Jason Pook's Games Design Blog

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Jenga- Game Theory

Jenga is a tabletop game which requires skill physically and mentally, it was created by Leslie Scott in 1983 through a game that had she had played with her family in the 1970’s. The rules of jenga are that you have a set of 54 blocks, stacked 3 across each time rotated when piling up. This creates the Jenga structure, from that then each player is to remove a block at a time and place it on top of the structure, with each move the structure gets taller and loses stability. This requires alot of physical skill in patience, control and balance accompanied by mental skill of judgement, composure and resilience. To end the game the structure will fall over and whoever it was that made it fall over is the loser of the game, you them rebuild and that player is eliminated until a winner is determined.


Mihaly Csikzentmihalyi’s theory of flow applies to jenga when you are playing its been going on for a while so the tower is high but you have the skill to remove another block. Jenga covers most of the flow chart just like Tetris, it gets harder as the game goes on with each block that rises there are less and less options to take a piece without knocking the structure over.


You begin in any area jenga is never easy the game can be over in the first block if you dont have the hand stability and control to remove a piece, most would start in control as the challenge level is in the middle and everyone should have high skill at the start to be able to remove a piece. Whilst you play though and it gets far on the immersion can emotionally drive you crazy, begging for the tower to fall over on your opponent so it doesn’t come back round to you, that’s the thing soon as you have taken your move you worried its coming back around the tension to keep composure on your turn combined with the wait for your turn if people take time makes for an immersive experience.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Jenga would fall under primarily ‘Agon’. Agon is games of competition, with Jenga you are competing against other players to try survive your turn and place your block carefully on top to build the structure, the goal is not to be the person who makes the wrong move and collapses the statue as then you are eliminated as the loser.

It also falls under ‘Alea’. Alea is games of chance, in Jenga sometimes you slowly wriggle out that seemingly impossible block with a sweat on your brow to place it on the top, the structure wobbles a bit and you call for everyone not to move. There is a chance you go for the wrong block and have to move it as you have touched it dependent on the rules (I normally play a feel is alright but push and you have to move it), also the chance other people make a mistake and not you could keep you in the game when you know you will struggle on your next move.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win, in jenga the only goal is to survive and hope the other players knock over the structure before your turn. Other than that the categories of players cant apply to jenga.

When we played Jenga in the studio it was arguably the greatest game of jenga I had ever witnessed, the tower just kept going and going on the first round Me, Barrie, Rinalds and Phil wasn’t letting up. Rinalds pulled off some things I didnt think was from this universe he must have manipulated physics to make that structure balance but it worked, this was similar through every game we was all somehow masters of jenga and control the final game was myself and Rinalds, seeing what he had done it felt optimistic that I would have any chance he appeared to be raised in a school and purely taught jenga. But after grueling turn after turn he made a mistake and I won, the euphoria was uncontrollable. This clearly can be a game for fun or serious competition, we started the exercise to analyse the game for game theory and then it turned into a serious competition which was almost hysterical at times as we had no clue how the game could continue. The level of flow and immersion in the jenga game when it was at this stage of anxiety and unknown when it would go was a psychoanalytically available to analyse our behaviors. Jenga allows the player to engage in mental and physical challenges as the difficulty increases the emotional reactions to the game increase with it, this could both effect the player positively or negatively it could overwhelm them into making a mistake by panicking on their turn or motivate them further to win the session.

Here is an example of the emotional reactions towards an insane move on Jenga:

As you can see after performing this crazy move the lady celebrates in disbelief the emotional reaction to completing a move in this game is there with every move which makes it a great immersive and re-playable game.

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Tetris- Game Theory

Tetris is a puzzle game originally designed and programmed in Russia by Alexey Pajitnov in 1984, since then this has been a hugely successful game franchise spanning across most platforms.

To apply Game Theory I had to play Tetris and then make an analysis on its features and how you can apply game theory to the game.



Mihaly Csikzentmihalyi’s theory of flow applies to tetris as the seemingly endless puzzle game requires the player to deal with each incoming block, the blocks vary in shape on a random basis and the goal on the game is to create as many ‘lines’ as possible to gain score and ultimately last longer. As the game progresses the longer you last the harder it gets, the blocks come down with more speed in each level requiring quick reactions and in some cases sacrifices to leave a gap in your lines in order to make a new line. Due to this focus at all times is a must to achieve anything in this game.


Personally I can see Tetris being a game version of the flow diagram, in Csikzentmihalyi’s flow diagram (see above) you are determined in different states whilst playing a game dependent on challenge and skill level. With Tetris it starts really easy and slow so you get a grip of the game (relaxed) then as you progress through the challenge level increases slowly so you will gradually go through control into flow where you are so focused on the game whilst glancing at upcoming pieces to plot your next move. Then as it goes further it will ultimately get too hard for any player and create anxiety to then make the player fail and lose.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Tetris would fall under primarily ‘Agon’. Agon is games of competition, with Tetris you are playing to achieve as many lines as possible which will make you play for longer and have a high score. The replayability to make this a competition with others includes leader boards and also trying to beat your own personal best. An example of Agon would be when we was asked to play free online PC games to later analyse through game theory and in teams of 4 we was to also play against each other for score then rank through score before moving onto the next game.

It also falls under ‘Alea’. Alea is games of chance, with Tetris the randomly generated shapes that the game presents you with is that chance, you could be waiting for a long time stacking up shapes on all sides for that long line piece so you get a combo of lines but it may never come and you ultimately reach the top with shapes and lose. So chance has a part to play with piece randomisation being kind or not to how you set up your blocks.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win, or reach that high score before anyone else so with Tetris and the points systems through collecting lines and survival of rounds will appeal much more to an achiever.

To give a personal experience of Tetris to apply to game theory, I have played Tetris nearly all my life from my Game Boy to on my phone to on my PC at school. Tetris has always been a game that has kept me engaged, switched on and immersed. No matter how well I do on my last play I always want to play again to beat my best score, this game has an addictive nature about it due to the complexity of the puzzles and feeling that “what if” whilst playing, what if that square shape had come down or that line piece I may have beaten my high score due to the line combo score it would have given me. That feature of the game will always have me coming back for more to try out achieve myself.

Tests from Dr Richard Haier suggest that by playing Tetris you are increasing your brain’s efficiency and have a thicker cortex. This research was determined by monitoring brain activity whilst subjects played the game, the images showed improved brain results. Here is the document.

Here is a humorous video titled “The Tetris God” by CollegeHumor claiming that there is an evil tetris god that calls out the shapes into the game to purposely torture players waiting for that one piece to get a high score of lines and progress:

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Manic Moles- Studio Game Jam 2

Continuing on from the previous Game Jam (Plant Trap) our tutor decided to organise another game jam to once again give people the opportunity to gain extra credit. With this Game Jam my team was Me, Phil, Mark and Shane. The topic for this game jam was an application (mobile game) and we have to have 1 main character, 1 main mechanic and 1 environment. We could do this however we liked to build any game we wanted along as it tailored to these categories. To begin the design process as always we planned our what makes a good game. We went down the route of mobile games being addictive, fun to play and easy to pick up. Due to this we collectively thought of examples of games on our phones:

  • Flappy Bird
  • Bloons: Tower Defense
  • Paper Toss
  • Angry Birds

These are just a couple of examples, from this we determined that animals in games birds and monkeys etc. So from that we tried to list as many animals as we could that potentially had or hadn’t been done. From this we narrowed it down to a Mole, obviously games like Whack-a-mole are in existence but we could do our own game with a mole character. From this somehow we decided it would be fun to make him a funky disco mole with huge sunglasses and an Afro who has friendly disco moles and rival gang moles trying to sabotage his funky life. Alongside other moles trying to sabotage his mole hill we looked into common predators for moles, this came back with snakes so another enemy designed was a snake. Then to gain a life we had what moles like to eat which is worms once you collected enough worms you gained a life. My personal involvement in this project was in 3D and HUD, I designed the main character also known as “Molevin” it was a really simple design but could be edited and re-textured to create other characters. Which is what I turned Molevin into the enemy character who had different attire wearing a vest and a top hat with a flower in, then for a boss I scaled it up added a bandanna, match in his mouth and a bomb in hand with gloves on. Simply by reusing and editing the initial main character I created 3 characters for in game use good, bad and boss. I also created a tree stump that i projection painted using a mudbox preset to be used for the environment which wasn’t implemented in the end due to it being a unnecessary obstacle on a small environment game but it was used in the Game Over screen to add a visual. The environment is a field and the mole sits in the middle in what was supposed to be a mole hill but its more of a ditch at the moment. It has randomly place assets of grass and stones in the level just to add to the visuals.

This is my work for the HUD designs, using Photoshop to create simple circle icons, i took images of the characters to link it directly to the game, good guy is people saved, worms are lives, and the enemies are how many you have killed throughout the game. Very simple icons but still useful for covering the HUD elements in the game and also with it being a mobile game we didn’t want too much going on to get in the way of the game so small simple icons were effective in avoiding too much distraction from the game.

Here is the in game screenshots of the working HUD and game with my characters in. The menu system, game over and leaderboard design was made by Mark using the custom typeface we created by using a paint brush to go the font on paper then scan them in to be textured on the signposts. Mark used assets from all team members to piece together the menus, start featured everything, game over features the bad guys to symbolise they won and you lost, then the leaderboard was just visual models like grass, rocks and tree stumps. This game I had quite a prominent role in the modelling due to my increased skills over the year and primarily being the more advanced modeler in my group. As for HUD designs I was pleased with my products as they was simplistic but worked well with the theme of the product. As for the game to evaluate it we was very pleased with the end product it was fun and addictive players had to click (or tap for mobile which didn’t work) the enemies to kill them (1 for standard enemy and 2 for the snake). This racked up your score for kills and the aim was to last as long as possible as move and move waves of good and bad characters came into the level at varied speeds and difficulty as it progressed. Only disappointment I had was that my boss character never got time to be implemented but like the other game jams if we had time to progress we would implement a boss level for example. This was my personal favourite of all the game jams as i liked the style of game we had created. I’m looking forward to next next game jam which is in Cambridge Jun 2015.

Here is the video footage of game play from Mark Shaw’s YouTube channel:

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Casual Game- Tower Defence

So originally for my casual game (the proposal here) i wanted to make a brick breaker style keep the ball up and hit targets football themed game relevant to the stick man kick ball flash animation aboveflash, i was having alot of issues with the coding for this in the form of levels and the collisions in the targets code. Due to thinning time and frustrations hitting a new level i decided it would be best to put this to one side and pursue it in the summer. By doing this i obviously needed a new casual game for my module briefs so i went down the path of a tower defense game, this tower defense game would be styled on many other tower defense games which involve a maze for the enemy to try get from start to finish but you stop them using turrets or methods of some sort. Games like this include Bloons tower defense series which is a hugely popular and now multiplayer game with micro transactions features various monkeys which pop balloon’s  using everything from darts to plasma laser super monkeys.


Heres some more examples of different and popular tower defense games at casualgirlgamer.

So i wanted a tower defense game with a maze and varied difficulties of enemies and a few levels nothing huge or complex but a challenge. The game would need a money value to place the turret onto the game and therefore a money gain function when an enemy died and dependent on the level the higher the money gained. the turrets would have range if i could find a way to show that maybe a hover over radius or click to select tower. obviously a limited amount of levels and lives so the game is both there to win and lose with a reset button on the win/lose screen. the turrets need to fire bullets at the enemies perferably lock on so its not impossible which then means health of the enemies is considered and bullet damaged to that health which will alter with level of enemy. if i have time id like to make different maze levels and possibly more expensive better turrets.

I used a tutorial online at FlashGameTuts to get me a focused on how to program a tower defence game, as we are not here to be master programmers but it helps to understand and be able to work with code. This tutorial was very useful it wasnt spoon fed in all case you had to find and place the code given in the right areas making sure you had everything named correctly matched going to the right areas etc. there was no asisstance if you had done something wrong which allowed you to really read into the code over and over to make sense of what you had to find the problem. I really got far with this tutorial with no compiled errors shown up but as i knew flash wasnt going to be nice to me all the way and i came to a stop mid way through the tutorial. The reason for this was that the coded dynamic text in the user interface at the bottom (hud) which displayed money, lives, level and enemies left, what it was sopposed to do was to display the actual value and then when you did an action that directly affected one of them it would decrease e.g. to place a turret its £20 you start with £100 but instead of displaying 80 it just vanished this happened with each of the dynamic texts. this was the first of the problems it also when winning or losing was sopposed to divert to a win/lose page but soon as this was triggered it flashed between the 2 uncontrollably until you clicked to reset the game. The win/lose slide was a massive issue most flash users will relate to me when i say Capital letter instead of lower case was the issue, so it was easily solved but such a minor mistake will break the script. Despite that i check and checked the code to the given code and it was identical my tutor Paul also looked over it and couldnt find any issues which ultimately said why is it not working then. Using trace ( ) coding to track what the function you are tracing is doing showed no change or issues so the problem was unidentifable. Hitting a dead end i noticed he had set his timeline out differently to me this shouldnt have mattered at all confirmed my tutor as the scripting and keyframes used are the same its just the layout, despite this i decided to restart and lay the timeline out this way and it worked so i was allowed to progress. I then went on to finish the game finally putting in harder enemies and level plans so with frustration, stress and hardwork i had finally completed my casual game.

To make sure that it was not just a straight copy i made sure i tailored features of the game to my own specifications. This included the dynamic text user interface was chosen by myself in wording and colouring, the inclusion of a win/lose frame was my own wording and colour, the main one which was the levels was all my own specifications i decided the spawing of the enemies in amounts,order, level, difficulty and speed. I decided to alter the code for the amount of lives from 20 to 1 so you only get one chance making it tactically more difficult and challenging, i altered the amount of money gained from defeating an enemy the original value was 5 per enemy per level but i changed it to 1 per enemy per level e.g. level 1 kill=1money then level 5 kill= 5money and so on so less money gained upped the difficulty and decreased the amount of turrets you could possibly spawn on screen. This was all down to fine tuning i played the game over and over making it harder then easier altering starting money to amount of lives or money earned it was a tweaking process but it gave my game my own personal touch to it.

I would like to if i have time create another level with a different maze and possible research into having a health bar above the enmies so i can really tweak it to be addictingly close to winning, but this is all time dependent.

Im currently in the process of uploading what i have online as my game so i have a shipped game. Thanks to David Smith for being a games tester giving peer assessment so i could focus on gameplay alterations.



Casual Games- Proposal (11/11/13)

In casual games we have just done a lesson which was our first lesson using Adobe Flash Professional (more information on previous blog post). This use of software was useful for us not only for our Casual Games project but our actual flash timeline, but purely focusing on our Casual Games topic we have been asked to produce a brief proposal on what casual game we would be making in flash. To make sure I had my ideas on the right track I had to go back over my previous research on casual games to reinforce what exactly was a casual game and the requirements to make one.

“Developed  for the general public and families, casual games are video games that  are fun and easy to learn and play. The games are platform agnostic,  meaning they can be played via the Internet, Facebook, PC, and Macintosh  computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones, iPhone and PDA. They’re nonviolent, arcade-style games that involve puzzles,  words, board and card games, game show and trivia. Popular games are  Mah-jong, Tetris, Solitaire, Bejeweled,  Mystery Case Files,  and Farmville.”-Casual Game Description

With this in mind I have to now find an idea for a casual game of my own to produce in flash. My previous lesson in flash involved me using a stick man to spin and kick the bouncing ball away so I originally thought it would be a good idea to do a stick man fighting game with wasd to fight and the arrows to move with space to jump, but then obviously I had neglected that a casual game is nonviolent and clearly a fighting stick man game is violent although it would be fun.

With that idea out of the way I reverted back to the ball and the stickman. This gave me an idea to have a stick man that can kick side to side and also jump but the objective of the casual game would to be keep the ball up (stop from hitting floor). This would involve coding for gravity and also collision as the ball would have to drop to the floor as well as bounce off the player to stay up. This would be a game you can easy play with simple controls of arrow keys to shift the player, space bar to jump and Z to slide or kick left and X to slide or kick right. These controls surely qualify for ease of use and easily learnt. A sense of competitiveness and family game could be incorporated by a count of how many times you have kept the ball up which you could compare with family and friends.

This would be my game I am making, I will address any issues with it once I have pitched it to my tutor next week.


Casual Games (4/11/13)

In this session we was introduced to a new module of “Casual Games”, we had a quick PowerPoint presentation on Casual Games as a brief overview as this was our topic that we had to research and find information for ourselves.

So what defines a game as casual? A casual game is a game which is easy to learn, easy to play, may have a social aspect (Tetris scoreboard), minimal rules (Tetris make a line with the shapes), easy controls (arrow keys to rotate Tetris shapes), fast opening (small file size so no massive load), easy to access (open using file or free online game). So what are we tasked with, I have to research casual games and where they are from, produce a minimum of 500words outlining the research in a document, create a list defining characteristics of casual games, add visuals where appropriate and Harvard reference it all.

Now all I have to do is follow that. The beginning of my research started at a website which is the casual games association.

What is the Casual Games Association?

The  Casual Games Association is an international organization for gaming executives, publishers and  developers. Dedicated to promoting casual games for general consumers  and providing educational resources for game development, the  association hosts annual conferences in Seattle, Kyiv, Hamburg, and Singapore,  publishes a magazine three times a year, and issues research reports on  the industry. The association was founded in 2005 by members of the  casual games industry.

. To continue my research I decided to list myself some questions to find research on to answer these questions:

What are casual games? #1s25302_pc_2

Developed  for the general public and families, casual games are video games that  are fun and easy to learn and play. The games are platform agnostic,  meaning they can be played via the Internet, Facebook, PC, and Macintosh  computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones, iPhone and PDA. They’re nonviolent, arcade-style games that involve puzzles,  words, board and card games, game show and trivia. Popular games are  Mah-jong, Tetris, Solitaire, Bejeweled,  Mystery Case Files,  and Farmville.

What is the size of the casual games industry?

More  than 200 million people worldwide play casual games via the Internet.  In 2010, the world wide connected casual games industry had revenues  of nearly $6.00 billion on mobile, iPhone, social networks, PC, Mac and Xbox LIVE Arcade  platforms.

Who plays Casual Games?

Casual  games appeal to people of all ages, gender and nationalities. It’s  estimated that there are more than 200 million players via the  Internet. A majority of those who purchase casual games, however, are  over 30 and female. In addition, casual games are usually played for a  short period of time, from five minutes to 20 minutes though it’s  common for people to play game after game for hours.

What’s the difference between casual games and enthusiast (core) games?

Think  of Atari and games such as Pacman, Space Invaders, Frogger and Donkey  Kong. Casual games have maintained the fun, simplicity, boundless  creativity that characterizes arcade-style games. On the other hand,  enthusiast games also termed core games, such as Grand Theft Auto, Doom  and Mortal Kombat, have been developed using high-end technology that  appeals more to younger audiences.

How many casual game titles are there?

Over  400 casual games are developed and launched on major web portals, thousands of iPhone and thousands of social games are launched every year. Typically, the Top 20 games each year generate the majority of  the revenue.

 How much does it cost to develop a casual game?

Budgets  for casual games downloaded on the internet typically range from  100,000 – 500,000 USD.
Budgets for casual games on social networks, such as Facebook, typically range from 50,000 – 400,000 USD.
Casual games can be updated to include other  distribution platforms. According to the CGA’s 2007 Market Report  updating an online casual game for: iPod, mobile & PDA versions  cost 20,000 USD, hotel room versions cost 10,000 USD, XBLA versions  cost 230,000 USD and handheld versions cost 300,000 USD.

Who are the largest publishers (creators) of casual games?

Casual  game industry publishers typically provide funding, development  guidance and distribution for casual games for online, retail and  mobile platforms. Some   casual game publishers are:


Social Networks (Facebook, MySpace, Hi5)

Mobile & iPhone  & Android

Who are the largest distributors and retailers of casual games?

Casual  game industry online, retail and mobile distributors typically provide  aggregation services for retail distributors. Some online distributors  provide tools and services for online retailers to assist them in  interfacing with consumers. Some of the largest casual game distributors and retailers of casual games are:

 Online Retailers & Portals

Brick and Mortar Distributors

Online  Distributors

What’s the history on casual games?

The history is debateable, Pac Man is considered the first ever casual game in 1980 with its fun factor and ease of use. But is it the first ever casual game is the real question to be asked as board games have been round for centuries and most board games fit the title of a casual game, also solitaire is considered a casual game on the computer but solitaire is originated from the game patience which was first printed in 1870 a huge 110years before pacman. Also you can class general play as a casual game so there can be no date labelled to that e.g. being a kid and using sticks to shoot your friends pretending its a gun. Really its what can be defined as a casual game that is the question to be asked as people may consider only digital games to be casual whereas other will suggests any form of imagined game like tig/tag in the park is a casual game.

#1mobile_game_developerIs their genre’s to casual games?

Most certainly, and here is just a few of them genres of casual games with a few examples:

  1. Puzzle Game- Bejewelled, Professor Layton, Candy Crush Saga.
  2. Hidden Object game- Mystery Case Files.
  3. Adventure game- Dream Chronicles.
  4. Strategy game- Diner Dash, Cake Mania.
  5. Arcade/ Action game- Plants vs. Zombies, Bloons Tower Defence, Angry Birds.
  6. Word/ Trivia game- Bookworm, Scrabble.
  7. Card/Board/Mah-Jong game- Lunar Mah-Jong, Solitaire, Uno.

Who is classed as a casual gamer?

A Casual Gamer is a gamer who struggles to have a chance to play a game or even doesn’t particularly have an interest in gaming but plays occasionally. Casual Gamers tend to favour playing games which where designed for ease of gameplay and don’t need much time to play them e.g. Tetris. The genres that casual gamers play can vary, and they might not even own a games console to play their games in which time they use phones or other such devices or card/board games and even made up party games. Basically the opposite to a hard-core gamer who spend multiple hours on a game per day/week as their time is allowing them to do this so they can play games with much more attention needed.

So this is my research on casual gaming underway I will be adding to this as I progress in the subject and come across new things in my research. In this module I will be creating my own casual game in flash (flash blog).

Websites used:,, and



Flash- Tutorial and Introduction

Todays lesson on Casual Games we was introduced to software that we will be using this software was Adobe Flash Professional. My previous experience in flash is very limited, all i have done in flash throughout my education was a interactive quiz for my OCR Nationals Level 3 ICT which was a short project to asisst our unit, this had limited features but it did use alot like a scoreboard, scoring marks, buttons, back/forward buttons and a replay button. This leaves me with the basics but not much, i certainly wouldnt class myself as knowing my way around flash. To get us all started we was told to check out the Flash Tutorial on the adobe website, this tutorial involved the basics of flash to get us used to it. The task was to get a ball to bounce on and off the screen in one simple movement. I created my ball and always knew about motion tweens and how they worked so instead of doing the bounce i decided to do a flying loop with my ball. This as you can see worked perfectly well but i wanted to test my skills in flash and motion tweening so i drew a stick man which then lead onto the stick man spinning jumping and kicking the ball off the screen. This pleased my as i successfully motion tweened 2 layers together to make one flash movie clip, but the dissapointments was i wanted to have more animation on the stick man so he for example bent his knee when jumping and maybe some arm action; due to me not knowing how to do this at this stage i was unable to do it.

Now i had my finished flash a stickman spinning then jumping and kicking the looping ball off the screen. The next step was to venture into the dreaded world of scripting and coding to enter a “stop” code, this would prevent the flash from constantly looping round so you could stop the script. This was fairly easy as it was a simple “stop () ;” code nothing else was required. I tested it and it worked perfectly but now when the flash had finished it was just stuck and you had to close and reload the clip to watch it again. This required me to do the next step of the tutorial which was replay button, once again the scripting and code world loomed over me like a bird of prey (im not sure if you have noticed that im not a fan of scripting) but fortunately for me this time the code was provided on the tutorial so it was a lucky escape. Due to the code being given there was no issues and the replay button was successful. This terminated my flash project as i had finished all that was left to do was to publish and then export. I exported it onto my Youtube page so that i could embed it into my blog for you readers to have a look.

This was the beginning of experimenting with flash as between now and next lesson we have been issued with a optional task of making a flash project in which a circle is directed using the arrow keys on the keyboard. This would purely be to make a next step in flash design as next week we have to pitch our ideas for a casual game.