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Famicase 2014: Busy Planet

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The neighborhood is getting so crowded these days! As the only human on a planet full of new creatures, you have to try hard to fit in. Everyone may have their differences, but we can make friends if we work together!

Here's my entry to this year's Famicase Exhibition! Famicase is an annual art show held in Tokyo at METEOR, retro gaming shop and gallery. The objective of the show is to design a label for a fake Famicom game--obviously I had to participate. This is my second year in a row; here's my entry from last year, Labyrinth of Cemetery.

The online gallery of entries from this year isn't up yet, but it should be soon. I'll make another post with my favorites then.

If you're in Tokyo between now and May 31, check out the show and send me photos!
METEOR
〒 180-0003
Musashino-shi, Tokyo Kichijojiminami cho 1-6-7 2F

Famicase 2014: 4 Favorite Entries

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The Famicase Exhibition online gallery is finally live! Here are some of my favorite labels and most interesting game ideas.

I could have easily posted and written about 15 of my favorites, but I decided to limit myself to four. Make sure to check out the exhibition gallery to see everyone else’s work.



ZOMBIE MIXER!! by Mountain Graphics

Mix and match body parts to create an endless variety of monsters! Everything about this one is wonderful—great logo, excellent 3d models (I think that’s a first for Famicase!), even the cartridge color choice is spot on. Another Mountain Graphics piece was chosen as a favorite last year as well.




BIRD RPG by Kim Cassin
"Morals are for the weak and beakless in this zero-dungeon non-action RPG. Naive country folk will love you … unless you get caught! Line your nest with only the best necklaces and bangles in this gluttonous and glittery modern adventure story."
This might be the first morally ambiguous bird-based video game. The stark and minimal label art looks super distinctive! Paired with the premise and the funny/surreal drawing style, it really makes you wonder what the game would look and play like. Great idea and execution.



SUBMARINE CITY by FrogPort
"How are you doing? Six months have passed since I moved here."
Wonderful simplicity here. The premise of the game (life in an underwater city) is compelling enough, but the way the artist referenced Activision’s classic Atari cover art with the text treatment and rainbow motif is very interesting to see, particularly from a Japanese artist…were Japanese gamers exposed to the Activision style back then too?



CRAZY BALLOON by RSD/Shinji Endo
It’s great when cartridge art perfectly sums up what you’re in for right away—Crazy Balloon looks like a one-hit-kill deathmatch game in the vein of Samurai Gunn or an aerial Bushido Blade. Simple and brilliant! Of course, this is speculation as the game’s description is in Japanese. It additionally mentions usage of the Famicom’s built in microphone, probably for blowing up or moving the balloons. Very clever! The logo design is wonderful as well and the vibrant cartridge color choice makes the rest of the design pop.


 HONORABLE MENTION:


oh


Straightening out your old instruction manuals!

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DISCLAIMER: I haven't had any problems with this method, but you're doing it at your own risk! I hereby absolve myself of any liability if you melt your instruction manual.

DISCLAIMER #2: After letting the manuals sit for a while, I can see that they do "relax" a bit and may become a little wavy again, especially very thick ones like the Eternal Champions manual. I've had success in making them stay flatter by simply repeating the process outlined below.

I finally got a copy of one of my favorite Sega Saturn games, Crypt Killer! The disc and case were in good condition but I was disappointed to see that the manual was very warped. This was a particular problem for me because of the clear cases Saturn games use--like PS1 cases, the cover art is the manual, and an ugly manual = an ugly Crypt Killer.

This seems to be a somewhat common problem with Sega Master System, Genesis and Saturn games...the tabs that hold the instruction booklets against the inside of the case lets them hang down then they're stored horizontally, leading to warping after a while. I performed this experiment with several Sega manuals and I was quite pleased with the results. It may sound a little crazy, but if wrinkled, wobbly manuals bother you as much as me then why not give it a try?

STEP 1: sandwich the manual between two sheets of glass. I used a piece of frame glass (old picture frames are easy to find for a dollar or less at thrift stores/flea markets) and a heavier sheet of glass that I believe was used for color matching Pantone swatches. Use what you can find!

Step 1: sandwich the manual between two sheets of glass. featuring Eternal Champions, the LARGEST instruction manual ever for a fighting game

STEP 2: set your manual sandwich in the oven and turn it on to the lowest setting; my oven only goes down to 170˚ F, though yours may go lower. After the oven has reached temperature, continue to let it run for about 3 more minutes. You want the sheets of glass to absorb the ambient heat.


STEP 3: Once your manual is golden brown and delicious, turn off the oven and (carefully) remove the glass/manual setup to keep it from getting too hot. Don't take the glass off the manual yet! It should help if you place some weight on top so that the manual will continue to be pressed as the glass cools--I personally just place a heavy pot on top of the glass.

Before...
Let it sit for an hour or two before removing the top glass. Now there's a manual you can put on eBay!

And after.



Another example. As you can see, there was a pretty severe crease in the corner that couldn't be entirely fixed, but it's a decent improvement!

There are definitely other ways to fix warped instruction manuals; my first thought was to put a protective sheet of paper or something over the manual and run an iron over it, but I went with the oven method because it would apply low, sustained heat to the paper and slowly flatten it as the glass cools, with minimum chance of scorching anything. 


Now enjoy looking at your nice flat manuals!

Sega Saturn S-Video mod tutorial

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Why S-Video? If you don't have a setup for SCART or RGB then this is the best video quality you can get for your retro systems...and it is DAMN good looking. The jump in quality from composite to S-Video is dramatic, and the jump from coaxial (if somehow you're stuck with that) to S-Video will flatten your balls.

Alternatives to this mod: You can find an S-Video cable for Saturn easily on eBay or Amazon for about 10 bucks, making this mod...kind of pointless.

HOWEVER, if you find modding your consoles fun (as I do), you want to use easy-to-find generic cords instead of relying upon proprietary Saturn cables, or you're worried about the Saturn's default video output port failing (It can get finicky over time) then you should give this a try. Having separate stereo sound ports also makes it easier for you to hook your console up to external speakers or for capturing sound and video from the Saturn.

There are a lot of photos here so click below to view the tutorial.




REQUIRED TOOLS: Wire (in multiple colors, preferably, and thinner than the pictured wire! I went back and redid the whole mod with thinner wire because I was having trouble fitting everything back together)


OPTIONAL TOOLS: A hot glue gun and wire stripper. I use hot glue sometimes to strengthen my soldering work and protect from any potential shorts. Make very sure you've soldered your wires correctly before you go spraying glue on it. Additionally I often use it to secure the input ports I'm installing, especially if I drill the hole too large for them to fit snugly.

A wire stripper is technically optional--for a long time I used razor blades, scissors or even nail clippers to strip and cut wires. Once I got the proper tool I felt like an idiot for wasting my time with improvising...just get a wire stripper if you plan on working with wire ever again.


Some audio ports and an S-Video port (female). You can get em new online or at Radioshack or scavenge them from old cords/electronics. I got these from a broken PC.


Here are the inputs with the original wires removed and new lengths of wire soldered onto the appropriate points. As I mentioned before, I used 22 gauge wire in this photo but found it to be thicker than I needed (and hard to fit in there properly), so I later went back and replaced it with some thinner wire I had in my box of scavenged parts. I'm no wire expert but I would guess it to be 24 gauge.




To begin with, let's remove the top of the casing! There are five screws on the bottom. No photo since they should be easy enough to find.  This is what you should see immediately upon removing the top of the console; now you have a lot of screws to remove and wires to unhook before you can reach your solder points on the bottom side of the motherboard.


These interface the motherboard to the disc drive and the controller ports/power LED. Remove them carefully.






After unhooking the ribbon cable from the motherboard and the power plug/tether screw from the disc drive, you can now lift it straight out and throw it in the garbage. Actually hold onto it for later just to be safe.


There are many gold screws holding the metal shielding onto the motherboard--seek and destroy. These screws pictured above must also be removed before the power supply can be taken out. If you overtighten these later they'll break the plastic and make plugging the power cord in difficult later. Trust me.

Now to remove the power supply board.




Done! Take off the plastic shield on the left side of the case too, and don't forget to replace it before you put the power supply back in.


Remove the metal shielding and you can finally see the motherboard. There should be a few more screws to remove now before you can remove it from the console.


This is the place all the wires will be soldered--one for L stereo, one for R stereo, two for S-Video Luma and Chroma, and four ground wires. Check the diagram below.


You're looking at the back corner of the motherboard, right underneath the Saturn's AV Out and Expansion ports. Soldering is not covered in this tutorial but I believe in you.


Here's One Weird Old Trick to fit a shitload of wires under the motherboard--run them through that hole. You may notice one extra port that I installed...I decided to add composite video too, just for the heck of it.


The battery cover is where we're going to install the ports, and you can see that they exit the hole very near where the cover will be when the console is reassembled.


There are plenty of ways to make holes in the battery cover! A smart way to do it would probably be with a drill press. You could use a blade like an X-acto knife to do it too if you've got nothing else. I used a Dremel tool with a drill attachment and freehanded it.  Here goes nothing!


shhhhhhhiiiiiiitttt. Maybe it'll look better with the ports installed.


Not too bad. A lot of hot glue keeps these surprisingly secure in their holes! Now to put your Saturn back together. Have fun!



Done! Comparison screenshots below. I compared coaxial, composite and S-Video in that order:


Coaxial connection. This is actually much much worse looking in person, with lots of nice video interference and wavy lines. It's nostalgic though, I must admit.


Composite. Not terrible, but with noticeable color blur and less sharp pixels.


Much sharper in S-Video! I'm afraid my photos aren't doing these proper justice, but you can see the sharpness and image stability here. Another thing I really like are small details like stars and particles and specifically the water sparkles in this image, they're much brighter and sharper.


 


Coaxial.


 2D games look incredible with S-Video, but some people may actually prefer 3D games with composite video. As you'll see below, certain effects like transparencies are so sharp that they lose the actual illusion of transparency! Grainy 3D textures may also appear too grainy to some when they're sharper, whereas with composite they're smoothed out somewhat.


Here you can see what I'm talking about; without the blurring of composite, the transparent orb is revealed as a cheap pixel mesh! In general, I still prefer S-Video overall though.

October Horror Games! (Nishimori no Meiro - The Labyrinth at Nishimori)

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The Labyrinth at Nishimori (西森の迷路)1990, Nintendo Famicom



A graphic adventure horror game for Famicom. A group of friends become separated during a week-long hiking trip through a great forest called Nishimori.

 

As one of the unlucky teens, you find that you’re more than lost—the forest itself has turned against you! When your friends begin to come back from the darkness of the labyrinth, you’ll wish they had stayed lost.


The style of gameplay can be compared to the classic graphic "Macventure" style games on NES/Famicom like Deja Vu, Shadowgate and Uninvited. Surprise deaths and esoteric puzzles are the order of the day.


Gameplay takes place over five in-game days—wander aimlessly and you’ll run out of time. Can you solve Nishimori’s riddles and escape, or will you join your friends in the forest forever?


Technically I believe the title would be more like "The Maze of Nishimori", but maybe the developers gave it an inaccurate English title; sort of like how the Japanese title for Attack on Titan (Shingeki no Kyojin) would be closer to "Advance of the Giants".

Stay tuned for more Halloween posts!

Labyrinth at Nishimori - extra screenshot

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Just for fun, here's the screenshot you didn't get a good look at in my last post--this one was viewable on the TV but here's a clearer version.


More Halloween stuff to come!

Halloween Games - Gargoyle's Quest 2

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That's right, there is a franchise of horror themed action RPGs featuring THIS asshole:

Left: Gargoyle's Quest 2 (NES). Center: Ghosts n Goblins (arcade). Right: Demon's Crest (SNES).
 Red Arremer, the near-undefeatable enemy from the Ghouls n' Ghosts series, is the protagonist and he still does that same infuriating walk. I'm getting ahead of  myself, though. This is Gargoyle's Quest 2!


The first thing you will notice about this game is that it is, ostensibly, a role playing game. RPGs were so hot in Japan that all sorts of games would adopt superficial trappings of the genre, and if there was ever a game that didn't need it this is one of them. You collect items to progress, but they sit in your inventory as unusable story triggers--basically, go to one place and clear a sidescrolling stage to get something that another character wants. On rare occasions you can actually select the item in your menu to use at one specific spot, but the main attraction, and what Gargoyle's Quest 2 deserves praise for, are its action stages.


By the time Gargoyle's Quest 2 was released the Super Nintendo/Famicom was well established both in Japan and  North America and developers (particularly top notch developers like Capcom) had learned to squeeze every drop of performance out of the nearly decade-old NES/Famicom. That isn't to say that the game is particularly complex, but graphically it's one of the most impressive on the system (Coincidentally, the sequel Demon's Crest/Demon's Blazon is for my money the most beautiful SNES game ever made).

Some of the boss characters are impressive to look at but unfortunately very predictable and easy to beat.
 The game looks great and as much as I love to hate Red Arremer, he's fun to play as. Beating a boss or progressing in the story will earn you enhanced jumping ability, flight duration, physical defense and projectile attacks. By the end of the game you have the power to jump ridiculously high and hover indefinitely! It would be fun to wreck things in Red Arremer's final form but at that point in the game you only have a single stage and a very underwhelming end boss to defeat.


Gargoyle's Quest 2 is getting more expensive on the secondary market...I got my copy last year for about 30 bucks and it seems to be trending around 60-70 on eBay lately. It's not particularly difficult either--I beat it in about 2 hours and I've seen speedruns of around 30 minutes. Assuming you don't get stuck at a certain terrible jump in Gaza Valley like I did, it's a fun, spooky Halloween game to breeze through this month. Especially if you're a Ghouls n' Ghosts super fan like me!

 

Yes, I built a rendition of Ghosts n' Goblins stage 1 for my cartridge to hang out in.

The Duck Hunt Dog’s OTHER Game

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...and the Most Unlikely Licensed Game Nintendo Ever Made.

Lately, the internet has been abuzz over the new Smash Bros. For 3DS (a title I can only imagine was chosen to keep parents from getting confused). Specifically, a lot of people are excited about the return of the most judgmental video game Dog ever made:


People who grew up with Duck Hunt on the NES are kind of conditioned to hate this guy, but he’s so cute in Smash Bros. I was won over instantly. A lot of people have called it the Dog’s first appearance in 30 years, but DID YOU KNOWWWW? Not counting the fact that he makes appearances in the Warioware titles, the Duck Hunt Dog was a featured player in a 1989 NES game you’ll be forgiven for never having heard of: Barker Bill’s Trick Shooting!


So, why is the most famous video game dog’s other game so obscure?

I picked it up for three bucks at a used game store simply because I wanted more Zapper games to play; imagine my surprise when this generic looking cart turned out to be a first-party Nintendo title. My theory on the game’s obscurity is that Barker Bill lacks the rich ‘duck hunting’ narrative of Duck Hunt and the good package design of every other Nintendo-developed game—it’s not surprising that no one lists it in the greater Nintendo canon. The game’s title sounds awfully generic too, but not in the good old ‘black box’ style of Nintendo’s launch games. Even worse, the label art definitely has that ‘cheap third party release’ thud to it. One of the most interesting reasons it’s likely escaped your notice is that it’s actually a licensed* game with a property that 100% of its target audience is too young to have ever heard of:



It’s Barker Bill’s Cartoon Show, kids! You know, the 15 minute TerryToons clip show that ran from 1953-1955? No? I’ve never heard of it either. If you know TerryToons for anything it would be Mighty Mouse, but the studio had quite a catalog of 1930’s cartoon shorts that they drew from for the Barker Bill show. I won’t bore you with the history lesson in an article about the Duck Hunt dog, but more info on Barker Bill’s Cartoon Show can be found here.


Here’s our hero now, with his lovely and trusting assistant. But Barker Bill doesn’t introduce cartoons anymore—he blows shit up.


 

After a wild shot brings the title screen crashing down and nearly ending the lives of the game’s mascots, the real star of the show makes his appearance. He's cute! And missing his white muzzle fur, for some reason. Once you hear the laugh though, you know you're dealing with the genuine article. At this point we’re brought to a rather sparse game selection screen.


I say rather sparse, but to be honest there’s exponentially more content here than Duck Hunt. Why, then, do I like Duck Hunt better? I guess it’s just got that X Factor, man. I would say it’s Hip Tanaka’s soundtrack, but he actually reprises his composer role here. The charming super-simplicity of his older work is missing, however.


Dog’s game is Balloon Saloon, a game that is short on saloons but long on balloons. Also, a cardboard rabbit family. The gameplay is simple: balloons float out from behind the rabbits in an unpredictable arc and you must kill them. An interesting mechanic borrowed from Duck Hunt is the 3 round magazine for your gun—but because the balloons fly out continuously rather than in two-duck waves, using up three shots without popping the onscreen balloons isn’t a guaranteed miss for you. Instead, you simply have to wait a second or two while your character reloads. Doing well leads to faster, more erratic balloon patterns and eventually the dog will begin popping up where the balloons do to trick you into shooting him and losing a life. That’s right, you can shoot the Duck Hunt dog, and you better believe I was gunning for him.


Run out of lives(from letting balloons get away/shooting our friend) and it’s game over, complete with a classic mocking laugh from the dog. So should you play it? Sure, why not? It can be found extremely cheap for a real copy, and of course there’s nothing to lose from giving it a try on emulator. While somewhat repetitive and lacking the archaic charm of Duck Hunt, it’s cute and mixes up the action with a variety of game types. And of course, any collector should have a copy of Barker Bill's only video game, right?

You can skip Bandai Shooting Range though, it blows

*Actually, the game may not even be licensed; Barker Bill's Cartoon Show is probably in the public domain.

Halloween Games - Rule of Rose

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2006's Rule of Rose is a difficult one to write about for a few reasons. The primary reason for me at least is that I haven’t played it in years, and when I did play it I didn’t make it very far into the game; I got the semi-english Asian version before there was any news of it being released in the west so a lot of objectives were unclear to me. Additionally, the actual gameplay was clunky and difficult to wrangle even back in 2006.


You take the role of Amanda, a 19-year-old orphan who finds herself in the clutches of a group of cruel children calling themselves “The Red Crayon Aristocracy”. Much of the game is spent trying to find out just what the hell is going on, why deformed children are trying to kill you and why the Aristocracy is tormenting you. Things get weird after that.

The interface has an animated chalk drawing effect that looks striking in motion.

Unfortunately for Rule of Rose, its nature as a psychological horror game centered around children led to some dramatically overblown misconceptions of content (specifically sexual content) that led to a lot of controversy, particularly in Europe. These claims were debunked but make no mistake—the game is bleak, weird and uncomfortable, though not sexually explicit. However, due to my inexperience with the game I invite you to read up more about Rule of Rose from people more qualified than myself.






As I recall, Rule of Rose was released at a budget price in the United States, quickly became scarce and now goes for a premium on the secondary market; as interesting and strange as the game is I can't recommend it at the price it commands nowadays. If you want to play an eerie, dreamlike horror adventure and have the patience for slow, oldschool style gameplay you should give it a shot on emulator!

Constellation, page 8

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At least Exie is out of the damn poison cave. Just one more circle of hell to go before the end of the story.

I haven't done a page for Constellation since March! It was my Halloween Resolution to get back to work on it, especially since there are only a few pages left (hopefully). I like what I've done so far, though the pacing is almost certainly awful...maybe when I'm done with this one I can do another, better comic.

Halloween Games - Makaimura / Ghosts 'n Goblins

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We join our hero as he finds himself surrounded on all sides by the horrors of hell!

With the possible exception of Splatterhouse, you can't get any more Halloween than Capcom's Makaimura/Ghosts 'n Goblins/Ghouls 'n Ghosts franchise. Each game follows the forever put-upon knight Sir Arthur on his journey to save the unimaginatively named Princess Gwynevere (equally unimaginatively named Prin Prin in the Japanese version) from the undead forces of darkness--in the series' original iteration, literally led by Satan himself. Later games have bosses named after other judeo-christian figures like Astaroth and Samael, which makes one wonder how the hierarchy of the demon world works. 

 The Reaper's bony grip is closing around our beleaguered Makaimura, when suddenly...

This game's legendary difficulty needs no introduction; even with mid-level checkpoints and infinite continues I have yet to beat this piece of shit. And let's not fool ourselves, it is a bad game compared to the arcade version. Unfortunately, Capcom's first few Famicom games were not actually ported by Capcom but rather the developer-for-hire company Micronics, who were also responsible for Athena, Super Pitfall and the DRRRREADFUL Ghostbusters on NES.

 A tall, gray savior appears! The forces of good prevail!

Though the 8-bit version pales in comparison to its arcade cousin (and especially the multiple excellent sequels on SNES, Genesis, GBA etc.) this game holds a special place in my heart. Challenge yourself with Ghosts 'n Goblins this Halloween!


Oh no!


OH NO!!


Halloween Games - Daimakaimura / Ghouls 'n Ghosts

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Halloween is fast approaching! I'm depressed about it actually...the best part of Halloween is October 1st through the 25th. After that all I can think about is that soon it will have come and gone and then what will I have? Thanksgiving? Get that shit out of my face.


So as usual I didn't have time to do all the stuff (photos, posts, comics, label designs) that I had planned for October but if I only get one more blog post this month I might as well make it about one of the best, most Halloween games ever--Ghouls 'n Ghosts.

Yeah, two Makaimura posts in a row, I guess I've been a bit obsessed with it this month. Ghouls 'n Ghosts improves on the original Ghosts 'n Goblins in every possible way: Arthur feels more maneuverable, he can attack upward and downward, enemies have more detail and character, and there is even an awesome Gold Armor powerup that gives the player a charge attack (sadly Arthur isn't wearing his silver armor underneath the gold--take a hit in gold armor and you still go back to your underwear).


Screenshot credit: VGMuseum.com

I really have nothing new to add to the Ghouls 'n Ghosts discussion when there are such excellent writeups on the subject already, so please enjoy the spooky photos. As you can see, my candles + blacklight obsession has been upgraded with the purchase of a fog machine! I'm confident that these are, to date, the most dramatic and heroic photos of the Ghouls 'n Ghosts packaging available online.



Bonus photo that had great fog effects, but not enough light on the subject.

Some dignified macro shots of my Amiibo figures

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I got a handful of Amiibo today! And I took some photos.


 I was unpleasantly surprised when I saw the Amiibo display in the store, to be honest--the quality of the figures can vary quite a bit so people who buy them online may be in for a bit of a crapshoot. The internet is abuzz with photos of factory defects and broken in the packaging figures, and while severe screwups like that are rare, there is a definite disparity in paint quality when they're examined side by side. Luckily there were plenty at the walmart I checked so I was able to pick and choose some good ones!

Link looks pretty good! Too bad they went with clunky plastic supports instead of metal ones.

Mario is the best looking one overall. Not sure how I feel about the clear fire effect, but he's solid and with the proper amount of detail for the character.

The Animal Crossing villager is a little off-model, with a too-far-down nose. Overall he looks solid though.

The Wii Fit Trainer is kind of a bummer! I know she's a non-descript character but I found the face too undetailed and THAT PLASTIC SUPPORT, good gravy

Considering his complexity Fox looks pretty impressive; get him in a store if you can though, as the paint job on the face and jacket can be a bit spotty for perfectionists.

As you can tell, I'm not a Complete In Box type...toys are for playing with. Unfortunately there are already Amiibo speculators out there buying up the more uncommon figures (Wii Fit Trainer, Marth and Animal Crossing Villager) and Marth especially is going for two or three times the retail cost. Pretty disappointing for a four day old product! With any luck there will be another shipment of them soon and the ridiculous Amiibo bubble will burst.

Splatoon Dump

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Oh, hello! Been a while. I'm still doing things, mostly on Tumblr. After a year though I thought I should post a few things I've been up to lately.

Just as a way to ease myself back into blogging again I wanted to dump a few Splatoon related drawings I did recently. If you see a squid named Hashbrown in-game that's me!

The logo I made for my Splatoon squad, Sea Minus! I'm the only member.



 A little comic I made about how Splatoon's 2.0 update increased the knockback Bubbler shields take when hit by enemy fire--I imagined that an unstoppable attack like the Killer Wail would send you into outer space, haha.

The struggle of ink rollers trying to get up walls. When this was posted on Tumblr I ended up with tons of people (some of whom I believe were angry roller users) explaining how rollers can ink walls...all I wanted to do was make a funny animation!

Halloween is on the way, so there'll be more soon.


October Horror Games: Echo Night 2: Nemuri no Shihaisha

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Thanks to the long shadow Dark Souls has cast on the video gaming landscape, From Software needs no introduction. Other than the hardcore action RPGs they're currently famous for, you may also know them for their (very) long running Armored Core franchise; students of retro gaming have probably also discovered the difficult and nearly inscrutable King's Field, AKA From's "proto Dark Souls" series.

I'm willing to bet, though, that a majority of people haven't touched on From Soft's other franchise, a series of quiet and moody first-person adventure games known as Echo Night. Rather than throwing you ass-first into a hostile and brutally difficult environment and expecting you to hack your way through, Echo Night takes the player across time and space to lay the souls of the dead to rest by entering their memories (or echoes) to reunite them with lost loved ones, find an item that was special to them, etc. It all sounds very sweet if you don't consider that some of those souls have been driven mad and want you dead--only by escaping or avoiding them until you find out and give them what they need can you progress through the game.


That's a basic primer of the Echo Night franchise that should give you the gist of how each game works, though the mechanics and settings of each game will vary. For my first October Horror Games post (about time) we'll have a look at the only game in the series that never officially reached the West--Echo Night 2!


The subtitle of Echo Night 2 is Nemuri no Shihaisha, which translates to "The Ruler of Sleep". I find that title much more appropriate than the one given by the recent fan translation, "The Lord of Nightmares". However, given that Tom and Gemini have made it possible for everyone to finally experience the game I'll happily overlook the creative license.

So what is it about? Players assume the role of Richard Osmond, a man looking for his missing girlfriend Rebecca. She was last seen at a certain library; upon arriving at the library he finds a book that she had been investigating and blacks out, finding himself in a sprawling manor. Most of the lights are out, and nearly every person he encounters is a ghost, appearing as black shadows of their former selves. Richard soon finds a woman sleeping in a glass casket suspended from the wall--a woman who looks exactly like the missing Rebecca. Who is she and why is she trapped? What caused the deaths of nearly everyone in the mansion? I have no idea because I haven't beaten it yet!


As mentioned before, there is no combat to speak of in Echo Night 2. Gameplay revolves around exploring the mansion and surrounding areas, including occasional trips into the past lives of the house's dead inhabitants. Though some will chase the player throughout the mansion and attempt to kill them, most spirits can be spoken to and will either directly ask you for help or hint that they need something, leaving it to the player to puzzle out what it will take to put them to rest. The entire game has an odd, somewhat dream like quality to it that From Software expertly achieved back in the day. Don't expect stunning graphic or fluid controls! If you know the developer's pre-Souls output you'll know what to expect, but everyone else will have a bit of an adjustment period if they want to tackle Echo Night 2. And you should!



Recommended for: From Software fans, people looking for a Halloween game that is somewhat clunky, off-kilter and creepy

October Horror Games: Splatterhouse (PC Engine/Turbografx 16)

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Good luck finding a game that screams HALLOWEEN more than the legendary Splatterhouse. First released in 1988 in arcades, the original horror platformer saw two sequels on the Sega Genesis and then lay dormant for 17 years until it was brought back in 2010 as a 3D God of War style beat-em-up.


One look at the cover art tells you that this is not a game that leans too hard on its plot. In fact, the cover really tells you all you need to know about it: there's a house,  and splattering happens. Like most arcade style games of the past Splatterhouse is a fairly brainless, pattern-based affair that is carried (and carried well!) by its presentation. I've got a few more pictures to post though, so let's get into the plot anyway.

Floor breaking into pieces, revealing the purple brain matter beneath? Disembodied hands crawling out of the woodwork? Looks like you're living in a SPLATTERHOUSE

So what's the game about? Parapsychology student Rick Taylor and his girlfriend Jennifer get caught in a thunderstorm one night and take refuge in a sprawling mansion deep in the forest. They're attacked by creatures and Jennifer is taken away--Rick blacks out and awakens to find that he is wearing the TERROR MASK, a totally not copyright-infringing piece of headgear that gives him the unearthly strength he needs to splatter his way through the house and rescue Jennifer! Beginning with the second game the Mask actually begins talking to Rick and becomes a character in its own right.

This screenshot is from the western Turbografx version; Rick's mask design was changed to avoid any copyright problems with the producers of the Friday the 13th franchise.

The real highlights of Splatterhouse are the boss battles, each one distinct and requiring a different approach. Take the Boreworms in Stage 1: you land in a room full of carnivorous, bloated creatures that leap from piles of gore strewn about the floor. Take care of them quickly or you'll get overwhelmed. One of the more creative ones is pictured above: a room possessed by a poltergeist comes to life and starts throwing all its furniture at the player! Once you think you've beaten it there's one more surprise that killed me the first time I played.


Splatterhouse wears its horror movie love on its sleeve--the main character looks like Jason Voorhees, the titular Splatterhouse is called West Mansion (likely named after Dr. Herbert West from Reanimator), one boss has had his hands replaced with chainsaws...it's just terrific. The soundtrack is also full of wonderful 80's style horror synthesizer music:


These cute anime ghosts are strangely out of place for such a Dark And Brutal game








Give Splatterhouse a try this Halloween! It's short and kind of difficult and deserves an 11-out-of-10 on the Halloween-o-Meter.

Recommended for: anyone who likes horror and classic arcade games, people who agree that Splatterhouse is the most badass name given to any video game ever

October Horror Games: Gregory Horror Show (Playstation 2)

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Oh man, where to begin with this thing? Gregory Horror Show was originally a collection of CGI shorts (very short--each episode is only two and a half minutes long) that aired for 88 episodes on Japan's TV Asahi network.


The first two seasons of the show involve a person who finds themselves lost in the middle of the night, coming upon a decrepit hotel run by a deranged mouse named Gregory. The hotel appears to exist outside of normal time and space, acting as a sort of purgatory that the guest cannot escape. As you can probably tell by the art style, Gregory Horror Show can be categorized as "light horror". There are lots of creepy and dreamlike situations offset by such completely goofy characters as Catherine the blood-obsessed lizard nurse, an anthropomorphic set of scales named Judgement Boy, and a zombie creature simply named Dead Body. You can watch all of the episodes on YouTube so check them out and see what you think!


In 2003, a GHS video game (of all things) was released by Capcom (of all companies) for the Playstation 2 in Japan and Europe. The story is similar to the first two seasons of the TV series; players choose a male or female guest and try to escape Gregory House while interacting with the sinister proprietor and other weird characters. Thanks to the help of Neko Zombie and Death himself, the player learns that by collecting the souls of others one could somehow find their way back home.

Gameplay wise GHS is unique, combining RPG and puzzle elements with stealth based Survival Horror. By observing the guests of Gregory House through keyholes and by talking to others, players must learn their weakness and exploit it to make the guests' souls appear so that they can be collected. After that watch out--the guest will try to catch the player if they see them again and subject them to a "Horror Show" that drains their mental health gauge. Losing all of their mental health due to Horror Shows or simply not maintaining it with sleep and item use (it drains automatically over time) will end the game with the player going mad and becoming a lost soul themself. If it weren't for the game's sense of humor and huge amount of character it would be pretty damn dark, though I still think it has its moments (the soundtrack in particular is incongruously creepy compared to the character designs).


This game is not the easiest to get hold of. If you know the language you could go for the Japanese version, but a used copy goes for over a hundred dollars. If you have a modified or European PS2, however, it can be gotten quite a bit cheaper! I found mine on ebay last year for $20, though I think the price has gone up since then. Even if you live in the States the boot screen for the game allows you to change the frequency for NTSC TV sets, so there's no problem there. All things considered, your best bet would be emulation.




Writing is not my forte, so I'm unfortunately selling Gregory Horror Show short for you guys. If you can get it: get it! Or at least watch a Let's Play. It's a unique experience that deserves a larger following.

Recommended for: fans of cute horror, weird art style, dark humor, stealth gameplay

Horror Games For October - Mr. Bones (Sega Saturn)

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 This game is WEIRD AS SHIT

And why does the game have an advertisement for itself, on its own package?

If you haven't seen Zono Interactive's Mr. Bones you haven't seen one of the most fascinating, diverse and spoooooky experiences on the Sega Saturn. It is just so strange. The plot (told through numerous CG and FMV cutscenes) involves a certain blues-loving skeleton as he tries to escape the mad scientist DaGhoulian, a maniac who wants to "purify the world" by eliminating all conflict between good and evil by simply erasing everything that isn't evil. He will do this by playing a giant set of magical drums to animate the dead!



The most fascinating thing about this ol bag of bones is the variety of gameplay you deal with from stage to stage. Level one "Grave Escape" is an autoscrolling chase stage in which the player, controlling a sharply defined polygonal skeleton, must escape an army of pre-rendered skeletons through what is essentially an FMV movie of the stage (think the backgrounds in Space Channel 5). The result is a beautifully rendered stage, but overlaid with blurry, low res FMV skeleton characters chasing a high res player character--very eerie in its crappiness, but I imagine it was pretty impressive back in the day.


"The Mausoleum" is a continuation of the previous escape but now the action takes place on a two-screen-wide rooftop as enemies try to swat you off before charging you head on. The controls in this game feel quite awkward and the game suffers for it in my opinion, but stick with it. Unfortunately, losing your one life will boot you back to the title screen where you must use the level select menu to go back to where you were--a continue option would be nice here.


Stage 3 is a traditional "walk to the right" affair, and at this point you might think the game's early gimmicks are leveling out and it's going to become a normal game; then Mr. Bones comes upon a blind blues guitarist in a remote cabin and we experience what this game is probably best known for:




"Now ya'll can't talk but you can listen--and maybe even feel!"

Impromptu skeleton guitar solo! Now it's a music game in which Mr. Bones must use the D-pad and buttons to win over the skeleton army with his sick riffs. There are no instructions in this stage, you just have to feel it. I should point out at this point that the soundtrack is excellent, composed and performed in large part by rock and blues legend Ronnie Montrose. In addition to the kind of light horror music you would associate with a game about skeletons, the guitar in this game is absolutely legit.

Win over all the skeletons by playing well and you're on to a trio of stages that made me stop playing for a while: Night of the Bats, Dawn of the Bats and Day of the Bats.


...in which bats have taken all of your body parts aside from your skull and spine and you must retrieve enough bones to solve a simple puzzle at the end of the stage. Oh yeah, this is a thing that can happen by the way! Take a big enough impact from an enemy and a bone may fall off: lose your legs and you can't damage enemies from jumping. Lose your right arm and you can't attack with your skeleton laser (also there are skeleton lasers in this game). Once you're down to just a head you're in trouble so make sure you always pick up spare bones when you find them. These stages suck balls, they're very vertically oriented and precise jumping is very difficult. Get used to falling down onto Frankenstein monsters.

I haven't beaten the bat stages so I've yet to experience what comes next personally, but I did watch ahead a few stages on Youtube and I truly believe you must stick with it because the gameplay just keeps changing and getting stranger. Here's a shot of Mr. Bones navigating an alternate dimension of evil while a man in the soundtrack waxes philosophical about how even newborn babies have the blues--if you aren't planning on playing this game,  I strongly urge you to watch a playthrough.



Mr. Bones really seems like a passion project made by skeleton loving madmen; I've never seen anything quite like it. This is a little late for my October Horror Games posts but it's got enough skeletons to stretch Halloween straight through November. If you've got a Saturn, get it! It currently fetches about $30 on the secondary market so it's a bit expensive for a used game, but such a great gem to have in any retro game/skeleton collection.


Recommended for: Sega Saturn owners, skeleton enthusiasts, blues enthusiasts

Happy Birthday Dreamcast! I painted you pink

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About ten years ago I had the idea to do a siiiiick black and red paint job on my Dreamcast and it looked like complete dog shit--mostly because I had no patience, knew nothing about spraypainting and used flat finish colors with no topcoat. Lots of paint scratched off immediately, followed by years of scuffs and embarrassment every time I looked at it.

I still know nothing about painting but I'm a little more patient and I have some 1000 grit sandpaper to smooth out mistakes, so I decided to go with something less brutal but much prettier!


Getting decent photos as always, was a chore, but you get the idea here. Going with a two toned pink look instead of two different colors was a better approach, and the gloss finish gives it a candy coating, jewel-like look that I'm way into.


I painted the Power and Open buttons the darker pink, then lightly sanded the paint off the face of the buttons so only the etched words and barely visible edges of the buttons were colored. Ended up being a pretty nice effect!


In the future I'd like to sand it smoother and put a glossy topcoat on the shell to really make it durable and bright. I'm bummed that there are still a lot of mistakes here but to the casual observer it looks pretty flawless, so I'm satisfied for now!

Vib Ribbon Press Kit Images--posters and more!

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NanaOn-Sha is best known for pioneering the rhythm game genre as we know it with 1996's Parappa the Rapper (beating even Konami's Beatmania by about a year). Three years later they broke ground again with the charming, minimalistic "rhythm platformer" game Vib Ribbon. It received a PAL release in 2000, but news was silent on the possibility of a North American version until a humorous misstep during E3 2014 led to a long awaited digital release on PSN for the whole world to enjoy.


Way, way back in the early 2000s, when mailing money orders was just as common as using Paypal, I bought a PAL press kit on eBay. It came with an instructional poster and three discs: the game itself, a CD of music by DJ Cam Loa Project intended to be played with the game, and a CD titled "Press Information August 2000". Because I couldn't actually play PAL games on my console it went into a box where it stayed until recently. While I was going through some old stuff to sell on eBay I found it again and decided to actually pop the press info disc into my computer and was pleased to find lots of promotional images of the game I haven't seen online!

I'm sure they're floating around somewhere of course--it's doubtful that I'm the one to present these to the world. I assume this press kit is somewhat uncommon  though, so in the interests of preservation here are the images all in one place!

VARIOUS VIBRI (MAIN CHARACTER) ILLUSTRATIONS


SPLASH IMAGE AND INSTRUCTIONAL COMIC




SOME NEAT POSTERS FEATURING VIBRI'S DIFFERENT FORMS

J

There are some more images on the disc including various screenshots and photos of Parappa/Vib Ribbon creator Masaya Matsuura, but these are the most interesting ones. Enjoy!
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