Welcome to the Space Giraffe Launch Blog!
The light is coming …
So where are we ?
Probably the question that many people are asking themselves.
Easy answer “yet translations” and final retouches plus “a couple of twists”.
Let me say this “technically the game is fully completed”, there’s been only a couple of very minor issues that we were a bit discussing on but fundamentally “it’s there, it all works, it’s ready”.
Now I am finalising stuff, we were still missing a few translations and we needed a bit of extra time needed to sort them out ( you would not believe how much time you spend to check strings really fit in place and/or modifying size of this and that to make them fit ).
Then while sorting out this kind of stuff I decided that “that thing does not look so good better to just make a little more effort and make it nicer” so I re-done the SG Installer to make it more user friendly and more nicer looking, it did not take really long but you know all takes a bit of time there and there.
Note I call it “beta” just because it’s not “the final version yet”, it’s just an ‘internal name’

Now about the twist, before you say “oh my .. yet more time to wait ” well not really it’s already done, just finishing to test it well it already works and is in place but we need to be sure it really works well ( never enough testing ).
The decision been made a bit to replace a certain thing with another but also to give you something that really is going to add some value, for now and for the future to Space Giraffe PC.
It’s actually been a bit of a “tough decision” that you would maybe not do in such a moment BUT we really decided “no that’s is we are going to do it !”.
So we introduced the fact that SG is capable to identify the presence of some “expansion pacakges” and present you a choice about what “flavour” of SG you wish to play.
A different package means a completely different set of levels with different graphics and gameplay, initially this was an idea we decided to leave “for the future” but it turns out that if we really wanted to do it we had to try it now so we’ve done it.
At this point we pushed a little bit further and we said “why not to also add the new GR+++ advanced shaders in ? That would allow us to make stuff look really much different”.
And so we tested and done it as well, it works, we are just “tightening up the graphics”
Jokes apart that is how is going to be, what you are going to get is Space Giraffe exactly as you seen it on the 360 PLUS an “expansion pack” with 100 NEW levels that “no one else has seen before”, some of them could be a bit more “vanilla” for those that found the SG original graphics maybe a bit “too blasting for their own taste” we wish this time to really manage to pleasure more and less psychedelic users
This also allows us to create more content in the future.
So that’s it really, it’s been not such an easy decision to make we do know the expectations and eagerness of people to put hands on SG PC and trust me we really do not want to make you wait more than necessary.
But all this time deserves something extra and you are going to get it
Hi fuwafuwa here again.
If you are wondering how SG PC is progressing, I can say this. I’ve translated installer related phrases. You can see the localization process is nearing the end
Now, walkthrough time
We’ve covered Level 1-9, then Level 13 and 16. In this post, I’ll talk about a later level, Level 63! Continue reading if you dare…
Hi, fuwafuwa here
Time for another Space Giraffe video walkthrough - supplemental guide to the main walkthrough and gameplay/enemies articles.
This time…Level 16: BABYLON AND TING!
Have you ever wondered why some of Space Giraffe’s achievements include this phrase - “for 16 levels“? This is because Space Giraffe consists of 16 level long chunks. Each of them starts with a plain environment introducing a new enemy, then gets harder and harder, and ends with a *boss level*. So Level 16, 32, 48, 64, 80, 96, and 100 are boss levels. You need to use things you’ve learned in previous levels. They might look challenging, but once you beat them you’ll have an easy journey again…at least for a while
Neon visualizer used in Space Invaders Extreme on x360
This was a really nice project for us to do since it not only allows us to keep the wolf from the door somewhat between our own game releases, it also allowed us to use the latest generation of Neon tech, which is considerably more advanced than the old stuff used in the x360 visualizer and Space Giraffe.
With the latest Neon shader tech we’re moving away from traditional polygonal representations of stuff, allowing us to generate much more natural looking shapes and organic-looking effects and objects.
We can also generate much more subtle effects than before, so that not everything has to be bright and visually overstimulating, as some found the graphics in Space Giraffe to be. I know many people liked the overloaded style, but wouldn’t it be nice if we could provide a quieter mix for those who would like something more gentle?
With our expanding library of Neon effects modules and extended capabilities we will be able to satisfy both kinds of user. Neon tech is always being developed and refined.
Yes, SGPC does exist! (Keep in mind we are still “refining” the “final thing”)
…And localization is going well, including Japanese
EDIT:
If you are skeptical and you’d say “I won’t believe until I see it run”…hey, I remind you that you might have seen it already
Gameplay/Enemies videos you can find in the new Space Giraffe pages were recorded using the PC version(earlier build) ![]()
Are we there yet ?
Well .. almost, it’s been a really long ride.
Why so long ? Simple answer, because it’s been a lot of work, lot of things to fix and do, lot of things to change and lot of things to test and debug.
All this in the aim of creating something that is “good as it should be”.
One of the big challenges that took quite some time to work it out been “performance” and trying to balance it with “not enormous requirements”.
When we say “performance” we mean 60 fps all over the place possibly constant all of time and when we say “not enormous requirements” we mean “the reasonably good graphic card”.
On the PC as you know you have lot more variables and situations that can arise it’s absolutely not like “the beautifully perfectly crafted” safe and cozy 360 envirronement where “everyone has the same”.
Second challenge been also to make the thing as more similar as possible to what SG on the 360 is.
Here I will spare you various technical details that could be an interesting but quite long story let’s say simply it’s not really that you can convert in a snap a thing from 360 to PC especially when the thing been born, tought, designed around the 360 and ( at that time ) not really with a PC in mind.
This is a lesson we learnt for the future sure when you do some stuff “think a bit larger” anyway it’s a matter of fact that “when you want to push up things” you’ll end up in doing some work twice in different ways there’s no escape.
Then, what else to say .. well definitely this PC version been extensively more tested than what the 360 been, a number of people contributed ( they still are ) in testing and giving us feedback about various things.
We did not introduce/modified new elements in the game we really wanted SG PC to be exactly like the 360 version but we have a few plans for the future so we’ll see how it goes
So I know you are all ager to finally see how this thing is and if you are still asking “ok but where are we now ?” the answer is “finishing localization and final tests”.
Necessary changes added more text and stuff and all that required time to be tested, generated quite some discussions, had to be modified, retested, debugged, etc.
All this been really a hell of a work but it generated a thing that it’s a good “foundation” for the next PC thing that will come out possibly in a much shorter time
About this all I can say is “as soon as this is done I’ll start working on that one”.
So yes a lot of time from a certain perspective but trust me when you work on this stuff “time just flies” .. a week .. just a snap .. some bugs required two months to work them out ..
I really hope people will be pleased of SG PC and I am really sure all the accumulated experience will lead to even better PC products from LS in the future.
So a bit more patience and finally we’ll see all this, so far all good.
Hi, fuwafuwa here. I’ve been doing extra localization work for SGPC right now
I hope you are enjoying Space Giraffe updates, including soundtrack download and the interview.
Space Giraffe walkthrough covers level 1-9. While I believe it teaches you all of basic Space Giraffe skills, I assume you might feel a bit stuck at times. So here I’ll take a look at such levels, one by one.
Let’s start from…
Level 13: May I have a drop of fire
You might find this level deadly at first. You would run into flower stems or enemy bullets so easily. Why? It happens when you try to run around the surface when you don’t have to.
In Space Giraffe you can “bull” enemies. This means you can allow enemies to reach the rim. You don’t have to run around the web to shoot everything down. Just make sure the Power Zone is active, then enemies on the rim are harmless.
Here are Yak’s advices:
The video above is following these advices. I shoot flowers early using my hoof shots(right analog stick). Less flowers = less trouble. Then I hang around defending the few safe lanes. I do a bit of short bull runs, but only when I feel safe(bullets/flower heads).”When you do move, use the right analogue stick to sweep your firing ahead of you” from level 6 of the walkthrough is also valid here.
Once you understand, I think you can do lots better than this video
Enjoy the long giraffetastic journey, and come back here weekly for more tips and LS updates
P.S. LS’s next title Gridrunner+++ has a teaser page, too.
P.P.S. If you liked the two Redpoint songs(Satipn and Gardening By Numbers) in Space Giraffe, don’t forget to check out their new album Nostalgia For Now.
As Yak explained in his post below, Space Giraffe PC is now nearly ready and LS site was updated with more Space Giraffe contents!
Enjoy! …and please spread word if you like Space Giraffe ![]()
Space Giraffe PC is nearly ready!
Space Giraffe is one of the most original games on XBLA. It was also one of the most controversial games released on that system, with hostile press trying to destroy the game’s chances before it was even released, and quite some noise from some who were simply affronted by the game’s differentness.
However, as expected, time has revealed the truth of it, and in fact just about everyone who actually bothered to learn the game properly found a game that was fun, immersive and unique. Space Giraffe garnered some of the best review scores ever obtained by a Llamasoft game.
Your game is shaped not only by the behaviour of the enemies, but also by the environment that the levels take place in. Each level exists within an environment generated by an abstract graphics synthesizer. Difficulty is implemented not only by enemy behaviour but also by manipulating the graphics synthesizer to temporarily overload the player’s senses on some levels. It is this technique which caused the controversy, causing some people to take extreme exception to the game, claiming that they “couldn’t see” the enemies or their attacks.
However that isn’t true! All the enemies and their attacks remain visible, if *transformed* by the action of the synthesizer. Part of learning the game is learning how to see clearly through the synthesizer’s effects. the information *is* all there, and it is the act of immersing one’s senses in the abstract effects and learning to see and play in these extraordinary spaces which is exactly what makes the game so appealing to those who love it.
We are happy to be bringing this unique game to the PC, where we hope that many more people will come to appreciate its psychedelic, shooty charms.
We have prepared an introduction to the game so that you can get some idea of what it is all about. We hope you will enjoy the giraffe!
As the title says Neon is being exposed in the Playware art exhibition at Laboral Center of Art and Industrial Creation in Gijón ( Asturias ) Spain.
You can see and interact with it there, the exhibition is running from September 21th 2007 until March 21th 2008, we wish to thank Sara W. Jason E. and Carl G. and all the people at Laboral for giving us this beautyful opportunity and the really nice setup they created.
If you are interested to know more I’d highly reccomend you visit the following link Laboral to visit the main webpage, you can also see some interesting pictures of the exhibition Here.
Very nice work, hopefully we’ll have some time ourselves in the future to go and have a look there.