Did you guys here the fireworks? Cause it's now officially 2018!!
Happy New Year, SJtB readers!
Sunday, December 31, 2017
Saturday, December 16, 2017
New Mari0 mappack in production
Yup, it's gonna be happening at some point, dunno when but I hope to have World 2 started on soon.
Saturday, October 28, 2017
Soout Parrc the Destroyed Pos Terior
Some images I pulled off the game's store where you can make merch of the New Kid, so of course here's Super Justin filling that gap.
Yes I'm aware the game is rated M for Mature (and for very good reasons) but most of us have probably watched South Park when we were "underage". Heck I remember when I used to watch it back in like, 2005 before I entered middle school (then again it was also the year I discovered Newgrounds and that site had lotsa not-family-friendly things) and I had the N64 game since 2003, when I was in elementary school.
Anyways I'll just shut up and post these and promise I never mention South Park again from here on out (this is a PG-13 blog I must add).
Also no you're not getting a Super Justin reboot anytime soon.
Yes I'm aware the game is rated M for Mature (and for very good reasons) but most of us have probably watched South Park when we were "underage". Heck I remember when I used to watch it back in like, 2005 before I entered middle school (then again it was also the year I discovered Newgrounds and that site had lotsa not-family-friendly things) and I had the N64 game since 2003, when I was in elementary school.
Anyways I'll just shut up and post these and promise I never mention South Park again from here on out (this is a PG-13 blog I must add).
Also no you're not getting a Super Justin reboot anytime soon.
Sunday, October 22, 2017
Thursday, October 5, 2017
A word on my current projects
As you all probably know, I'm the guy that runs three universes: Aozora's Adventure, Otaku-Ball, and WARMAN. Here I'm going to give some updates going forth in regards to those.
Firstly, I want to address Aozora for one particular reason. Back in 2010 and 2011, I launched two side-story universes: one centering around ancient Japan in the form of the Oriental side story, and another focusing on a literal "inner Earth" with more dark/heavy metal themes in the Darkness side story. However since I don't really have any ideas for those universes and have lost interest in them in favor of the main series, both the Oriental and Darkness side stories are currently on infinite hiatus until stated otherwise.
My current goal for Aozora is to find more potential designers for characters in the series that currently lack them, and perhaps fully launch the next wave of characters next year in 2018. In the meantime I'll continue to put work into the new Wiki which I plan to keep more up-to-date than the Wikia wiki. It will still continue to receive updates since I plan to keep articles for side-story and non-Aozora characters there. Speaking of...
I already mentioned Otaku-Ball in a previous post, but I'm going to add onto it and say that any sort of release date for the next version is still undecided and potentially won't be coming for a while. If Mr. Block has any updates, I'll let you all know.
Next is WARMAN, which has kinda been on the wayside for quite a bit. I have no desire to cancel or scrap it, but at the pace it's going, the third entry in the series, SKYMAN, may never reach the conceptual stage especially with me focusing on finding designers for Aozora instead of WARMAN. However once I get a full design for M-11, I will be drawing her in the style of M-10 and M-07 for consistency reasons, plus to put final touches on her design.
With that said I'm not sure what to expect next.
Firstly, I want to address Aozora for one particular reason. Back in 2010 and 2011, I launched two side-story universes: one centering around ancient Japan in the form of the Oriental side story, and another focusing on a literal "inner Earth" with more dark/heavy metal themes in the Darkness side story. However since I don't really have any ideas for those universes and have lost interest in them in favor of the main series, both the Oriental and Darkness side stories are currently on infinite hiatus until stated otherwise.
My current goal for Aozora is to find more potential designers for characters in the series that currently lack them, and perhaps fully launch the next wave of characters next year in 2018. In the meantime I'll continue to put work into the new Wiki which I plan to keep more up-to-date than the Wikia wiki. It will still continue to receive updates since I plan to keep articles for side-story and non-Aozora characters there. Speaking of...
I already mentioned Otaku-Ball in a previous post, but I'm going to add onto it and say that any sort of release date for the next version is still undecided and potentially won't be coming for a while. If Mr. Block has any updates, I'll let you all know.
Next is WARMAN, which has kinda been on the wayside for quite a bit. I have no desire to cancel or scrap it, but at the pace it's going, the third entry in the series, SKYMAN, may never reach the conceptual stage especially with me focusing on finding designers for Aozora instead of WARMAN. However once I get a full design for M-11, I will be drawing her in the style of M-10 and M-07 for consistency reasons, plus to put final touches on her design.
With that said I'm not sure what to expect next.
Thursday, September 21, 2017
Sonic MADventure
Since there are no downloads for this game anywhere on the net (and I'm all for preservation), here's a download for an old, old PC Sonic the Hedgehog fan game.
Download
Don't worry, this game has been tested and should not result in any viruses. If your antivirus software goes off, it's a fluke.
Wednesday, September 20, 2017
Otaku-Ball Update in progress.
Hey there.
If anyone is curious about the next version of Otaku-Ball, Mr. Block and I are currently working on the next public release of the project.
This version will provide a boost to the experience, better Playlist customization/creation, a fully playable Campaign, and some other touchups. There's no release date that we can announce on, so hopefully it won't be long till me and Mr. Block can provide you more block-breaking action.
If anyone is curious about the next version of Otaku-Ball, Mr. Block and I are currently working on the next public release of the project.
This version will provide a boost to the experience, better Playlist customization/creation, a fully playable Campaign, and some other touchups. There's no release date that we can announce on, so hopefully it won't be long till me and Mr. Block can provide you more block-breaking action.
Wednesday, August 16, 2017
Saturday, August 12, 2017
Yo! Noid 2 (Or II, idk)
Well there's a game out there in the wild now called Yo! Noid 2: Enter the Void, a fan-made sequel to the rather infamous advergame Yo! Noid form Capcom on the NES. It's made the rounds earlier this month through news media outlets spreading it round and streamers giving it playthroughs.
It's a 3D PS1-styled platformer that throws the gameplay of the original right out the window, being a parkour puzzle paltformer with the Noid's yo-yo serving more as a tool than to fight enemies, which are nonexistent this time around. I tried playing it myself though my Xbox One controller was malfunctioning and the control configuration menus are kinda vague on certain commands (along with some commands being straight-out repeated).
There is one element of the game that sort of caught my attention in more ways than one; in regards to the identity of the final boss which can be found here since I don't want to spoil the game itself.
It's a 3D PS1-styled platformer that throws the gameplay of the original right out the window, being a parkour puzzle paltformer with the Noid's yo-yo serving more as a tool than to fight enemies, which are nonexistent this time around. I tried playing it myself though my Xbox One controller was malfunctioning and the control configuration menus are kinda vague on certain commands (along with some commands being straight-out repeated).
There is one element of the game that sort of caught my attention in more ways than one; in regards to the identity of the final boss which can be found here since I don't want to spoil the game itself.
Wednesday, July 26, 2017
Untitled Crash fan game concept
Since I was playing the Crash Bandicoot N. Sanity Trilogy (seriously, screw you revamped physics) I figured I'd share a small concept that I once thought of a while back if I were to do a hypothetical Crash game. It would be a celebration and merge of the best mechanics and features across the series into one megagame of reasonable length.
It would have the controls and physics of the third game but the overall presentation of the second, with the player in the memorable circular Warp Rooms with the entrances and exits modeled after the theme of the Warp Room itself. Like Crash 3, collecting five Crystals and finishing a floor and defeating it's boss would grant you an upgrade. And of course there's the trademark gems and colored gems, the latter of which are regulated to at least one per Warp Room.
The levels would use different themes from around the series, complete with it's appropriate music (including custom Bonus and Death remixes of Crash 1's themes). Below would be the main Warp Rooms and the levels they contain, along with their corresponding themes:
(these levels/level names/available gems would be subject to change)
(any level listed above with an asterisk has a secret entrance)
Crash is playable in every level, even taking the seat from Coco for the "Pirate" levels (though in keeping with the spirit of the N.Sanity Trilogy, she could be controlled as well). Levels with a second gem are earned through Death Routes, Colored Gem Routes, or secret entrances. These alternate entrances may or may not provide additional crates to smash to get the box gem (but in most cases they do not).
Once you conquer those rooms, you arrive at the eighth Warp Room, a dimly lit and ambient room with foreboding music and only one level, with a larger "gate" than the others:
This level would be about twice the length of your average Crash level, taking place in a brightly-lit golden ruins (in the style of the Golden Passage from Wario Land 4) finishing off with an optional multi-color Gem path, which in total triples the length of a basic Crash stage. From there you beat the stage, get the final crystal and gems, and fight the final boss.
Relics would be present, with the basic Sapphire/Gold/Platnium on offer for finishing a stage fast enough. Unlike the original trilogy, you can also get Relics without happening to initiate time trial should you complete it fast enough (but you don't get to keep track of time unless you get the goal time for a Sapphire Relic or higher). Your reward for earning Relics is access to an even larger circular Warp Room under the first Warp Room with four extra levels and three alternate entrances:
Secret levels accessed in the style of Crash 2's secret levels can also be discovered, with it's own giant-sized Warp Room. A total of four secret entrances and three secret levels can be discovered, with the final level in the room accessible by beating the three secret levels and getting their Keys:
After the final boss, you would also gain access to two post-game Warp Rooms, which in the style of Super Mario 3D World, offer harder alternate variations of existing levels and a new branch of "Totally" levels ala the ones in Crash 2.
And that pretty much coverts what I had in mind for this project.
It would have the controls and physics of the third game but the overall presentation of the second, with the player in the memorable circular Warp Rooms with the entrances and exits modeled after the theme of the Warp Room itself. Like Crash 3, collecting five Crystals and finishing a floor and defeating it's boss would grant you an upgrade. And of course there's the trademark gems and colored gems, the latter of which are regulated to at least one per Warp Room.
The levels would use different themes from around the series, complete with it's appropriate music (including custom Bonus and Death remixes of Crash 1's themes). Below would be the main Warp Rooms and the levels they contain, along with their corresponding themes:
(these levels/level names/available gems would be subject to change)
(any level listed above with an asterisk has a secret entrance)
Crash is playable in every level, even taking the seat from Coco for the "Pirate" levels (though in keeping with the spirit of the N.Sanity Trilogy, she could be controlled as well). Levels with a second gem are earned through Death Routes, Colored Gem Routes, or secret entrances. These alternate entrances may or may not provide additional crates to smash to get the box gem (but in most cases they do not).
Once you conquer those rooms, you arrive at the eighth Warp Room, a dimly lit and ambient room with foreboding music and only one level, with a larger "gate" than the others:
This level would be about twice the length of your average Crash level, taking place in a brightly-lit golden ruins (in the style of the Golden Passage from Wario Land 4) finishing off with an optional multi-color Gem path, which in total triples the length of a basic Crash stage. From there you beat the stage, get the final crystal and gems, and fight the final boss.
Relics would be present, with the basic Sapphire/Gold/Platnium on offer for finishing a stage fast enough. Unlike the original trilogy, you can also get Relics without happening to initiate time trial should you complete it fast enough (but you don't get to keep track of time unless you get the goal time for a Sapphire Relic or higher). Your reward for earning Relics is access to an even larger circular Warp Room under the first Warp Room with four extra levels and three alternate entrances:
Secret levels accessed in the style of Crash 2's secret levels can also be discovered, with it's own giant-sized Warp Room. A total of four secret entrances and three secret levels can be discovered, with the final level in the room accessible by beating the three secret levels and getting their Keys:
After the final boss, you would also gain access to two post-game Warp Rooms, which in the style of Super Mario 3D World, offer harder alternate variations of existing levels and a new branch of "Totally" levels ala the ones in Crash 2.
And that pretty much coverts what I had in mind for this project.
Saturday, July 22, 2017
Magicians Dead: Japanese Arcade game
Me and my buddy Prince_David (Youtube link to his stuff) stopped by Round 1 just today and it was a pleasant experience (I wish I could've stayed longer but I kinda already got a feel for the place within a short time).
What made it different from other modern day American arcades was that this place had a number of Japanese imports, mainly fighting games. Shuffled into those Japanese imports (along with some rhythm games that I was surprisingly good at) was the existence of an arcade game titled "Magicians Dead": a game about the St. Rewsberry magicians and the tech-savy machinery users of E.I.X. going against each other in a 3-on-3 arena fighter with a Wii Remote's nunchuck in the left hand and motion controlled-hand gestures in the right.
It controlled weirdly for me the first time, which means I may have to give it more attempts in order to learn the gestures and master it (then again ARMS kinda had the same ordeal). It also means you're not likely to see it on any home console in the future, especially the PS4 where the controls wouldn't be much of a science project and the melee button would be far more closer to you so you don't have to move your hand of of the game's registration signal to use it.
Knowing me, you're wondering "Gee, are you just gonna show off the characters?" Well why wouldn't I, they're one of the best parts of the game IMO. In this case though, the St. Rewsberry characters look a bit too plain and simple for my tastes (don't get me wrong they're still good designs overall)- and aesthetics-wise are nearly outclassed by the E.I.X. characters which just have a lot more going for them.
So without further ado here's the E.I.X. guys, or at least the best photos of them I could find.
[No. 09] Sivan
[No. 02] Dos
[No. 06] Lock
[No. 11] Ice
[No. 03] Harron
[No. 03] Quatre
What made it different from other modern day American arcades was that this place had a number of Japanese imports, mainly fighting games. Shuffled into those Japanese imports (along with some rhythm games that I was surprisingly good at) was the existence of an arcade game titled "Magicians Dead": a game about the St. Rewsberry magicians and the tech-savy machinery users of E.I.X. going against each other in a 3-on-3 arena fighter with a Wii Remote's nunchuck in the left hand and motion controlled-hand gestures in the right.
It controlled weirdly for me the first time, which means I may have to give it more attempts in order to learn the gestures and master it (then again ARMS kinda had the same ordeal). It also means you're not likely to see it on any home console in the future, especially the PS4 where the controls wouldn't be much of a science project and the melee button would be far more closer to you so you don't have to move your hand of of the game's registration signal to use it.
Knowing me, you're wondering "Gee, are you just gonna show off the characters?" Well why wouldn't I, they're one of the best parts of the game IMO. In this case though, the St. Rewsberry characters look a bit too plain and simple for my tastes (don't get me wrong they're still good designs overall)- and aesthetics-wise are nearly outclassed by the E.I.X. characters which just have a lot more going for them.
So without further ado here's the E.I.X. guys, or at least the best photos of them I could find.
[No. 09] Sivan
[No. 02] Dos
[No. 06] Lock
[No. 11] Ice
[No. 03] Harron
[No. 03] Quatre
[No. 08] Tam
(Sadly I couldn't find any good pics of Tam's younger form)
If you do want to see the St. Rewsberry characters, here's a link to the official website's character page.
Wednesday, July 12, 2017
Sonic the Hedgehog Hack Series Recordings- Version July 2017
I mentioned making this last night on Twitter, so I thought I'd deliver.
Below is a compilation of various music ripped by yours truly from a plethora of different Sonic the Hedgehog and Sonic the Hedgehog 2 hacks.
All credit for the songs themselves go to the original composers/converters, I just made this so you can listen to some of these songs outside of the games' Sound Tests (or just leaving the game idle in the case of hacks that completely lack a Sound Test).
The collection contains music form the following hacks:
- Sonic Boom
- Sonic Brother Trouble
- Sonic EraZor
- Sonic Halloween
- Sonic Legacy
- Sonic Megamix
- Sonic Zeta Overdrive
- Sonic 2 Advanced Edit
- Sonic 2 Recreation
- Sonic 2 Retro Remix
- Metal Sonic Overdrive
- Pana Der Hejhog
- S Factor
Monday, July 10, 2017
Mari0: SJB Mod- Final Release
Some of you may recall a game known as Mari0, a game that I've talked (and nitpicked, something I vow never to do again) over for quite some time. With the updated Special Edition pretty much dead since 2015 and the only thing keeping it alive being a slew of fan-created mods, I dunno if I'll ever really be motivated to make content for it or update this personal mod I made from here on out.
This here is what you call the "Superjustinbros Mod", originally made as a companion mod for the mappack I was working on, "A0zora" which later got canceled and put in indefinite hold since it was built to use features that would later be added in SE that never happened. It contains all the features and DLC maps of Version 1.6 (the latest public release) with some minor addons to the editor, reworked Aozora's Adventure-themed graphics, and new music and sounds. There were other features I had planned to add into the mod, but for now this was all I could manage to get into working order.
Note that this particular mod will only work with LÖVE 8.0, the version Mari0 was originally made on before the later 9.0 and 10.0 debuted, and compatibility for Version 10 will likely never surface.
-DOWNLOAD-
MEGA Mirror
Thursday, July 6, 2017
Monday, July 3, 2017
The Crossover Project.
Since around November 2009 (it was so long ago- I don't remember the exact date), I started a hypothetical "crossover roster" for a sort of "spiritual successor" of childhood favorites Jump Ultimate Stars and Mario Kart 64. Since then, the roster was given six total reversions, with Reversion 6, shown below, being the latest version of this roster.
This would be the roster for "Otaku Wars" and "Otaku Kart", once titled around Aozora (him being my primary OC- the only representative of his universe.) and called Aozora's Wars and Aozora R64 respectively. Over the course of seven years, characters were added and chopped, with only one being un-scrapped in-between reversions (Guilty Gear's Dizzy). Reversions 3 and 4, debuting 2013 and 2014, were primarily titled the Sunday vs. Magazine expansion and J-Stars Victory VS. expansion respectively since they primarily added characters from those games.
As of now, I am calling this roster for the two hypothetical projects finalized. With a total of 216 characters, it is almost quadruple the number of playable fighters present in Ultimate Stars.
Since I'm not up for pulling up huge details that I posted long, long ago on this blog, I'll give you an abridged explanation of what each project would entail:
- Otaku-Wars would be a faster paced and more "chaotic" Ultimate Stars, with the existing characters having heavily revamped and reworked movesets to better suit the faster-paced, somewhat combo heavy gameplay mixed in with some control tweaks. Everyone's outfits/appearances would use their latest incarnations (such as post-timeskip versions), and stages would lose their manga themed borders due to the presence of non-manga characters. Items and supports are also reworked, and the koma system is completely absent- players can only use one character and one support per battle, and the Strength > Laughter > Knowledge weakness chain is completely absent.
- Otaku-Kart would be Mario Kart 64 but basically made better in every way- Refined controls, improved tracks, better, less rubber banding AI, expanded and better selection of items, some extra modes.
However both concepts kinda fell by the wayside since I'm more focused on my original works (or as original as they can get), thus I have more creative freedom which what I can make rather than having to resort to characters I don't technically own to fill out a roster. There's also the talk on other, official crossovers that characters like Dante, Cloud, and Bayonetta take part of (such as Marvel vs. Capcom and Super Smash Bros for Wii U/3DS) and I don't feel like treading grounds where both official and fan-made crossovers feature the same selection of characters.
Wednesday, June 21, 2017
A notice about any of my soundtrack downloads
It has come to my attention that one of my soundtracks, 3D Maze Man, had it's download link go dead a few months ago. If anyone notices one of my other OST rip links have gone bust, shoot me an e-mail at superjustin@optonline.net or give me a heads up at @Superjustinbros at Twitter.
I will also be providing MEGA mirrors for these downloads.
I will also be providing MEGA mirrors for these downloads.
Wednesday, June 14, 2017
Resurrecting more dead stuff: Super Cyber Boys Company
Oh yeah we're doing that again. This time I'm going to show off something that I once brought up several years back without giving much info on what it was, and now here's a more in-depth analysis.
What you're looking at is a short-lived field play/stage show from Japan in 2008, featuring a trio dressed up in white and orange named the "CCB Super Cyber Boys" (C-C-B 超サイバーボーイ), presented by "Tokyo P.R.O."
Unfortunately, pretty much everything associated with the trio is now all-dead and I can't seem to discover anything worthwhile via Google. All that pretty much remains is this promotional render with cartoon versions of the main trio released back when they first performed.
Of course there's also my attempt at making a colored render of the main band member but it's not really relevant:
What you're looking at is a short-lived field play/stage show from Japan in 2008, featuring a trio dressed up in white and orange named the "CCB Super Cyber Boys" (C-C-B 超サイバーボーイ), presented by "Tokyo P.R.O."
Unfortunately, pretty much everything associated with the trio is now all-dead and I can't seem to discover anything worthwhile via Google. All that pretty much remains is this promotional render with cartoon versions of the main trio released back when they first performed.
Of course there's also my attempt at making a colored render of the main band member but it's not really relevant:
Saturday, June 10, 2017
Me and this blog today
So you're all probably wondering, why this blog doesn't get much updates nowadays?
Well, I'm sort of convinced that this blog doesn't grab the attention of many and so the incentive to post content of any sort is kinda low.
Course I post every now and then, just not as often as the blog's earlier years such as 2009 and 2010. And usually it's for the sake of archiving and/or showcasing something that I can't really show in full detail on devaintART, Twitter, etc.
If you want more frequent updates and activity, Twitter is probably your best bet. Of course deviantART also gets the occasional spark of activity and I'll often post art I make, commissions I receive and other photos to Instagram. For those that take interest in my current OC's, the Aozora Wiki still gets updated from time to time with new character details, though the Aozora blog is
Otherwise my B-Day is approaching next Wednesday, and I'm very prepared for it. Additionally I've had decent luck with four local and semi-local cons this year, iCon in March, Castle Point Anime Convention in April, EMcon in May, and just yesterday AnimeNEXT for June. I hope to explore a few more over the course of the year till I return to all these in 2017.
Well, I'm sort of convinced that this blog doesn't grab the attention of many and so the incentive to post content of any sort is kinda low.
Course I post every now and then, just not as often as the blog's earlier years such as 2009 and 2010. And usually it's for the sake of archiving and/or showcasing something that I can't really show in full detail on devaintART, Twitter, etc.
If you want more frequent updates and activity, Twitter is probably your best bet. Of course deviantART also gets the occasional spark of activity and I'll often post art I make, commissions I receive and other photos to Instagram. For those that take interest in my current OC's, the Aozora Wiki still gets updated from time to time with new character details, though the Aozora blog is
Otherwise my B-Day is approaching next Wednesday, and I'm very prepared for it. Additionally I've had decent luck with four local and semi-local cons this year, iCon in March, Castle Point Anime Convention in April, EMcon in May, and just yesterday AnimeNEXT for June. I hope to explore a few more over the course of the year till I return to all these in 2017.
Wednesday, May 24, 2017
It's a Wonderful World FANBOOK - all of what I saved
Back in October 2009 I linked some pages from a World Ends with You-themed doujinshi by Yu-Mi Yamase and Pika★Soldiers. It was called the "It's a Wonderful World FAN BOOK" series.
Yes it did have yaoi, but we're not here for the boy on boy action.
Yes it did have yaoi, but we're not here for the boy on boy action.
Because there's actually some decent artwork scattered through those doujins (I think there were eight of them total?).
Here's all the pages I happened to have saved on my hard drive since the site that hosted the images got erased (pun intended)
Saturday, May 20, 2017
Saturday, March 11, 2017
Sunday, March 5, 2017
Tuesday, February 21, 2017
Sunset Justin
So I guess this is what happened to Justin after his series got canceled back in 2009 to make way for Aozora's Adventure; he became a Sunset Overdrive character obsessed with denim and Hawaiian shirts and split himself into a female counterpart.
...Might make the male my personal avatar, depends.
...Might make the male my personal avatar, depends.
Tuesday, January 10, 2017
CHAINS
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