Because not doing work is fun I made a movie.
The Mega Man 9 Independent Film
Just go to 8bitcity's Youtube page, blogger uploads are poor quality and I won't bother with those anymore.
Sunday, April 26, 2009
Monday, April 20, 2009
Epic Mega Man 9 Medly and Mega Man 9 Hacked
I found a few cool Mega Man 9 videos on youtube. The first is an epic Mega Man 9 medley on an electric guitar and keyboard, pretty well produced, with some nice gameplay footage spliced in. Definitely worth a watch.
Epic Mega Man 9 Medly
The second video is hacked Mega Man 9, this just happened yesterday, and the hacker, TRACE, has claimed the top spot with 99999 screens. Note, he did not achieve this score, obviously, but hacking Mega Man 9 is cool nonetheless. I feel bad for the guy that was in number 10 (I believe his name was Chris).
TRACE Hacking Mega Man 9
And the third video is another Mega Man 9 hack, this time using Proto Man in Mega Man mode, allowing you to use Proto Man in the shop. Enjoy.
Proto Man Goes Shopping
Saving the best for last is a song based on Mega Man 2, using the music but rapping over it. It's made by Dwayne and Brando. This is the funniest shit related to Mega Man 2 I've ever seen, and if you only watch one video it should probably be this one.
Mega Man 2 Rap
The same guys made another video in the same style, about Final Fantasy. Just as funny, check it out! They've even more videos than these, enjoy.
Final Fantasy Rap
Epic Mega Man 9 Medly
The second video is hacked Mega Man 9, this just happened yesterday, and the hacker, TRACE, has claimed the top spot with 99999 screens. Note, he did not achieve this score, obviously, but hacking Mega Man 9 is cool nonetheless. I feel bad for the guy that was in number 10 (I believe his name was Chris).
TRACE Hacking Mega Man 9
And the third video is another Mega Man 9 hack, this time using Proto Man in Mega Man mode, allowing you to use Proto Man in the shop. Enjoy.
Proto Man Goes Shopping
Saving the best for last is a song based on Mega Man 2, using the music but rapping over it. It's made by Dwayne and Brando. This is the funniest shit related to Mega Man 2 I've ever seen, and if you only watch one video it should probably be this one.
Mega Man 2 Rap
The same guys made another video in the same style, about Final Fantasy. Just as funny, check it out! They've even more videos than these, enjoy.
Final Fantasy Rap
Thursday, April 2, 2009
Star Quest Trailer
Official trailer! This is from the current build of Star Quest, which is made using the same engine as Skeletronic. Watch the trailer!
It's also available on youtube here.
I'm going on a Beach Quest next week, so I'll be afk.
It's also available on youtube here.
I'm going on a Beach Quest next week, so I'll be afk.
Wednesday, April 1, 2009
Quest 64
Quest 64 has all of the ingredients for a good adventure. In most ways, Quest 64 was bashed for not being revolutionary. But somehow it's acceptable for Final Fantasy 3 (the DS Remake) to merge simple gameplay and basic 3D graphics. In this sense, Quest 64 was very much unintentionally ahead of its time because the quest for ultimate graphics nobly proceeded and consumers did not yet yearn for the video games of old. What I mean is, Quest 64 would be well-accepted today as a budget title.
But history, I think, might be better to Quest 64 because when we look back to 1999 we see the world ready for the new millennium, the past is unacceptable. Simple 3D graphics are a mode of representation that will likely not be repeated, therefore, I think, Quest is something special, something limited. It belongs to a select group of games that we haven't seen repeated in large quantities of high-quality games since the N64.
But it is a pioneer, for which it never received any specific credit. It is one of, if not the first, early examples of a 3D 8-Bit-style JRPG. The gameplay is pure 8-Bit simplicity. Stats that make sense, spells, no weapons, no armor, items, towns. The battles are very dynamics, random encounters happen within the field, no battle screen, but the mobs are not visible before a battle. You fight in an octagon of death, represented by a simple line. Your enemy has a movement octagon, typically fairly small. This movement system is a great analogue SRPG feature (think Warhammer). You have to aim your spells, so battles stay interesting, but it's turn-based, so you have time to think.
You also have a staff, which is stronger based on how much magic you have and how evenly-proportioned your character is. You have complete control with spell progression, and there are 4 spell categories.
Quest 64 doesn't bore you with cut scenes (though it's people talk a lot). You'll fight lots of monsters, and, more importantly, explore lots of areas. The story is developed through dialogue with NPCs. The music always great, every track is enjoyable with some exceptional pieces interspersed. The world changes from night to day, slowly... and that's when you might realize something about Quest 64, after having played through ten hours or so: this game is massive. Environments, castles, towns are pretty large and there is a huge world to explore. Unfortunately you explore it in a linear fashion and rarely return more than one town behind you, but the result is that you are constantly exploring new territory.
I'd go so far as to say that Quest 64 feels like a combination of an 8-Bit RPG and a massive 3D adventure like Oblivion or World of Warcraft. That, and one of the coolest final dungeons in video games.
The brilliance of Quest 64 is that while most video games take place in an "environment," others games almost create a complete world. Quest 64 is one of those games. The texture mapping and polygon count might be low, but that allowed the designers to make Quest 64 an expansive and memorable adventure.
Protip: if you move the joystick to the left or right (in town, in an open area) Brian should run in a circle. Unplug the controller, and Brian should continue to run in a circle. Now, while you wait several hours let's talk about how the game raises your agility. By running. Eventually you'll have 255 Agility and your movement octagon will be larger than the battlefield. No enemy can touch you, and you'll never miss with your staff.
Screenshots are from the European version. Long story. The games are basically identical aside from a few changes (Brian's name and his cloak color, for example), this article refers to the American version, but I thought people familiar with the NA version might like to see what our friends in Europe played at 50 fps.
But history, I think, might be better to Quest 64 because when we look back to 1999 we see the world ready for the new millennium, the past is unacceptable. Simple 3D graphics are a mode of representation that will likely not be repeated, therefore, I think, Quest is something special, something limited. It belongs to a select group of games that we haven't seen repeated in large quantities of high-quality games since the N64.
But it is a pioneer, for which it never received any specific credit. It is one of, if not the first, early examples of a 3D 8-Bit-style JRPG. The gameplay is pure 8-Bit simplicity. Stats that make sense, spells, no weapons, no armor, items, towns. The battles are very dynamics, random encounters happen within the field, no battle screen, but the mobs are not visible before a battle. You fight in an octagon of death, represented by a simple line. Your enemy has a movement octagon, typically fairly small. This movement system is a great analogue SRPG feature (think Warhammer). You have to aim your spells, so battles stay interesting, but it's turn-based, so you have time to think.
You also have a staff, which is stronger based on how much magic you have and how evenly-proportioned your character is. You have complete control with spell progression, and there are 4 spell categories.
Quest 64 doesn't bore you with cut scenes (though it's people talk a lot). You'll fight lots of monsters, and, more importantly, explore lots of areas. The story is developed through dialogue with NPCs. The music always great, every track is enjoyable with some exceptional pieces interspersed. The world changes from night to day, slowly... and that's when you might realize something about Quest 64, after having played through ten hours or so: this game is massive. Environments, castles, towns are pretty large and there is a huge world to explore. Unfortunately you explore it in a linear fashion and rarely return more than one town behind you, but the result is that you are constantly exploring new territory.
I'd go so far as to say that Quest 64 feels like a combination of an 8-Bit RPG and a massive 3D adventure like Oblivion or World of Warcraft. That, and one of the coolest final dungeons in video games.
The brilliance of Quest 64 is that while most video games take place in an "environment," others games almost create a complete world. Quest 64 is one of those games. The texture mapping and polygon count might be low, but that allowed the designers to make Quest 64 an expansive and memorable adventure.
Protip: if you move the joystick to the left or right (in town, in an open area) Brian should run in a circle. Unplug the controller, and Brian should continue to run in a circle. Now, while you wait several hours let's talk about how the game raises your agility. By running. Eventually you'll have 255 Agility and your movement octagon will be larger than the battlefield. No enemy can touch you, and you'll never miss with your staff.
Screenshots are from the European version. Long story. The games are basically identical aside from a few changes (Brian's name and his cloak color, for example), this article refers to the American version, but I thought people familiar with the NA version might like to see what our friends in Europe played at 50 fps.