I don't review games - but I do recommend some. Really, I'm just talking about how much I enjoy games.
Friday, October 1, 2010
Sunday, September 26, 2010
Treasure Hunting at VGP
Nothing incredibly rare here, but I did find some gems from my childhood.
Actually, the most amazing part is the great deal that the dude gave me. To be completely honest, I was turned off of VGP for a bit because of ... one really condescending guy who worked there. I don't know if he was always condescending (or just to me) and I only ran into him once, but it really soured me.
Anyway, I managed to find Capcom's Aladdin game for the SNES, which (by the way) has aged INCREDIBLY well (environmental interactivity, although limited, was ahead of its time I think) and I also picked up a copy of Stunt Race FX which is at least as fun as I remembered.

Shopping for old games is a hit-or-miss endeavour, but the blow is usually softened by reasonable prices - and vendors are more often willing to give you a good deal. D-Force was the only game here I was unsure about and unfortunately its something of a miss. Some interesting things about that game though, and I don't want to be too quick to judge - I will have to explore it at length eventually.
Speaking of being late to the game, I finally own a Dreamcast, for the first time EVER. Although Mike has supplied me with a decent collection of burnt games, everyone knows that I'm very adamant about my views on game piracy (hint: I'm against it). That being said, I finally bought my first Dreamcast game! And it's a Bust-A-Move game!!!

A little late to the party, this is the first Dreamcast game I've ever owned and I'm pretty darn excited about it.
Thanks for the kick-ass help and deals, VGP guys (I totally forgot your names)! ^_^;
Video Games Plus
377 Burnhamthorpe Rd. East
(Central Parkway Mall)
Mississauga, On
L5A 3Y1
(905) 803-0754
www.videogamesplus.ca/
As usual, photos taken using the Nintendo DSi Camera.
Actually, the most amazing part is the great deal that the dude gave me. To be completely honest, I was turned off of VGP for a bit because of ... one really condescending guy who worked there. I don't know if he was always condescending (or just to me) and I only ran into him once, but it really soured me.
Anyway, I managed to find Capcom's Aladdin game for the SNES, which (by the way) has aged INCREDIBLY well (environmental interactivity, although limited, was ahead of its time I think) and I also picked up a copy of Stunt Race FX which is at least as fun as I remembered.
Shopping for old games is a hit-or-miss endeavour, but the blow is usually softened by reasonable prices - and vendors are more often willing to give you a good deal. D-Force was the only game here I was unsure about and unfortunately its something of a miss. Some interesting things about that game though, and I don't want to be too quick to judge - I will have to explore it at length eventually.
Speaking of being late to the game, I finally own a Dreamcast, for the first time EVER. Although Mike has supplied me with a decent collection of burnt games, everyone knows that I'm very adamant about my views on game piracy (hint: I'm against it). That being said, I finally bought my first Dreamcast game! And it's a Bust-A-Move game!!!
A little late to the party, this is the first Dreamcast game I've ever owned and I'm pretty darn excited about it.
Thanks for the kick-ass help and deals, VGP guys (I totally forgot your names)! ^_^;
Video Games Plus
377 Burnhamthorpe Rd. East
(Central Parkway Mall)
Mississauga, On
L5A 3Y1
(905) 803-0754
www.videogamesplus.ca/
As usual, photos taken using the Nintendo DSi Camera.
Wednesday, September 22, 2010
My OWN Indie Showcase
EDITS: Some names corrected, some links corrected, thanks for the reminders everybody!
Okay so it's not my own Indie Showcase... I just sort of hijacked the Hand Eye Society's showing at this year's Fan Expo.
Really, I'm just upset that I didn't attend the Indie Showcase this past Saturday. Mild illness be damned! I should have just gone!
Be forewarned, Mac users (like myself) may have a hard time playing some of these games. A lot of them, although free, will require a PC! Hijack a friends if you can - it's worth it! And afterward they'll probably thank you for providing them with gaming goodness.
As usual, photos are taken using the Nintendo DSi Camera!

If I remember correctly, Michael Todd is showing off Silent Skies here, a game that isn't available for download - he actually only demos it at shows. How cool is that!? His current project, Go Go Dream Samurai, based on the Silent Skies concept, seems pretty incredible too. You can download his games at www.spyeart.com!

How cool is this? Miguel Sternberg from Spooky Squid Games is pictured here standing next to an arcade cabinet featuring Night of the Cephalopods! If you haven't played it, there's no reason why you shouldn't click on this link here. They're pretty awesome, right? Check out the Guerilla Gardening dev blog while you're soaking it all in.

I can't remember this guy's name to save my life!!! He was cool and his game was certainly cool... can somebody help me fill in the blanks in my memory!? EDIT: So it turns out this is Shawn McGrath from ][ ... the funny thing is, I was on the ][ website when I was typing this post and didn't really think anything of it. Whoops! Thanks for the correction! Help me apologize for my forgetfulness by checking out Chain 3 on the iPhone ... I haven't had a chance to play it yet, but the idea of a dynamically generated soundscape is exciting!

Jim McGinley from Big Pants Games is a busy, busy man from what I can tell. Here, he's showing off Mondrian Provoked which is something like Frogger. That description isn't really quite adequate though so make sure you download and try it! It's worth noting that this game will also be available on the Torontotron arcade cabinet. I didn't get to spend too much time with this one, but that will be corrected soon. You can't really see what's going on in the picture here, so please, please click this link to see the craziness for yourself. I'll have to personally thank him for providing me with so much info about the Hand Eye Society as a whole. I'll also have to tell him that I read his comic and now I have nightmares about a stick-man's goofy grin. That is scary stuff. Seriously, I wonder why that guy freaks me out so much.

Have you ever sat down to play a game just to see what it was like... and ten minutes later you realize that you're still playing it? Derek van Vilet from Get Set Games introduced me around their iPhone game, Mega Jump, and that's just what happened. These guys make good games and, as far as I can tell, are pretty excited about what they do. What I like most about this game is that there's a certain sense of discovery that comes with jumping higher and higher, testing your little guy's limits and seeing how far he can go. It's really something. Derek, of course, like everybody there, was super nice and filled me in on what the event was all about. If I remember correctly, this was actually the first game I tried at the event. Thanks, Derek! EDIT: This is not Derek - pictured here is actually Rob Segal. And I am, evidently, bad with names! Sorry, guys!
Some other awesome people I met, but failed to get pictures of (cause I'm a winner like that) include Alex Bethke from Golden Gear Games and Ryan Creighton from Untold Entertainment, whom I've had the pleasure of meeting on a couple of occasions now. Both Untold Entertainment and Golden Gear seem to sponsor Hand Eye Society events as far as I can tell. Ryan Creighton is also involved in IGDA meetings, which happens to be where I first saw him speak.
There's probably more. Who am I forgetting? Sorry if I forgot you. Drop me a line and I'll compensate by dedicating an entire post to you! ;)
So as it turns out, the Hand Eye Society is a very impressive and very active body involved heavily in the Toronto indie community. Why did it take me so long to catch on to this!?!!?! Well, I guess I'm just slow like that...
More to the point, on October 2nd, the Hand Eye Society is presenting the Arcadian Renaissance, where a number of custom-made arcade machines will be playing a choice selection of indie games by Toronto developers! Isn't that amazing? Well, I'm certainly not missing out this time...
Okay so it's not my own Indie Showcase... I just sort of hijacked the Hand Eye Society's showing at this year's Fan Expo.
Really, I'm just upset that I didn't attend the Indie Showcase this past Saturday. Mild illness be damned! I should have just gone!
Be forewarned, Mac users (like myself) may have a hard time playing some of these games. A lot of them, although free, will require a PC! Hijack a friends if you can - it's worth it! And afterward they'll probably thank you for providing them with gaming goodness.
As usual, photos are taken using the Nintendo DSi Camera!
If I remember correctly, Michael Todd is showing off Silent Skies here, a game that isn't available for download - he actually only demos it at shows. How cool is that!? His current project, Go Go Dream Samurai, based on the Silent Skies concept, seems pretty incredible too. You can download his games at www.spyeart.com!
How cool is this? Miguel Sternberg from Spooky Squid Games is pictured here standing next to an arcade cabinet featuring Night of the Cephalopods! If you haven't played it, there's no reason why you shouldn't click on this link here. They're pretty awesome, right? Check out the Guerilla Gardening dev blog while you're soaking it all in.
I can't remember this guy's name to save my life!!! He was cool and his game was certainly cool... can somebody help me fill in the blanks in my memory!? EDIT: So it turns out this is Shawn McGrath from ][ ... the funny thing is, I was on the ][ website when I was typing this post and didn't really think anything of it. Whoops! Thanks for the correction! Help me apologize for my forgetfulness by checking out Chain 3 on the iPhone ... I haven't had a chance to play it yet, but the idea of a dynamically generated soundscape is exciting!
Jim McGinley from Big Pants Games is a busy, busy man from what I can tell. Here, he's showing off Mondrian Provoked which is something like Frogger. That description isn't really quite adequate though so make sure you download and try it! It's worth noting that this game will also be available on the Torontotron arcade cabinet. I didn't get to spend too much time with this one, but that will be corrected soon. You can't really see what's going on in the picture here, so please, please click this link to see the craziness for yourself. I'll have to personally thank him for providing me with so much info about the Hand Eye Society as a whole. I'll also have to tell him that I read his comic and now I have nightmares about a stick-man's goofy grin. That is scary stuff. Seriously, I wonder why that guy freaks me out so much.
Have you ever sat down to play a game just to see what it was like... and ten minutes later you realize that you're still playing it? Derek van Vilet from Get Set Games introduced me around their iPhone game, Mega Jump, and that's just what happened. These guys make good games and, as far as I can tell, are pretty excited about what they do. What I like most about this game is that there's a certain sense of discovery that comes with jumping higher and higher, testing your little guy's limits and seeing how far he can go. It's really something. Derek, of course, like everybody there, was super nice and filled me in on what the event was all about. If I remember correctly, this was actually the first game I tried at the event. Thanks, Derek! EDIT: This is not Derek - pictured here is actually Rob Segal. And I am, evidently, bad with names! Sorry, guys!
Some other awesome people I met, but failed to get pictures of (cause I'm a winner like that) include Alex Bethke from Golden Gear Games and Ryan Creighton from Untold Entertainment, whom I've had the pleasure of meeting on a couple of occasions now. Both Untold Entertainment and Golden Gear seem to sponsor Hand Eye Society events as far as I can tell. Ryan Creighton is also involved in IGDA meetings, which happens to be where I first saw him speak.
There's probably more. Who am I forgetting? Sorry if I forgot you. Drop me a line and I'll compensate by dedicating an entire post to you! ;)
So as it turns out, the Hand Eye Society is a very impressive and very active body involved heavily in the Toronto indie community. Why did it take me so long to catch on to this!?!!?! Well, I guess I'm just slow like that...
More to the point, on October 2nd, the Hand Eye Society is presenting the Arcadian Renaissance, where a number of custom-made arcade machines will be playing a choice selection of indie games by Toronto developers! Isn't that amazing? Well, I'm certainly not missing out this time...
Wii Wednesday - Ivy the Kiwi?
Ivy the Kiwi?

Released for the Wii and Nintendo DS in North America On August 24th, 2010
Adorable Game Bonus: +1000
Played on: Nintendo Wii
First Impressions...
You don't have to look very deep to see that Prope and Yuji Naka's newest game, Ivy the Kiwi?, has got style. This game is adorable and looks like something out of a storybook. On top of that, gameplay is solid and features a beautiful soundtrack and an endearing main character (the titular kiwi). To top it all off, it's extremely affordable at 29.99.
The Appeal of Ivy...

If you tug on the vine, you can send Ivy flying. This allows her to break certain blocks and defeat enemies. Still, it feels abusive sending this cute little creature flying through the air haphazardly.
Certain games available on the Wii, like Little King's Story, become known for their great gameplay and endearing style, and also for going generally unpurchased. Ivy the Kiwi? will no doubt, unfortunately, continue the trend of unsung heroes on Wii. This game is fun, well made and, fortunately for me, provides plenty of additional challenges offered to more advanced players (such as time trials, the opportunity to collect hidden feathers in each stage and a bonus mode awarded to players for beating the game with all feathers collected). What really sticks out on top of all this though is the subtle storytelling that comes with helping Ivy through her journey.
This frantic little bird has woken up looking for her mother. She sets off running and that's where the player comes in. It's up to you, the player, to create vines that will lead her on her path and protect her from each stage's numerous hazards. Spikes, rats, crows, raindrops... you're her only defense against a cruel and harsh world that she doesn't belong in! And, as her sole guardian and friend, it feels awful to see her die. The whole scenario certainly encourages you to keep her safe!
As the game progresses, Ivy travels through a series of stages that reflect the progress of her journey - a rainy field, a snowy city, a sleepy mountain, a forgotten castle... each of the locales feel distinctly vast and lonely, with often melancholic overtones adding to the atmosphere of her story, such as the darkness of the rat's woods or the rainy and stormy nights of some of the mid-game stages. But there's also a sense of wonderment and discovery that comes through in gameplay and level design. Discovering alternate routes or the location of an elusive feather is genuinely fulfilling, as is seeing Ivy come out of a dark scenario and into the curious city-lights during a nighttime snowfall.
Since we're talking about atmosphere and storytelling, it would be irresponsible of me not to mention this game's amazing soundtrack. It certainly does a lot to convey to players Ivy's fluctuating emotional state as she perseveres through her trial. Reminiscent of Yoshi's Story on the Nintendo 64, the game ends with a storybook moment that recaps the game's events and (unlike Yoshi's Story) leads up to a surprise ending (although you probably saw it coming). It's really, kinda, sorta heartwarming.
Final Thoughts...
Ivy the Kiwi? isn't a terribly long game, although if it were it might feel like it was dragging on. My friends already know this about me but I don't often demand for games to be frighteningly long unless I was personally set on investing into a great epic (see PS1 Final Fantasy titles). What affects me most about this whole thing though is how this game will almost certainly go unnoticed, except in reviews and by those reading them. It's important, I think, for us as gamers to belay our reservations and our distrustful cautiousness at times to allow ourselves the opportunity to enjoy something simple and well made, like this particular game here.
To bottom-line it, Ivy the Kiwi? is fun, endearing, atmospheric and, all-in-all, a well made game, especially considering its budget price tag. If you have a soft spot for cute creatures or charming storytelling, play this one. If you enjoy challenging side-scrollers, play this game. If you enjoy getting lost in soundtrack and atmosphere, definitely play this game.
I've already trailed on for so long about how much I appreciate this game's atmosphere and presentation that I don't feel like going into great detail describing mechanics, etc... so I included a trailer video below that will pretty much show off how the game plays!
Released for the Wii and Nintendo DS in North America On August 24th, 2010
Adorable Game Bonus: +1000
Played on: Nintendo Wii
First Impressions...
You don't have to look very deep to see that Prope and Yuji Naka's newest game, Ivy the Kiwi?, has got style. This game is adorable and looks like something out of a storybook. On top of that, gameplay is solid and features a beautiful soundtrack and an endearing main character (the titular kiwi). To top it all off, it's extremely affordable at 29.99.
The Appeal of Ivy...
If you tug on the vine, you can send Ivy flying. This allows her to break certain blocks and defeat enemies. Still, it feels abusive sending this cute little creature flying through the air haphazardly.
Certain games available on the Wii, like Little King's Story, become known for their great gameplay and endearing style, and also for going generally unpurchased. Ivy the Kiwi? will no doubt, unfortunately, continue the trend of unsung heroes on Wii. This game is fun, well made and, fortunately for me, provides plenty of additional challenges offered to more advanced players (such as time trials, the opportunity to collect hidden feathers in each stage and a bonus mode awarded to players for beating the game with all feathers collected). What really sticks out on top of all this though is the subtle storytelling that comes with helping Ivy through her journey.
This frantic little bird has woken up looking for her mother. She sets off running and that's where the player comes in. It's up to you, the player, to create vines that will lead her on her path and protect her from each stage's numerous hazards. Spikes, rats, crows, raindrops... you're her only defense against a cruel and harsh world that she doesn't belong in! And, as her sole guardian and friend, it feels awful to see her die. The whole scenario certainly encourages you to keep her safe!
As the game progresses, Ivy travels through a series of stages that reflect the progress of her journey - a rainy field, a snowy city, a sleepy mountain, a forgotten castle... each of the locales feel distinctly vast and lonely, with often melancholic overtones adding to the atmosphere of her story, such as the darkness of the rat's woods or the rainy and stormy nights of some of the mid-game stages. But there's also a sense of wonderment and discovery that comes through in gameplay and level design. Discovering alternate routes or the location of an elusive feather is genuinely fulfilling, as is seeing Ivy come out of a dark scenario and into the curious city-lights during a nighttime snowfall.
Since we're talking about atmosphere and storytelling, it would be irresponsible of me not to mention this game's amazing soundtrack. It certainly does a lot to convey to players Ivy's fluctuating emotional state as she perseveres through her trial. Reminiscent of Yoshi's Story on the Nintendo 64, the game ends with a storybook moment that recaps the game's events and (unlike Yoshi's Story) leads up to a surprise ending (although you probably saw it coming). It's really, kinda, sorta heartwarming.
Final Thoughts...
Ivy the Kiwi? isn't a terribly long game, although if it were it might feel like it was dragging on. My friends already know this about me but I don't often demand for games to be frighteningly long unless I was personally set on investing into a great epic (see PS1 Final Fantasy titles). What affects me most about this whole thing though is how this game will almost certainly go unnoticed, except in reviews and by those reading them. It's important, I think, for us as gamers to belay our reservations and our distrustful cautiousness at times to allow ourselves the opportunity to enjoy something simple and well made, like this particular game here.
To bottom-line it, Ivy the Kiwi? is fun, endearing, atmospheric and, all-in-all, a well made game, especially considering its budget price tag. If you have a soft spot for cute creatures or charming storytelling, play this one. If you enjoy challenging side-scrollers, play this game. If you enjoy getting lost in soundtrack and atmosphere, definitely play this game.
I've already trailed on for so long about how much I appreciate this game's atmosphere and presentation that I don't feel like going into great detail describing mechanics, etc... so I included a trailer video below that will pretty much show off how the game plays!
Monday, September 20, 2010
Sprite Art - Spawn, SNES
So I just popped the Spawn video game into my SNES earlier today and was reminded of how great this game looks and sounds.
Spawn for the SNES featured some incredible sprite art. The main character in particular - the so-called Spawn, if you're not familiar with him - was one of the most well-made sprites in SNES history for my money. Seriously, play this game and take the opportunity to appreciate his animations, especially while moving. Gameplay feels tight and the animations are fluid.

Here's an example of Spawn's incredible sprite sheet. You might have to see it in motion to really appreciate it.
As if that wasn't enough, Spawn also features an incredible soundtrack and a unique special move system that I've never seen in any other game. A gem across the board.
Check out the original sprite sheet here. Courtesy of the Sprite Database.
Spawn for the SNES featured some incredible sprite art. The main character in particular - the so-called Spawn, if you're not familiar with him - was one of the most well-made sprites in SNES history for my money. Seriously, play this game and take the opportunity to appreciate his animations, especially while moving. Gameplay feels tight and the animations are fluid.
Here's an example of Spawn's incredible sprite sheet. You might have to see it in motion to really appreciate it.
As if that wasn't enough, Spawn also features an incredible soundtrack and a unique special move system that I've never seen in any other game. A gem across the board.
Check out the original sprite sheet here. Courtesy of the Sprite Database.
Sunday, September 19, 2010
Project Blue - Concept Artwork
Just showing off some of Project Blue designs. I blurred out the specifics, not that it really matters ^_^;

I'm trying to get a good handle on what should be prioritized in the pipeline recently. The storyboards we're developing will go a long way, I think... either way, I'm looking forward to getting back to work with Project Blackroom soon. It will feel great to continue with and wrap up that project in the next month or so.
I'd like to aim for a Winter release for Project Blue because it seems realistic and should give us the time we need to develop the property fully.
Yes, yes... I'm really just blogging to myself in this instance, aren't I?
R
I'm trying to get a good handle on what should be prioritized in the pipeline recently. The storyboards we're developing will go a long way, I think... either way, I'm looking forward to getting back to work with Project Blackroom soon. It will feel great to continue with and wrap up that project in the next month or so.
I'd like to aim for a Winter release for Project Blue because it seems realistic and should give us the time we need to develop the property fully.
Yes, yes... I'm really just blogging to myself in this instance, aren't I?
R
Thursday, September 16, 2010
Throwback Thursday - King's Knight
King's Knight

Released for the NES in North America in 1989
My Play Time: Roughly 9 Hours
Played on: Wii Virtual Console (500 Points)
First Impressions...
When I decided to buy and play King's Knight, I didn't really realize what I was getting myself into. I found out, quickly, that this game is actually known for it's ungodly difficulty level, particularly during the game's final stage, and for it's unfriendly controls.
It's really easy, cynical, and unfortunately trendy to beat up on old games. My first inclination is, of course, to talk about how ridiculous King's Knight can be and how dated it is - but I don't want to do that. Anybody could talk about that, and anybody who plays this game can figure it out for themselves. Instead, I enjoy celebrating games, even this one with it's punishingly difficult controls and level design.
Overview...

King's Knight is a shooter from Square. Weird, eh? On top of looking a bit like Final Fantasy, the four main characters are even based off of classic fantasy staples; Knight, Wizard, Thief and ... Dinosaur? Really, there's a dinosaur in this game...
So here it is -
Tread warily into this game; King's Knight is not for the weak of heart. I played this one for nine hours, and at least six of those hours were spent trying to master the game's final stage.
King's Knight does feature some novel concepts. In some ways, it was ahead of it's time for a shooter. The player spends the first part of the game controlling four different characters, each journeying through their own vertical scrolling stages. During the initial stages, characters collect power-ups and spells that will aid them through their own level and, inevitably, through the final level. Of course, gaining levels and becoming stronger goes hand-in-hand with modern games - most modern games can be considered RPG-hybrids by classic standards - but King's Knight features an additional element that can still be considered notable. During the game's final stage, all four characters come together to form one super-team.
And that's where things get problematic!
The easiest way to put it is like this. Your four-man super-team is one giant hit box, four times as vulnerable as a regular character! Coupled with the game's already dodgy controls and underdeveloped basic mechanics (your weapon fire sometimes travels through enemies, especially in the final stage), maneuvering your party becomes something of an obstacle in and of itself. Even dodging basic enemy fire is a feat!
Well, anybody who has read a review of King's Knight could probably tell you all of this, so I won't go into much more detail. Suffice to say that I don't think I've ever cursed quite so much while playing ANY game. I was so in over my head that I actually started looking for walkthroughs online (I'm generally pretty anti-walkthrough). Regardless of the age this game shows, there will still be people, myself included, looking forward to the opportunity to play this obscure part of Square's past.
Long story short, I did NOT beat this game. But I tried, and I tried damn hard! So did I give up? ... Of course not. I was so insistent that everybody around had to ask me why I kept playing a game that was causing me so much frustration. So read on and you'll get the whole story.
King's Knight features a continue mode. The game would be impossible without it, but the actual function of the continue mode is unique and noteworthy. When you continue your game at the title screen by pressing select, you can choose to replay any of the four initial stages to take a crack at making your characters stronger. If you just want to get back to the final stage, you can press start on the continue screen. The ultimate downfall of continue mode in this game is... HOW EASY IT IS TO DELETE YOUR PROGRESS!!!!
So, after some nine hours of King's Knight turmoil, torturing my friends with the music, my swears and my rants, I pressed start accidentally at the game's title screen instead of select ... and felt my heart sink to my stomach. Everything I had done up to that point was deleted.
I will return to this title eventually, just to settle a score with a certain final dragon. But for now, I'm following my friends' advice and taking a needed break from King's Knight.
Final Thoughts...
Far be it from me to deride classic games - they carry their own individual weight in the annals of game history - but I seriously can only recommend King's Knight to gamers interested in the history of early NES shooters and, far more specifically, in the history of Square's earlier titles (this game was released before they became known for Final Fantasy). It's also sort of worth checking out, at the very least to see what Sakaguchi and Uematsu were up to before they became known for their more famous work.
It's interesting to note that the first four stages of King's Knight and the game's final stage feel like two different games. Still, if you want to experience King's Knight without the hardship, check out this guy's video. He makes it look easy. Really, you would never believe how hard this game actually is from watching this video.
Released for the NES in North America in 1989
My Play Time: Roughly 9 Hours
Played on: Wii Virtual Console (500 Points)
First Impressions...
When I decided to buy and play King's Knight, I didn't really realize what I was getting myself into. I found out, quickly, that this game is actually known for it's ungodly difficulty level, particularly during the game's final stage, and for it's unfriendly controls.
It's really easy, cynical, and unfortunately trendy to beat up on old games. My first inclination is, of course, to talk about how ridiculous King's Knight can be and how dated it is - but I don't want to do that. Anybody could talk about that, and anybody who plays this game can figure it out for themselves. Instead, I enjoy celebrating games, even this one with it's punishingly difficult controls and level design.
Overview...
King's Knight is a shooter from Square. Weird, eh? On top of looking a bit like Final Fantasy, the four main characters are even based off of classic fantasy staples; Knight, Wizard, Thief and ... Dinosaur? Really, there's a dinosaur in this game...
So here it is -
Tread warily into this game; King's Knight is not for the weak of heart. I played this one for nine hours, and at least six of those hours were spent trying to master the game's final stage.
King's Knight does feature some novel concepts. In some ways, it was ahead of it's time for a shooter. The player spends the first part of the game controlling four different characters, each journeying through their own vertical scrolling stages. During the initial stages, characters collect power-ups and spells that will aid them through their own level and, inevitably, through the final level. Of course, gaining levels and becoming stronger goes hand-in-hand with modern games - most modern games can be considered RPG-hybrids by classic standards - but King's Knight features an additional element that can still be considered notable. During the game's final stage, all four characters come together to form one super-team.
And that's where things get problematic!
The easiest way to put it is like this. Your four-man super-team is one giant hit box, four times as vulnerable as a regular character! Coupled with the game's already dodgy controls and underdeveloped basic mechanics (your weapon fire sometimes travels through enemies, especially in the final stage), maneuvering your party becomes something of an obstacle in and of itself. Even dodging basic enemy fire is a feat!
Well, anybody who has read a review of King's Knight could probably tell you all of this, so I won't go into much more detail. Suffice to say that I don't think I've ever cursed quite so much while playing ANY game. I was so in over my head that I actually started looking for walkthroughs online (I'm generally pretty anti-walkthrough). Regardless of the age this game shows, there will still be people, myself included, looking forward to the opportunity to play this obscure part of Square's past.
Long story short, I did NOT beat this game. But I tried, and I tried damn hard! So did I give up? ... Of course not. I was so insistent that everybody around had to ask me why I kept playing a game that was causing me so much frustration. So read on and you'll get the whole story.
King's Knight features a continue mode. The game would be impossible without it, but the actual function of the continue mode is unique and noteworthy. When you continue your game at the title screen by pressing select, you can choose to replay any of the four initial stages to take a crack at making your characters stronger. If you just want to get back to the final stage, you can press start on the continue screen. The ultimate downfall of continue mode in this game is... HOW EASY IT IS TO DELETE YOUR PROGRESS!!!!
So, after some nine hours of King's Knight turmoil, torturing my friends with the music, my swears and my rants, I pressed start accidentally at the game's title screen instead of select ... and felt my heart sink to my stomach. Everything I had done up to that point was deleted.
I will return to this title eventually, just to settle a score with a certain final dragon. But for now, I'm following my friends' advice and taking a needed break from King's Knight.
Final Thoughts...
Far be it from me to deride classic games - they carry their own individual weight in the annals of game history - but I seriously can only recommend King's Knight to gamers interested in the history of early NES shooters and, far more specifically, in the history of Square's earlier titles (this game was released before they became known for Final Fantasy). It's also sort of worth checking out, at the very least to see what Sakaguchi and Uematsu were up to before they became known for their more famous work.
It's interesting to note that the first four stages of King's Knight and the game's final stage feel like two different games. Still, if you want to experience King's Knight without the hardship, check out this guy's video. He makes it look easy. Really, you would never believe how hard this game actually is from watching this video.
Tuesday, September 14, 2010
Ice Invaders!
Thanks, Amy, for the really cool present. Get it? COOL present? Har har har har!

Space Invader style ice cubes ... genius!

I just had to take a picture of the packaging... I'm really digging the colours and graphics they used for this!

This is the arctic cell of these deep-space frozen foes!

They make really great-looking ice cubes for gaming parties or every day use!

Here's what it looks like from up-close ... you can't really make out the eyes in this picture, but they do have eyes!

The Ice Invaders have broken free of their cryogenic cell! ICE INVADERS!!!
Monday, September 13, 2010
Mega Man Monday - Top 10 Mega Man Classic Songs
This list is based completely on personal preference and was assembled with much consideration and time spent listening to every song in the classic series. There were so many I wanted to include in here, but, of course, there are only so many songs you can fit into a top-10 ranking ... ten to be exact.
You'll probably notice that some very popular tracks from the legendary Mega Man 2 are missing from this list! Wily's Stage 1 Theme and the Intro Theme are already so well known... They stand on their own so well that it feels unnecessary to stack other songs against them!
#10 - Tengu Man Stage (Rockman & Forte, Super Famicom Version)
I love the easy-going pace of this song - it's really easy to get into and the bass line is very satisfying. It sort of reminds me of something you'd hear on the beach of a Mario Kart game!
#9 - Nitro Man Stage (Mega Man 10, WiiWare/XBLA/PSN)
Running down the city streets to this music made Nitro Man's stage the most memorable for me in Mega Man 10. It builds, and it's exciting, but it's also got a certain melancholy to it that's hard to explain. It really says 'night time in the city' to me.
#8 - Magnet Man Stage (Mega Man 3, NES)
What I love about the tracks from Mega Man 3 is how exciting they are and how much is going on. There are melodies on top of melodies in these tracks and it's so invigorating! I've always felt like this song perfectly portrays what Mega Man music is supposed to be about!
#7 - Crash Man Stage (Mega Man 2, NES)
I was apprehensive putting this one in here because it's from Mega Man 2 ... and it's generally understood that Mega Man 2 features some of the greatest video game music of all time, so there's no real need to call attention to them. But still, Crash Man's stage is definitely one of my personal favourites so I guess it should be on this list. I still remember when my friend Diego and I learned how to play this on guitar. Good times. This song goes all over the place and back again. It's always rising and getting more intense. Incredibly appropriate, considering Crash Man's level design.
#6 - Needle Man Stage (Mega Man 3, NES)
What can I say except that I love the Mega Man 3 soundtrack? I always play Needle Man's stage first just to hear this song! A good opening track will get you in the mood to play any game! The beat for this one in particular drives me crazy. I must look ridiculous playing Mega Man games, but I can't help but move my shoulders and my head in time with the music... Thanks, Needle Man, for making me look like an idiot.
#5 - Wave Man Stage (Mega Man 5, NES)
I'm just overly-compelled to move my head with the music. Just... just listen to the bass line. They're like waves! It's incredible! The rest of the instruments ride on top of the bass line... like waves. I'm really fond of this level because you can go through most of it without charging or firing your Mega Buster... meaning you get to appreciate all of the music without cutting out one of the sound channels. I wish the rest of Mega Man 5's soundtrack was this fun to listen to. Not that it's bad, but you know... Wave Man's music is incredible!! By the way, at 0:44, listen to what's going on behind the melody, on top of the bass... it's like a guitar part... do you hear it? How cool is that!?
#4 - Sheep Man Stage (Mega Man 10, NES)
The first time I played Mega Man 10, my friend Mike and I started with Sheep Man - the Mega Man 10 coverage in Nintendo Power sort of made it seem like you should fight Sheep Man first - and the first thing we both said to each other was "Really? This is it?" I'm not sure why I wasn't impressed with Sheep Man's music the first time I heard it, but it grew on me really quickly! If you're unsure, just listen to what's going on underneath the melody... it's incredible! Especially from 0:40 on... wow!
#3 - Frost Man Stage (Mega Man 8, PS)
The melody instruments in most of the Mega Man 8 songs blend into the other instruments so seamlessly that most people tend not to recall most of the songs. I've heard people say that 8 has some of the least memorable music, but it might be more accurate to say that it had the most organic music - they didn't tend to stand out and the absence of the classic tinny chip tunes the series is known for didn't help. In a vacuum, however, the music of Mega Man 8, Frost Man's stage in particular, is just as strong as the rest of the series. The melody and atmosphere of Frost Man's stage is a brilliant example of how Mega Man music would sound with more sophisticated digital instruments. Tell me you don't love that beat and that bass line. You can't. That would make you a liar.
#2 - Galaxy Man Stage (Mega Man 9, WiiWare/XBLA/PSN)
I'm convinced lately that the more recent Mega Man games, made in the classic 8-bit style, have more polished and balanced soundtracks than their predecessors. This is probably evident by the number of tracks on my list from the newer games. I imagine that an expectation has been established for a certain quality of Mega Man soundtrack by the fans, and Capcom has undoubtedly delivered. Galaxy Man's stage features some high energy music with a compelling melody and bass line as well as a fast-paced beat. The transitions are natural and exciting. This song really prepares you for the modern masterpiece called Mega Man 9! When this song takes off, it really gets you going! Go, Galaxy Man!!
#1 - Ending Theme, Pre-Credits (Mega Man 2, NES)
And in first place ... of course a track from Mega Man 2! But not one that a lot of people talk about... as a kid, when I had finally beaten Wily, I was surprisingly treated to a bittersweet scene of Mega Man walking down a road, the seasons changing before him, until, suddenly, he vanishes, leaving his helmet behind on a grassy hill, the scene of a peaceful village nestled in the mountains behind him - this music was playing during that scene. How can I describe the eerie, melancholic feeling I had back then? I felt my heart swell with emotion for a video game character for the first time. This song will forever be my number one Mega Man and video game track. I hope other people appreciate this one as much as I do.
You'll probably notice that some very popular tracks from the legendary Mega Man 2 are missing from this list! Wily's Stage 1 Theme and the Intro Theme are already so well known... They stand on their own so well that it feels unnecessary to stack other songs against them!
#10 - Tengu Man Stage (Rockman & Forte, Super Famicom Version)
I love the easy-going pace of this song - it's really easy to get into and the bass line is very satisfying. It sort of reminds me of something you'd hear on the beach of a Mario Kart game!
#9 - Nitro Man Stage (Mega Man 10, WiiWare/XBLA/PSN)
Running down the city streets to this music made Nitro Man's stage the most memorable for me in Mega Man 10. It builds, and it's exciting, but it's also got a certain melancholy to it that's hard to explain. It really says 'night time in the city' to me.
#8 - Magnet Man Stage (Mega Man 3, NES)
What I love about the tracks from Mega Man 3 is how exciting they are and how much is going on. There are melodies on top of melodies in these tracks and it's so invigorating! I've always felt like this song perfectly portrays what Mega Man music is supposed to be about!
#7 - Crash Man Stage (Mega Man 2, NES)
I was apprehensive putting this one in here because it's from Mega Man 2 ... and it's generally understood that Mega Man 2 features some of the greatest video game music of all time, so there's no real need to call attention to them. But still, Crash Man's stage is definitely one of my personal favourites so I guess it should be on this list. I still remember when my friend Diego and I learned how to play this on guitar. Good times. This song goes all over the place and back again. It's always rising and getting more intense. Incredibly appropriate, considering Crash Man's level design.
#6 - Needle Man Stage (Mega Man 3, NES)
What can I say except that I love the Mega Man 3 soundtrack? I always play Needle Man's stage first just to hear this song! A good opening track will get you in the mood to play any game! The beat for this one in particular drives me crazy. I must look ridiculous playing Mega Man games, but I can't help but move my shoulders and my head in time with the music... Thanks, Needle Man, for making me look like an idiot.
#5 - Wave Man Stage (Mega Man 5, NES)
I'm just overly-compelled to move my head with the music. Just... just listen to the bass line. They're like waves! It's incredible! The rest of the instruments ride on top of the bass line... like waves. I'm really fond of this level because you can go through most of it without charging or firing your Mega Buster... meaning you get to appreciate all of the music without cutting out one of the sound channels. I wish the rest of Mega Man 5's soundtrack was this fun to listen to. Not that it's bad, but you know... Wave Man's music is incredible!! By the way, at 0:44, listen to what's going on behind the melody, on top of the bass... it's like a guitar part... do you hear it? How cool is that!?
#4 - Sheep Man Stage (Mega Man 10, NES)
The first time I played Mega Man 10, my friend Mike and I started with Sheep Man - the Mega Man 10 coverage in Nintendo Power sort of made it seem like you should fight Sheep Man first - and the first thing we both said to each other was "Really? This is it?" I'm not sure why I wasn't impressed with Sheep Man's music the first time I heard it, but it grew on me really quickly! If you're unsure, just listen to what's going on underneath the melody... it's incredible! Especially from 0:40 on... wow!
#3 - Frost Man Stage (Mega Man 8, PS)
The melody instruments in most of the Mega Man 8 songs blend into the other instruments so seamlessly that most people tend not to recall most of the songs. I've heard people say that 8 has some of the least memorable music, but it might be more accurate to say that it had the most organic music - they didn't tend to stand out and the absence of the classic tinny chip tunes the series is known for didn't help. In a vacuum, however, the music of Mega Man 8, Frost Man's stage in particular, is just as strong as the rest of the series. The melody and atmosphere of Frost Man's stage is a brilliant example of how Mega Man music would sound with more sophisticated digital instruments. Tell me you don't love that beat and that bass line. You can't. That would make you a liar.
#2 - Galaxy Man Stage (Mega Man 9, WiiWare/XBLA/PSN)
I'm convinced lately that the more recent Mega Man games, made in the classic 8-bit style, have more polished and balanced soundtracks than their predecessors. This is probably evident by the number of tracks on my list from the newer games. I imagine that an expectation has been established for a certain quality of Mega Man soundtrack by the fans, and Capcom has undoubtedly delivered. Galaxy Man's stage features some high energy music with a compelling melody and bass line as well as a fast-paced beat. The transitions are natural and exciting. This song really prepares you for the modern masterpiece called Mega Man 9! When this song takes off, it really gets you going! Go, Galaxy Man!!
#1 - Ending Theme, Pre-Credits (Mega Man 2, NES)
And in first place ... of course a track from Mega Man 2! But not one that a lot of people talk about... as a kid, when I had finally beaten Wily, I was surprisingly treated to a bittersweet scene of Mega Man walking down a road, the seasons changing before him, until, suddenly, he vanishes, leaving his helmet behind on a grassy hill, the scene of a peaceful village nestled in the mountains behind him - this music was playing during that scene. How can I describe the eerie, melancholic feeling I had back then? I felt my heart swell with emotion for a video game character for the first time. This song will forever be my number one Mega Man and video game track. I hope other people appreciate this one as much as I do.
Sunday, September 12, 2010
Project Blue - Sprite Artwork
So we haven't actually released any information about Project Blue publicly yet ... but I'm really excited about it and so I wanted to show off some of the sprites I've been working on!
We're not spilling the beans yet on exactly what kind of game this will be or any other details, but you can probably gather something just from the look of this sprite.
I will say one thing - what you're looking at here is an image of one of the game's heroes, but not THE hero!

This guy looks pretty intense.

A bold, confident stride.
We'll probably be announcing details soon on our more immediately relevant work-in-progress with Animated Media Inc., Project Blackroom. One way or another, I'm thinking I'll most likely leak some images and game screens here first. ;)
We're not spilling the beans yet on exactly what kind of game this will be or any other details, but you can probably gather something just from the look of this sprite.
I will say one thing - what you're looking at here is an image of one of the game's heroes, but not THE hero!
We'll probably be announcing details soon on our more immediately relevant work-in-progress with Animated Media Inc., Project Blackroom. One way or another, I'm thinking I'll most likely leak some images and game screens here first. ;)
Wednesday, September 1, 2010
Fan Expo - Keeping up with Friends
Pictures of some of my very creative friends from Fan Expo 2010, hosted (of course) in Toronto at the Metro Convention Center. Most of them got tables to sell their stuff - it was a pretty exciting weekend so I thought I'd give them a proper shout-out here. I didn't get all the pictures I wanted, but I'll try to give everybody else a proper shout-out later! I'm known for being late on updates, so if I post something new about Fan Expo three weeks from now, I'm pretty sure that nobody would think that was particularly unusual for me.
All photos on this blog are taken and modified using a Nintendo DSi.

Dave and CK selling Tru Vibes and spreading the word about their new operation, TYL United.

Junior and Aaron both had work on display this weekend. Pose for the camera, boys! Very nice...

Over at the Studio DYV table, Aaron and Rodolfo are doing their thing. I mispelt Rodolfo's name in the photograph... maybe nobody will notice!

Damn, it's harder to hide a spelling error when it appears twice in a row! Here's Rodolfo showing off Armored Starr by Studio DYV. Not pictured here is their other book, Gero World, featuring story and art by Rodolfo.

Gen is selling her incredible Panda Pad stuff as usual. The quality of her goods is really very high!

It's been awhile since I've seen the LooBot... but I just found out that he never says hi to me when he sees me at work! I'll try not to hold it against him... I'll try...

I couldn't find a link on Jason Loo's website to buy his book Awol'd, but if you ever see him at an event, don't miss the chance to pick up a copy!

Mark Williams cosplaying as a character from his book, Heroes of the World. Co-creators Mark Williams and Joe Osei Bonsu should pitch this comic to be a cartoon already ;) YTV needs shows like this!

As if it wasn't enough that Peter does the most amazing landscapes, he does them without reference! Sorry man, I don't have a link to your work! Anyone? Anyone?

So when I wasn't looking, Tyrone McCarthy, creator of Corduroy High, started his own printing company!!! Guerilla Printing seems to have hooked up quite a few of the artists at the con this year.
All photos on this blog are taken and modified using a Nintendo DSi.
Thursday, August 26, 2010
A Temporary Home
So I've been saying for a while now that I want to start my OWN blog. A place where I can write about whatever I want. Stuff I like, people I love and the constant happenings of my life. CONSTANT happenings. I realized today at Fan Expo that I lead a pretty fulfilling and busy life, even if it is financially unsuccessful for the most part ^ ^
So, so ... me, me, me. That's what this is about. And you, because you're reading this. I just want to go on about all the awesome people I know and all the things that we have going on. All the obscure indie games we play and crazy events we attend.
Steven Savage suggested (and rightly so) that grab a domain with my own name on it (www.reneshible.com). I had planned for this blog to go up there, but in the meantime this place will serve as a fine temporary home.
I'll post more Fan Expo stuff after the wrap up on Sunday, maybe over a couple of posts. Everything has just been so great, with so many great friends there, that I have way too much to say about everything!
And tomorrow, maybe I'll get a chance to meet Yoshitaka Amano...
Rene Shible
So, so ... me, me, me. That's what this is about. And you, because you're reading this. I just want to go on about all the awesome people I know and all the things that we have going on. All the obscure indie games we play and crazy events we attend.
Steven Savage suggested (and rightly so) that grab a domain with my own name on it (www.reneshible.com). I had planned for this blog to go up there, but in the meantime this place will serve as a fine temporary home.
I'll post more Fan Expo stuff after the wrap up on Sunday, maybe over a couple of posts. Everything has just been so great, with so many great friends there, that I have way too much to say about everything!
And tomorrow, maybe I'll get a chance to meet Yoshitaka Amano...
Rene Shible
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