Happy Wheels Play Now?!
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Yet another minor Happy Wheels update
By Jim on October 27, 2015

After reading a couple suggestions in the last news item, one of them was actually a new idea I hadn't thought of that would be very easy to implement. Another I thought was going to be simple, but instead was much more complicated... and now I am slightly mad at myself for spending as much time as I did on the old game. Here's the changes:
  • you can now set triggers to be activated by mouse click by setting "triggered by" to 6. 
  • triggers can now trigger multiple actions per object for most objects.
  • selected items that can be double clicked into are now surrounded by blue bounding boxes. 
These are fairly straightforward, but I feel they're fairly helpful. Mouse clicking should add a lot of new funny possibilities.

Ok, I'm now going back to working on the sequel in severe, painful isolation... permanently if I can manage it.

As for mobile Happy Wheels, there are several new levels in production... we'd like to get them out for the next character as soon as possible.

**10/29/15 - fixed the inevitable new feature bugs for mouse activated triggers

**11/2/15 - fixed them again.
Minor Happy Wheels Update
By Jim on September 23, 2015

So for the sake of ourselves making some more interesting IOS levels, I made couple small changes in the flash level editor. They mostly all involve the harpoon gun:
  • Harpoon guns can now be set to a fixed angle of your choosing. The turret will only aim in one direction, and will fire as soon as a human target crosses it's cleared path. There is no path prediction when firing at the target, so the harpoon has a lower chance of being fatal. This will make it easier to have characters jump over a bunch of harpoons without causing instant death.
  • Harpoon guns can now be fired with triggers. It is also possible to set it so this is the only way the harpoon will fire.
  • Triggers can also be used to activate and deactivate the harpoon gun.
  • A little light now signals the state of the harpoon gun. Red is normal, blue is a fixed angle harpoon gun, green means it will be fired by triggers only, and black is deactivated.
  • Boost panels now have a variable power setting. They were originally set to 20, and now go from 10 to 100.
Ok, that's it!
Happy Wheels iOS deep thoughts
By Jim on August 21, 2015

After only one day, Happy Wheels is ranked as the #1 free app in the iOS app store! Why? I don't know. I'm guessing a lot of you must have tried it out. It sure is exciting. Forget those apps that help you navigate home or communicate with your significant others. They have always been worthless. Repeated failure and human dismemberment are what's important in life. Thanks so very much to all the new and long term fans for putting the game where it currently is. I have no idea how long it will stay there.

I wanted to address a few things regarding the mobile game that some of you may be wondering about. As you may have noticed, there is no user level browser. There is also only one character available for the 15 levels we provided. The game was released this way because the most important thing was just to initially get Happy Wheels accepted into the Apple App Store. Segway guy is probably the most tame and easy to control of all the initial characters. Seeing irresponsible dad and his son explode as they are crushed under a van isn't the first thing I wanted the people responsible for judging the game to see. User levels introduce a huge risk where someone could release a level that violates some of Apple's guidelines and immediately get us taken down. This has never been a problem on the internet, where I can apparently put whatever the hell I want into the game.

Now that the game is in the store, and things like Mortal Kombat X exist, I think it's safe for us to slowly introduce the rest of the game. I know there are a lot of new casual players who have never seen the game before, and I'd like them all to know, preferably as soon as possible, that there is a lot more that they haven't seen. There will be a user level browser, and we will release "featured" levels for other characters as soon as we have some quality stuff.

As for the android version, we're very aware, especially after these last 24 hours, that there is a high demand. We're working on it. I can't even play the mobile game on my own phone until this happens, so I'm looking forward to it as well.