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Counterpoint to the Egyptian aesthetic post, know of obscure games with Central/South American aesthetics and vibes? I dig that shit. That or tropical/oceanic.
Atomic Runner (Data East - Genesis - 1992)
The developers filled this level with pixelized images of real turquoise Pre-Columbian mosaic art, and it's absolutely gorgeous.
It takes me a long time to do some things and Iāve finally gathered up a bunch of Sega Mega Drive / Genesis titles that Iāve been meaning to play, hopefully through their entirety, or replay and take as many screenshots as I can. These arenāt going to look like most other screenshots youāll see online, though; Iāve been using an NTSC filter because I believe itās the visual format in which these games look best. So, letās take a stroll through the material so far.
Super Hydlide (1989)
This is one of the best āold styleā action-RPGs Iāve played. Iāve gone in with barely any prior knowledge, and I think thatās how to best experience it. Spoiling yourself on the extent and workings of its mechanical systems would, I think, turn it into nothing more than leveling up and finding the next place to go. The range of overworld which youāre initially able to explore is fairly restricted, and, as the action-RPG designation suggests, there are no randomized battles. Because of details like your need of food and sleep, or the encumbrance limit, though, itās a deep relief to return to a town after some exploration in a way that reminds one why this trope of wilderness vs. domesticity caught on. You might just find yourself exhaling when your enter an inn. In another game, your characterās attack would likely be assigned a hitbox straight ahead of the sprite, but Super Hydlide locally assigns it to your right arm/hand, and itās a welcome quirk in a game with super basic combat. There is no in-game map (or, if there is, I havenāt found it yet), and so -- as with Simonās Quest -- Iāve been drawing my own on a sheet of gridded paper.
Above: the same screen at different times of day.
I hope that this blogās emphases and its audience make the claim that I think Super Hydlide looks amazing at least appreciable. Everything has just enough detail to render the object, being, or space as categorically legible while retaining ambiguities, and thereās a variety where you might not expect it, like the grass around the building above, that gives each screen a kind of visual grain that an ornate and time-worn carpet might have. Complementing this is a soundtrack that seems unaware of the consoleās audio capabilities in a way that another contemporary Mega Drive release, like Sword of Vermilion, certainly was not. Thatās fine, though; the soundās smallness, with those lite approximations of exclamatory synth brasses and the percussionās dusty, dinky punches, enhances the cute visual aesthetics: people, monsters, and buildings you could hold in a pair of cupped hands. Especially remarkable is the overworld theme,Ā āChaos Separatorā -- almost three minutes long, a duration that was basically unheard of at the time.
Atomic Runner Chelnov (1992)
Chelnov has me torn between wanting to share either as many screenshots of it as I can or as little. Itās so stunning to behold that exposing anyone who hasnāt played it to its sights seems like a disservice. Itās in extreme contrast to the gameās original arcade version, too, which may as well be a different game. Every stage is a stream of layered ornaments, and continuing to play to see more of this is motivation alone. At first I thought the graphic theme was one of a general āexoticismā, with ziggurats settled above lava giving way to stepped Mayan pyramids, but then the penultimate stage threw architecture designed by Antoni GaudĆ my way, making me wonder if the theme is more broadly āeclecticā -- choosing certain settings and motifs for their dazzling power alone. This is one of those runĀ ānā gunners where your character will keep running unless you stop them -- but you soon have to start running again anyway, since the screen keeps moving right and only stops for bosses. It took me playing through half of the game to figure out how to turn around. Please, if you want to give Chelnov a look: consult a controls FAQ.
El Viento (1991)
If youāre looking for level design thatās a mixture of the mundane and the out-of-control, El Viento might be for you. One moment youāre walking through an open sewer channel, exploding the occasional fish; the next, youāre navigating a bundle of platforms that feel way too closely packed together for your characterās sprite size as you attempt to outrun a never-ending flood of rats that move at speeds never before recorded. One moment youāre going through an apartmentās door into an empty interior; the next, a tank bursts through the opposite wall and just starts hammering you with missiles and bullets, giving you only five feet of space to work with. Itās the second in a trilogy of games, which includes Earnest Evans, a game perhaps most notable for all of its footage making it appear that the players are incompetent on purpose, but which in fact plays more or less the same no matter how good you are. Grave sacrifices were made so that the titular character could be a composite sprite. El Vientoās level design hews closely to Earnest Evansā, with the important difference that its protagonist, Annet Myer, is controllable.
Even with its problems, El Viento is charming. Itās nice to play a videogame with a female protagonist whoās not creeped on by the artist(s) (perhaps we can, in part, thank technical limitations for this). The palettes and style of pixel art bear an uncanny resemblance to Master of Darkness, released for the Game Gear and Master System, and give each stage a distinct, almost dirty granularity. For me, El VientoĀ gets especially interesting around the fourth stage, a shipās engine room (or... factory?) thatās preceded by a short segment that has you crossing water on top of a cartoon-eyed dolphin. The level design transitions to looking likeĀ a network from Metroid Fusion -- a knotty maze with small destructible points that cause chain reactions, oddly small platforms, moments where youāre not sure whatās interactive and whatās not, and low ceilings underlined by spike-beds that necessitate you make use of a crouch-dash mechanic that feels like it shouldnāt work the way it does. Itās a hardly perfect yet precious occurrence of extinct, or endangered, level design, and the developers apparently had a confidence in letting it, as it were, speak for itself, because thereās not a single enemy to defeat throughout.
Jewel Master (1991)
Wanting to hear Motoaki Takenouchiās incredible score, one of the Mega Driveās best, in its intended context was almost totally my incentive to play Jewel Master. Itās a fine, somewhat haphazardly designed action game; not bad, not memorable, but for the music. You acquire different rings, some optional, as you go from stage to stage, and can assign them to a total of four active slots on an equipment menu. Different combinations will lead to different effects -- or you might want to leave a ring on one hand on its own. Itās a neat idea in the abstract. In practice, youāll often be better off sticking to one set-up per stage until a boss demands a switch. The level design is pretty uninspired, and it increasingly makes artificial attempts at challenging the player by burying you under swarms of suddenly-appearing monsters. When this happens, you just have to hope that you can make it out alive. Thereās not a whole lot to look at, either: the stagesā environmental peculiarities and palettes are minimal to an extreme, although I do love that the protagonistās sprite seems to take a cue from Rastanās by only moving his legs when he walks.
Gynoug (1991)
My experience with, and interest in, shumps, is next to nonexistent, so I donāt have a ton to say about Gynoug. Whyād I bother? Well, because of the weird and grotesque enemy and boss sprites, which combine the mechanical, exoskeletal, and visceral. The first miniboss is like a floating snapping turtle... except without legs, and a head thatās a toothed skull. Later, in stage two, youāre confronted by the bow and head of a ship that reveals itself to be the hat atop a colossal, wrinkled face. Maybe it was expecting too much to hope that the settings would match the bestiaryās inventiveness, but only stage three and four wowed me. If itās not a game Iām going to be returning to any time soon, it was worth going through once.
Thatās all for now. Other titles Iāve been exploring and will write about at some point include Alisia Dragoon, Cadash, Chakan: The Forever Man, Elemental Master,Ā Light Crusader, Mazin Saga: Mutant Fighter, Mystic Defender, Shining Force 2,Ā SplatterhouseĀ 2 and 3, Two Crude Dudes, and Ys III.
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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