Saturday, March 24, 2012

NONE PIECE

If One Piece was your son, then None Piece is the abandoned twin on drugs to the point of brain meltdowns.

Done by purpleeyeswtf, None Piece is a fandub of One Piece that abridges it and opts an emphasis on comedy than actual plot. And trust me, it works. The voices are grand and fit with the characters, and I love the random gun and explosion sound effects and whatnot crammed in. It currently spans 4 episodes at the time I'm writing this, visible below:


I just <3 Luffy's voice and actions. Sounds like something I'd make one of my characters do. And no that is not a form of negative speech, just giving out my thoughts. ;)

Saturday, March 17, 2012

In my eyes, a Dragon will rush in the fields.

Back already fellahs, and hello St. Patrick's Day. I hope none of you got drunk and wasted to the point where you passed out trying to have a "mouth evacuation" at the toilet.

But anyways, the subject of this post will be about an obscure Chinese clone of a particular speedy game with a blue hedgehog and a two-tailed fox. And that is Speedy Dragon. I know it's also referred to on some occasions as Sonic Dragon but I dun see no Sonics. And sadly it's even rarer than most bootleg games because for one, it came out on a system only released in China (the Super A'Chan, released in 1995 with like only 12 games released for the system), and the console in question never got it's own emulator (there is MESS but I'm not going to suffocate myself trying to get it to run, let alone find the stinking ROM.)

And questioning from the title, you'd think this'd feature a dragon as the main character. Ernt wrong. You actually play as an asian teenager with an attitude (a trademark of Sonic) and super speed. Unlike Sonic, you actually are armed with a weapon; a green baseball bat that you whack enemies with rather than jumping on/into them. Your character actually never enters "ball mode" unless traveling through tubes or cannons, and picks up baseballs instead of rings (you lose 10 per hit as apposed to all possessed, but you cannot pick up dropped baseballs). Special Stages also exist in the form of ones seen from the Game Gear title Sonic Blast.

Here's gameplay footage from dhgHunter, where you get to see our casually-clad hero murder the Mighty Eagle and get assaulted by millions of stones:


So where the hell did I get the concept to do this post? Dig this:
This is a modified version of the main protagonist in Speedy Dragon (yes the modification is by me, who else would like and take him to the next level) that makes his colors less eye-grating with darker pants and hair, brighter skin, a wristband and small finger-bands, and exchange his green bat for a steel one for maximum damage (and to prove this isn't kiddy stuff, blood stains.) I also gave him the name De Lun because duperty do: Dragon begins with D.

I'm also thinking of inserting him into my OC series Aozora's Adventure as a guest character and playable in the spinoff titles. His planned inclusion will be like Anizawa Meito's if I ever can get the rights for him from Animate to be a major side-character, though De Lun would be more of a friend to Aozora than a rival character that likes Aozora with a vengeance (not in a sexual way, pervs). I'm guessing AV Artisan (the team behind Speedy Dragon) is now defunct so if I tried to insert my enhanced De Lun, I shouldn't be met with an unfair cease and desist, even if I'm not using him for any profit, like I've said a million times by now.

I should also mention that I am encountering some issues with finalizing Bleach Pac-Man, so all I ask for all you followers is just to continue being patient. Otherwise, I bid you farewell.

Saturday, February 25, 2012

The one fangame you'd like to see but never will

...Well, until I figure out programing and s@it.
If this doesn't look like anything to you, here's the ever-so-popular Kingdom Hearts (stripped of all Disney and non-original characters) crossed with Capcom's well-loved but now suffering series Mega Man. It's an idea I had on me for quite some time (true story) and it follows a fan-created story-line (and as such, is not connected to the main Kingdom Hearts canon).

It's pretty much just a Mega Man clone with Kingdom Hearts characters slapped on it. Here you're seeing a mockup stage select built from Mega Man 6's, but colored violet and with different names (obvious) for the Masters, in this case, eight of the Organization XIII members (my favorite of the characters, tied with Demyx and Axel). The "X" in their names are custom, and so is the "ï" in Saïx's name.

Gameplay wise, it's still identical to Mega Man's, but with some liberties taken with clever level design and enemy/boss programing, similarly to the Mega Man clone I've previously talked about focusing on my own set of characters. I plan to create both games in future years, granted I can find a good team of spriters and programers (yes I plan to assemble a team). Back on topic, it will still feature the weakness system, but will have two different weakness "paths", or otherwise known as "suggested orders"; one that would be taken with Xigbar, Xaldin, Saïx, Marluxia, and Larxene, and the other with Vexen, Axel, and Demyx. I'm going to give every boss clever and/or fast tactics, so you won't find any easy bosses performing like Toad Man that can be taken down with little to no effort at all. They will all utilitize semi-random patterns to keep players on their toes and help with providing real difficulty and challenge.

Enjoy what you get fellas. And if any of you give a flying fluck about Bleach Pac-Man, keep in mind that v1.2 of the hack will be put up (hopefully) in the next few days. I'd say whenever because I can't keep a constant schedule (even if I promised it), so it'll be "when I feel like it".

Next time.

Tuesday, February 21, 2012

Bleach Pac-Man

BleachPacManDrawing.jpg

*description from Readme*

This is v1.1 of a modification to a homebrew Atari 7800 port of the arcade game "Jr. Pac-Man". It modifies most of the graphics and text, as well as adding in a new set of eight levels to replace the originals. 
New reversions in this version include:  
*Slightly edited mazes and maze palettes 
*Minor graphic and text updates 
 The hack is based on the 2000's manga and anime series "Bleach" by Tite Kubo, and tries to be as accurate as possible to the source material. Not everything desired could be implemented into the hack due to the limitations of the original unmodified ROM and the editor utility used to create the hack.  
The original unmodified Jr. Pac-Man ROM (required to be patched with an IPS patching utility, such as Lunar IPS) is located here: http://www.atariage.com/forums/topic/140371-hi-question-about-the-atari-jr-pac-man-discovered/page__view__findpost__p__1740840  
The utility, the Pac-Man Construction Set, is here: http://www.atariage.com/forums/topic/149672-how-to-create-custom-7800-pacman-hacks/
Download the hack here.

Monday, February 13, 2012

Preview of a Side Project I'm working on.

If you cannot guess what this is, I'm afraid I can't help you. But yet it's an excuse for me being unable to update my deviantART gallery, as I've put hours into this.

Thursday, February 2, 2012

Requiring assistance finding obscure PC game

If you know me, I like some ancient and forgotten PC games. I'll try to keep this post small and simple.

This is regarding a puzzle game on the computer that was released in the early 2000's (I'm guessing 2003). The basis was that there were multiple marbles enclosed in a large grid-like area, and the marbles were affected by gravity. By clicking on a small button enclosed in-between the marbles, you'd cause pairs of four marbles to move clockwise or sometimes counter-clockwise. When four marbles are arranged in a square of four, or a rectangle of six, they disappear, and clearing all the marbles advances you to the next level. There are instances where if you match them incorrectly, you'll get stuck and have to use one of your ten(?) lives to retry the level, and there are also marble generators that will release new marbles in later levels.

The described game above came as two versions. The classic "30-minute trial" bulls^it that you get when the programers are too lazy to make a version with fewer levels (like all those "Lite" games you see on iTunes, and a non-restricted version that also included a level editor, and allowed you to tinker with everything the game had.

So yea, I don't remember the name of this game, and Google is not proving to be much help either. All I remember was that "Marble" was part of the title, and I doubt it was called "Marble Madness" since that was the game that Midway made years and years ago, where you tried to navigate a marble through six levels while avoiding hazards, kinda like a precursor to Super Monkey Ball. If anyone wants to lend a hand in hunting down this title from the ashes, please of all things, let me know.


On worser news (worser isn't a real word but who cares) remember SOPA and PIPA? Of course you do, the Internet's personal little devil. Well the devil's devil ACTA is pretty much already devouring the internet with censorship, and it will just make our lives cripple before our own eyes. The only good thing out of this will be that this little stinker will be Lamar Smith's personal hentai, and no one else's, except for Viacom, owners of all those shows on Nickelodeon.

If you're dying to do something about this, allow me to google it for you.

Sunday, January 22, 2012

The truth and secrets of Aquanoid: Revealed!

I dunno how this will help, but here's Stefan's e-mail as well. if Karsten is not active, you can try ringing him up instead and see what happens. stefan_heineke@hotmail.com


Big thanks to the very slim audience that reads this blog (perhaps one to five people) for sticking with me. I know I said a future post would cover something called "Wrapfield," and to those of you waiting, stay patient and please of all things, don't begin a flamewar.

Back in early September, I brought up a DOS game called "Aquanoid." Incase you don't know, it is one of those Arkanoid clones where you simply have to destroy all the bricks on the screen (that can be destroyed) with the assistance of powerups that spawn from the bricks that either help or hinder your progress. I'm currently working on a FAQ of Aquanoid which acts as a simple introduction to the game and spills all the details and guts of said game. Despite certain games sharing the same title, Aquanoid never received an official sequel from the original developers, Stefan Heineke and Karsten Finger, the former having a Youtube account, and the later who runs the game's official website.

As you can probably tell, Aquanoid, despite being almost two decades old, is very rare to come across. I'm not here to advertise the game, but rather to try and make it more well-known to err... very few people. And before you ask, yes I have the registered version in my possession. But you cannot find even one download of the registered version, despite the shareware version being relatively well-known and quite common to find. So the only way you can actually get the complete 149-level experience plus a number of extras in this period of time, is by contacting Karsten himself via karsten_finger@hotmail.com and sending the money (ten USD) to his Paypal (KarstenFinger@web.de). He'll then give you the zip containing the full version of Aquanoid personalized to display your name before the title screen, and offers another version of Aquanoid which contains 600+ more levels in separate level packs and a level editor. Sadly, I don't believe Karsten has any desire to upgrade Aquanoid so that it follows more common sense techniques seen in modern-day Arkanoid clones, like better ball control and such, so don't go demanding to him to release a V1.6. Besides, you may get a kick out of what this game has to offer for a low price.

As for you guys familiar to Aquanoid's shareware version, the basic registered version doesn't have relatively anything new aside from new levels, Z-Shooters, three new background patterns, and an alternative ending screen. The other version with the editor though will be your paradise if you love games that you love tweaking with a passion.

I should mention quickly and briefly that I will not give you Aquanoid's registered version. You can offer me lunch, draw fanart of my characters, or even hug my legs in deep sorrow, and I will not loan you my digital copy of Aquanoid, simply because I know damn well you'll want your name on the startup screen instead of mine. :P

Otherwise, that's it. If I can freely distribute my levels for Aquanoid, I will. Coming soon will be more custom modifications and fan-upgrades for more relatively unknown titles. See you next time.

Wednesday, January 18, 2012

Burn in hell SOPA +MHSR 1.2

Yea today is SOPA's attempt to destroy the internet. You know how just because people watched that movie 2012 that they're going to assume the world'll end this year in December. Well remember when they said the world would end last May? Didn't happen. How about over a decade ago with 2000? Nah. But if this shitty little SOPA law passes, it will bring forth the end of the world for the internet. There are many different things I could say about this issue, so just look around real good and you're bound to find some good articles and sites that oppose SOPA, and that I'm also in favor of. Honestly, these doucebeags don't realize the Internet is meant to be free.

But to go off-subject, here is a minor update for Mario Hack Series Recordings. It only adds two new songs, one from Techno Mario Bros., and the other from Automatic, however it includes some bonus tilesets from these hacks for whatever use. Three of them come from my Photobucket, the other was something stuck on my hard drive and not seen before in the online community.

But yea, Here's the download.

Friday, January 13, 2012

Translating "The Classroom with an Alien in it"

Now let me just bring you in on the subject real quick. Two summers ago I got a hold of possibly one of the rarest of children's novels (don't ask why I'm labeling it as such) known possibly under the title The Classroom with an Alien in it and gave it a proper mention. Still today I do not know an exact translation of the title, the author, the illustrator, or the company that published it (Google translate sucks at translating Japanese to Japanese).

Trying to dig deep into the book's source, none of the pages have any sort of readable English or even Engrish (only "Printed in Japan"). I tried typing the title into Google Translate and from there I could look at Japanese results; didn't work. I also tried getting info on the author by assembling his/her name as shown on the book with letters I could find; nothing done.

However, through this experiment, I did receive the following: "さとづまきこ", which could possibly translate to "Sato Dzumaki". And of course searching that didn't work either. All I got was a stupendous search fail of nothing but Naruto-related content and images. So as far as I can tell, I'm perhaps one of the few, if any Americans to know about the book, let alone own it. And if I can somehow learn the language, I can see what exactly the whole thing is about (it's a chapter book, not a manga), but aside from that, it does have some cute images. Definitely a "You Can't Read This" from JewWario.

I cannot translate the book as once again, I do not know Japanese; and even if I had to resort to Japanese sites like Pixiv, I wouldn't risk it as "durrhurr you wrecked Rosenkreuzstilette years ago but stopped therefore you are bad person." So the only thing I must ask from this, if you, or anyone you know of, knows Japanese, please translate the title and/or author(s) of this novel properly into English. Search up it's Japanese name if you have to, heck if I have to gut out anything else from this in order to translate more of this mess, I will.

Good night. I'll see if I can get another thing up soon. What is it? Well can anyone say... WRAPFIELD?

Sunday, January 1, 2012

Realm of Sixty Million Mega Man Clones

And yet we have our first post of the new year.

On the beginnings of January, I have a announcement. You know how clones of everything exist nowadays? Well, in the future (yes, re-read that, future), I would like to develop just for the fun of it and the entertainment of my followers, plus to the dismay of the haters and prove to them how a clone, especially one based on Kenji Inafune's flagship series, is done right.

This Megaman clone will be based on my OC series and it's characters. The plot will be somewhat similar to the original Mega Man; eight guys have gone bad thanks to an unknown villian, and you're sent to straighten their butts out and return the area back to normal. The game has an opening stage, the classic "Target Select" screen with 8 bosses,  then a final castle with five levels (and a true final stage), belonging to Joker. The game would have some bonus features, like an "Endless" mode, a "Challenge" mode, "Time Attack," "Score Attack," "Boss Attack," and an unlockable "Intense" difficulty. As for saving, the game uses both a basic save and Mega Man-styled password feature, though using passwords prevents the player from unlocking any new features playing through the game, as the passwords can send the player right to the beginning of Joker Stage 5.

Online leaderboards would be put into full effect, showing off the fastest and highest-scoring players in the main game, Time Attack, Score Attack, Boss Attack, Endless.

To control Aozora, the player can use the arrow keys to move, look up, crouch, climb up, and slide down ladders, plus aim your weapons upwards and while crouching. X jumps (which can also be done to drop off ladders and other climbable objects, like hooks and ropes), Z fires your active weapon, and C or a combination of X and down makes Aozora slide, in which he may also fire while sliding. Enter and Esc both pause the game to switch weapons and use items (including setting misc options with display and sound; these can also be set from the title screen's Options menu), while automatic weapon switching would be done mid-game through the A and S keys. These additional commands are not to make the game easier; which leads to the game's difficulty.

The difficulty will not come from cheap and confusing level designs, but from skilled enemies and AI with original designs, few (though not many) level puzzles, and balanced level lengths, sort of like a cross between core Megaman games, Megamari and Rokko Chan.

Gamepad/Controller support is also present incase keyboard controls prove to be too difficult for the player.

The weapons you obtain from the bosses of the eight stages are actually intended to be upgrades to your starting weapon, and are therefore meant to cause much more havoc, besides better firing capabilities and/or more powerful projectiles. Bosses don't take as much damage from special weapons as normal enemies do. Using a bosses' main Weakness will multiply it's attack power by 1.5, while using a resistance will halve the attack power of the weapon. The planned weapons can be read here, but the support/transport items are shown below as I never spirited them.

Springboard-One: Like the Rush Coil. You'll plant a springboard on the ground and use it to bounce higher.
Hover-Two: Like Item-1 from Mega Man 2 or the balloon item from Mega Man 4, place it and you can stand on it for a short time, allowing you to get to higher places. It's a little safer than Springboard-One.
Winger-Three: A cross between Item-2 from Mega Man 2 and the newer versions of Rush Jet (the ones available in Megaman 4, 5, 7, 9, and 10), this one allows you to cross certain chasms. or take shortcuts across difficult parts of the level. Can be steered.
Aquatic-Four: This game's version of Rush Marine. Jump in and you have added protection (enemy attacks only do half damage when you're in the Aquatic Four) and better control underwater.
Darn, that was a lot to process. But believe me, I'll figure out how to make it all work.

Friday, December 23, 2011

New custom theme for LBreakout2

Updated to v1.1

If any of you play LBreakout2, I have some good news for you. The graphic set that I've stated in my last deviantART journal post is just about complete. Because I'm so generous , I'm letting you get the experience right here. There may be some flubs, but it should still be playable by any means.

I'll try to get some screens later.


And if anyone is curious about the ball character, hold your thoughts and we'll get to that later. If I'm not back on this blog by the holidays, then, well, Happy Holidays, or if any of you follow James Rolfe, Happy STFU.

Friday, December 9, 2011

AlphaBounce Incomplete Block Rip

Since I'm unable to post this onto Photobucket because of it's large size, I'd might as well do it here.

This is a set of many, many blocks extracted and edited from AlphaBounce, a breakout clone I've mentioned in a previous post, based on numerous color palettes that are bundled in Adobe Photoshop. I'm doing this since only a few colors of these were ever ripped, so hey, respect the fanbase.


Once I unlock the ingame level editor, I'll find and extract additional blocks, and for the parasite blocks, colorize them too.

Otherwise, I'm posting this just for anyone who cares to see it: A plethora of sketches!

Thursday, November 24, 2011

Scott Pilgrim vs. the Wor... wait... Canada. (AKA Justin De Lucia vs. his love for Evil Exes.)

For starters, happy late thanksgiving and all that good shit, I hope you pigged out and ended up in the bathroom for hours (JK).

But what I'm here to discuss is the ever-so-famous Scott Pilgrim series from Bryan Lee O'Malley. Yea that Malley. The one that treats his fans and followers like total garbage. Not exactly one of the nicest authors, despite being quite well-known in the mainstream thanks to his six-volume series and it's movie adaptation from Universal. What's going to happen right here is me explaining how I got into Scott Pilgrim and it's fanbase.

To speak the truth, my first viewing of the series came when I went on a trip to New York City in August 2010 (wanted to go again this year, but ran out of time). As me and my family (mom, sis, cous, and cous' mom) walked and walked and walked, we passed by a comic book store that stated "READ SCOTT PILGRIM COMICS HERE". and from there, I just interpreted SP as an obscure indie comic book series that somehow went mainstream around that time. Though it wouldn't be until around Fall that year when I heard about the live action film, and the looks of those seven "Evil" Exes (prepare two story arcs of this post) caught my mind right away.

Take note I haven't read any of the books, just watched about 60% of the movie. Throwing that out there in the hopes of not arising any trouble.

As you can tell, my favorite characters in an instant became the Seven Evil Exes, mainly Matthew Patel due to his mysterious appearance and pyrokinesis. Gideon and Roxy were runner ups, and the others I only showed minor anticipation for. When it came to the other characters, the only ones I cared for (and still do) were Scott and Ramona. After all, they were the main protagonists, despite Ramona being a big plot device and the reason Scott became an amateur killer hunting down goths, psychics, Japanese band members, and whatever I'll use to describe Gideon.

The other "story arc" that I wanted to mention is I never interpreted the Evil Exes as being "evil," more or less just big enemies to Scott. If they really were evil, they'd go slaughter random people and those that dislike(d)/oppose(d) them (whoops too violent) while also going after Scott and his allies. Another thing that could be a bit strange for some was that none of the Exes shared the same screentime , except for the Katayanagi Twins. Certainly I could go on with the Exes for years and it wouldn't make the least bit of sense, since I'm a free guy. I could also jump to different topics and confuse everyone the heck off.

Like here for instance. I felt as if the Evil Exes didn't spend enough time in the movie than they should've. Perhaps besides Scott being told by Ramona about the Evil Exes, we could've have a few scenes (aside from the animated flashback parts) with Gideon assembling his team to face Scott, or maybe two separate battles with one Ex.

Just for another off-topic setting, I did see how the movie opened, and therefore I know about the major characters and the setup to the plot with Scott's love interest in Ramona; them first meeting in a dream, dating in the park, and how Scott had trouble confessing to Knives that he had secretly broken up with her to go out with Ramona. And if I recall correctly, I do remember when in the movie Ramona explained to Scott about the Exes on the bus. And I know the movie was based on the comics, for one thing, and I have no intentions on altering the original story to meet my dreams. Sent you into confusion? Good. Let's rewind a bit.

Adaptations don't usually have to follow the film exactly, and there were sometimes (but not always) alternative versions of a single film, ya'know, like the Director's Cut, the Uncensored Edition, etc. What I'm explaining here is what I felt would have improved on the movie following Matthew Patel's introduction into the film, not when he wrote the e-mail to Scott but when he bursted through the roof of the club, interrupting Scott and the rest of Sex Bomb-Omb as they began to perform, thus leading to the first big battle of the film.

Not only would this idea primarily allow Matthew Patel to stay alive a tad bit longer in the film, but it'd also have two Exes besides the twins on-screen at the same time. What would happen here, is both Scott and Matthew would have a long fight, practically wounding one-another to the point of passing out. Just as Scott is ready to launch a sneak-finisher move, the second Ex, Lucas Lee, bursts through the wall and KO's Scott, landing him on the wall, out of commission. Lucas then pulls up Matthew, chats with him for like a few seconds, before escaping with Matthew clutched on his shoulders. Once again, I know this doesn't happen in the book, so I wouldn't be surprised. Just letting on my thoughts.

Another thing that kind of disappointed me was Michael Cera, the actor for Scott Pilgrim himself. While I have nothing against him, and he did portray Scott well in the film, I thought his voice was too soft for someone that was portrayed as having almost a "wild" and carefree expression sort of like how I envision my own character Aozora. I'm not going to say whom I would've preferred for my own good, so take your pick of the preferred Scott.

Otherwise, that's pretty much all I can think of to say, so I'm cutting it here so I don't end up repeating the same things I've already said. But basically put, Scott Pilgrim, even if Brian Lee O'Malley isn't the brightest man on the ball with his personality and art style, (in my words, you're allowed to like something even if you don't like the author or vice versa), is a good series, but not a total godsend in the visual novel era. I like it, and I'm keeping that word to myself.

Good day.

Monday, November 7, 2011

"What do you mean I can't get 100% in this game?"

Let me just come up and announce that for the past two months, I had a sort of brick-breaking fetish playing games of the classic "paddle and ball" genre, established by Atari, but re-invented and revolutionized by Taito. This revolution sparked the interest in many game developers, and I repeat many of them. All throughout the late 80's and early 90's, many developers, both well-known and obscure, released numerous clones for arcades and home computers, both as basic 16bit Windows applications and DOS programs, the later compatible with modern-day OS's thanks to DOSBox. These games vary in presentation, usually with how their hazards are handled, and the ball-meets-paddle physics incorporated, which is how the player can aim the ball. The worst is Aquanoid, which doesn't even allow you to steer the ball with the paddle, and by far the best is Ricochet, with extremely accurate ball aiming physics.

In all of these games, the main goal is simple. Destroy all the basic destructible blocks, go to the next level, and the process just repeats. Pick up powerups and be careful not to scoop up powerdowns, watch out for enemies that try to get in the way of your ball, or enemies which even try to fire projectiles which can stun or kill the player's paddle, or hinder the level in some form or way. Though many Breakout clones get things right, some of them don't.

To sum this up in a nutshell, a Breakout clone that takes on Arkanoid should have several things. Three or more lives to start the game, a good variety of powerups (with the basics: Catcher, Extender, Divider, Shooter, Slow, and 1up), fair, non-cheap gameplay, and fights with enemies and bosses.

This clone in particular is pretty unique in that it's currently the only Breakout clone I know of that crosses with the Role-Playing-Game genre. This particular clone is known as Alpha Bounce.

As said, it's a little fun RPG that takes on a never-used concept. In the far future, in an universe flooded with aliens and blocks, you're put into a prison term doing the best thing to break you out: Breakout. Just imagine how genius the guy in the story thought this was a "punishment" for prisoners. Anyways, you want to get the heck out of imprison and end your term with cleanup missions. Of course, since it's an RPG, you'll have to find, earn, and buy equipment to prepare for the harder levels and traps that await you via an endless universe of levels, though we mostly recognize only 2,400 levels, numbered by their X and Y coordinates. Enemies and powerups are present, though this doesn't really become common until you start moving away from [0][0], otherwise your origin point. Without the right equipment, you'll be good as dead in these later levels.

The equipment and other helpful objects you can acquire include different strengths to the ball, missiles to fire at blocks incase god forbid you are impatient, drones to dissemble blocks that will harm you in some way when hit, pieces of a map to Earth, engines and radars that allow for faster movement on the overworld, extra paddles to start each level with, and stars, which upon finding all seven of them, will allow you to modify existing levels. Though you can't really create your own ones from scratch, just re-arrange the blocks in a particular level. Yea kinda of a downgrade from World's Biggest Pac-Man, where you simplify made new levels which get attached to the main game, while here, every level is pre-made, though you can change them. The reason for this is to keep the initial level's overall difficulty, so that newcomers closer to the starting point don't have to face harder levels.

Now let me stop and say that Alpha Bounce is now considered "finished" and is no longer giving out updates to the game. I tried going into the forums and writing down some of the things that bugged me about Alpha Bounce, but primarily no one agreed with my suggestions to make the game "fair". Looking back, the challenge comes from the harvesting of minerals, or currency if you will, so you can spend them in shops for items you may need to survive the harder levels and therefore advance in the game. I can see now from my mistakes when suggesting features. Though there is a very, very slim chance of Alpha Bounce being updated somehow at this time, aside from the lack of a good no-limit level editor and browser (ala Time Fcuk and Gap Monsters on Newgrounds), I have three common scenarios about Alpha Bounce, one more severe than the others.

For the first part, let me draw your attention to this photo.
The above image shows a player's stat page with every possible item collected and every feat achieved, therefore resulting in a 100% completion file. The downside is, that by default, you are unable to obtain every possible item from the current version of Alpha Bounce. And this is due to a choice that you must make early in the game.

The (name not announced) galaxy is ran by two different opposing clans. The ESCorporation (or just ESCorp), and the FURI. The former is the clan that houses the prisoners and forces them to do the cleanup missions to end their imprisonment term, while the FURI is a rebel clan with mostly no restrictions, whose main goal is to thwart the plans of the ESCorp and rescue the prisoners they've abducted and forced to break blocks in space. As it's an RPG, you can only side with one of these clans, and once you make your choice, you cannot change it. Whatever clan you choose inflects the missions you can get, and therefore can also affect what item(s) you obtain.

Part of the game's format is deciding what of the two clans you'd like to be affiliated with, and depending on your overall choice, you will receive items that the other group doesn't give you, and since you cannot find those items in shops that the other clan gives out, you are forever forbidden from claiming all the available upgrades. From what I can tell, you're also forbidden to create a spare account that joins the team opposite of your main profile's choice, just incase you don't like your choice and want to go with the other side.

The first clan, the ESCorp, which you start as already a member, but can break away before doing 52 "cleanup missions", which after those, you become loyal to the clan and can earn the ESCorp-exclusive items, which include mines you plant on the bricks, a longer paddle, and the 4th and stronger missile type that can wipe out up to 25 bricks of any type. But on the other hand, the FURI, or the "rebel clan" as I like to call it, sacrifices all those, but instead gives you a stronger ball that can go through a few blocks at once, the ability to start with two balls instead of one, and gives you a bonus free play per day alongside the three, thus giving you four per day. Not much worth it since you can already gain quite a number of plays just by paying $7+ for 100 plays, or a slightly higher amount for much, much more plays. Yeah, clearly Motion-Twin knows how to make good offers unlike Zynga's Far... err. ...S**tVille, and that's one of the many good things that this title has to offer.

Aside from that, I have a lot of faith in this game and hope that the admins return to updating Alpha Bounce, because it's a great online game right now, and even with a few minor things to make note of, it's addicting, visually appealing, great controls (except for the fact that you can move the paddle off-screen), and has a great story. You may have to pay to play more in less time, but that's supporting the developers for working so hard to make a gigantic universe with thousands of levels.

If you want to join the best online Breakout/Arkanoid clone (aside from DHTML Arkanoid), you can get the link here. Be sure to input "Superjustin" into the sponsor's field, if it's there.

Thursday, October 20, 2011

Shi Kong Xing Shou. One of few Chinese games to be decent.

Hey everyone. I don't think I've done much in the past few weeks, just preparing for Halloween and things. Nothing special. I don't feel like discussing school since it's all for me to discover and not for the people whom follow me to worry about. The artwork I'm doing of OC Shinobou is looking strong, so expect it sometime by later this month or earlier next month (not making any promises).

So before I dive into the topic at hand, let me state the following; Any game that I say I want to make in future years are only concept ideas and are not actually in production. And when they do begin production and eventually are released, they will all be freeware/non-profit games. Some of these range from original, to semi-original, to blant remake, with the final step being what I plan to do with a number of titles, mostly puzzle games. For me, I envy games with a lot of features, and being able to tweak them in many ways to suit my nature. The gigantic Super Mario clone I want to develop featuring my characters, Aozora's Adventure, will have a sister game released much later, subtitled Under Construction. This version will instead focus on players being able to create levels using an editor bundled with the game, and can also easily adjust the graphics and create new skins, characters, and tilesets, as well as add additional songs to the game. Custom levels can then be submitted onto the official server, where they can be played and/or downloaded by other players.

I'll go on with that later. Now, it's time for the main event.
Allow me to introduce goodness from China; Shi Kong Xing Shou.
shikongxingshouposter.png
A rarity agmonst Chinese bootleg games, Shi Kong Xing Shou (also known by English speakers as "Space-Time Star Beast" is a Pokemon clone that was made by the now defunct company Vast Fame. Various people the specialize in pirate/unlicsened games, one being the RX Community, have taken a liking to this title because of it's playability in comparison to many other pirate games released on outdated consoles over the years, which usually suffer from countless glitches, terrible controls and physics, and are just all-around terrible. This one however, has a number of original concepts despite being a complete clone of Pokemon, like a darker plotline (five characters legit die, including one of the later party members), some creative character designs (and what I mean are the human characters, not the beasts/monsters) and so on. I can go on all day over what this game accomplishes. But like all games, it has it's share of flaws. For one thing, it's in Chinese (pointless thing to argue on), some of the monsters have stolen/unoriginal designs, one-hit kills are common, some moves are cheap , having little to no effect, and there are some game-wiping/freezing glitches. If you're going to play this, use savestates often, because you never know when it's going to screw up.

Why I state this is because I want to re-create this game from scratch with faith to the original game, while also incorporating my suggestions and improvements (aside form bug-fixes and other miscellaneous changes). Though I know some people don't like how the game and gameplay is very similar to Pokemon, this remake will probably add a few things to make Shi Kong Xing Shou seem closer to a basic Pokemon game. Such changes are shown below:

*Routes are now numbered accordingly, and (along with some mountainside areas) are extended, with the traditional "wild monster in tall grass" routine as per the real Pokemon games. There also exist other people to battle on both routes and in buildings, and routes that take place on sea or in space are also named accordingly as sea routes and space routes.
*In Shi Kong Xing Shou, completing parts of the game will disallow re-entry into specific areas, such as prohibiting re-entry to the first three towns once the player arrives in the fourth. This remake will keep all areas re-accessible following their completion, the only parts that will remain inaccessible are areas keen to the storyline, like Ballot's father's lab being destroyed following the prologue, and the airplane boarded between Chapters Six and Seven.
*Furthermore, a special character is present in specific areas to backwarp the player to certain areas following scenarios when the player would get stuck in one area and is unable to escape until it is completed, like when the player enters an underwater region of the game, he/she cannot escape it until it is secured (The remake will allow re-entry to and from the underwater village/pathway once the fifth party member, Helen, joins the team.
*The maximum level a Beast can reach is raised from 70 to 100. Evolutions for several species are also added, with the "dex" updated to sport this. The "dex" will include several boss Beasts not in the original's Dex. (Correction: The max level limit in the original Shi Kong Xing Shou was never 70. It was just suggested in a guide that all main beasts and preferred sub-beasts be at Level 70 before confronting the game's final boss.)
*Items in shops are given mugshot images, and the different variations of Capture Balls are colored from weakest to strongest: blue (default), green, red, and magenta.
*The ratio of one-hit kill moves are much lower than in the original game.
*Only one status effect can occur at one time.
*Move order re-arrangement is possible.
*The maximum amount of cash you can hold is raised to 999,999.
*Cheaper moves are weakened or changed to make them more balanced (but that doesn't mean they can't cause high damage).
*Every possible beast can be captured, some of the later ones that you confront at the end becoming capturable following the completion of the game.
*The "Flight" and Avian Strike moves are combined into one.
*A bonus Gijinka mode for those that want to play with the Beasts as human characters.

There are more, but I cannot be bothered to listing them all. ;P


The only assistance I require are sprite rips of all the characters, mug-shots, beast graphics, and tilesets that I can use to base the remake on.

That's all for now, foks. Since we're (sort of) on topic with Pokemon; Who. Drew. This. Why can't they make a game based off of this?