Thursday, June 16, 2011

Aozora's Wars, That Crossover Game of my teenage years. (Part 1)

NOTE: This is a currently planned concept for the future. Don't balls-out on me just because I can't make a damn video game just yet. But I also just want to give out my thoughts for a fan-sequel to one of my once-favorite games of all time.

I already showed the image, so no point in posting it again.

Yea, we all pretty much know that when I get older, allied with proper knowledge, I want to make of all things, games. Though some of all things never understood the point. They are simply ideas and nothing else. Plus, I should mention that these are non-profit, not made for the purpose of getting cash. Anything I make is not a "franchise" (at least, it no longer is).

Basically, what he have here is a concept that is as old as December 2008. Yea, only a few months right before I joined (and pretty much shat on during my first few months) deviantART. Of course when some play a game, they may think it's good, but not good enough. So they start thinking on improvements to an already existing title with many good reviews, and sometimes even post them online, like what I'm doing here. This one I want to speak about is my planned concepts for a "improved" version of Nintendo/Ganbarion's 2D fighter spawning in the wake ofSuper Smash Bros; Jump(!) Ultimate Stars. The to-be-said remake? Aozora's Wars.

Basically, Aozora's Wars (codenamed Jump-Stars Episode III) is part of my unofficial series of crossovers featuring more anime/manga/videogame series than anything else, except M. U. G. E. N. And as you'd expect, it would be Jump Super/Ultimate Stars with a complete face-lift. It would possibly be one heck of a non-profit fangame, possibly about twice as big than the game that it's based on. It will possibly be in "beta" status forever, and would be updated constantly even after the completion of the solo campaign, the character roster, and the fighting stages.

To begin with, Let me say the roster of this game would be big. It contains all of the ones from Ultimate Stars (excluding Dragon Ball, Dr. Slump, Ninku, and Naruto characters. Don't ask why I don't like Dragon Ball). The series without playable characters that won't be re-represented from JUS are Midori no Makibao, The I"s, Strawberry 100%, and Death Note (again, not a fan of Death Note).

In place of these, I'll be planning on adding my own series to be represented (Aozora's Adventure), as well as the below series: (Playable characters written in parentheses)

(This roster is true for Reversion 2, it is outdated for any future versions)
(The current roster can be found here.)


*Aria (Akari Mizunashi)
*Bayonetta (Bayonetta, Jeanne)
*Beelzebub (Tatsumi Oga w/ Beelzebub mounted on shoulders)
*Black Blood Brothers (Jiro Mochizuki)
*City Hunter (Ryo Saeba)
*Crayon Shin-Chan (Shinnosuke Nohara)
*Daiku no Gen-san (Genzo Tamura)
*Disgaea (Laharl, Etna, Adell)
*Devil May Cry (Dante)
*Doraemon (Doraemon)
*Fairy Tail (Natsu Dragneel, Gray Fullbuster)
*Flint the Time Detective (Flint Hammerhead)
*Final Fantasy (Cloud Strife, Squall Leonhart, Zidane Tribal, Tidus, Sephiroth)
*Guilty Gear (Sol Badguy, Ky, Dizzy, May, Potemkin)
*Hard Corps: Uprising (Bahamut)
*Karakuri Doji Ultimo (Ultimo, Vice)
*Kingdom Hearts (Sora, Riku, Roxas, Axel, Saix, Xemnas)
*Koya no Shonen Isamu (Isamu)
*The Law of Ueki (Kosuke Ueki)
*Lupin III (Arsene Lupin III)
*Magical Taruruto-Kun (Taruruto)
*Maho-tsukai Kurohime (Kurohime)
*Mighty Switch Force! (Patricia)
*Opoona (Opoona)
*Ordyne (Yuichiro Tomari)
*Osomatsu-Kun (Osomatsu)
*Panty & Stocking with Gaterbolt (Panty, Stocking)
*Resident Evil (Leon S. Kennedy)
*Rosenkreuzstilette (Spiritia Rosenberg, Freudia Neuwahl, Zorne Sepperin, Trauare Wrede, Luste Teuber, Grolla Seyfarth, Sichte Meister)
*Scott Pilgrim (Scott Pilgrim, Ramona Flowers, Gideon Graves)
*Shikigami no Shiro (Kohtaro Kuga, Gennojo Hyuga, Fumiko Odette Van Stein, Reika Kirishima, Batu Harai)
*Soul Eater (Soul Eater Evans w/ Maka Albarn in sidelines, Black Star, Death the Kid)
*Tengen Toppa Gurren Laggan (Simon, Yoko Littner, Kamina)
*Toriko (Toriko)
*Vocaloid (Miku Hatsune)
*Witchblade (Masane Amaha, Shiori Tsuzuki, Reina Soho, Nora)
*The World Ends With You (Neku Sakuraba, Shiki Misaki, Daisukenojo Bito, Uzuki Yashiro, Koki Kariya, Sho Minamimoto, Megumi Kitaniji)
*Zatch Bell (Zatch Bell w/ Kyo Takamine in sidelines)

New series without playable characters:

*Mr. Driller
*Snowboard Kids

Returning series from Jump Ultimate Stars: (characters in parentheses, new playables to that series written in bold.) [this part of the list may not be final]

*Black Cat (Train Heartnet, Eve [Train is promoted to main character position])
*Bleach (Ichigo Kurosaki, Rukia Kuchiki, Orihime Inoue, Uryu Ishida, Renji Abarai, Toshiro Hitsuguya, Bayakuya Kuchiki, Kenpachi Zaraki)
*Bobobo-bo Bo-bobo (Bo-bobo, Don Patch)
*Buso Renkin (Kazuki Muto)
*Cobra (Cobra)
*D.Gray-man (Allen Walker, Lenalee Lee)
*Gin Tama (Gintoki Sakata, Kagura)
*Fist of the North Star (Kenshiro, Raoh)
*Hoshin Engi (Taikobou)
*Hunter x Hunter (Gon Freecess, Killua Zaoldyeck)
*Jigoku Sensei Nube (Meisuke Nueno)
*JoJo's Bizarre Adventure (Jotaro Kujo, Dio Brando)
*Jungle King Tar-chan (Tar-chan)
*Katekyo Hitman REBORN! (Tsunayoshi Swada w/ Reborn, Reborn [solo], Gokudera Hayato)
*Kinnikuman (Kinnikuman)
*Kochira Katsushika-ku Kameari Koen-mae Hashutsujo (Kankichi Ryotsu)
*Majin Tantei Nogami Neuro (Neuro Nogami w/ Yako Katsuragi, X)
*Muhyo & Roji's Bureau of Supernatural Investigation (Toru Muhyo)
*One Piece (Monkey D. Luffy, Nami, Roronoa Zoro, Sanji, Nico Robin, Franky, Portgas D. Ace, Sir Crocodile)
*Pyu to Fuku! Jaguar (Jaguar Junichi)
*Rokudenashi Blues (Taison Maeda)
*Rurouni Kenshin (Kenshin Himura, Sanosuke Sagara)
*Saint Seiya (Pegasus Seiya)
*Sakigake!! Otokojuku (Momotaro Tsurugi, Heihachi Edajima)
*Shaman King (Yoh Asakura, Anna Kyoyama)
*Tottemo! Luckyman (Luckyman)
*Yu-Gi-Oh! (Yugi Mutou)
*YuYu Hakusho (Yusuke Urameshi, Kurama, Hiei)

Returning series without playables:

*Captain Tsubasa
*Eyeshield 21
*Slam Dunk
*The Prince of Tennis

I'll include the game and gameplay information in the next post. For now, this should be enough to hold you back.

Sunday, May 29, 2011

The only Jump Ultimate Stars spoof anyone wants to make

Updated artwork with most recent reversion.
AozoraWarsJUSStyleLarger.png
The image speaks for itself doesn't it?
And plus I discovered the comma key on my keyboard doesn't work anymore. Gotta get a new one soon.

Saturday, May 28, 2011

Old Superjustinbros vs. Poppy Bro Fan.

Nothing in trying to direct all my friends to attack a hater, but honestly.

Look at what this person, known as Poppy Bro Fan, said about (but not directly to) me last December. Apparently this guy doesn't know the difference between the "New Justin" and the "Old Justin"

"There used to be a major lolcow back in the days. His name is Superjustinbros, and i'm pretty sure you might remember him from the Fandom Rape entry. He used to be such a troll, there were multiple blog entries about his ill temper and superior attitude. He also advertised this "Franchise" he was making, called "Super Justin" where he was the main character (Lawl, self insert Stu) who got to bang Trauare Wrede, of all people, and fuck up Rosenkreuzstilette in general. He claimed the Rosenkreuzstilette girls were his own creations, which was a blatant lie, and stole several people's RKS fancharacters, shoehorning them into his "Franchise". Since it's easy for me to get homesick, i read up on things happening in Japan a lot. This is how i first found out about Rosenkreuzstilette and their creators, [erka;es] and WOMI. And how i also found out about his screwing over the series with his "Franchise". He's now long since killed his behavior, but to honor the sooncoming Freudenstachel, hey, i thought he needed a memory."

But he wasn't done yet.

"Another thing he's famous for? Drawing "Sexypics" of the RKS girls that make me want to tear my eyes out."
*Insert his anatomy rage-filled shit*

Yeah. ANATOMY. The one thing that everyone hates about my art. And to make things even more gay-tarted, everyone on there is seriously gender-confused. I got a dick, not a Vagina. I don't have big boobs, and I'm not a baby makin' machine.

Reposting my FAQS from last year regarding what he's saying about my out-of-date personality...

"What is Super Justin and why did you cancel it?"
The Super Justin series (which for some time, I referred to as a "franchise") was intended to be a series of Super Mario/Sonic the Hedgehog hybrids staring myself, as a japanese fourteen year-old boy dressed mostly in blue defending the world against various different enemies. The two main reasons why it was cancelled was because 1. to avoid copyright issues with the characters I had stolen, such as Grolla Seyfarth from Rosenkreuzstilette and Roark from Pokemon, and 2. because I couldn't take anymore negative criticism, as it was driving me to insanity.

"Were you once an art thief?"
During my first few weeks of activity on deviantART, yes. As I spent gradually more time, I started doing it less until the content of my artwork became entirely original work hand-drawn by me. (even if it's fanart of someone else's character.) Although I was still pretty much stealing when it comes to the Super Justin Wiki, which had all of its content entirely removed by me not long ago. At first, I thought I could easily get away with it, as I have seen multiple people on deviantART upload stuff with copyrighted material, (I guess since nobody reported them) but after thinking it out for a bit, I soon took action and removed the stolen content immediately, making it something I no longer have to worry about. Bottom line, I stopped stealing artwork/characters, and never will again.


"I heard you used to act like a troll. Is that true?"
Yes, I will admit I was once a terrible troll. But now I have been maturing, and I know better not to troll. But the reason I was is because I wanted to get popular by telling people to "check out my gallery" as well as "I drew him/her too". If you were to look at some of the really bad troll-comments on dA I had made, you would see a reply from me saying something like "Why did I say that?".

"Why did you go around telling everyone that Rosenkreuzstilette was worse than your "franchise" and insulated [erka:es]?"
This is somewhat difficult to explain in full detail, but if you want to know, I can spare some details on what was going on.

Personally, while I do like playing the Mega Man games a lot, I prefer the Super Mario and Sonic the Hedgehog series overMega Man, which is possibly why I said my "franchise" would surpass Rosenkreuzstilette, but that turned out to be a big mistake, since for one thing, I didn't even make a game for that "franchise", so there was absolutely nothing to compare RKS to. Plus, to add to all this ruckus, I even said it was "too scary," saying the game's colors weren't that colorful. Looking back, I can see this game was intended for a older audience than I had expected, so I withdrew that useless complaint, seeing how a good game doesn't have to be colorful, and have practically every stage take place in a dungeon/castle/fortress/tower. (and let's not forget the religious symbols.)

For the insulating [erka:es] part, the prime thing I said was they were "uncreative", due to many of the elements, characters, and enemies from the original RKS being based on or inspired by various things from other popular video game series. After some time, I soon released what I had said was wrong, as [erka:es] does in fact have a good amount of creativity that they're able to create something that's worth playing for the fun, and of course, the nostalgic factor. I have tried apologizing to them, but they have yet to respond.

(Yes, I'm willing to admit I made many mistakes back then, and I'm sure I will never again.)

Someone please tell him to stop this serious s%it. I know it';s outdated, but he needs to know.


Thursday, May 19, 2011

Skee-Ball got portable, and more addicting.

EDIT: So apparently the collections menu aren't limited. When you get a lot of things, another shelf is added to store even more things. So discard everything I said about increasing storage compactly, but I still think that the different ball and lane variants should be sorted onto different shelves located below the default shelf.
Skee-Ball HD
Freeverse and Graveck, two of those obscure indie mobile game companies, had not long ago introduced a version of one of America's most-addicting arcade games, Skee-Ball. If you got an iOS device, you can get Skee-Ball for a cheap price, and you'll be entertained for hours.

Well, it can be exciting at times, and even after you find out you can purchase items from an in-game market to customize your game, it only becomes your love-mate for the next six hours, until you eat away at the iPod's batteries. And how does this work?

Well, tickets, of course! Yes! This virtual adaptation of Skee-Ball even re-creates the classic quest of "collecting tickets to collect prizes that have no value whatsoever." Only here, they give you a purpose to waste tickets.

But before I discuss the use of tickets, let me describe the gameplay. It's Skee-Ball as you remember it- throw nine wooden balls up into a scoring area, and depending on which area the ball lands in, you are awarded 10, 20, 30, 40, 50, and if you got badass aiming skills, you can even nail 100 points with one ball. If you do well enough, you can win bonus multipliers that multiply your score by up to 9x, with the multiplier value increasing or decreasing depending on your performance in the last game, and if you keep your streak going long enough, you're bound to score over two thousand on a game or two.

And as I described above, there are tickets involved. For every 50 points you score each game, you win 1 ticket at the end of each round. If you have multipliers in effect, your chances of getting a good amount of tickets per game increase (although it does not multiply the # of tickets you get, only your overall score). To roll the ball, you just swipe your finger across the palyfield, and Walhalla, out of nowhere a ball come storming down the alley and jumps the ramp, landing in the scoring zone. You can apply spin to the ball and roll it at different speeds. Once you've gone a good number of times, it's time to redeem those tickets at the prize corner.

When you visit the prize corner, up for sale are eight (12 in some versions of the "HD" edition). Most, if not all of these are cheap, useless "junk" that serves no purpose other than showing off to your friends (Note: the only of these worth getting are extra tickets, which actually give you tickets rather than taking away). At to my knowledge, you can only store a limited number of these (Correction: Storage is unlimited). Now why I bring up the (possible) limited storage number is because in the ticket market, you may also stumble on a number of different ball and alley styles that change the color scheme/patterns of the ball/field. These two kinds of items are the only reason to collect tickets, because they can be used to customize your in-game experience with different themes that suit your fantasies. And if that wasn't enough, they even change the items in the shop each time you do a round of Skee-Ball (some appearing more often than others). So just keep playing, and soon something will show up in the market that catches your eyes.

So what do I think about this? And what problems/frustrations have I encountered regarding this title? And what suggestions am I making to this game to make it hopefully even better than it is now? Well first off, the graphics are good, the controls are accurate (except it's difficult to roll the ball at maximum speed on the HD version and when playing the standard low-res version in full-screen on an iPad), but I have ran into some instances where the ball did get stuck on the play-field. 1: the left and right sides of the large 20-point holes, where two (or more) balls can get jammed, 2: right next to the 10-point socket where the ball stops moving and doesn't go into the appropriate scoring hole, and 3: the ball ends up balancing on top of the ramp that launches the balls into the air, and it never comes down. This caused me to have to reset the app or turn off the unit entirely (Update: These "ball getting stuck" situations are more common when you lob a ton of balls into the scoring zone at once).

Second, give the different balls and field styles separate folders (leading to different shelves) with no limit as to how many types can be placed and used, and do not allow us to sell them back for tickets. If we do, then we'd have to go unlock them again, which is something I'd prefer not to do. Also, allow us to set the ball/field style to "random," which gives us each time we start a game from the menu one random field and/or ball type purchased from the market. The amount of "useless" prizes should still be limited (Update: Discard this sentence).

Speaking of the market, the issue regarding some users not being able to access the menu where you can get in-app purchases to add items to the market and get more tickets (unless you have a plus+ account(?)) needs to be fixed, plus I'd like if the holiday-themed items from the free edition were also released as an expansion set to the paid version (if they aren't already).

Updates should not only focus on adding more features, but also fixing issues in the game regarding criticism in the iTunes store and other things, such as allowing moderately strong swipes on the larger-screen versions to throw balls at their fastest speed, updating the visuals of the standard version to retina (hi-res) graphics, adding support to Apple's Game Center, and allowing us to back up user data between devices via our Game Center/plus+ accounts. I play Skee-Ball on both my sister's iPod (second gen.) and iPad (1), and I have items purchased on one device but not the other.

So that ends my critique. Freeverse, if you can, please take these concepts into consideration for future verisons. Your app is extremely fun, and gives us an excuse not to go to modern-day arcades and blow money on tokens.

Saturday, May 14, 2011

Leaping with Jumpman, into obscurity.

You know me, I love myself some obscure platformer games.
Back in the late 1990's, I stumbled upon the shareware version of a platforming game entitled Jumpman Lives. It had twelve levels, with each level having some new feature possibly not seen before. After some time, I got a plug-n-play C64 unit that had Jumpman Jr; the sequel to an title I had never known about, then when I began researching stuff (thanks Wikipedia), I found out more about the Jumpman games.

Basically, the original, released in 1983 mainly for the Commondare 64, was a platformer where you controlled a pale white figure with a red shirt and magenta pants, collecting bombs (but I called them cereal pieces due to their "O" shape.) on Jupiter. Yea. Jupiter. Apparently there's a fraction of Jupiter that's habitable with green girders and blue ladders, and it also has flying white squares that latch out at you, and even missiles that come out of nowhere. Sure it didn't make sense, but of course it worked, and it was pretty addicting.

They had a shorter but much more difficult sequel entitled Jumpman Jr, which had twelve completely new levels but still had the same basic principles and objectives as the original.

Then came the one I was most familiar with; Jumpman Lives!. This one was unofficial and released only on PC (DOS to be exact), and had levels that previously existed in the two only-existing predecessors, as well as some new exclusive levels to this version. The shareware version only goes through the first 12 levels while the full version does what you'd expect: giving you the full-length game and probably one of the most confusing and difficult-to-use level editors ever. Trust me. I've never figured it out in the entirety of my life.

Though one fatal thing I have to address was that the last time I played Jumpman Lives!, the controls were unresponsive and sloppy as f$%k. If you want to try this one out, you can grab a download of the title here, but don't come crying to me if your controls are screwed.

During the remainder of the nineties and from 2000-2005, several other Jumpman-related games and remakes also surfaced, with one of them being Jumpman Zero, which gave Jumpman a new rolling ability to help survive those long vertical drops, and thus prevent his legs from being broken. Jumpman 2 and Jumpman 2049 were two other Jumpman games that were being worked on at the time, but they never saw the light of day and both were canceled. The only one that was actually easy to instal and play was Jumpman: Under Construction, an effort to re-create the original game(s) and also provide an engine for one to make their own Jumpman games from scratch. Unfortently, development stopped only after the third public beta was released in Christmas of 2003, and afterwards, the forums where you could download level packs by other users also went down. But thankfully the site itself is still intact, so you can download it and (try to) create up some levels (And if you can figure out the "appearing/dissapearing platforms upon collecting a bomb" gimmick out, then you're golden).

It's sad to see one of my longtime favorite series bite the bullet at the last second. More or less, I'd wish Chris Leathley, developer of Under Construction, or someone else whom has privileges to the game would just step in and complete the editor, make some things easier to put in (like pre-loaded dragon textures), add more features, and just overall finish up the project with fully-working Jumpman/Jr./Lives! levels recreated down to the finest detail. Please Chris, seven years is more than enough.

Thursday, April 21, 2011

The World's Biggest Pac-Man... Was it worth it?

Just wanted to mention I'm not looking to act harsh here. If it looks like I am, I apologize.

Slightly updated...

Pretty much just a week ago, Soap Creative designed with the guidance of Namco Bandai and Microsoft, a new HTML5 game based on everyone's favorite yellow round creature, titled The World's Biggest Pac-Man.

And certainly enough, Biggest is exactly what it is. A whopping 1,5000 mazes to try out, and it can get addictive for a few players, but after you've played it out, you can help expand it, provided you have a Facebook account, by constructing your own mazes that attach onto the already-existing ones. Sounds like a good idea, right?

Well, to be fair, it could be, but with the overabundance of issues I have with this title and it's editors, it doesn't have that much appeal. Now I'm not staging a fight with anyone involved in creating levels with this, I just want to state what I don't like about this idea, and how it can be expanded on to be even more insane and unique.

First off, let me explain the gameplay. It's traditional Pac-Man as you remember it- eat all the dots, avoid Blinky, Pinky, Inky, and Clyde, eat Power Pellets, get revenge on the Ghosts. Once you clear the maze, the ghosts vaporize into the air, and you then have to enter a new maze by simply exiting via the classic warp tunnels. But rather than just warp you to the other side, the warp tunnels will take you to an entirely new maze with a new set of dots to consume and ghosts to avoid. Therefore, you can build up on your score and such. You can also leave the maze you're on early, although if you come back to the maze, the ghosts will remain in the spot they were in, and proceed to pursuit you again If you needed to escape via one of these tunnels because the ghosts were closing in on you, don't re-enter the maze via the same tunnel.

When you die, the ghosts in the current room where your death occurred are re-set, but not in the other rooms that you left un-finished. Each room has a set of four ghosts, and only you are allowed to go to different mazes. If the ghosts were allowed to do the same, then you'd be chased by over a million of those pesky bastards. But even with just the basic four ghosts, things can still be screwed up to the point where a level is almost impossible to clean. Often this is due to the players' bad designing skills or the misuse of how designing levels should be done. Allow me to demonstrate:
Picture8.png
What you see above this tad-bit of text is the simple yet evil default maze. Players looking to build levels for the sole purpose of "patching" multiple of the same kid to create a picture (i.e. aligning them to spell out the name of the author) often resort to just loading up the editor, not working on it any bit, then submitting it. If perhaps by default, we could choose to either start editing the level with an entirely blank canvas (and an actual grid to help guide us) or with pellets over-cluttering every corner (like in the NES Ms. Pac-Man editor Blinky), not only the later option. Plus, this default maze (plus many other "open mazes" is s*it because there are little to no ways of hiding from the ghosts. Sure there are four power pellets scattered in the four corners (or more or even less(!) in some cases), but even the duration of them (or even an extra six) aren't enough to finish the level on one life. And without many/any useful walls, the ghosts can quadruple-team you and corner you to the wall with no escape.

Comparing the editor in WBPM to the one featured in the unofficial entry Champ Ms. Pac-Em, the later apparently has more features. But since that one was an editor based on Ms. Pac-Man and not the original, it apparently has many more features at disposal. For one thing, you can turn on a "mirror" option that will make it so whatever you do to one side of the maze- automatically is added/changed on the other. Plus, the pac-dots are not on the board by default, and instead of a basic grid, the spaces are constructed by tiny white dots, showing where a wall/pac-dot/power pill can be placed. The best thing about Champ Ms. Pac-Em? you can change the colors of the dots, maze walls, and maze wall borders. Apparently again, since Ms. Pac-Man had a larger amount of colors for their mazes rather than just sticking to the plain blue in Pac-Man, is why no such feature exists in World's Biggest Pac-Man.

Plus, why is the left side of the mazes one block larger than the right?

Now let me show you another maze with some different, but equally stupid situations.
Picture11.png
This apparently is another maze that looks simple, but has some great dis-advantages. First off, the level consists of only four channels of pac-dots, all leading to the four side-exits to other mazes. Unfortunately, the north and south exits are not present because there are no mazes connected other than the ones on the left and right sides, or you didn't spend enough time in the maze you were currently in. So if a ghost were to trap you inside one of these halls, you're screwed, and have no way of escaping, unless there was a warp tunnel that leads you to another maze, but even with that, you'd still want to remain in the same maze until you clear it. Too bad though, that the creator of this pathetic maze was too stupid to move the power pellets out of their starting position, leaving this maze un-passable. Yea, if a regular pac-dot was trapped in such a scenario, the game wouldn't let you even submit it. But with the power pellets, no such thing. Doesn't this guy even know you can delete, add, and move up to 10 of the power pellets?
Picture10.png
Here's one of my earlier mazes which is very "open". But unlike the default map, the pac-dots in this stage do not run throughout the entire level. They are only placed on the tiles right next to the walls. Plus, there is a dead end on the bottom left, but note that's it's two blocks in width rather than one, so if you time your moves right with only one ghost on your tail, you can escape unharmed.
Compare it to the sixth "strange" maze from Tengen's Ms. Pac-Man on NES. Let's review- Open stage, pellets mostly placed next to walls, you can figure out the rest.

Now let's talk about the map itself. As I've stated, it's made of about one and a half thousand levels, with a good number of them being crappy default/unfair mazes attached together to form some kind of picture, or spell out a word in the mazes themselves (often leading to dead-ends). But generally, all of the mazes combined, are as I would describe it, a giant island with a tower leading into outer space, a stairway leading to hell, and various docks and piers. But for the mazes with dicks/naked women/swears and cusses/sex-talk, people report them, and they're removed, leaving behind a blank mass of space, and any entrances to it are sealed off until a new maze is created in the same spot. This creates a lot of "holes" in the island/tower, and totally screws up all opportunities for the player to complete additional stages, and venture from the bottom of the "tower" to the top without re-loading the menu and selecting the next stage up, resetting the player's score. Plus, it can be quite difficult to navigate through the large assortment of mazes since first off, you may not know where the heck you are. Would it kill to have a map system on the right-hand side of the screen which shows the stats for the current maze and the maze's author? Heck, The Legend of Zelda games and even the Japanese-only Eggerland/Adventures of Lolo games had a map system, so why not one for a dungeon explorer like this?

So now that I've discussed the problems with World's Biggest Pac-Man, let me summarize some cool enhancements that this title could undergo.

*Have some local/online multiplayer, both co-op and competitive variations.
Competitive mode allows up to four players to battle it out on a single maze, voted out of a selection of a random five. Competitive mode plays like a scaled-down version of Pac Man Battle Royale, where the players try to consume as many pac-dots as they can, and if they obtain a power pellet, they can chomp on the other players, which turn blue with an outline of their main color.

*Fix the editor, add "erase all (no pac-dots)," "mirror," and "change color," options to the editor, extend editor time by thirty minutes, add additional column on right side.
Per above.

*Allow us to modify and/or erase our own mazes.
If we are the author of a particular maze, we should be able to make whatever change we want to it. As long as that spot still contains the user's maze reserved to it, they should be able to fiddle around with it unless it were removed for obvious purposes.

*Allow us to add walls attached to the Ghost Pen. (optional)
Currently, the editor does not allow us to place anything next to the Ghost Pen. But if we could construct walls that are attached to the west/east/south parts of the pen, then it would be quite a cool addition. But we are still forbidden from placing anything on where the bonus fruit and Pac-Man spawn (the later which can be moved horizontally, granted it's still underneath the Ghost Pen.

UPDATE: Speaking of the pens, players should be unable to trap the ghosts by building walls isolating the Ghost Pen. Note that by doing that process means players can't obtain the bonus fruit/item that appears once a specific number of pac-dots are eaten.

*Pac-Man and the Ghosts start facing left, not right.
Play any major Pac-Man title.

*Incorporate a ratings system and a policy to remove low-rated mazes.
Per someone who had previously commented on a blogpost Soap Creative made not too long ago, I think it would be fit to (besides increasing the moderation power of the moderators) give each maze it's own ratings system where one can rate a maze on a scale of 0 out of 5, for both Difficulty and Enjoyment. If the maze remains a low score after a good number of ratings (something that should happen to those shiddy default mazes), it is automatically removed from the public listings, and from there can only be played by the one who designed the maze via a separate area not connected to the main game. Speaking of...

*Give us an option to mark mazes created by the currently logged-in user with a different color, and an area containing all maps of one user.
Trust me, My mazes are BURIED in the clusterf^#k of mazes. When you create a maze, there's no way to from the "navigation" window, distinguish it from all the others from other users. When I'm logged in, mazes I design should have a lighter shade of blue on the map screen than the others I didn't design. If they can mark "reserved" parts an bright orange color, why not mazes I created?

Also, I think there should be a way to quickly search for and play a maze from one specific user. That's why I'm suggesting that after we design a maze, it is added to a separate "island" that only the creator can access, and contains all his/her user-created mazes. They can be re-arranged in any fashion and played to their heart's desire, but detaching the mazes to make some un-reachable is not possible.

Increase the resolution of the sprites.
Pac-Man and the ghosts all look like crud- their sprites are very scrambled. Why can't it just be the basic Pac-Man sprites enlarged by 2x?

And by far, probably my most anticipated addon:



Increase the variety of ghosts and bonus fruit, and add more maze features.
Really? Only 8 types of "fruit"? Only four ghosts? This game was made 30 years after the first appearance of Pac-Man himself, and they couldn't get creative with the ghosts and fruit types and such?

Over the years, there have been nine major ghosts that I remember. Blinky, Pinky, Inky, Clyde, Sue, Funky, Kinky, Spunky, and Tim. And the counterpart to Champ Ms. Pac-Em, called just Champ Pac-Em could have as many as six; the initial four, a violet one that was very slow and had completely random movement (with dazed eyes), and a green one that apparently was a tad bit smarter than Blinky. Then there was Pac-Mania, which depending also, depending on which level the player is on, Sue, two Funkys, and a single Spunky. The original (late 1990's) Pac-Man Arrangement contained Kinky, a yellow ghost wearing glasses that merge with other ghosts to give them special abilities, which meant more points for Pac-Man if they were eaten. Tim isn't really an official Pac-Man ghost, but he appeared in Jr. Pac-Man as Clyde's replacement, much like what Sue originally was in Ms. Pac-Man.

Basically for World's Biggest Pac-Man, players should be able to choose from four to six ghosts to appear in a maze at one time. Blinky must always be present in the maze, starting above the ghost pen, three start inside the ghost pen, the fifth ghost (if present) enters through the warp tunnel opposite of Pac-Man's current location in the maze after 1/2 of the pellets have been consumed, with a warning sign accompanying such action, and then after 3/4 of the pellets are gone, the sixth ghost (again if present) enters in the same fashion.

The ghosts I would like to appear, and their suited personalities:
Blinky - Chases Pac-Man, speed increases if player takes too much time to finish the level.
Pinky - tries to head to Pac-Man's next destination, and also tries to run directly into Pac-Man.
Inky - Similar to Pinky, but only tries to go directly into Pac-Man's front.
Clyde - Sometimes random, but still chases Pac-Man.
Sue - Similar to Blinky, but instead increases intelligence as time goes by
Funky - Basic ghost, no speciality. Tries to chase Pac-Man directly, but is somewhat slow.
Kinky - Tries to be next to other ghosts.
Spunky - Similar to Funky, but is a little faster.
Tim - Very fast, entirely ramdom movement.


Ghosts are valued at 200, 400, 800, 1,600, 3,200, and 7,650.

As for the "fruits", I think they should be the basic Pac-Man fruits, plus many others from various other Pac-Man styled games, both official and unofficial, starting at 100 with the Cherry, Strawberry for 200, Mango for 500, Apple for 1,000, and them each fruit accelerating by an additional 200 points (like a Melon for 1,200, Banana for 1,400, Peach for 1,600, etc.) up until the crown, which is worth 7,650 points (Namco's special number) instead of 7,600.

Additional features should include several different-colored teleports (up to four sets per level) that when used, must recharge for a few seconds (only Pac-Man can use it), manholes that also warp Pac-Man but do not require a recharge, and only two can be placed in one stage (ala Puckman Pokimon, an unlicensed arcade game), dash panels that make Pac-Man move faster if he is traveling in the same direction that the arrows are, and swap directions every few seconds, and special power-ups that double the value of ghosts until Pac-Man dies, freeze the ghosts in place (which they can be eaten while in this state), a item that causes a mirror image of Pac-Man to appear on the opposite side of the maze (like in the original Pac-Man Arrangement), or power-downs like a gumball machine that enters via an exit tunnel and moves around, re-adding pac-dots (but not power pellets) Pac-Man already consumed, and a Ying-Yang symbol that wonders the maze, restoring all pellets already eaten. (but does not appear if less than one or more than three quarters of the maze's pac-dots

So that's it. I can think of more, but I've written far enough. Soap Creative, if you read this, please take these ideas into consideration. Sorry if this sounds a little too demanding, but I really like this idea and wish I could have a little more excitement with it.

Wednesday, April 20, 2011

Justin? Are you a fan of Rosenkreuzstilette?

I swear, I've been claimed by many not to be one of those described above. Simply put, a lot of people claim (at least to my knowledge) that I do not show any love towards the doujin series. So let me speak the sole truth.

No. I do not dislike the RKS series. True that I have said I only anticipate the series for it's roster of characters (of which 95% are female) back when I was still a nutcase, but there' more to it.

Sure I'm not much of a die-hard fan as say, those two; but that doesn't mean I'm allowed to like the series for it's good control, great gameplay, and great graphics and visuals. In fact, if you were to take out the soundtrack of super-hyped songs playing in locations they don't seem to (remember, my opinion) belong in, and replace them with music from other games and s#ite, I can get super hyped and actually like playing it.

Yea guys, I said like. Kinda hard to believe, right?

Well, as ironic as it sounds, yes. If you give me some patience and a killer soundtrack, I can get as far as the second half of the final (Iris') castle. In fact, twice I even made it through Graf's castle, and once I was able to finish the initial eight stages on one life (not really sure if I did, might have screwed up on Freudia's stage though, with the unforgiving Quickman lazers.), in the preferred boss order (Lieb, Lust, Zorn, Schw, Trau, Grol, Sich, Freu). So yea, I do like playing the game, and I am anticipating the long-awaited release of ~Freudenstachel~, the game's long overdue sequel. And I got millions of other ways that I can show my love to the series. Obviously we have the unfortunately ad-rampant Grolla's Dungeon and the dA group, both I started in December 2009, then we got unofficial unlicensed merchandise, made straight from the printer. And to start, let me show you a photo of my room.DSCN0440.jpg Yep that's right. This is my effin' room. And unless you're blind, you may spot the various times characters from the Rosenkreuzstilette series appear on these pics. In the bottom left, we have pics of Witchblade characters with the faces of various characters from RKS, something I have so far only posted to my Twitpic account. In the center, is a giant RKS poster of the first game's cover minus the font, and in the right, Spiritia Rosenberg appears several times in my fan-crossover images to promote her series. (Hm... Crossover series. We'll get to that sometime.) If that wasn't enough, Trauare Wrede appears alongside Bleach's Ichigo Kurosaki in a spoof image of Tron: Legacy. But hey aside from that, Spiritia, or should I say Spirisane (No, NOT going to become an original character! ), is plenty represented over on the left. Think I still dislike Spiritia? Well I may not think she's the best female of the series or in general, but I don't flat-out hate her as I used to to the point where I put up all of these pictures of her being tortured.

So let me just clarify, I will always be a good fan of Rosenkreuzstilette, it's characters, and it's games, and never will I stop liking it, despite how much the English fanbase may dislike me, falsely claiming me to also still be a troll. I just hope that someday, I can actually get into a friendly little convorsastion with WOMI, the series' character designer, then I'll pretty much be in the "cool".

Friday, April 8, 2011

Something about a strange poster in an ancient flash animation... or something like that.

Yea, you can tell I use this blog to ask for s#it. Shut up.

But this is something I wanted to know about for a long, long time.
Here's the jist. In the half-a-decade old flash animation Donkey Kong Country 1 1/2 (yes, Donkey Kong Country, the series that recently got s*at on by Retro Studios) by the pretty much now defunct flash animator Alexabbe, or EnjoytheMovie, there is a scene that pretty much caught my mind.

During the chat with Dixie and Funky Kong halfway through the film (the seventh chapter), in the background, tacked onto a palm tree, is a poster for a possible anime/manga series. Thanks to Photoshop, I cropped the image and distorted it into the (almost) right shape, so I can better showcase it.
IamFrench.png
Anyone got a clue of what this image is of?

Thursday, March 10, 2011

Another update...

Well, diddle-do everyone, look who decided to log on today and write up some shite.

As for my life thus far... not so well. Though every once in a while something worthwhile will pop up, mostly it's nothing but well;.. nothing. I am working on some artwork (Toshi from my own series, Aozora's Adventure to be exact) and have recently commissioned or are in the process of commissioning several great talents on deviantART. I've also been spending some time on Farmville, unfortunately because I have nothing to do. And since my neighbor list is lacking, I haven't been able to do much in terms of receiving rare items and so forth. If you guys do have a Farmville profile and want to be neighbors with me, just go to the link to my Facebook page below, shoot me a friend request (be sure to specify that you came from here, otherwise I may reject it), wait for me to accept it, then fire a neighbor request right back, and bang, you're there.


Now let's focus on other things. For starters, if you've been to deviantART since last week and checked my journal, you probably saw that my somewhat sheer friendship with ViperAcidZX was shattered due to me joking around with him on his birthday. And as such, he has blocked me from all interaction with him on pretty much every site that both of us have an account on. The day later I tried resolving the issue by writing up a long-ass journal in hopes that Viper may stumble upon it. It's a little harsh here and there, but as with how he has treated me throughout my career as an amateur artist, I'd consider it "karma" to him. Since the topic has spread on for about a week, I've taken better matters that me, my friends, and my fans don't get concerned about the situation. Hopefully one way or another, Viper will realize that I'm not the only d*che around here, but for now, we'll see where things go in the end.

Second, I'd like to talk about me, myself and I. Once again, I apologize for my excessive lack of activity on deviantART or any other site I'm a member of. It's just as you may know, I like to do other things besides drawing, whenever it's going out with my family, pending time playing video games, and even browsing the world-wide-web. My life isn't just deviantART. I'd love to have something new every three days or so, but with how things are going, it seems as if it will be a while before I can accelerate on my work basis. Until then, keep patient everyone. I'm sure it will all work out in the end.

So that's it for now. As a bonus, I'd like to present you with the current collection of Mario Hacks Series Recordings, now loaded with music from nineteen different Super Mario Bros. hacks.