Thursday, June 30, 2016

Scrapped concepts: "New Super Justin Bros" Fruit Gang

For maximum effectiveness, read the blog while listening to this: https://www.youtube.com/watch?v=pY4iFK8IooA

After some thinking, I decided to re-show show some concepts for something that died along with Super Justin.

Back in 2008, Deepercutt released his Youtube Poop "HIT ME!!!", being my first exposure to the One Piece universe, and the following year I suddenly got the idea to remake New Super Mario Bros with Justin (of course) in Mario's place with some Sonic-themed gameplay and speed elements and with harder, Mega Man-styled bosses all powered by Devil Fruits, while Justin was stuck with using traditional Mario-styled powerups which didn't reach the same effects power-wise.

These "Fruited characters" would all replace the encounters against Bowser Jr. and each of the World bosses, fighting with the strategy and skill of a Mega Man boss.


Wile their names of the Fruit Gang above (sans the one on the far left- see below) have been lost in time thanks to the shutdown of the Super Justin Wiki, the Devil Fruits they would've used is still present.
The pixel art shown above was made on February 28th, 2009, a month before I entered the online world). From left to right, this would've been the order the player would've met and fought them:

1-Fortress: Gomu Gomu (Rubber)
1-Castle: Bomu Bomu (Bombs)
2-Fortress: Baku Baku (Eating)
2-Castle: Bane Bane (Spring)
3-Fortress: Toro Toro (Strange liquid, changed to Water in this game)
3-Castle: Chi Chi (Custom Blood-based fruit)
4-Fortress: Beri Beri (Orbs)
4-Castle: Goe Goe (Sound/Voice)
5-Fortress: Shari Shari (Wheels)
5-Castle: Hie Hie (Ice)
6-Fortress: Kochi Kochi (Hardening body parts)
6-Fortress 2: Toge Toge (Needle/Spikes)
6-Castle: Mera Mera (Fire) (related to Goro user)
7-Fortress: Supa Supa (Blades in limbs)
7-Castle: Goro Goro (Electric) (related to Mera user)
8-Fortress: Horo Horo (Ghosts)
(Anything beyond would've used the game's more major villains, who aren't powered by fruits)

Below are artworks that accompanied the drawing of the pixel art of the characters above, which are both as of now seven years old. By then my knowledge of One Piece itself was only a year old and when the seven-character group was drawn (on May 11, 2009), it wouldn't be until five months later when I would give the series le boot and put Zora in it's place.
The following art (minor Nightmare Fuel warning) predated the above by about a month (April 2nd), and showed the World 3 bosses exclusively, including the "Chi Chi no Mi", the game's only exclusive Fruit.

In-between the two artworks, the Gomu Gomu no Mi user also got individual artwork of his own, on May 1st. He is the only one with his name still known: Hota. (Which ironically stands for "Firefly", nothing in relation to his rubber-themed powers.)
Do not take this as a sign that these characters may return in some way (and if they do, don't expect them to be put into Aozora or any other actual "series" for that matter). They're far enough away from Super Justin that there should be no problem showing them off. Especially since I feel like I could do a "Draw this Better" scenario to show how different the characters would look in this age after seven years of absence.

Tuesday, June 28, 2016

Champ Ms. Pac-Em Maze Collection V2


Well what do you know, I'm posting this again.

For those of you that don't know, Champ Ms. Pac-Em is an unofficial port/remake of Ms. Pac-Man for DOS that adds in a plethora of new features through "Champ" mode, including new (albeit poorly-designed) mazes, a new hazard in the Pellet Machine that re-adds in pellets that have been removed, and an ice cube powerup that freezes ghosts temporarily.

This is a revamp/improvement of my previous maze collection from 2012 which includes a different set of mazes, including the newest version of the standard eight (original) mazes shown below, as well as the redesigned "CHAMP" maze.


To play them, simply stick them into the same folder that your Champ Ms. Pac-Em .exe is in. Also make sure not to change their file names, as the game only recognizes "MSP##.MZ"
Also if you want video footage demonstrating the action:



Tuesday, April 19, 2016

Blonde Hair Intensifies


You'll probably notice that a lot of my crummy fusion ideas are the result of combining two or three characters with similar aesthetics.

Sunday, April 10, 2016

Super Mega Man 10




What the heck is a Super Mega Man? Tune in... some day in the future.

Sunday, March 27, 2016

Battle Box starring Stone Armadillo




Yes I got my hands on the Battle Box; an accessory for the NES produced by IGS, and here it is running the only of two games that are compatible with it: Armadillo.

I've talked about Armadillo many times before across the web, and since I acquired a Famicom early this year, I figured I'd seek out an Armadillo cart along with the Battle Box. Both eventually came full circle, and now I pretty much have everything the game can offer. I particularly desired to get it as the Battle Box was never emulated in any modern NES/Famicom emulators.

So what does the thing do? Well since the Armadillo cart itself lacks an internal battery, the game-saving procedure is done in the Battle Box. It also adds in a high score-saving feature, along with "Stone Armadillo", which no one (as far as I've seen) has ever shown footage of. I'm as of yet uncertain as to what gameplay differences are featured in Stone Armadillo barring the palette swap, but I'll seek them out eventually.

Monday, March 21, 2016

Custom Roller Coaster Tycoon 2 paths

Early in 2012, I discovered Buggy's Path Maker, a tool that lets you colorize default paths in Roller Coaster Tycoon 2 into completely new paths. So being the huge color nut that I am, I couldn't help but make a few of my own.

Here you'll find 63 different paths creates by yours truly. To use them locate RCT2's "ObjData" folder in the place you have RCT2 downloaded, and move the provided .DAT files from the download into the folder. Let the game download everything, and before you know it the paths will now be available for use in the Scenario Editor.

Permission not required for use, credit is appreciated if any of the paths are used in a scenario or an online server in OpenRCT2.



Saturday, February 6, 2016

The fates of Aozora's Adventure and WARMAN

As I may have hinted in the past, I currently have no plans to continue neither Aozora's Adventure  nor WARMAN past the former's third arc (currently ending at Aozora's Adventure RPG 2) and the later's sequel story, WARWOMAN.

The reason? Until I actually start to further develop these stories and actually have them in some kind of playable format, I don't want to keep adding in characters to concepts that would ultimately see no use even after they first were launched in late 2009 and mid-2012 respectively. Therefore I've been mostly just sticking to improving and adding onto existing character concepts, as the Aozora's Adventure Wiki shows until I can find some way to make them into games. And that's not counting all the background and minor characters, including the respective enemy species of each series and in the case of Aozora's Adventure Oriental and Aozora's Adventure Darkness/Darkness 2, both the remaining heroes and villains.

Aozora's Adventure is planned to continue into a fourth arc, with Aozora's Adventure IV and Rock Aozora 4, while WARMAN would get a third installment in the form of SKYMAN- featuring eight new WARMEN that are built for aerial combat (tl;dr Strike Witches with muscular dudes and busty girls instead of moe girls, more advanced and detailed weaponry, dieselpunk-themed environments and far less intentional fan service through millions of crotch and booty shots.).

As for my other series concept Otaku-Ball, there's not really much going on with it, though I'd still like to get that title done someday.

Saturday, January 16, 2016

Crosses WITH GUNS

"Attempting to analyze this stupid idea would be an utter waste of my time"

Saturday, December 19, 2015