Fist Puncher: Meet Steroid Jackson

Steroid Jackson Super Punch Steroid Jackson Stomp Steroid Jackson Combo Punch

Andre Jackson was a misunderstood man. Fans used to chant “cheater” and boo him mercilessly. But he loved the attention, even had his name legally changed to Steroid. It would be wrong to mistake his bravado for arrogance or stupidity. Steroid is a man of science. He believes performance enhancers will improve the human condition and sees himself as a guinea pig for modern medicine.

Game Sphere Interview Part 2

Team Sphere Puncher

Here’s the English version of part 2 of our interview with Gabriel Perier and the French indie gaming site Game Sphere where we talk more about our upcoming game Fist Puncher. You can check out part 2 of the interview in French here.

Game Sphere: You took your team name from a game in which you work: Fist Puncher. Can you tell us more about this game?

JAKE: Fist Puncher is an homage to old school beat ‘em up games, complete with retro inspired pixel art and four player local co-op. These games were really popular when we were kids, and although they’ve died off in the mainstream, there’s still lots of people that love to play them. We’re bringing Fist Puncher to Xbox LIVE Indie Games first, sometime later this year although no date is set in stone yet.

Fist Puncher follows a team of vigilantes as they fight their way through the crime ridden streets of a near future city (perhaps as near future as tomorrow). Players can choose to play as Dr. Karate, Kid Justice, Steroid Jackson or Hella Fistgerald plus 4 other unlockable characters, each with their own moves and abilities. As you advance in the game you can shape your characters’ growth by leveling up and assigning attribute points, but mostly the game is about good old fashioned button mashing and face punching.

—–

Game Sphere: What were your inspirations for Fist Puncher? When I saw the videos I thought Final Fight, but I doubt that this is not the only inspiration!

JAKE: Final Fight is definitely one of the classic beat ‘em up games, I just recently replayed it on Xbox and it holds up very well. Our start with this genre was Double Dragon, which was one of our favorite arcade games back in the day and a huge influence on Fist Puncher. Double Dragon didn’t work as well on the old consoles though, you really had to play the cabinet version. Golden Axe was similar, a really fun brawler that didn’t port well at the time. On NES, River City Ransom was the game that stands out as the gold standard for brawlers. It added some RPG elements, which are also a part of Fist Puncher.

—–

Game Sphere: You are particulary focused on a old school world. Whether for Fist Puncher or Washington’s wig, or even on your site, the pixels are in the spotlight. Why this choice?

JAKE: This was the look of video games that we played when we were kids, and we want to stoke the nostalgia people still feel for this generation of games. When I see giant pixels I immediately feel a connection to those days and remember rushing home from school to try to figure out a puzzle in Legend of Zelda or Shadowgate. There is also something mysterious and unseen in pixel art. It leaves more to your imagination, letting your mind fill in the blanks instead of putting every little detail on the screen.

There is a practical reason as well. There are only the two of us and neither of us are trained artists when it comes to modern techniques. We’re comfortable making pixel art and in many ways it simplifies the development process, something we have to be aware of since we both work day jobs and really have very limited time available to work on our games.

—–

Game Sphere: The game is planned for early 2012 on Xbox Live indie. Any chance to see it coming on PC?

JAKE: We’re always looking at other platforms and distribution channels for our games. Since we’re making Fist Puncher in XNA, it’s very easy to port it to PC. We’re just focusing on the Xbox version right now, and hopefully there will be enough demand that a PC version will follow shortly after. Seeing that so many indie games have found greater success on PC, it would be foolish for us not to explore the possibilities.

—–

Game Sphere: Do you have new projects planned after the release of Fist Puncher?

JAKE: We haven’t done extensive planning on this yet because so much depends on the response to Fist Puncher. We have a wealth of ideas, but we really want to make games that will sell. We’re going to try to find the perfect intersection between a game we’d love to make and a game people want to play. Either way we’ll be sticking to our themes of retro-styled art, colorful characters and a humorous tone.

—–

Game Sphere: Do you think that, in the world of indie game, beard is synonymous with creativity and success (Notch, Edmund McMillen, Terry Cavanagh)?

JAKE: There are some wonderfully talented women in the world of indie games, but aside from them I don’t think there is any excuse for an indie developer not to have a beard. You can either spend your time researching shaving lubricants, buying razors and picking out ingrown hairs, or you can sit down and work on your game. If Notch had wasted his mornings worrying about razor burn, Minecraft would never have existed.

Team Beard

—–

Game Sphere: The World of indie game is more and more popular. Do you think this is the future of video games?

Matt: I think indie development has a place in the future of videogames, but people will always salivate over massive, cinematic, AAA titles that can only be produced by big studios with tons of resources. On the other hand, indie games have also shown that people crave uniqueness, quirkiness, originality, and occasionally dogs wearing wigs. None of these require a big studio. As long as people are open-minded and willing to try new things, indie games will have a place in the industry.

—–

Game Sphere: On behalf of Game Sphere staff, its community and all French indie game fans, we thank you for your time and even if the die is cast, we wish you good luck for the next game and boss for the future release of Fist Puncher. The last word is for you!

JAKE: We want to say thanks to everyone who has watched the show, the outpouring of support from around the world has been really appreciated. Also a special thanks to France for helping us win our Revolutionary War so we’d be free to make a game about George Washington’s dog one day. The best way to keep up with what we’re doing is to check out our website, fistpuncher.com, follow us on Twitter or like us on Facebook. If you don’t actually like us, and think we come across as two bumbling jerks, then don’t bother doing any of those things, it would be a waste of time. We’ll understand.

Game Sphere Interview Part 1

The Next Game Boss: Donut Warfare
We recently did a fun interview with Gabriel Perier and the French indie gaming site Game Sphere where we talked about The Next Game Boss, Washington’s Wig, and our upcoming game Fist Puncher. You can check out part 1 of the interview in French here. Otherwise, for anyone interested, here’s the English version of part 1 of the interview (part 2 will be up soon):

Game Sphere: I have known you at the same time as The Next Game Boss. Can you introduce yourself to those who do not know the show?

Matt: Fans of The Next Game Boss probably know us as Team Fist Puncher while others might know us as Team2Bit. Those are both us. We chose to be Team Fist Puncher on The Next Game Boss to help promote our upcoming game release (and because the producers of the show didn’t like the name Team Team2bit). Regardless of what we’re called, we’re two brothers located in Santa Cruz California that make humorous, retro-styled games that emphasize characters, gameplay, and fun (heady intellectuals we are not). As mentioned, we can currently be seen competing on the IGN .START network program The Next Game Boss. Our first major game release, Fist Puncher, will be out later this year on Xbox LIVE Indie Games.

—–

Game Sphere : Looking at the emissions already released, I found that the time left to create is very short. On one hand, with a short time you can see those who are doing the best under duress, but on the other hand, this can greatly slow down the expression of creativity. What do you think of the length of the challenge?

Matt: The time limits were certainly tough, but overall we thought they were fair. On one hand the times were short enough to keep the intensity high and the teams focused, and on the other hand they seemed to be just long enough so that the challenges could be completed. If they had given us too much time, we probably would have ended up relaxing a little too much and the cameras might have caught us checking our email or sneaking in a nap – that doesn’t make good TV!

—–

Game Sphere : How was the ambiance with other developers? Can we expect a “Beardy team project” in cooperation with Michael Molinari (Team Bean)?

Matt: The other teams were incredible to work with. Just being around a group of people with similar aspirations is really inspiring. Obviously the show was ultimately a competition, but behind the scenes there was a definite sense of cooperation and synergy. And, yes, we’d love to collaborate with Michael. His creativity and wealth of ideas were pretty exciting to see firsthand. He could show a couple of good ol’ American hicks how to make a real art game!

—–

Game Sphere : Who was your favorite contestant?

Matt: It’s hard to pick just one. We definitely hit it off with Team Bean right away – he really is likeable guy. Still, T-Payne and the Twins and Circle Strafe brought tons of energy and youthful enthusiasm. Mechamagizmo had an amazing sense of focus, drive, and professionalism. Lazy 8s had a wealth of industry experience and knowledge (their game Cogs is already a best-selling title). It was incredible to work with all of them and the show created a bond between all of us that we’ll probably have for a long time.

—–

Game Sphere : Your game, Washington’s wig, is quite atypical, is there any chance to have a playable version soon?

Matt: We definitely have playable versions ready as we speak. However, technically it’s up to IGN to decide when and if the games featured on The Next Game Boss will be released. We’re sorting out the details now, but we’re fairly certain Washington’s Wig will be available at some point in the near future.

—–

Game Sphere : Any possibility to see in the future a crossover between Washington’s wig and Nyan Cat? With, for example, Nyan Cat as a playable character instead of the dog.

JAKE: As someone who has always loved Pop-Tart cat creatures that fly around on rainbow power, it would be great to do a crossover with Nyan Cat. Of course we’d have to speak with the creator first since we have no rights to that character. I think overall crossover concepts are something indie developers should take advantage of, since there’s often sharing in like-minded communities and most of us aren’t tied to endless contractual obligations. I saw that there will be a zombie Super Meat Boy in ‘Night of the Fred’, an upcoming Xbox LIVE Indie Game from Sticky DPad Games. I thought that was a creative idea, and it’s very cool that Team Meat approved of it.

—–

Game Sphere : What experience did you take from the show, The Next Game Boss?

Matt: It was definitely an amazing experience that we’ll never forget. From the people at IGN and Reveille to the other teams, we made incredible friendships. Overall, it was just inspirational to be around people who are passionate about and working towards the same goals in life. The motivation collected from being around that type of energy is priceless. We also learned that anyone who is driven and focused can get an incredible amount done if you strip away some of the typical distractions of life. We’re still amazed at how much each team accomplished during small amounts of time in each challenge. If we could find a way to simulate that environment (no distractions, time limits, a very focused task), our productivity would skyrocket. Sadly, life rarely lets you get too far without some level of interference.

O’Grady and Preston Endicott Virtual Trading Cards

2 more controllable characters from our upcoming XBLIG game FIST PUNCHER have been immortalized with Team2Bit virtual trading cards. O’Grady is an ex-cop with a reputation for being a sadistic, taser-happy, loose-cannon. Preston Endicott III is a blue-blooded, yacht-loving ladies man with a penchant for street fighting. Be sure to check out all the FIST PUNCHER characters. And if you missed it, check out our FAQ post for a brief overview on Team2Bit (AKA Team Fist Puncher).

O'Grady Virtual Trading Card Preston Endicott Virtual Trading Card

Team2Bit (AKA Team Fist Puncher) FAQ

Who is Team2Bit?
We’re an indie game studio comprised of 2 brothers located in Santa Cruz, California. We make fun, retro-styled games infused with some modern twists.

Then who’s Team Fist Puncher?
That’s also us. Team Fist Puncher is the name we use on the IGN/YouTube show THE NEXT GAME BOSS. FIST PUNCHER is also the name of our first game release.

What exactly is the NEXT GAME BOSS?
THE NEXT GAME BOSS is a reality TV show where teams of indie developers compete in a series of challenges with the ultimate goal being to make a fully-functional videogame. We were one of the lucky groups chosen to be a part of the show. You can watch THE NEXT GAME BOSS on the IGN/YouTube .START network. In fact, there are a bunch of great shows worth checking out on the .START network. Check out the first episode of THE NEXT GAME BOSS below:

What games do you guys make?
At present we are still working on our first major release, FIST PUNCHER, which will be available later this year on Xbox Live Indie Games. FIST PUNCHER is a 4-player, side-scrolling brawler filled with dozens of levels, unlockable characters, special attacks, and more. Check out the trailer below:

Dr. Karate? Kid Justice? Who are all these characters I keep hearing about?
FIST PUNCHER contains a cast of colorful characters that you can control. The main playable characters are Dr. Karate, Kid Justice, Hella Fistgerald, and Steroid Jackson. Click on the characters page for more info on the FIST PUNCHER cast. You can watch the Dr. Karate and Kid Justice trailers below:

How do I get Team2Bit news and updates?
Like us on Facebook, follow us on Twitter, subscribe to our YouTube channel, or just check out the website.

Are you available for interviews for my blog/podcast/website/etc.?
Of course! Just email either of us: jake.lewandowski at team2bit.com or matt.lewandowski at team2bit.com

I saw you guys on THE NEXT GAME BOSS. WASHINGTON’S WIG looks hilarious. Will I ever get to play it?
First, thanks to everyone who has voiced support. We cannot express how much we appreciate it. Second, we’re working on the logistics of releasing WASHINGTON’S WIG. We’ll keep you posted.

I saw you guys on THE NEXT GAME BOSS. WASHINGTON’S WIG looks awful. How come you didn’t make something more artsy and high-brow?
We certainly could have tried to make a more esoteric, fringe game to appeal to a tiny minority of indie college snobs who spend most of their time moaning and groaning on obscure message boards from their dorm rooms and parents’ basements, but instead we tried to make a fun, light-hearted game that would appeal to the judges at IGN (a global leader in entertainment media) in hopes of winning a $10,000 prize package and a spot in IGN’s kick-ass Indie Open House.

Can we hang out?
Sure. We’ll be at GDC – find us there if you want to rap about games, sports, wigs, or whatever. Just look for the 2 grizzled lumberjacks. That’s us.

Fist Puncher: Meet Kid Justice

Kid Justice Super Attack Kid Justice Bicycle Kick Kid Justice Super Kick

The Kid could best be described as a vigilante child prodigy. Like many gifted children, he faced endless schoolyard taunting and harassment. For years he ignored the teasing, but one day they pushed him too far. He snapped and threw the class bully out of a moving school bus. Normally it would be against protocol to find a child teamed up with a group of street warriors. But Kid Justice is a beast. He can handle himself in a rough situation.

Is It Really 2012?

January is already half over, and we’ve already had a jam-packed month. Fist Puncher will be released on XBLIG this year, but before then we’ll have some nifty stuff coming down the pipeline (hopefully pretty soon here). We’ll be out in Wisconsin for a few days, but racing to get stuff done once we return. It should be a fun year. Stay tuned.

Team2Bit’s Top Xbox Live Indie Games of 2011

We played lots of XBLIGs this year, and these are our favorites. The criteria are subjective, each game is unique and on this list for different reasons, so we’re not going to rank them. Here they are in alphabetical order.

All The Bad Parts:
I had this one on my to do list since the Indie Games Summer Uprising, but only got around to playing it recently. It has the polished look of a creepy cartoon and an unsettling atmosphere to match. There’s also a nice story that pulls you in from the get go.

Dead Pixels:
Everyone loves Dead Pixels, and with good reason. It’s a game that reaches high standards for all around production, from the vaguely familiar 8 bit graphics to the superb grindhouse film filters and soundtrack. Even as someone with no particular affinity for zombies, I could tell this game was a winner from the first seconds I played it. Every XBLIG developer especially should play it, if only so they can see the current benchmark for the platform.

DLC Quest:
A game with perfect pacing. You’re always unlocking something and it never feels like you’re grinding or spinning your wheels. Funny without being annoying, which is harder than it sounds.

Get To The Choppa 2:
Never did make it to the chopper, but I did die trying many, many times. A continuous scroller with a simple concept that produces an amazing amount of fun. Is that a Mike Tyson sample I heard?

Kung Fu Fight:
I think we played more Kung Fu Fight than any other XBLIG this year, both in playtest and with the final product. Another continuous scroller with challenging difficulty, you’ll die often and be ready to try again right away. Sometimes overlooked, but the addictive gameplay and good sense of humor make this a must have.

Tacticolor:
I don’t usually play strategy games, but I liked the polish and simplicity of Tacticolor. Throbbing synth basses gurgle away as players manuever colored armies into skirmishes and ultimate control of the battlefield. I felt like someone had found a 70’s East German board game at a rummage sale and made it into a XBLIG. Good thing all the pieces were there.

Honorable mention: Escape Goat, Volchaos, Battle High: San Bruno, Mute Crimson, Invasion

There were lots of other great games that didn’t make the list, this was definitely a deep year for XBLIG releases. Hopefully 2012 is just as strong!