Retrieved May 28, 2014.
  3. 1 2 Cymet, Eli (March 14, 2013). "Ridiculous Fishing Review". GameZebo . Archived from the original on August 4, 2016. Retrieved June 12, 2013.
  4. 1 2 3 4 5 6 7 Davis, Justin (March 14, 2013). "Ridiculous Fishing Review". IGN . Archived from the original on May 29, 2014. Retrieved May 27, 2014.
  5. 1 2 3 4 5 6 7 8 Welsh, Oli (March 14, 2013). "Ridiculous Fishing review". Eurogamer . Archived from the original on May 29, 2014. Retrieved May 27, 2014.
  6. 1 2 3 4 Edge Staff (March 14, 2013). "Ridiculous Fishing review". Edge . Archived from the original on May 29, 2014. Retrieved May 27, 2014.
  7. 1 2 3 4 5 6 7 Hodapp, Eli (March 13, 2013). "'Ridiculous Fishing' Review - Ridiculous Fishing? More Like Ridiculous Amounts of Fun". TouchArcade. Archived from the original on May 29, 2014. Retrieved May 27, 2014.
  8. 1 2 3 4 5 6 Hearn, Rob (March 14, 2013). "Ridiculous Fishing review". Pocket Gamer . Archived from the original on March 28, 2014. Retrieved May 27, 2014.
  9. 1 2 3 4 5 6 7 8 9 10 Rose, Mike (March 8, 2013). "Ridiculous Fishing: The Game that Nearly Ended Vlambeer". Gamasutra . Archived from the original on July 3, 2013. Retrieved June 30, 2013.
  10. Pitcher, Jenna (December 24, 2013). "Spelunky, Ridiculous Fishing composer offering 'pay what you want' for albums". Polygon . Archived from the original on December 24, 2013. Retrieved December 24, 2013.
  11. Sarkar, Samit (July 25, 2013). "Ridiculous Fishing updated to let you play your own music, use knife". Polygon . Archived from the original on July 28, 2013. Retrieved July 25, 2013.
  12. Webster, Andrew (November 19, 2013). "'Ridiculous Fishing' debuts on Android as part of latest Humble Bundle". The Verge . Archived from the original on November 21, 2013. Retrieved November 19, 2013.
  13. McElroy, Griffin (June 12, 2013). "Ridiculous Fishing, Letterpress and more take home Apple Design Awards". Polygon . Archived from the original on June 16, 2013. Retrieved June 12, 2013.
  14. Corriea, Alexa Ray (December 17, 2013). "Apple names Ridiculous Fishing, Badland its 2013 games of the year". Polygon . Archived from the original on June 9, 2014. Retrieved May 27, 2014.
  15. Pitcher, Jenna (November 17, 2013). "Ridiculous Fishing hitting Android soon". Polygon . Archived from the original on November 21, 2013. Retrieved November 19, 2013.
  16. "D.I.C.E. Awards By Video Game Details Ridiculous Fishing". interactive.org. Academy of Interactive Arts & Sciences . Retrieved November 27, 2023.

Further reading

Commons-logo.svg Media related to Ridiculous Fishing at Wikimedia Commons