The amazing new show of paintings & prints from Scott Listfield entitled āFranchiseā is now online and available for purchase: https://nineteeneightyeight.com/collections/franchise
I enjoy the sensation of this picture.
KIROKAZE
Game of Thrones Daily
Misplaced Lens Cap
Show & Tell
Alisa U Zemlji Chuda
he wasn't even looking at me and he found me

ā

ā
styofa doing anything

Discoholic šŖ©

Product Placement
PUT YOUR BEARD IN MY MOUTH

Origami Around
let's talk about Bridgerton tea, my ask is open
Sade Olutola
DEAR READER
wallacepolsom
taylor price
Cosimo Galluzzi
cherry valley forever

seen from Ireland
seen from United States
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seen from Singapore

seen from United States

seen from Malaysia

seen from United States
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seen from United States
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seen from Malaysia

seen from Türkiye

seen from Malaysia
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seen from South Korea

seen from Chile
seen from United States
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seen from Türkiye
@expalt
The amazing new show of paintings & prints from Scott Listfield entitled āFranchiseā is now online and available for purchase: https://nineteeneightyeight.com/collections/franchise
I enjoy the sensation of this picture.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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This should be pretty fun. Devs from various Seattle area developers will be there showing off weird games.
Aliens (1986) promo shoot
Ripley and Jones
A paper craft version of the Amstrad CPC 464 available for download here! Please enjoy. This paper craft model of the Amstrad CPC is as close I am likely to get to the UK classic 8-bit computer. Even though it is not a computer I had exposure to as a kid, YouTube has provided me with many hours of entertainment with this system.
I had a CPC 6128 growing up, and itās hard to express how fondly I remember Alan Sugarās entry into the home computer market. In fact, I actually went back and played the CPC version of Chase HQ not too long ago. Iād quite happily have one again if I had the money, space and time. Maybe Iāll just print this out and set it up and pretend, even if it is, urgh, only the 464 model (at least it isnāt the green screen version.)
Sonic for ZX Spectrum?
I just like that gaudy color cell style.

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Sensible Soccer, SNES.
The Typing Of The Dead (PC)
Developed/Published by: Smilebit / SEGA Released: September 23rd, 2001 Completed: 3rd November 2015 Completion: Finished it. Trophies / Achievements: n/a
Well, all that talk of The House Of The Dead 2 got me in the mood for it, and as Iām several thousand miles away from my Dreamcast and Dreamcast Gun (probably my favourite light gun, for some reason?) I might as well play through famously loved wacky port, The Typing Of The Dead.
Itās The House Of The Dead 2, except you type to kill the zombies instead of shooting them. Ex-video games journalist/cybernat controller Stuart Campbell wrote an excellent thing about it here, comparing it, in classic Campbell fashion, to a Spectrum game no one has heard of, but his central pointāthat The Typing Of The Dead is a game about threat managementāis bang on. Plus his proposed āmodā (not being able to see the screen and a friend yells out what to type) sounds amazing.
Do you ever think about your typing? Do they still teach it at school these days? Thinking about typing is like thinking about breathing or blinking, indeed as I type this my typing gets worse and worse as I start to over-think it. When I think back, I feel like my secondary school still had two classrooms with typewriters and I must have learned to type āproperlyā in first or second year that wayāI feel like second year, when youāre rapidly shuffled through some different classes before you choose what youāll do in third and fourth (note: Scotland specific, possibly āScotland in the 90sā specific). I donāt remember it at all, though. What I do remember though is getting a copy of Mavis Beacon Teaches Typing on the front cover of PC Format and āplayingā it pretty extensively. If youāre looking to learn to type properly, Iām not sure I can recommend anything more highly than the original Mavis Beacon, itās really great.
Of course, nowadays I type fast, but messily, and Iām pretty sure I mostly type with my two fore-fingers on each hand despite basically keeping my hands on the āhome keys.ā In fact Iām really exploring it nowāscrewing my typing up badlyāand yeah, I use most of the fingers on my left hand, but my right hand dances about the place and my left hand will do things like type Y, which itās really not supposed to be doing.
Iāll be honest though, it works. Iād love to go back and learn typing properly againāIām sure I was very solid after a course of Mavis Beaconāget that right hand better, but I canāt be arsed, because to do so is a bit dull and Iāve got other slightly dull drills I do daily (kanji doesnāt learn itself.) And The Typing Of The Dead hasnāt improved me any. Itās possible that if youāre willing to put the effort into the drills and lessons the game includes youāll improve though?
Anyway. The Typing Of The Dead is a fun way to play The House Of The Dead 2! The game has all the great dialogue and level settings I rememberāa boring lab only takes up the very last level, and while it does recycle all the bosses again, it at least spaces out the recycles a bit. Itās totally one of my favourite campy horror experiences, a bit like watching a crap bit of Italian gore or something (itās even set in Venice, maybe?) So yeah, whichever flavour of this you choose to play I think it whiles away about a half hour rather nicely.
Will I ever play it again? The Typing Of The Dead, probably not. Typing Space Harrier: Iād love to! The House Of The Dead 2: if I ever get my Dreamcast out of storage, but after I finish the other Dreamcast shooter I own, Confidential Mission. Wait, the Dreamcast only has like two light gun shooters? Man, light guns are such a bad investment.
Final Thought: Unlike the un-loved The House Of The Dead, The House Of The Dead 2 did something right for Sega for them to keep pushing it: Not only was there The Typing Of The Dead, thereās also Nintendo DS English Of The Dead (The House Of The Dead 2 teaches you English) and Flick Of The Dead for iOS (The House Of The Dead 2 teaches you Japanese cellphone style texting.) I do think itās best as a shooter, though.
In this weekās very special episode, the Loose Cannons watch the 1975 horror movie Psychic Killer, directed by actor-turned-filmmaker Ray Danton and starring Jim Hutton.
The film follows Arnold Masters (Hutton), a former mental patient who uses astral projection to destroy the people he believes have wronged him.
Weāve titled this episode āSpecial #2ā³ because the movie isnāt actually Cannon film, but we go into the reasons why we watched it in the podcast!
Is Psychic Killer worthy of the Cannon canon? Is it even eligible for the Cannon canon? Listen to find out.
To have new episodes delivered as theyāre released, subscribe on iTunes.
The House Of The Dead (PC)
Developed/Published by: Wow Entertainment / SEGA Released: 1998 Completed: 1st November 2015 Completion: Finished it. Trophies / Achievements: n/a
I was looking for something spooky to play on Halloween and I was certain that I got a copy of this when I bought my Saturn a few years ago (I had sold the one I had in the UK and hadnāt replaced it until recently) but after an afternoon of digging I couldnāt find it. Which means that I own a Saturn with a Virtua Gun and literally the only game I have that uses it is one third of Die Hard Trilogy.
I did however find that the person who sold me the Saturn had also given me a bunch of what I thought were blank CDRs, but which after testing turned out to be a bunch of unlabelled naughty games. Things like the terrifically dull and mild Girls In Motion Puzzle series, but also a pretty astounding Yakuyen Special, in which you play rock paper scissors with a dancing, increasingly nude Japanese lady.
The copy of Yakuyen Special is so beat up, he used the hell out of it.
Moving on! Iām fond of The House Of The Dead, I played it a bunch in the arcades but had never finished it, so I thought I would. The lack of the Saturn version required me to fiddle about and get a PC version running and play it with a mouse. It at least looks as bad on PC as it does on Saturnā¦
What to say about it, really? Itās a rail shooter released at a time (and you may have to stretch to remember this) zombies werenāt totally overexposed. The hilarious amounts of gore and exploding body parts offer great feedback to your shots. Every levelāthough I doubt it pioneered thisāhas a bunch of different routes you can find either by saving certain people or shooting certain background objects (i.e. shooting a liftās buttons, or whatever.) It doesnāt rely on too many cheap unavoidable hits to kill you fast, and the only truly annoying boss is the final one, an utterly irritating bullet sponge. Iām almost surprised by how fair it is.
Itās really (really) short thoughāfour levels, and level four does that annoying thing where it recycles a few of the earlier bosses, which is just unforgivably dull. And the only way youāre going to be able to play this most likely is via the (awful) Saturn port, or this (also awful) PC port (unless maybe you can get it running in MAME, I donāt know.)
Iād be interested to know more about the development of The House Of The Dead, though. The arcade version came out just six months after Resident Evil and has almost the exact same setting (spooky zombie-infested mansion turns out to be secret lab.) So who knows, maybe itās only got four levels because they only had a few months to knock it out as quickly as possible. I do wish theyād just kept to the mansion thoughāthe lab setting is pretty uninspiring compared to the opening of the game.
Anyway! The House Of The Dead is fine but itās clearly ok to start with The House Of The Dead 2. Which has a great Dreamcast version, so get on that.
Will I ever play it again? If I find an arcade version on free-play?
Final Thought: I probably seem a bit down on this but itās just due to accessibility. Strange how old arcade games are so hard to āre-experienceā in a lot of cases. The House of The Dead, for example, got me thinking about one of my favourite early rail shootersāSegaās own, very literal, Rail Chase. The game was great because it was played on a mad hydraulic chair that reacted to every bump of the in-game rails. If you played it in MAME or whatever youād think it was crap, I imagine. Tell you what: come round to mine and shake my office chair about while I play it and Iāll do the same for you.*
*not a guarantee
Loose Cannons returns!
In true podcast fashion weāre back from a summer hiatus and ready to start season two with a bang! And by bang we mean director Clive Reesā 1973 drama The Blockhouse, without a doubt one of the worst Cannon films weāve seen to date ā and thatās saying something.
Noted for featuring one of Peter Sellersā few dramatic performances, the film tells the story of a group of POWs and labourers who become trapped in a bunker during the D-Day invasions. The group has plenty of provisions so they decide to wait for rescue⦠and end up waiting several years.
Is The Blockhouse worthy of the Cannon canon? Listen to find out.
To have new episodes delivered as theyāre released, subscribe on iTunes.

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Splatterhouse (Arcade)
Developed/Published by: Namco Splatter Team / Namco Released: November 1988 Completed: 26th October 2015 Completion: Finished it. Trophies / Achievements: n/a
Today Iām going to tell you about the scariest game Iāve ever played.
The scariest game Iāve ever played is⦠Kung-Fu Master on the Amstrad CPC. Itās terrifying⦠when youāre, like, five.
Now, itās not going to be that apparent from that long play up there, but what makes it so horrifyingāin the arcade tooāis the way that the baddies rush you to just⦠hold on to you. And you have to waggle the stick like mad to get them to fall off. Every missed kick or punch leads to a desperate waggling as your health drops, with more and more baddies rushing and hanging onto you until you die. Itās chilling. Theyāre relentless, thereās no break, you just have to keep traipsing through the level fighting without error. That sense of no escape, no rest, just always horrified me. Even the pause button offers no respite. When you start again, they just go back to rushing you.
After all, whatās really more disturbing than the inevitability of death, eh?
When I got a bit older, though, something like Splatterhouseādespite being largely inspired by Kung-Fu Masterāseemed amazing. Iāve never actually liked gore or horror movies particularlyāIāve never seen, for example, any Hellraisers, Nightmare on Elm Streets or Friday the 13thsābut that opening level of Splatterhouse, whatās not to love? Slicing baddies in half, or smacking them with a bit of wood so they explode across the wall. Thereās a lot to be said for the slight abstraction of pixels when it comes to something that would have freaked me out properly in a movie as a kid (I count my lucky stars I never actually saw An American Werewolf in London as a child, like pretty much everyone else I know.)
But why have I gone back to finish it? Well, I was just at Fantastic Fest in Austin, the best film festival where you spend far too much money on food because they serve it to you in the cinema and youāre like āsure, apparently I do need a $6 milkshakeā (but also, generally, the best film festival?) Theyāre not only a film festival but have Fantastic Arcade, which did lots of cool stuff this year (including the amazing Super Russian Roulette for NES) but, most notable here, a beautiful restoration of a Splatterhouse cabinet by (I believe) Estil āDocā Vance (who may actually be a doctor based on Google searches.)
I thought to myself āwhat a nice opportunity to play a game to completionā and I had a bunch of goes of it but by the time I got to stage 5 (not bad going) the annoying nature of the level (or, hell, the entire game) meant I gave up and just came home and beat it in MAME. (Which is still a huge pain to set up, by the way.)
Splatterhouse is one of those great old games where you kind of feel like the developers didnāt really know what they were doing, and they were also pretty sure very few people were going to finish it, so there are several ideas that go half-implemented and the game gets less interesting as it goes on. In fact, Iām not super clear why the game has seven stages when it feels like it should conclude at stage five, I wonder if they were told it was too short.
Really, when you get down to it, you see everything interesting about Splatterhouse in the first level. Enemies donāt get more interesting, and the weapon pick-ups are absolutely sparse, in a āis this really intentional?ā kind of way. My favourite being the spanner you pick up in stage 2, throw once at a completely ordinary baddie, and then never ever see again. Itās real weird! (Actual favourite: the shotgun in stage 3, which allows you to blow dogs up in an enjoyable fashion, and also never see again.) Thereās some level branching for replayability, I guess, but it doesnāt add all that much (itās most apparent in stage 5.) And the two levels after stage 5 are so boring. In one, you fight bubbles against a generic organic background, in the last, you jump over enemies on fire in a slight modification of an earlier background (insanely frustratingāthe jumping in this game is awful and you always seem to land short) but I suppose at least the final boss looks like Marilyn Manson if heād melted slightly.
So yeah, Splatterhouse, totally one of those games you put 25p in, play the first level, see the fun weapon effects and then die. At which point you are, if youāre sensible, done. Thereās definitely a pretty cool Kung-Fu-esque game hereāI mean even if the game just had more weapons and unique kills it would be instantly more funāand I wonder if the home console sequels managed it.
Will I ever play it again? No, and I canāt be arsed to find out if any of the sequels managed it unless someone chimes in and says Iāve got to play X or Y with a good reason.
Final Thought: In a surprising twist, however, although the gameās ending is a nothing, the end music is actually great. A very atmospheric Italian horror-esque lament. Totally worth it, but you can listen to it without going to the effort I had to.
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Space Invaders Extreme (Sony PlayStation Portable)
Developed/Published by: Taito, GULTI co., ltd. / Square Enix Released: June 17th, 2008 Completed: 21st September 2015 Completion: Finished it on the easiest path, saw the final level of all the other paths. Trophies / Achievements: n/a
Should I count this one? Iām not completely sure. I saw the credits, but the final levels of all but the easiest path (the game uses an Outrun-esque branching path⦠well, not that Outrun-esque, itās performance-based) the final level is so annoyingly hard I just couldnāt be bothered. I saw them. I felt like that was enough.
Anyway. Space Invaders Extreme! A tribute for Space Invadersā 30th Anniversary, it took the āmodernisationā approach of things like Pac-Man C.E. (which, now that I think about it, was probably one of the only things like that about at the time) where the game is, you know, similar, but given a modern look thatās supposed to feel retro without actually being retro, and made faster and more intense in the meantime.
And for the most part, this works! Thereās a fairly clean basic system at hand here. The game has your invaders slowly creeping their way down the screen the way they do, and you want to kill four of the same colour to get them to drop a power-up for your weapon, and basically keep doing that to keep yourself killing efficiently. There are some kinks, of course, with special flashing UFOs and so on that let you enter special little challenges and unlock āfever timeā for even more points, and if you get down to it the scoring system is really, really complex, but overall itās got that nice aspect where there are only a few things you really need to do to understand enough to challenge yourself on a higher level than ājust surviveā (and those things help you survive, anyway) that itās pretty good!
Iām not completely convinced by it, though. Itās obvious that the designers felt that the main game wasnāt quite enough, and the mini-challenges that take you out of the main game (dumping you back in fever time) are jarring and pretty dumb (they feel unnecessary and flow-damaging) and the range of invader types isnāt quite as clever as youād hope. Some invaders are pretty much impervious to the otherwise best weapon (the laser) with the other power-up weapons not having the same kind of handicap, which just feels like an irritating nerf rather than good design, and as the game gets harder, some invaders just bomb right down at top speed as soon as theyāre hit once and kill you. You can prepare and work around this, but in some cases youāll find yourself on the other side of some enemy fire as theyāre bombing down, and youāre like āwell, I guess Iām losing a life here.ā Instant kill bullets hitting you is fine, instant kill enemies that donāt even need to hit you? Pretty bad.
Itās those, actually, that made the last levels so unpleasant and so give-uppy, because theyāre outright unfair, and the game got down to that thing that Iām just not a fan of in shootersāmemorisation. Unless you were willing to know to have this weapon here, that weapon there, to be in this place, which I wasnāt, I donāt think you can get through them.
So, yeah. Great game until they over-egg the design in the name of creating a stronger challenge. Not a bad game, just an unnecessarily flawed one.
Will I ever play it again? I have Space Invaders Extreme 2 on DS! Iām gonna play that one, maybe itās an improvement?
Final Thought: This reminds me that I spent 500 Wii Points on Space Invaders Get Even even though I knew it was basically only a demo because I wanted to try it. It seemed pretty cool? But I really have no idea because there wasnāt anywhere near enough in the $5 demo to understand if I wanted to drop $15 on the rest. Alas.
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Dark Sector (Microsoft Xbox 360)
Developed/Published by: Digital Extremes / D3 Publisher Released: March 25th, 2008 Completed: 11th September 2015 Completion: Finished it. Trophies / Achievements: n/a
Played this for a few reasons, some of them faulty: firstly because developer Digital Extremes are based in Ontario, secondly because I thought they were defunct and I wanted to see what kind of stuff they did (but theyāre notāthey famously did the awfully-received Star Trek game, but it didnāt sink them.) Thirdly⦠because I heard it was vaguely ok? Itās got a Krull-esque āglaiveā in it! (As we all know, glaives are actually a kind of polearm, not a throwing weapon.)
But yes, the glaive, the amazing looking spinny-blade that the forgettable hero of Krull gets right at the beginning, and he goes to throw it, but the wizard (or whoever it is) goes āno, youāre not allowed to throw itā so he doesnāt for basically the entire film and when he does itās pure disappointing.
Krullās shite.
Dark Sector however, is⦠kind of exactly a D3 game? Itās basically a Simple Series version of Gears of War, with more Resident Evil 4 all over its sleeve than even Gears, and itās Simple Series-ey because itās got several ideas and none are particularly deeply implemented and thought out, theyāre just āthereā and you can take or leave them. Consider the glaive, which is a decent idea, but the game has also got tons of guns, so you can pretty much play the game completely as a shooter. Or the way the game swings wildly between Gears of War-esque cover shooter sections (lots of spawning baddies, use cover, shoot them, repeat) and Resident Evil 4 swarm battles (mutants try and punch you in the head, or magic up your business) without either being particularly deep. Or the way your hero keeps gaining new abilities, but they never seem that important to the point where I kept forgetting them (the magic shield is real useful, but I never remembered it. I used the ability to āexplodeā the glaive straight after they told me about, but only actually remembered it while writing thisā¦)
And the world is grey, repetitive, and large segments you get the sense more stuff was supposed to happen but doesnāt (some levels are long, some are short, and some huge areas you just run through, like they forgot to finish them.)
Plus: I could not tell you what this game is about. At all. Thereās some sort of metal disease? Our hero is maybe a CIA operative, but itās not clear what heās doing? Thereās an old man there? Sometimes a lady?
Despite all this, I didnāt mind Dark Sector. Itās kind of like one of those films youād pull up on Netflix or from a petrol station bargain binānot a āMega Shark vs. Killer Beesā kind of winking twattery, but like one of those films that stars Scott Adkins with a generic title (you know, like Dark Sector.) Totally workmanlike and with some small thrillsāshooting people and slicing their bits off with the glaive works well enoughāso it passes the time pleasantly enough. I even quite enjoyed the weapon upgrade system, which is utterly half-assed but once I had my pistol and assault rifle all set up, it made me pretty happy? So thereās that.
Will I ever play it again? Life is too short.
Final Thought: Dark Sector is one of those ādouble Aā video games from the last generation I honestly doubt weāll ever see again as the resources needed to make something thatās ānot quite AAAā are now beyond basically anyone except publishers pushing out crappy derivatives of their AAA games using the same engines and assets. Rather sad, I supposeāthe ecosystem is in a weird place and I do wonder what the future holds.
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Silent Hill: Origins (Sony PlayStation Portable)
Developed/Published by: Climax Studios / Konami Digital Entertainment Released: December 6th, 2007 Completed: 8th September, 2015 Completion: Finished it. Trophies / Achievements: n/a
Been trying to grind out a bunch of the physical games Iāve got so I can get rid of the clutter (Iāve got a āspring cleanā thatās, as you can tell by the current season, somewhat overdue) and I remembered picking this up for about $5 a long-ass time ago, so it was next on the chopping block.
This isnāt, actually, the first Silent Hill game I thought Iād review here, because a while ago I started Silent Hill 2 (the poorly-received HD version, though) and after hours of wandering around a dark, samey apartment complex trying every door I was like āfuck thisā and decided to stop. I have to be honest and say Origins has sapped any interest I had in going back.
Like, are all of the Silent Hill games 90% about wandering repetitive and dark places trying every door? Because thatās what this one is about. Itās actually sort of pleasantly OCD in that the map marks every door/dead-end you hit, so you get some tiny sense of accomplishment there. Itās also possible that the other Silent Hill games are actually pretty scary, unlike this one, where all the enemies are so dumb you can avoid them entirely, and you control any visits to the alternatives Silent Hill world (you know, the one inspired by that bit in Jacobās Ladder) so itās not even like that bitās freaky. As close as it gets to an emotion is frustrating, because the camera is hilariously terribleāI defeated the first boss without ever seeing it.
This is one of those games where you struggle for something nice to say and resort to āwell, itās short?ā but it is, at a deep level, one of those things that just does not need to exist. Even for a Silent Hill maniac thereās nothing hereāthe plot is slight, and as a prequel itās totally unnecessary, adding nothing to the whole core story of the series that hasnāt already been covered in a few sentences. Itās like getting a prequel for Halloween where you watch Michael Myers shopping for his overalls. Youāre like āok, I guess this happened, but I donāt really see why this is important?ā
Hereās the one thing Iāll say for it: I think it looks nice. Itās been long enough apparently that Iām nostalgic for low-poly textured graphics, and man, the PSP is an a real sweet spot where itās all low-quality enough, but not so totally garbled itās ugly (especially with the gameās noise effects and lighting.) Thatās about it, I guess.
Will I ever play it again? Nope!
Final Thought: I donāt think me and Silent Hill will ever get on. I enjoyed the plot and world of the first one but the intentional ammo scarcity boned me completely for the final boss, and Iām not sure how you make games where you make the player feel like ammo is scare while also allowing them to enjoy using the weapons theyāre finding*. You probably know the experienceāany RPG where you get to the end of the game having used none of the special items youāve collected because what if you need them? I got to the end of Origins with the heroās pockets unrealistically full of portable TVs and typewriters (one-use weapons) about three katanas and hundreds of bullets because I never wanted to use any of them. Would have I enjoyed the game more if I had? Probably not to be honest.
*I suppose the solution is to look at, as always, rogue-likes and like-likes; if you have to survive at all costs, youāll do what it takes rather than save it for later. But in story-based games like this no one wants to die permanently⦠I think itās just another symbol of how these linear experiences are un-game-like and arguably insufficient for the medium.
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LocoRoco (Sony PlayStation Portable)
Developed/Published by: Japan Studio / Sony Computer Entertainment Released: June 23rd, 2006 Completed: 28th August, 2015 Completion: Beat all the levels. Didnāt collect everything though. Trophies / Achievements: n/a
I hate LocoRoco. Hate it. Might as well start there.
LocoRoco is⦠Iāve been banging on about developing games on this blog a bit, but I think this is illuminating. When I started working on Sound Shapes, I canāt remember how it came up, but I remember LocoRoco came up. Because Iād played, like, one world of it and hated it so much I put it down. In a conversation with Jon Mak, we agreed LocoRoco was an example of how not to do interesting/whimsical level design. Why?
Well, the game is about collecting 20 berries, while also finding three āMui Muiā (wee guys that give you new LocoRoco house parts) and, if you want, collecting Pickories (coins, basically) and/or doing the level as fast as possible.The thing is though, 90% of these collectables, even the main ones, berries, are totally hidden. Not in a āthis wall has a crack on itā way but in a Wolfenstein 3D-style ārub yourself against fucking everything bashing the space barā way. Thereās absolutely no joy in LocoRocoās level design. Itās just horrible. Basically, everywhere you go you have to try all walls and potentially every bouncy pad or whatever to explore every single space of the screen or level you can. And, to make things better, levels are often designed so you can miss something and not be able to backtrack, usually by falling into a lower part of the level, or just straight up being moved to another part of the level via a feature (some blowing wind, or something.) With the ātilt the worldā controls (you donāt control your LocoRoco directly) this is maddeningānot to mention the enemies/spikes, who easily strip off your gained berry-weight in a way that, again, can never be fixed. You have to finish levels perfectly.
Getting to the end of a level with 20 berries is, if not impossible, so unfair that itās just absolutely hateful. So, going back to this because I was like āman, I have a lot of PSP gamesā (and I just bought some more) I tried to play it properly for a while but just gave up and roasted through the levels as quickly as possible. And if you do that, theyāre utterly dull!
Never play this.
Will I ever play it again? Fuck no, plus will never touch any sequel with a barge pole.
Final Thought: LocoRoco⦠itās supposed to be really charming, you know? Like, you just like being with the LocoRoco, so wobbling through the levels is fun, really taking your time and āplayingā around with the tilting. But itās just frustrating and shit. If you want to play a charming Japan Studio game on PSP, itās got to be Patchwork Heroes.
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Ristar (PlayStation Portable)
Developed/Published by: Sonic Team / Sega Released: February 16th, 1995 (on Sega Mega Drive / Genesis) Completed: 22nd August, 2015 Completion: Finished all the levels! Trophies / Achievements: n/a
So⦠has anyone noticed that Ristar is basically Jesus? Faced with corrupt leaders and enslavement, the people in the universe of Ristar pray, and God sends his son to save them!
Like, he literally sends his son, itās in the text of the intro and everything. Ristar doesnāt, uh, solve the problem with some cool preaches and then get crucified, he solves it by using his big stretchy arms to grab enemies and ladders and things and then kill the big baddie. I donāt know if Jesus had big stretchy arms, theyāre never shown in any paintings of him and I donāt think that they ever mention him having big stretchy arms in the bible. Actually, wait:
Matthew 21:12 āAnd Jesus went into the temple of God, and cast out all them that sold and bought in the temple, and overthrew the tables of the moneychangers and the seats of them that sold doves, using his big stretchy arms.ā
The more you know!
Will I ever play it again? Nah. But I did beat it. Mega Drive titles like Kid Chameleon, Decap Attack or the like? I canāt imagine choking them down.
Final Thought: The thing with Ristar is that it was developed by Sonic Team, based on an idea they had before they went ahead with Sonic (though Ristar was originally a rabbit) and which was later returned to with a team you wouldnāt recognise (mostly new hires.) Either way, because of the whole Sonic relation, you kind of assume that itās going to be a bit Sonic-ey, especially when the level title cards are really similar to the ones in the Sonic games. But itās not at all!
Ristar is, despite being a star, really, really slow. He canāt run, and he can barely jump (I didnāt bother to measure it, but I feel like his jump isnāt even taller than his height.) In addition to the really different, detailed graphics, the whole thing has quite an unusual feel, that I honestly felt more akin to a Euro platformer, like something developed on the Amiga and then ported.
(Ristar does do some shooting star stuff; heās got these special spinny things that he flies off at the end of the level or if he finds a secret level, but itās rare.)
Ristar is definitely⦠fine. I mean, itās⦠fine. The levels generally manage to be vaguely interesting with their individual gimmicks (though occasionally the gimmick can be hard to work out) bosses are sort of patchy (one, which involved throwing a hot meal into its mouth, was infuriating, and as always the final boss is a huge pain) and it passes the time.
It wasnāt a religious experience, letās say.
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Sega 3D Classics: Super Hang-On (Nintendo 3DS)
Developed/Published by: M2 / Sega Released: November 28th, 2013 Completed: 17th August, 2015 Completion: Finished all the courses, including the world tour. And without any saving or anything like that. Trophies / Achievements: n/a
Super Hang-On, guys. I know what youāre thinking, because itās what I was thinking too. āUgh, isnāt this the earliest of the Super Scaler games? I mean itās really boring, right? Just racing on a two lane highway for ages. Barely any more evolved than Pole Position.ā
What an idiot I was and what an idiot you are. This is the wrongest wrong, and I guess it took those wizards at M2 to show me my wrong wrongieness for the wrongitudinal wrong it wring wrong wubba wran
(Sorry readers. Letās take a little intermission here to listen to Super Hang-Onās super cool chilltimes music. Ahh, thatās better.)
Super Hang-On, or at least this M2 version of it, is fantastic. I donāt know why, collectively, weāve all decided it wasnāt very interesting. Maybe it looks a bit boring in stills, and likely, Outrun, with its wide roads, loads of cars and set dressing, just seems like itās better. But hereās the deal with Super Hang-On: itās an incredibly clever and subtle example of pseudo-3D racing. The game is about two things: 1) avoiding the many, many other racers on the narrow-ass road by carefully weaving through them, even as they attempt to murder you because they hate you 2) using āturboā (which boosts your max speed by like 50km/h) carefully when you know you wonāt fly off the aforementioned narrow-ass road or right into another racer who, also aforementioned, wants to murder you.
This is but two very simple mechanics. Together, they are perfect. Playing Super Hang-On on 3DS is almost painful, because you more or less death grip your 3DS with a brutal intensity as you try and edge through the field at the maximum speed you can manage. And you have to, because the time limits are absurdly strict.
Which is one of the reasons this M2 version is so great. There are a variety of settings whichāand this is maybe the one real negative I have to giveāare a bit obscure (Iām still not 100% sure what they all do) but with some fiddling you can get the game to āchallengingā rather than āyou will never finish this, puny humans.ā
And the other settings are all great. Playing it using the gyro is actually really fun, the screen tilting is great (if you want to use it) and the 3D is fantastic even if it still doesnāt agree with me at all (I wonder if the New 3DS would fix that) so I sadly had to not really use it. Itās the perfect release, although if I was super greedy Iād want them to include the track from Hang-On too?
Sega 3D Classics: Super Hang-On is not optional. Itās an amazing example of a clear, simple game design thatās absolutely thrilling to play. I played this for hours and hours and hours and Iāll go back to it, to finish the āsit downā version of the courses probably (even if theyāre only mildly different? I havenāt tried them yet.) Itās great.
Will I ever play it again? Yes.
Final Thought: And I must say: Super Hang-On looks great, too. Itās maybe hard to see that when everything is flying past at 324km/h, but if you sit and watch the credits you can see how intricate the level furniture and backgrounds and colour choices are. Super Hang-On might actually be one of those perfect things, you know? A flawless pearl for people who like a specific kind of pearl (Iām not saying everyone is going to love this pearl. Itās just as good at being a pearl as a pearl can be.)
(āStop saying pearl!āāeveryone.)
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