From: Bakuretsu Muteki Bangaiō
Misplaced Lens Cap
he wasn't even looking at me and he found me

❣ Chile in a Photography ❣
almost home
occasionally subtle
"I'm Dorothy Gale from Kansas"
d e v o n

#extradirty

PR's Tumblrdome
we're not kids anymore.
PUT YOUR BEARD IN MY MOUTH
DEAR READER
dirt enthusiast

Love Begins

roma★
Peter Solarz
Acquired Stardust

oozey mess
TVSTRANGERTHINGS
Claire Keane
seen from Malaysia

seen from Brazil

seen from United Kingdom
seen from United States

seen from United Kingdom
seen from Germany
seen from Slovenia

seen from Canada
seen from Brazil
seen from United States

seen from Ireland
seen from China

seen from Spain

seen from Malaysia

seen from Spain

seen from Malaysia

seen from Lithuania
seen from Bangladesh
seen from Singapore

seen from Malaysia
@vg-sanctuary
From: Bakuretsu Muteki Bangaiō

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From: Coloball 2002
please keep controller posting
alright
here's my ASCII grip. one handed controller mostly meant for RPGs but it can do anything a ps1 digital controller can. a lot of people seem to really dislike the dpad, but i don't mind it, kinda similar to a genesis 3 button pad but a lil smoother. hoping to one day dig more into the PS1/2 RPG library so i can eke more use out of this thing. i did a more or less full torami bnb in asuka with it once:
love this controller
Ore no Ryouri (I'm the Chef)
Argent - PlayStation - 1999
[images from giant bomb, youtube, and emuparadise]
it's very satisfying when the controls for a game feel immersive. it's like using a fishing controller for a fishing game like Sega Bass Fishing, or a light gun for a shooting game like House of the Dead, or the Wii remote for the swordfights in Wii Sports Resort. not a lot of games go for that, and I think that's kind of a shame. one of the most high-action and unique of this kind of game is Ore no Ryouri (which literally means I'm the Chef), a super snappy and arcade-y cooking/restaurant sim for the PS1 developed by Argent (which I can't find any information about at all, if anyone has any please message me). it doesn't use any special controller, only gestures on the Dualshock controller's two joysticks to give you the feeling of cooking: using the left stick to tilt a glass and the right stick to pour beer, spinning a stick to stir batter, or pushing a stick back and forth to flip a patty in a pan. it's simple, but the responsiveness and mechanics around the gestures encourage you to cook as fast and hard as you can with its immersive controls, which is the real essence of the manic Ore no Ryouri.
sometimes when I hear about a game that started a genre, I wonder how good it can actually be compared to the modern alternatives. I haven't heard of any cooking games that came before Ore no Ryouri (message me if I'm wrong) and there have been plenty of cooking games since 1999, like Cooking Mama, the Papa's series, and Cook, Serve, Delicious!, so there's been some time for someone to make something better than the first one. "better" and "best" are matters of opinion, but I still think Ore no Ryouri is easily the best and wholly unique among cooking games and games that aim to have "immersive" controls.

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.
Free to watch • No registration required • HD streaming
Ikaruga
Treasure - Lots of systems - 2001
[images from gamefabrique & mobygames]
I couldn't get this game out of my head for a while and I was wondering why, since I usually don't care for shmups. this one is way too hard for me, but eventually I figured out what kept it in my mind for so long. as someone that's way into game design but not so much into shmups and ship design, I'm not really going to talk about other aspects of the game since I don't appreciate them fully, but its main mechanic is totally interesting enough to write almost an entire blog post about!
easily one of Treasure's most popular games (it has ports to every console ever even though it's almost 20 years old), Ikaruga is a master-class in shoot-em-ups, which is a genre I usually don't like, but it's impossible to not respect the design around its hook mechanic: polarity flipping. all the bullets, the enemies and your ship are either dark or light, and you can switch your own polarity with a button. every single encounter and boss is designed around this mechanic in a really exact way that elevates Ikaruga to a different level of shmup. as you improve as a player and learn more layers of the mechanic, the same levels gain new layers of challenge and reward hundreds of thousands of extra points.
Warning Forever (2003)
A vertical-scrolling shoot-em-up by Hikoza T Ohkubo that consists entirely of boss battles against opponents that are procedurally generated to counter the weaknesses of your fighting style. As you beat each stage, the next boss gets generated with new abilities based on how you destroyed the last one.
This kind of adaptive play, with systems that react to the player’s actions and generate new content based on them is a powerful approach. It gives the player’s actions inherent meaning, demonstrating an active recognition of the choices that are made.
This kind of intimate feedback is difficult to create by hand, because choices need to be anticipated by the designer to be recognized, resulting in a relatively limited set of verbs that the game recognizes. But if we create a procedural system that can communicate to the player in its own language, we can create a dialog between the player and the game.
Tiny gaming (2021.04.08) Photoshoot by me
about Sakurai's "Keeping Rewards in Sight", and achievement and reward systems
while this is important consider, there's also a completely different response you evoke from players when you avoid telling them about the possibility of a reward this video also got me thinking about what exactly separates a good achievement, progression, and reward system from one that feels tacked on, just so the game has one
‘Dolphin Blue’
[ARC] [EU] [FLYER] [2003]
via The Arcade Flyer Archive
So how come no one told me they made a ‘Waterworld’ anime?

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.
Free to watch • No registration required • HD streaming
Mario Kart DS (2005) Waluigi Pinball
Wii + Internet (USA)
Rakugaki Showtime
Treasure - PlayStation - 1999
[images from xtremeretro.com]
rare, expensive, Japan only, developed by Treasure, and incredibly fun. and published by Square of all people. what's not to like? when the Nintendo 64 had Super Smash Bros, the PlayStation had Rakugaki Showtime, but only in Japan for some reason. it's a 3D party fighting(?) game that reviewers like to compare to dodgeball with no bounds, and now that Smash Bros is well known, I can compare it to that except it's 90% items and in glorious 3D! it feels similar to modern indie party games like Samurai Gunn and Towerfall with simple controls and fast gameplay, but it's sadly stuck in Japan on the PS1. there was going to be a Gamecube "sequel" in all regions with Tiny Toons branding which never came out, though there is a leaked beta online.

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.
Free to watch • No registration required • HD streaming
FROGS FROM KATAMARI DAMACY
“YOU WANT THE KING CARD?” -
Puzzle Link 2 (Yumekobo - NGPC - 1999)