Sunday, April 12, 2015

Firing off the Men's Beam

Since the official site that proudly hosted renders of the game Cho Aniki Zero is now completely dead, I decided to round up the pics I had saved on my computer from that site and post them here.

Here you'll find every instance of Idaten and Benten that existed on the site, whenever solo or pared up with Samson, Adam, or Benten's cherubs. If you want art of the other guys, you'll have to look around elsewhere.

Wednesday, April 8, 2015

Spy vs. Excalibur

Shameful Google Image Search + MS Paint-tier editing I know, but I still cannot stop comparing these two characters' looks together.

On unrelated terms, my PC has an hero'd and I'm now waiting for a repair guy to come and attempt repairs, so expect not too many new sprite rips on The Spriter's Resource or activity on Mega Man 8-Bit Deathmatch and Sonic Robo Blast 2 until after I get everything sorted out.

Now excuse me as I continue to be lazy and not bother drawing anything.

Thursday, April 2, 2015

Wednesday, April 1, 2015

RIP in pieces images

So in an undoubtedly smart move, I decided to delete just about ALL the images in my blog, all because the folder where they were all being kept was plagued with my 2009-era Super Justin crap, which by this moment is old shame and without a doubt embarrassment. Anything that I pasted from imgur and Photobucket are still there, though everything else that I directly uploaded to this blog is taking a dirt nap.

I tried restoring the images of a few of my more recent posts, though I have no plans to completely restore absolutely everything on the blog. If there's a post of mine you'd like restored, let me know through whatever format you like and I'll see what I can do.

As you can also tell the blog's title image also got nuked, and because Google cannot make it simple as hell just to replace it in this day and age (Seriously, I can't find it), the blog's title is now "Minus" until I get that restored as well. EDIT: I've fixed it.

And before I forget, happy late sixth anniversary to this blog, and happy April Fools' Day, aka Liars day since people can't make their jokes a reality.

Tuesday, March 31, 2015

Ms. Pac-Man Twin Recreation

Since I'm still as much of a Pac-Man nut as I've always been, I thought I'd share this with you.

While looking through a list of un-dumped MAME titles, my eyes caught onto this unauthoritised pseudo-sequel to Ms. Pac-Man called Ms. Pac-Man Twin. It was created by a company known as "Susilu" and it allows two players to play the game simultaneously, with the second player operating a green-colored Ms. Pac-Man.

As opposed to the millions of other two-player Pac-Man games (such as Tengen's Ms. Pac-Man or Pac-Man Arrangement), there are two layers of pellets that have to be cleared from the maze; a red layer and a green layer. These layers can only be removed by the Ms. Pac-Man that matches the color of the layer (Power Pellets are universal, they can be eaten by either player and don't exist on a layer). Once both layers are gone, the players can advance.

So rather than giving you low-res distorted arcade screenshots, I went and made my own recreations, which includes layouts of the other three mazes.

Update: Here's V2 of the mazes, with a palette that replicates the original screens more closely.

Sunday, March 22, 2015

References for aimed designs for WARMAN.

Since I'm seeing if others could maybe contribute the designs for the various WARMEN in my rather very young (in concept) WARMAN series, I'd prefer to list of better descriptions for each of the remaining WARMAN concepts.

As always you can find the currently-made content for the series here, which includes designs for M-10 and M-07 to show how detailed I need these guys to be (and yes their chests are intended to be shown), and a general synopsis of the series itself.
And just to refresh anyone's memory, models with higher numbers are considered "newer" than those with lower ones. They're also full, 100% artificial; and despite their very human-like anatomy and the material to make their skin very life-like, they possess no sexual/reproductive organs whatsoever as they don't really have any reason to breed.

Additional notes likely not mentioned previously:

*Every WARMAN is based on adult males 20-40 in age range. No younger, no older, and no abnormal modifications to make them into non-humanoids with stuff like additional limbs, a tail, etc. The rare WARWOMEN, which in official canon currently only includes M-07, are based on adult females in the 20-30 age range and follow the same design restrictions as the men.
*The skin on the chest of a WARMAN must have some kind of tattoo pattern painted on that runs across the WARMAN's skin and is colored the WARMAN's signature color. Markings on their faces that are also these colors should be present.
*Every model's limbs must be thick/bukly and detailed, and can not be made of only one large part. Because the more your body parts can last in battle, the better.
**Their arms cannot be made into or have the ability to shape-shift into something that isn't a hand, like a blade, hook or claw. If desired (but not required), small blades and some types of tools and small ammunition can be installed into and used from the sides of the hand or the tips of the fingers (like razor-sharp nails or lighters on the tips of the fingers or a medium-length blade that can be unsheathed from underneath the WARMAN's hands should they not have blades on the sides of their arms or want a stealthier approach).
*The design of every WARMAN's foot area, while still robotic, resemble standard thick work or army boots, not naked, sock-less feet. It is strongly advised to divide the foot/boot into multiple parts that can be bent on the end of the boot, since outside of a few rare exceptions, a WARMAN's metal is not 100% flexible.
*The bodies of the WARMEN themselves cannot hold any type of supplies like weapons, first aid, or food. They already have all the weaponry they'll ever need right on their bodies, and as they are robots, injuries are "healed" via self-repairs and charging. As for food, while they can ingest human food; they do not need it to live and can simply get their energy by fueling or through receiving energy though their "backpacks". The only time food would become a necessity is if the model is on the verge of running out of energy and needs to burn up the food for reserve fuel, or decides to go for long periods of time without a backpack.
*While there can be a few electronical parts that are energized and powered by the model's fuel, there can be no monitors or other screens and complex electronics on the model's body.
*The thrusters for the jetpack the WARMEN use can be placed on either the direct bottom of the boots, on the sides/back of the boots, or on the back of the model's "backpack". If it is on the back, the model may need to sacrifice storage space for repair supplies or other goods the WARMAN may find essential to prevent damage to the goods while using the jetpack strapped on the WARMAN's back. Optionally, if the jetpack is on the model's backpack, they can be made to fold and expand out.
*WARMEN themselves should be very resistant to catching fire as their bodies frequently build up heat from all the weapons and utilities they can use at once.
*The "backpack" on the back of a WARMAN must be removable (No straps ala a traditional backpack worn around the model's arms). Models attach and lock their respective packs onto their backs when they go into battle to provide them extended life, armor, fuel, and energy. They're also necessary for fueling a model's jet boots if they do not sport a jet pack somewhere within their back packs. As detailed in the second bullet, a WARMAN can remove their backpack and still live, though they will be required to eat human food in order to sustain the energy needed to power them, or else they will become inactive.
*WARMEN are full 100% waterproof, and should be able to survive in any body of water even with all the bulk they may sport.
*Every Model has their ID number imprinted onto one of their thighs and placed horizontally.

With that said, onto the list. All of the designs are both male and light-skinned (with the same skin tone as M-10 and M-07 unless otherwise noted:

M-09: Pink (Long Hair, dark skin, self dependent and moody at most times with 1/4th closed eyes)
Based on a particular male NSFW model that to prevent people being scarred for life, I had to crop more than I originally did (especially since all I wanted to show was the hairstyle and to a lesser extent the eyes)
M-08: Sky Blue (Short hair with a short spike trim in the front)
I don't really have any design or personality preference for him, probably a calm, supportive character.

M-06: Green (Short, partially messy hair, Shaved on one side)

No design preference for this one either; though from what it feels like he'd have shades of a generic Shonen anime/manga protagonist.

M-05: Yellow (Long messy dirty blonde hair, shows lazy expression with half-shut eyes, has slimmest chest area).
Again no real design basis for him, aside from his chest area being the skinniest of the ten WARMEN. So expect him to have a bit of a "pear" shape when you go from his hip to his legs before it goes into the robotic legs when viewing him from his side.

M-04: Violet (Shortest in height, wild spiky hair [spikes extend a great distance], "crazy" personality, shows pointed teeth)
And when I mean shortest in height, that's what he really is since I couldn't stop thinking of Yaiba with small shades of Ultimo.

M-03: Navy Blue (Long clean/smooth hair that drops below the face and covers one eye, falls under depression many times)
Hair-design wise I had mostly Venom from Guilty Gear on the mind, but with one or two snippets trimmed to show the other eye. (leaning towards exposing his left eye)

M-02: Red (Long hair formed into a large sharp thin mohawk, "cool" and carefree personality,  likes fighting the most out of the others, wears sunglasses)
I should point out that this guy likes to smile and is yet another design of mine to be loosely based on Johnny Bravo (mostly in his personality). The mohawk in his hair forms into an axe, with a razor-sharp blade forming the very top of the "blade" hair.

M-01: Brown (Most heavy and muscular of the pack, the only one with beige skin)
Perhaps based on a typical "bear" model, minus all the body hair and developed into a more bodybuilder shape than a "fat" shape. Also while he is larger, he's not super-huge or anything. He's a more natural height/shape.

And with that that's pretty much all.

Bonus: I also wanted to share a quick fun fact; here's the model that I took M-10's (facial) design from:

Monday, March 16, 2015

Bio Force Ape (NES Proto) Soundtrack

Here's a gamerip I had made a while ago of Seta's unreleased NES title Bio Force Ape, not to be confused with Bio Miracle Bokutte Upa. But hey it'd be awesome seeing a terrifying baby monkey swat a rattle at mutants to make them inflate before it knocks the mutants into their own kind, destroying them in the process.

I seriously have no idea what I'm talking about, so on with the OST itself.

These are direct recordings of every song used in the game: the three level themes, several of the shorter tunes used for things like stage completion, and the Records screen theme which you can only hear in full by triggering the Sound Test.

Friday, February 13, 2015

Bosu o warau no Chousenjo

AKA Laughing Boss' Challenge.

Almost thirty years later and this game is still ripped apart.

Also happy valentines' day.

Monday, December 1, 2014

EWW Smash Bros for 3DS/Wii U

Yep, it's finally out, and thanks to the Super Smash Bros for Wii U GameFAQs forums, I compiled up a list of potentially every known possible complaint the game has thus far.

**No additional Donkey Kong or Metroid representations due to lack of recognization of these series in Japan, despite their huge following outside Japan.
**Gannondorf remains a Captain Falcon clone with little to no effort to differentiate the two.
**Ice Climbers cut due to incompatibility with 3DS and to keep the roster between the two 100% identical.
**Kid Icarus and Fire Emblem having four representations due to overwhelming Japanese feedback for these characters and their home franchises, which explains why Palutena's Guidance is present.
*Bad/Poor clones, with not enough differences to make the two major and most criticized clones (Lucina and Dark Pit) unique.
*Characters cannot be customized directly from the Character Select screen, requiring you to traverse through the Custom menu to find it.
***Too much focus on Guest C for Mii Brawler, Guest B for Mii Swordfighter, and Guest F for Mii Gunner in artwork and in-game renders.
***Fighting Mii Team artwork does not edit in user’s Miis, and portraits show the above Guest Miis instead of the face of the actual Mii(s) used in-game.
***Trophies of the Mii Fighters as well as the ending images not altered to show the user’s Miis instead of the Guests.
***Lack of Voice Synchronizer ala Tomodachi Life to allow the Mii’s names to be said properly instead of “Mii”.
***Character Select and after-match results screen still shows the original character’s name (i.e. Villager instead of Vikkager) instead of the amiibo’s name.

*Menus cannot be navigated with the Wii U Gamepad's touch screen
**Menus could be better designed, such as not burying previous games' "Solo" modes (Classic and Stadium) in with "Games and More"
*Smash Tour is mediocre/bad (personally I dislike how you can't do it with less than 4 players) Smash Run is also very forgettable, with the massive number of Kid Icarus and Subspace Emissary enemies completely overshadowing the other series’ cast of enemies.
*Needs more diversity in trophies (plus Fewer/No errors in trophy descriptions and trophy sources, stating the EXACT debut of a character, Final Smashes used in non-Smash games included)
*Needs an Adventure Mode ala Melee's.
*Needs a better Classic Mode (could have the same path system as 3DS, but with the gameplay style/stage layout of Smash 64, Melee, and Brawl with at least 12 stages and several bonus events, plus the bonuses from Smash 64/Melee being brought back). It wouldn't overdo on 5+ player maps and "Intruder" opponents, and when a match occurs where you're up against a team of copies of one character, it never uses the Mii Fighters.
*All-Star should be like prior games, where you only fight the characters of one universe for one round, with the three boss characters (Metal Face, Ridley, and Yellow Devil) disabled on Gaur Plains, Pyrosphere, and Wily's Castle respectively.
**The inability to continue in All-Star.
*Shortened Music Tracks
*Too many "Mobile" stages (ones where you fly around then the stage "stops" in a certain location, like Isle Delfino, Wuhu Island, and Skyloft)
*Too many retro/past/familiar stages (especially from Brawl and Melee maps that were present in Brawl), with some of these Past stages being the ONLY maps of a certain franchise on one version (Green Hill Zone in 3DS, Onett in Wii U)
*Lack of "Battlefield" versions for maps which have small platforms arranged in various ways ala most maps in Project M.
*When you want to end a match with a four-button combination, it now gives you a prompt asking if you want to conform to end the match.
*No option to disable bosses in stages.
*Palutena's Guidance generally not being well-liked.
*Pausing is noticeably laggy, running at like 15 or 30 FPS on pause.
*The game not saving modified rulesets (Time, Stock, or Coins, and the time limit/starting lives) even though it saves item configuration.
*Stage Builder is a bit flawed, such as not being able to copy/paste and delete shapes, with poor grabbable ledge detection.
**No Player Spawn point configuration.
**Abscence of certain special parts from Brawl’s Stage Builder, such as no slippery surfaces, falling platforms, spikes, and conveyor belts.
**Inability to play Large custom stages in 8-Player Smash
*Poor online, with non-Tournament Legal settings in For Glory (Two stocks + 2 minutes instead of the preferred Three/Four stocks + 8 Minutes) and no 1 vs. 1 in For Fun
**Inability to play stages that lack hazards or camping/Cave of Life spots in For Glory, ala Battlefield
** Players getting banned for targeting a single player in Online, even if it's unintentional.
*When you fail an Event Match, no instant prompt to retry and the game just boots you back to the Challenges menu, forcing you to sit through loading screens.
*Lack of online rankings and lobbies, along with vocal chat when playing against anyone.
*System memory error 160-0103.

Please refer to this GameFAQs post for more things wrong with Sm4sh.

Wednesday, November 19, 2014

Old stuff related to Trainyard

I shouldn't need to bring up by now that I'm a huge follower of Matt Rix's Trainyard. Released in 2010 this was a really unique puzzle game with a concept that I adore to death (I'm a huge color nut).

Before the editor for the game was made, I came up with an idea that I had since abandoned; adding support for territory colors alongside the primary and secondary colors already found in the core game. Normally when you try to mix a primary-colored train with a secondary-colored train, you get a brown-colored "Garbage" train, which doesn't see much use outside of the plethora of user-made levels.

The original idea behind this concept: Instead of making a brown train when both a primary and a secondary were mixed, a territory color would be made instead. However not every primary +secondary combo would result in a tertiary color; if you were to try and mix red + green, yellow + blue, or yellow + purple, it would make brown instead of a territory color. Below is a diagram I made long ago that shows how the tertiary colors would function in-game:

I also did a few example levels that use tertiary colors as the main focus.

As you can probably tell the idea didn't really take off, since I was the only one interested in it and it would've made the game even more of a brain-wreck since according to Matt, most players didn't get the color-mixing concept, even having trouble with creating the secondary colors form the primaries.

Otaku-Ball Alpha Footage

Saturday, November 1, 2014

An ecchi story from a while back

Because of a certain incident that happened with a friend of mine, I have made this story private.  If you want to read it, send an e-mail to and I'll send you a PDF containing the story.

Tuesday, August 19, 2014

Diamonds - Complete Collection

I'm sure I may have hinted a while back that I'm a big fan of Dub Myers' and Oliver Dreer's rather unknown Diamonds game. And since it's "For Kids" spinoff is very much not available online, I decided to make a bundle of the Windows versions of both Diamonds and Diamonds for Kids.

You can download the collection here.

Keep in mind these are 16-bit Windows games, so they will not work on anything running on 64-Bit or higher. So if you're one of those guys that still has a Windows XP lying around, pop these in and go have some fun.

As a bonus, I included some level sets for Diamonds. "BONKERS" is a trimmed-down version of the nine levels from the "Go Bonkers" game in the Genesis/Mega Drive version of Action 52, "FORKIDS" is the levels from Diamonds for Kids converted back into the original Diamonds, and finally "MOMENTUM" is a conversion of Black Frog Industries' Diamonds clone Momentum.

On the topic of Diamonds, I wanted to bring up this sprite sheet I made a few adjustments to.

Now for quite the longest time I've been planning on cramming as many features from multiple games as possible into one game, as I did with Diamonds at one point. Mostly this was to introduce elements from Diamond Ball III (on DOS), Crillion (on C64) and Dudes with Attitude (on NES) into Diamonds, though since then I had a change in plans resulting in some of these features being dropped. Since then what this sheet basically allows would include:

*Being able to start a level off with another color besides Cyan
*Roster of colors expanded to 12 colors.
*Bricks, Boulders, Painters, Keys, Locks, and Gates are available in all 12 colors; compared to Cyan only existing as the brick (without any Painters) and Orange only having the painter, key, and lock.
*Lighter painter blocks are removed when they are used, and are restored if the player dies. Their destruction is not required to enable destroying the Diamonds and passing the level.
*Boulders that shift one tile opposite the direction the player's ball hits it. They too are restored into their original position if the player dies.
*Gates; The solid ones become hollow when the player becomes the color depicted on the gate, the hollow ones become solid when the player becomes the corresponding color.
*Gray Blocks and Gray Boulders can be destroyed/moved by the ball regardless of what color it is. They do not count towards level completion nor are worth any points, and are restored if the player dies.
*The Death block can be skinned into either the original Diamonds appearance (the Skull) or the DfK appearance (the red vortex).
*Arrow Tiles would block access through the direction the arrow points towards if the player attempts to enter through that direction. In other words it would be a one-way tile.
*The black balls with white outlines are based on the "Killer Ball" from Action 52 (Genesis/Megadrive)'s Go Bonkers. They bounce in one place endlessly (at about three-quarters the player ball's speed) and destroy the player if touched. However unlike Go Bonkers, the ball would also be removed if the player attempts to touch it.

Gone are the enhancement/powerup blocks, sand/water blocks, the random color painter, the ? block, and the electric gates. Simply because not only were they for the most part unnecessary since you can make just as good levels without them, but the graphics made for them looked for lack of a better word, a bit on the ugly side.