Gateway
Gateway is an impressive and delightful 3D puzzle game from Anders Gustafsson, awarded Honorable Mention and the coveted Audience Award in our first game design competition. The game has a very simple premise: guide a robot through a series of rooms; but you will have to solve a mini-puzzle within each room to advance.
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I would say from reading the contest thread that this was one of the most popular titles. Mainly because the concept was easy to figure out, and the creative puzzles. One of the problems that the other puzzles had was that they were difficult to figure out what innitially you were supposed to do. Either that, or the design was so simple that the player finished it in minutes. This puzzle had the best of both worlds. The puzzles were difficult enough to keep a player interested (especially that PEEPER puzzle) and the concept simple enough to get started without getting frustrated.
All and all, good level design by Anders.
Please! no more games involving pastel shades that are impossible for me to distinguish between. Games with amber vs. green vs. brown lights/LED's/sprites are almost unplayable for me unless they include a TEXTURE.
I'm colorblind, and this game suxxors for just that reason. About 7% of the male population is colorblind (about 20x the incidence for women).
Please, help the gaming public out. Just a little.
-El Kabong
El Kabong - I appreciate your concern and for bringing this point up. Accessibility is one of the rubrics we used when evaluating and scoring the games for the competition. Unfortunately, it is difficult to accurately assess how well a game addresses issues related to colorblindness when none of our reviewers are colorblind.
Therefore, would you (or anyone else that is colorblind) be willing to help out by reviewing games for our next competition (not yet announced)? If interested, please send an email to the address in the sidebar on the left. Cheers!
I'm also colour blind. However I'm in the very common position of being red/green colour blind which, in the simplest terms means if two colours are very close I can't tell which is wich. Yellow and Blue are very different however Purple and Pink sometimes appear very close. The exception is if the colour is on its own and/or is very bold. The point I am getting at here is there is a type and I don't know if Kabong is, but it's called Monochrome colour blindness where everything is either black OR white. A teacher I had in primary school's son had this. He couldn't dress himself (she said) because he didn't know which colours went together. Personally it wouldn't bother me... but I can see why it might matter on occassion...
*ANYWAY* my colourblindess isn't that bad and I thought that the game was quite easy (excepting for the television code) so it just goes to show that a game developer cannot possibly make a game without excluding someone. But then there are people who do try (OneSwitch, anyone?) I'm with Kabong though, colour puzzles bite, especially that one in Cyberpunk. Ugh.
Michal -
did you use all of the numbers?
stewie - do you mean the 'plank' room? If so, try these hints.
Uh, never really realised so many people have problems with colors. Sorry if I made games you can not play because of this.
Would it help if the game would be tested on grayscale? I mean if you exclude all the colors then you should be able to distinguish them as lighter/darker? Or does this not apply to red/green? Also good point about using patterns/texture, will try to remember it.
I'm happy that my personal second best got the Audience Award. Congratulations Anders :D
Anders, I visited at cockroach.se and I like your humourous style. The puzzles in Gateway revealed that quite nicely. The PEEPER and TV puzzles were of course the top moments in the game but two bridges was also a nice one.
I think that Jay already mentioned all the flaws in his review. Especially the end was disapointing. The last puzzle was not so good as the others, and like Jay, also I wished to see some sort of a surprice at the end.
And yes, the use of colours is certainly a serious problem in many games. Textures, images and objects could be used instead.
First time posting, forgive me if my spoilers mess up
For the Telescope room
Watch the window twice, you'll see a word. Think of grade school when you typed Hello with your calculator ;)
For the TV room
Ignore the rooms with static, they don't go in the code. But think about a camera that may have missed the person going in...it's in order :)
For the lightbulb room
Watch the lightbulb and think about the color changing for each step :)
IE: [if 1 step = orange], [if 2 steps = blue], etc.
Hope this helps, and great game. Sequel soon maybe? :)
I personally enjoyed Gateway quite a lot. It was probably my favorite. Like some of the commenters above, though, I was very frustrated by the color-based puzzle. The thing is that I'm not color blind--in fact, I'm usually pretty good with colors--and I still had problems. I could have sworn that I had the right combination and was almost ready to decide that the game was broken, but then I decided to give it one more shot and mess around with the colors a bit. I finally got it right, but it was more trial and error than actually being able to figure out the puzzle from the clues given.
I'm not sure if this qualifies as a spoiler, but just in case I'm putting a more detailed treatment of the color issue in spoiler tags. It is rather long and detailed, so you may want to skip it if you're not into color values. I'm not kidding here--it's really long. Don't say I didn't warn you. (It also doesn't deal with the color blindness issue.)
The first thing wrong with this puzzle is that the colors on the wall are darker than the colors on the floor. Our brains recognize this and expect to deal with variations in brightness, and possibly in saturation as well. Thus the only thing we can expect to be consistent is the hue.
First, some numbers. The RGB color values on the key (sign) on the wall are:
Magenta: R 156, G 79, B 139
Yellow: R 156, G 156, B 62
Green: R 80, G 156, B 62
As expected, magenta is heavy on red and green is heavy on green. Yellow contains equal amounts of red and green, which will also make sense to anyone familiar with RGB (to fill out the secondary colors: true magenta would contain equal amounts of red and blue, and cyan contains equal amounts of green and blue).
Here are the color values for the (correct) colors on the floor:
Magenta: R 202, G 150, B 163
Yellow: R 202, G 201, B 112
Green: R 151, G 201, B 112
As I mentioned above, the floor colors are brighter, and we can see here that each of their RGB values is higher here than on the wall. How about the differences between the colors?
Magenta: R 46, G 71, B 24
Yellow: R 46, G 45, B 50
Green: R 71, G 55, B 50
These are not actual colors, of course, just the RGB differences between the key colors and the floor colors. I only calculated them because they relate, in a way, to the only real value of importance here: the hue (in fact, it would probably be easier just to start with HSB, especially in this situation, but more people are familiar with RGB). If the RGB differences between two colors are the same (that is, if the value of the differences of R, G, and B are all the same number) then the two colors will be of the same hue. Actually, we only need two of three differentials to be the same to have the same hue. (This is actually not completely true--if two RGB values are the same and the third is lower than those two, it will be on the opposite side of the color wheel then it would be if the third value were higher. But this generalization will be enough for our purposes here.)
As you can see, none of these colors have two identical RGB differential value. Some of the differentials are close, which means the hues are close, but they are not the same. If we check the hue values, for example, we will find that the key magenta hue is 314, but the floor magenta hue is 345--a pretty significant difference (hue values, by the way, are calculated in degrees on the color wheel, so they go up to 360 and wrap back around to 0--that is, 360 and 0 are the same hue value). This is a hue difference of 31. The red color, however, has a hue value of 25, which is an even greater difference with the key color, so non-color blind individuals shouldn't have a hard time distinguishing between the red and the magenta. No other color comes anywhere close to the magenta, so that color is not as hard as it might first seem.
There is also significant difference in hue values between the greens, although not as significant as with the magentas. The key green has a hue value of 109, while the floor green has a hue value of 94, a difference of 15. Cyan would be the closest competitor, with a hue value of 134, but that's 25 off, so given the choice most of us will be able to pick the right color.
I deliberately saved the yellow for last, because that is the one that caused me problems. I confused it with the tan when I ran through the game the first time, and I did it again when I did my second run through before writing this comment. It may seem innocent enough at first, because most of us will easily be able to tell the difference between the two colors on the floor--the yellow (R 202, G 201, B 62) has very different RGB values than the tan (R 189, G 188, B 140). But if you look at the RGB differentials between the two colors, you'll notice that the R and G differentials are the same (13). Even though the B differential is a whopping 78, this means nothing in terms of hue: both colors have a hue value of 59 (meaning that they are just different shades of the same yellow). The key yellow has a hue value of 60 (any color with identical R and G values that are larger than the B value will have a hue of 60--as I mentioned above, if the B value is larger than the R and G values it will have a hue of 240 (180 degree difference), which is the hue value for pure blue. This works the same for other combinations of two identical RGB values). Normally, saturation and brightness would be enough for us to tell the colors apart, but since the saturation and brightness are not consistent, we have to rely mainly on hue. This makes it very difficult to tell which of two colors, each with hue values of 59, are supposed to match a color with a hue value of 60.
The funny thing is that I had to go through all the numbers to figure this out. My first instinct was that I had mixed up the red and the magenta, perhaps because they are the most conspicuously colors (or at least far more conspicuous than the tan and yellow). Even though I had already solved the puzzle once, I made the same mistake when going through it again to test the colors for this comment.
So, what went wrong? The first mistake was not making the floor colors and the key colors exactly the same. I suspect that this might have had something to do with Flash, but I don't know. If it was something that could have been controlled, then this is a serious design flaw and a mistake on the part of the author. At the very least, the colors should have been consistent in hue, and the floor colors should have been spaced along the color (hue) wheel at even intervals to avoid confusion. But if Flash does not allow this sort of precision and subtlety with colors, then this sort of puzzle should be avoided entirely or made much, much more simple. This still does not address the issue of color-blind users, of course.
I apologize for the length and complexity of this comment. Colors are beautiful, but they all come down to numbers. If we ignore these numbers as designers--especially as designers of puzzles that rely on colors--then we are being irresponsible.
Beautiful... why wasn't my formatting preserved in the spoiler tags? It just appears as one huge, unreadable lumps of text.
So, I apologize for posting what amounts to a spoiler in the comments, but I just spent 45 minutes writing this stupid analysis and I'd really like it if people could actually read it. Here it is:
The first thing wrong with this puzzle is that the colors on the wall are darker than the colors on the floor. Our brains recognize this and expect to deal with variations in brightness, and possibly in saturation as well. Thus the only thing we can expect to be consistent is the hue.
*****
First, some numbers. The RGB color values on the key (sign) on the wall are:
Magenta: R 156, G 79, B 139
Yellow: R 156, G 156, B 62
Green: R 80, G 156, B 62
As expected, magenta is heavy on red and green is heavy on green. Yellow contains equal amounts of red and green, which will also make sense to anyone familiar with RGB (to fill out the secondary colors: true magenta would contain equal amounts of red and blue, and cyan contains equal amounts of green and blue).
Here are the color values for the (correct) colors on the floor:
Magenta: R 202, G 150, B 163
Yellow: R 202, G 201, B 112
Green: R 151, G 201, B 112
As I mentioned above, the floor colors are brighter, and we can see here that each of their RGB values is higher here than on the wall. How about the differences between the colors?
Magenta: R 46, G 71, B 24
Yellow: R 46, G 45, B 50
Green: R 71, G 55, B 50
These are not actual colors, of course, just the RGB differences between the key colors and the floor colors. I only calculated them because they relate, in a way, to the only real value of importance here: the hue (in fact, it would probably be easier just to start with HSB, especially in this situation, but more people are familiar with RGB). If the RGB differences between two colors are the same (that is, if the value of the differences of R, G, and B are all the same number) then the two colors will be of the same hue. Actually, we only need two of three differentials to be the same to have the same hue. (This is actually not completely true--if two RGB values are the same and the third is lower than those two, it will be on the opposite side of the color wheel then it would be if the third value were higher. But this generalization will be enough for our purposes here.)
As you can see, none of these colors have two identical RGB differential value. Some of the differentials are close, which means the hues are close, but they are not the same. If we check the hue values, for example, we will find that the key magenta hue is 314, but the floor magenta hue is 345--a pretty significant difference (hue values, by the way, are calculated in degrees on the color wheel, so they go up to 360 and wrap back around to 0--that is, 360 and 0 are the same hue value). This is a hue difference of 31. The red color, however, has a hue value of 25, which is an even greater difference with the key color, so non-color blind individuals shouldn't have a hard time distinguishing between the red and the magenta. No other color comes anywhere close to the magenta, so that color is not as hard as it might first seem.
There is also significant difference in hue values between the greens, although not as significant as with the magentas. The key green has a hue value of 109, while the floor green has a hue value of 94, a difference of 15. Cyan would be the closest competitor, with a hue value of 134, but that's 25 off, so given the choice most of us will be able to pick the right color.
I deliberately saved the yellow for last, because that is the one that caused me problems. I confused it with the tan when I ran through the game the first time, and I did it again when I did my second run through before writing this comment. It may seem innocent enough at first, because most of us will easily be able to tell the difference between the two colors on the floor--the yellow (R 202, G 201, B 62) has very different RGB values than the tan (R 189, G 188, B 140). But if you look at the RGB differentials between the two colors, you'll notice that the R and G differentials are the same (13). Even though the B differential is a whopping 78, this means nothing in terms of hue: both colors have a hue value of 59 (meaning that they are just different shades of the same yellow). The key yellow has a hue value of 60 (any color with identical R and G values that are larger than the B value will have a hue of 60--as I mentioned above, if the B value is larger than the R and G values it will have a hue of 240 (180 degree difference), which is the hue value for pure blue. This works the same for other combinations of two identical RGB values). Normally, saturation and brightness would be enough for us to tell the colors apart, but since the saturation and brightness are not consistent, we have to rely mainly on hue. This makes it very difficult to tell which of two colors, each with hue values of 59, are supposed to match a color with a hue value of 60.
The funny thing is that I had to go through all the numbers to figure this out. My first instinct was that I had mixed up the red and the magenta, perhaps because they are the most conspicuously colors (or at least far more conspicuous than the tan and yellow). Even though I had already solved the puzzle once, I made the same mistake when going through it again to test the colors for this comment.
So, what went wrong? The first mistake was not making the floor colors and the key colors exactly the same. I suspect that this might have had something to do with Flash, but I don't know. If it was something that could have been controlled, then this is a serious design flaw and a mistake on the part of the author. At the very least, the colors should have been consistent in hue, and the floor colors should have been spaced along the color (hue) wheel at even intervals to avoid confusion. But if Flash does not allow this sort of precision and subtlety with colors, then this sort of puzzle should be avoided entirely or made much, much more simple. This still does not address the issue of color-blind users, of course.
I apologize for the length and complexity of this comment. Colors are beautiful, but they all come down to numbers. If we ignore these numbers as designers--especially as designers of puzzles that rely on colors--then we are being irresponsible.
*****
Again, apologies. I guess the spoiler tags are not meant for lengthy discourses.
I will agree with Suho1004 about that room - it did present some difficulty, and I had to go back and change the middle two colors a few times to figure out what it really was.
This was a great game, though, and one of my favorites in the competition.
And I agree with the feeling that there's no connection between the characters - when I saw the TV, and that static-y door, I had an irrational hope that maybe we'd end up in the apartment next, or something.
But hey, there's always next time?
Suho: Point taken. Yes, the colors on the wall and on the floor are not exactly the same. I did that to achive the effect that the floor was lit directly from above. The color key on the wall has reduced transparacy which means its colors blend with the background.
That's an oversight on my part, of course. Had I known people would have to resort to breaking down and comparing the color values to solve the problem, I would have made the key/floor exactly the same and even reinforced the fields with textures, as suggested above.
Big TV spoiler:
Click on all the channels on TV several times until you see the guy ending up sleeping in the bed.
Write down exact order at which channel the guy is moving.
There are 6 working channels, but you only see the guy in 5 of them. Add the remaining channel to the code considering that you may have opened the TV too late too see the guy in that channel.
If you still dont get it, try 954271.
walkthrough
Rooms 1-3 are covered in tuturial
Room 4
press only the first and last button all four planks should rise.
Room 5
above the exit door is a pattern from middle to end it will be pink,yellow,green the floor is a mirror of that.
extra help room 5
walk to center floor panel and only steping from the center to the middle panels step on the middle until it turns pink then only alterinating the middle and outter floor panels step on the middle until it turns yellow. MAKE SURE YOU ARE BY THE EXIT DOOR!!! and use the exit platform and step on the outer panel until it turns green.
Room 6
look through telescope look at window on right, then look window on left, then right, then left ,then right. you will only notice a change in the window on the right each time but the end result should be the word PEEPER that word will be the code to get out of the room, When looked at in the mirror
extra help room 6
code 739339
Room 7
enter push plank walk to gap (notice two red bars on floor) turn around walk through enter door (notice two green bars on floor) from exit door push plank and do not cross instead exit through exit door and you will re-enter through entrance. cross plank walk over green bars DO NOT CROSS OTHER PLANK. turn and cross bars again. do this until the are no longer visible at that point you should be on the left side of them and able to walk through exit door.
Room 8
pick up all pearls in order.
block 1- large pearl
block 2- medium pearl
block 3- huge pearl
block 4- tiny pearl
block 5- big pearl
block 6- small pearl
Room 9
pick up screwdriver (on top of tv). next to the outlet will be a panel use screwdriver on it and get extension cord. use cord on outlet then on tv cord.
when watching tv follow the yellow guy pay attention to the order of rooms he travles through.
extra help room 9
code 954271
Room 10
pay attention to the number of times the lights flash when you step on the panels.
extra help room 10
lights flash starting from lower right going clockwise 1,3,5,2,6,4
panel colors
1-red
2-purple
3-blue
4-none
5-green
6-pink
7-yellow
8-none
starting from the bottom left pannel cross first, second and third panel. cross (from thrid pannel) to second pannel.cross from second to third. again cross from second to third. cross from third to fourth ( it will not change). again fourth to third.
you should have...
panel 1-red
2-purple
3-blue
4-no color but you need to be standing here
starting on the 4th panel cross pannels 5,6,7.
cross between 6 and 7 six times (both panels will be yellow and you should end on panel 7. cross to panel
5 then back to panel six.(panel 5-green, panel
6-pink, panel 7- yellow) they should disappear. go to center stand on elevator and you win.
this is the first time i have ever done a walkthrough so if there are any problems i am sorry. i chose a short game for my sake. have fun. i did!
There should be no problem (most of the time) with accessing any of the games from the competition. Of course, this is the Web we're talking about, and this site and its files are hosted on computers, which may be down and inaccessible from time to time. That's just the way things are. If at first you don't succeed, try, try again. As of right now the servers are all up and functioning normally, but I am not sure about when Martin and Jhanami tried, as I was asleep.
> ...the links just don't work!
Thanks for your report, Martin. I'm sorry you're having trouble with it. Which links don't work? Does this link work for you?
If not, you might try coming through a proxy server as I've heard that from time to time some Internet carriers decide not to forward traffic to their competitors' networks, and so it may be due to your location and the network your ISP is on.
Martin - The competition entries are served from a different server than most of the other games we review here.
Can you access the recently reviewed Click Drag Type 3?
Based on what you have indicated above, my guess is you cannot.
Have you tried using a proxy server? It's really easy to use, just type in the Web address in the space provided as you would in a browser.
Martin - I am quickly running out of ideas. There is no apparent reason why you cannot access the competition entries. They exist on the same server as CDT3, except that CDT3 is Flash Player 7 and the competition entries are Flash Player 8.
The competition movie is about 330KB, so take that into consideration for download time. Are you on a broadband connection or dial-up?
Have you tried coming in through a proxy server as I had suggested before?
If you are still having trouble, you might want to try reinstalling Flash Player 8.
The problem that Martin was having was due to his Flash Player (he reported that fact through email to me.) The competition UI requires at least Flash Player 8.
The entire collection works just fine in Firefox, Opera, IE, Camino, and Safari. If you're having trouble with it, it is most likely due to your local configuration.
To: tonypa and Anders
re: colour difficulty
Yeah, colours are an issue though for the sake of alienating *thousands apon thousands* of people, don't make them fool-proof for us. Just keep in mind that if you make a game, make it fun and whatever you do don't make it DEPEND on colours. If it does, say so, don't just spring it out of nowhere near the end. That's like waiting a month for a reservation at a restaurant and finding out they don't take cash. It's just annoying that the final tiny hurdle can't be jumped.
Having said that, and your comments on greyscale, I personally love blac-and-white games. Though it's not a colourblindness thing, that comes from my love of movies.
Personal favorite black-and-white (or greyscale) games of mine are those from Pinhead Games. I can recall one is called A Case Of The Crabs and it's flash. I reviewed it for acid-play.com but I do not know if its been reviewed here at jayisgames. Anyway in my personal opinion the thing with a black and white game is that it takes a great deal of control to limit your pallet to shades of grey. From my experience its hard enough making colour graphics which look nice, let alone be distinct and distinguishable even if you only use grey.
I'm afraid I'm wandering off the topic (I think) so for people who can't get the circle room, here you go:
Enter the room, then move under the first light bulb. Check how many times it flashes then move off and on the floor panel till you're on the right colour. You'll know it because you're on the right panel. It's a sequence so all that matters is the right number in the sequence.
To get the second panel, go on and off the 2nd and third panel until the second is correct. There is a gap between the 3rd and 4th for you to perfect the third one. Keep going around until you get back to the door again and it should be alright. Good luck.
short short walkthrough
level4:
just press button on first and last
level5:
on top of the exit there is a passage use the passage on floor pattern.
level6:
code:739339
level7:
push plank on the next floor make sure both colour are same eg: 1orange 2orange after that cross entrance u will notice have crossed exit push plank and change the right floor colour to none and go through exit.
level8:
pick all pearls and put them in this order:
1box: large
2box: medium
3box: huge
4box: tiny
5box: big
6box: of course small
level9:
code: 954271
level10:
colour combination
topleft: green
topmedium: pink
topright: yellow
bottomleft: cyan
bottommedium: purple/voilet
bottomright:think yourself which colour is left, of course orange!
end:
disapointed the guy step on elvelator and disappeared
OMG! That ending was such a bummer... too bad there isn't a second...yet. Well.. now what do I do? :)
[Edit: There is already a Gateway 2
https://jayisgames.com/archives/2007/03/gateway_2.php
I suggest you go play it. :) -Jay]
Ok, every "puzzle" could be figured out through some clever reasoning...except the color combo on the last level. I came here to find the answer, but I don't get it. Yea, it worked...but I don't understand how you could use logic to come to that conclusion. As far as I can see, it's just random trial and error. Is there something I'm missing?
I was a bit disappointed, simply because I found the telescope room in the beginning to be the most enjoyable and clever. After that, the puzzles were a bit boring for me. The TV room was also quite original, though; having played Gateway II before the original, I have to wonder if the fact that the boxmen live in the same house as the sequel is significant.
Saying this as someone who had played through every "Exmortis" game, I have to admit that the telescope bit really creeped me out. I had turned to check out the other window after spotting the boxman watching TV, and when I turned back and he was staring at me... *shudder* If he had had eyes, I would have been absolutely terrified...
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
short short walkthrough
level4:
just press button on first and last
level5:
on top of the exit there is a passage use the passage on floor pattern.
level6:
code:739339
level7:
push plank on the next floor make sure both colour are same eg: 1orange 2orange after that cross entrance u will notice have crossed exit push plank and change the right floor colour to none and go through exit.
level8:
pick all pearls and put them in this order:
1box: large
2box: medium
3box: huge
4box: tiny
5box: big
6box: of course small
level9:
code: 954271
level10:
colour combination
topleft: green
topmedium: pink
topright: yellow
bottomleft: cyan
bottommedium: purple/voilet
bottomright:think yourself which colour is left, of course orange!
end:
disapointed the guy step on elvelator and disappeared
Posted by: lol | September 12, 2006 8:33 AM