Showing posts with label Gaming History. Show all posts
Showing posts with label Gaming History. Show all posts

Saturday, February 22, 2025

The Hitchhiker's Guide to Maintaining a Nuclear Waste Dump

Introduction

Hello everybody, Happy Black History Month. Although it's late in the month, I wanted to write about a game that was developed by a person of color. And by that, I mean a game that I developed myself. Over the past few weeks, I've been working on a simple arcade-style indie game called Mega's Nuclear Waste Dump, a puzzler inspired by Uncle Henry's Nuclear Waste Dump for the 8-bit Atari line of computers.


Since this is a game I made myself, this post will not be a traditional game overview like my other blog posts. It will also obviously be missing things like an additional media section, developer interviews, character descriptions, or anything of that nature. That said, what this post will be is an explanation of the game's mechanics, the tools I used to program it, the assets used, my inspirations, and my personal thoughts. So sit back and get comfy as I take you to the waste dump!


Sunday, January 12, 2025

The Graphical Graces of Bishōjo: Why you should check out 16bit Sensation

Layer 01: 「Introduction」

Happy New Year everyone! To start the year, I wanted to do something that’s actually a bit different. When I first created this site, I wanted to write reviews on anime and manga in addition to video games, but since it’s much easier for me to talk about video games, that’s mostly all I’ve stuck to thus far. The one anime review I did, I was so displeased with it, that I took it down and I’m still in the process of rewriting it. Nevertheless, the topic I’m bringing forth today is technically still in the realm of video games, though it’s more in-line video game development. So, if your interests are, in any way, similar to mine, I greatly recommend you check out today’s manga of discussion: 16bit Sensation.  


Sunday, December 22, 2024

❤MS Girls, Ojōsamas, and the Prowess of the PC Engine Super CD-ROM² - Galaxy Fräulein Yuna❤

 Introduction

Today, I wanted to do something a little bit different and talk about a visual novel. Well, okay, I guess visual novels aren’t exactly anything different—my last post was literally about Danganronpa. Before that, I talked about Sakura Taisen. Coincidentally, the company that developed Sakura Taisen, Red Company, is the same company that developed the game I have in mind to discuss today.


Rewinding a few months ago, as a fan of obscure retro Japanese games, I frequently browsed blog sites, forum posts, niche YouTube channels, and online threads that discussed these lesser-known titles. Since many people my age don’t seem to care much about retro games, browsing these pages for hours was one of my only ways to really learn anything new. One site I enjoyed visiting was HardcoreGaming101, which hosts thousands of articles and regular podcasts about retro games, even to this day. While they also cover some modern games, I mostly tend to avoid that stuff.


That site is where I first found lore information about XZR 1, Popful Mail, and Langrisser. Eventually, I purchased one of their books, Japanese Video Game Obscurities, written by Kurt Kalata, the founder of HG101. The book discusses several obscure, mostly Japan-exclusive retro games, ranging from more well-known games like Sakura Taisen, Der Langrisser, Tokimeki Memorial, and Bulk Slash, to more niche titles like Hanjuku Hero, Maka Maka, Sa-Zi-Ri, Emerald Dragon, and Bokosuka Wars. Of the titles discussed in the book, the one I wish to talk about today is a humble PC Engine game called Galaxy Fräulein Yuna!


Sunday, November 17, 2024

A Super High School Level Look at the Localization of Danganronpa

 Introduction

Danganronpa is a series that I really like. I know, stop the presses: “A guy on the internet likes Danganronpa!” But for a while, it used to just be a guilty pleasure of mine. As I’ve gotten older though, and started caring less about what others think of me, it's grown into a series I can openly express my enjoyment for.


When I look at the games as a complete package, they embody many of the reasons why I enjoy Japanese media so much. One of those reasons is how experimental the series was. It tries several new things that no one else was doing at the time. Sure, visual novels and murder mysteries are a dime-a-dozen, but how many visual novel series have tried to immerse the player by incorporating elements from first-person shooters of all things? Then using that bullet motif as the central visual theme of the game. 


One of the things I really love is that they take the concept of a typical slice-of-life high school anime, parody it and exaggerate those elements. Even the most basic character tropes are ramped up to 11. When playing the games, you really feel like they were made with a lot of heart and soul, as if you’re witnessing Kazutaka Kodaka’s own thoughts, passions, and creativity bloom into an entertaining story that only he could tell. The game very much wears all of its intentions on its sleeves and is unapologetic about it. Even with all the flaws the games have, those flaws stem from the creator’s imperfections, rather than from a lazy corporation trying—and failing—to appeal to a broader audience.   


All of this, combined with Rui Komatsuzaki’s iconic art style which sets the visuals of this game apart from anything seen before, and music from Masafumi Takada, adding a unique psycho-pop vibe makes this game stand out a lot to me.


Now, I know no one will care to listen to me suck Danganronpa’s cock for fifty paragraphs, so let me just cut right to the chase. The chase in question is a discussion regarding the first game’s localization and looking into what was changed about the game when it was brought into English. Despite several changes being made to the game’s localization script, I was surprised that there wasn’t much comprehensive documentation regarding these changes. I mean, there are some isolated discussions, comments on forums, and blogs here and there talking about specific aspects, but there aren’t any that cover the whole game in relative depth. So, back by unpopular demand, I’m here today to compile these changes and discuss them in this one blog post!


Saturday, August 31, 2024

All Our Hidden Gems: A Review of Magical Drop III (PSX)

 🟢 Introduction 🟢

I’ve never been someone who’s been very interested in puzzler games; I’ll play a few rounds of Tetris or Puyo Puyo with friends in a casual setting, but aside from that, I’ve never cared much for the genre. That actually changed a few months ago when I was with a friend at an arcade. I was walking around looking for games to play and there was one small cabinet in the corner of the arcade which looked to be one of those SNK Arcade Candy Cab Machines. I don’t know the exact model, but this machine had three different games to choose from. I don’t remember the other two games, but the third one—Magical Drop III—drew me in because the art style was really cute. 


I played a few games against CPU players and found the game to be quite addicting. My friend was waiting on me though, so I only played for a bit but I remembered what the game was called. So, when I got home, I did some research on the game and downloaded a ROM for the PlayStation version. I was hooked. I was so hooked that I devolved into researching the history and lore of the series, checking out the competitive scene, looking up supplemental media, and drawing fan art. And because of that, you’re going to be subjected to another one of my schizophrenic rants— I mean reviews. So I hope you enjoy listening to me talk about my current favorite puzzler game, Data East’s Magical Drop III.




Saturday, August 24, 2024

Slipping Away from the Pages of History: Taking a look at Celio, Wyler, and Sabre

 Introduction

The Archanean Fire Emblem games have a lot of characters; I’d even go as far as to say they have a ton of characters. FE1 in particular was notable for having nearly 50 playable characters. For an RPG game that came out in the early 90s on the Famicom, that's a big deal, and if you count boss characters, you have even more. But would you believe that there were going to be even more characters? Well, you probably did, but you’ve probably never heard anyone talk about them much in detail.


Today, I want to talk about three particular cut characters who I find particularly interesting: Celio, Wyler, and Sabre. Characters who were planned to show up in FE1, but were all cut for one reason or another. So, without further ado, let’s dive in and take a look at Celio, Wyler, and Sabre.  


Fan interpretations of Wyler, Sabre, and Celio drawn and/or edited by yours truly

Friday, July 19, 2024

Toki wo Koete: A Triple Feature Review of Super Robot Wars 1, 2, and 3 (GB/FC/SFC)

 Introduction

From the outside looking in, the Super Robot Wars series may seem rather intimidating, and well, it is. The series has been ongoing since April 20th, 1991, with 48 entries and 10 spinoffs, and the games have their own respective timelines and lore; some are isolated entries, while others have two or three sequels. I swear, if you want to give yourself an aneurysm, I’d recommend searching up and trying to follow some of the full series timelines that fans post online. And that’s not even mentioning the references and appearances of the individual mecha anime series that appear in these games, some of which are very niche.


That said, as a series that I consider one of my favorites, I wanted to take it upon myself to review the lesser-discussed games that started said series. I see very little discussion of these first three games online, let alone reviews of them, so I prepared a special triple-feature blog post to shed some light on the unique mechanics of these games, talk about their significance to the overall series, and talk about how they laid the groundwork for the series we know and love today! 


Saturday, June 29, 2024

StrikeForce Squad!! Stardust Memories: Revisiting Kirby Flash Animations

 Introduction

In an era long, long ago... Before monetization, before algorithms, and before advertisers, there was a time when passion-driven fan content thrived prominently in fandom spaces on the early internet. Many series captivated viewers and inspired a generation to show off their own creativity. Much of this independent art was crafted using nothing but talent, personality, and Adobe Flash. While there are hundreds of different series I could talk about today, I wanted to focus on one particular genre of content that shaped my childhood—one that involves Kirby fan characters, sprite sheets, and early 2010s internet humor.


Characters portrayed from left to right: Aege (DestructionSeries), Kirby (HAL Laboratory lol), and Saito (LoneAlchemist). 

Logo created by LoneAlchemist, character art and background edited by myself.


Saturday, June 8, 2024

A Fantasy of Cosmic Proportions: A Review of Cosmic Fantasy 2 (TurboGrafx CD)

 Introduction

From being one of the first RPGs to feature fully animated cinematic cutscenes, to being the game that initially put Working Designs on the map, to being labeled as Electronic Gaming Monthly’s Best RPG of the Year in 1993: it's Cosmic Fantasy 2. Developed by Nihon Telenet, Cosmic Fantasy 2 is an RPG for the TurboGrafx CD and is seen as a cult classic in the niche gaming market. It was one of the best-selling games on the console and was popular enough for NEC to consider making the game a pack-in title for the TurboGrafx CD.


In addition to everything else I just mentioned, it also recently received the honor of being played by me. And while I can see why it was very well-received back in the day, my thoughts on the game as a complete package are a little more complicated. So let’s not waste any more time and start talking about Cosmic Fantasy 2!


Friday, May 24, 2024

Die Legende von Zwei Schwertern: Eine Rezension von Der Langrisser (SFC)

 Introduction

Over Yeless' sky, far above the cursed land of Velzeria, a red star of ill omen has risen: it heralds the arrival of an ambitious man. Not too long after this, Bernhardt of the Rayguard Empire stands in the face of the legendary blade of darkness, Alhazard. Legends say that this sword is the key to infinite power, and so, the driven man pleads with the sword to give him its power. And use said power to conquer the shattered continent of El Sallia... or perhaps… the world?


The man crowned himself as the Kaiser of a new Empire, and together with his trusted knights, he sought to conquer the lands with his unparalleled strength. The armies of the Kaiser left a wake of devastation as they blazed across the continent—bodies piling like victims of a wrathful god.


Little did the Kaiser know, the ravages of his war lend power to an ancient, dormant darkness. One that awaits a day of chaos and destruction. The ancient Glory of Darkness, "Alhazard," will rain terror on the people and bleed the land dry... The blade's true nature seeks only to lay waste to the land. In the grip of evil, humanity will be choked into ancient darkness. The end can only be prevented with the Might of Elthlead, "Langrisser." 



Saturday, May 4, 2024

Into the Boundaries of Time: A Review of Exile (TurboGrafx CD)

 Introduction

Today, I want to take you back to the distant past, all the way to the 12th century, and talk about a little-known game called Exile. Exile is part of a side-scrolling Action-RPG series, XZR, developed by Telenet and Riot. The series originated on the NEC PC-88 platform and eventually made its way to home consoles such as the Turbografx and Sega Genesis where it dropped the “XZR” moniker, and went by the name “Exile.” 



Sunday, March 10, 2024

From Zeroes to Heroes: The Story of Mario Kart Zero

 Introduction

In our current era, there are only three video game series that I can confidently say have the status of being legit household titles: Super Smash Brothers, Pokémon, and Mario Kart. Since its debut in 1992, the latter series has remained a perennial favorite, appealing to audiences in both competitive and casual play. Despite that, within the Mario Kart community lies a slightly more obscure subset of fans—the hacking community. Right now, Mario Kart 8 and Mario Kart Wii boast some of the largest modding communities, with Mario Kart Wii, in particular, featuring thousands of custom tracks, additional game modes, and even third-party online servers, a decade after the official one shut down. However, this article aims to shine a spotlight on a lesser-known hacking community, the Mario Kart DS hacking community. In addition, I wanted to talk about the history and coverage of one of its most influential hacks from 2012. So, rev your engines, buckle up, and join me as I explore one of my favorite ROM hacks growing up—Mario Kart Zero.



Sunday, March 3, 2024

A Reconditioned Classic - A Look at FE11's Localization

 Introduction

When I love a game, I try to learn as much about it as I possibly can. One of the things I find most fascinating about many of the games I play is how they change in their respective localizations. I really enjoy examining the text, graphics, and minute details in the Japanese versions and comparing them to their English counterparts. I love seeing how the localization team attempts to adapt a piece of media and judging how well they manage to transfer the original message. I also enjoy trying to get into the developers' and localization teams' heads to understand why and how something was changed. That's why I've always been a big fan of Clyde Mandelin's Legends of Localization website and have even bought some of his books.


One of my favorite games is Fire Emblem: Shadow Dragon, and up until recently, it was the only Archanean FE game to be localized into English. Naturally, I wanted to learn more about how different FE11 was in English compared to its Japanese counterpart and other languages. While there are some wiki pages and sites like The Cutting Room Floor that list localization changes, there were no dedicated articles that compiled everything and discussed these changes in depth. That’s why I’m here today to share this blog post where I list and discuss many of the localization changes in FE11, in the same style as Clyde Mandelin's Legends of Localization series



Saturday, September 16, 2023

Swords and Syntax: How Fan Translations Shaped the History of Fire Emblem

Introduction

When it comes to Fire Emblem's long history, something that I find to be a bit overlooked is the history behind its fan translations. Since the series didn’t have much of an official foothold in the West until relatively recently, you’d imagine that a lot of the fandom lived and died based on the fan translations available to them. Despite that, there isn't much comprehensive coverage or documentation that pertains to the full history of these fan translations online.


That's a bit of a shame because a lot of the history of these translations is interesting in their own right. In fact, I'd go as far as to say that a lot of the drama regarding some of these translations rivals a lot of the internal drama regarding the development of the games themselves. That’s why I wanted to take it upon myself to document the numerous fan translations that exist for the series in one comprehensive blog post. So sit back and I hope you enjoy!