#Depicting: Super Nintendo Entertainment System
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gaminghardwareingames · 1 year ago
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Super Smash Bros. Melee - Part 1
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FDrom https://www.spriters-resource.com/gamecube/ssbm/
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From https://tcrf.net/Super_Smash_Bros._Melee/Version_Differences
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weaselandfriends · 2 months ago
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Were SAO and Ender's Game just a coincidence, or are you deliberately seeking out stories about "gamers"? If it's the latter, would you consider Iain Bank's "The Player Of Games" to fit the brief?
It was a coincidence, actually. I reread Ender's Game recently to prepare to read Speaker for the Dead, its sequel, which I had never read before. Meanwhile, most of the anime I'm watching is part of a groupwatch group of webfic authors. One of the members of the group, Gazemaize, has never seen much anime before, and wanted to watch anime that were particularly influential. We started out by watching all of Evangelion, and then decided that Sword Art Online would also, in a tragic way, qualify as massively influential...
I haven't read The Player of the Games, so I can't comment on that.
I did cut an extended section from my SAO essay on the history of video games in media. This section is fragmentary, but here it is if you're interested:
When Nintendo revived the video game industry in America in 1985, it did so fighting an entrenched social stigma against the term "video game." Two years prior, Atari crashed the market by flooding it with barely-functional shovelware; on top of lingering consumer mistrust, many considered video games to be a fad past its expiration date.
Nintendo tackled this stigma primarily through deception. The Nintendo Entertainment System was marketed not as a "video game," but as a multipurpose electronic toy. As part of the trick, the company drew on its nearly century-long history as a (non-video) game and toy manufacturer, bundling the console with toy-like peripherals like R.O.B. and the Super Scope.
It worked. The NES was a massive hit. But its success came at a price, at least regarding the cultural conception of video games. During the arcade era, video games had primarily been a teen activity, with arcades not just a location to play but a place to hang out. Now, though, the overwhelming image of video games was as a toy for children.
This image was reflected in media about video games. The pre-crash Tron (1982), despite being a Disney movie, was rated PG (before PG-13 existed) and starred an adult Jeff Bridges in a plot revolving around corporate espionage. Not a single child character appeared in the film. But the post-Nintendo The Wizard (1989) starred a 12-year-old Fred Savage and a 9-year-old Luke Edwards. Nintendo would also license multiple Saturday morning children's cartoons, such as The Super Mario Bros. Super Show (1989) and Captain N: The Game Master (1989). Nintendo's kid-friendly mascot characters became the cultural face of video games, recognized by billions worldwide.
Slowly, though, the demographic reality of gaming and Gamers changed. By the mid-90s, hardware had advanced enough for sprawling, narrative-dense RPGs like Final Fantasy VII (1997) to replace the cute, mascot-driven platformers of the preceding generations. By the early 2000s, graphics were capable of depicting gritty, realistic warzones, and first-person shooters became explosively popular thanks to titles like Halo: Combat Evolved (2001) and Call of Duty: Modern Warfare (2007). Teens once more became the core demographic, and adults who grew up with games were sticking around too.
But video games were still not taken seriously by the public at large. Either the kid-friendly image persisted, as through Spy Kids 3-D: Game Over (2003), or video games got sent to the horror movie ghetto via a startlingly long series of cheap, critically-panned films: Resident Evil (2002), House of the Dead (2003), Doom (2005), Alone in the Dark (2005), BloodRayne (2005), Silent Hill (2006), Stay Alive (2006), and the equally-startling number of sequels those films collectively spawned. Most of these adaptations were only marginally faithful to the source material, as if even slasher horror was too good a genre to consider video games a worthy mode of storytelling.
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celestialpaperhaze · 1 year ago
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Dimentio Analysis
My thoughts on this Dimentio post, recently shared with me by @iukasylvie! The post: https://altermentality.wordpress.com/2016/02/10/flair-for-the-dramatic/.
! CONTAINS SPOILERS FOR SUPER PAPER MARIO !
Okay before I address the article, I should establish my own Dimentio headcanons. I see our silly jester as a sociopath, in that he can't feel love in the same way as other people. Like Bleck, he has a void inside of him, but Dimentio fills it by feeding off of others. Basically, he likes playing around and taunting people because of how emotionally reactive they are, it's how he fills himself up. Mimi's his favorite to mess around with because she's VERY reactive. As for why he wants his own world: he wants to put on a show. The whole of existence, dedicated to entertaining him. The only characters I can liken this to are the Celestial Toymaker (DW) and the Collector (TOH).
Now first off, the article references SPM in the context of "commedia dell'arte", which was a form of theater in Italy during the Renaissance. This form of theater had three types of characters: innamorati (the star-crossed lovers), vecchi (the powerful elders of society), and zanni (the clowns). The common plot of these plays? Two young lovers, hindered by the elders, who end up turning to the zanni to reach a happy ending.
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Of course, Dimentio is a zanni character type. He may not help the Count reach his happy ending directly, but his actions do lead to the wedding with Tippi so, in a sense, this does fit the archetype. And of course, I don't have to tell you who the innamorati characters are. Anyone who knows a lick about Shakespeare probably already knows the love story of Blumiere and Timpani uses a pretty strong "forbidden love" trope, but it's interesting to see this somewhat supported by other forms of theater arts! To say Nintendo and Intelligent Systems had commedia dell'arte in mind when writing SPM's story would be a stretch, but it's always cool to see some elements match across different eras and types of storytelling.
Moving on, does Dimentio care about the other minions? The article eventually concludes that yes, he must, because how could you live in a castle with four other people and not grow to love them? My headcanon lines up with this pretty well--after all, Dimentio words the Count's lie about creating a new world as a "betrayal", and a betrayal facilitates caring enough to trust someone in the first place (points at Olly's entire arc with Olivia in The New Void). But Dimentio doesn't know *how* to love, and his version of "care" is different. He likes having the others around, but as players in his game, as entertainment. That's how he sees it. He fixates on them specifically for a reason he'd never care to explain.
New Void Spoilers Below.
You could say he fixates on Luigi, too, which might seem strange when they had far less time together. Shipping aside, I think canonically Dimentio fixes on Luigi because he's the key to everything, he's a highly valuable asset and Dimentio knows it. In the New Void, this isn't exactly the case. Dimentio doesn't have anything to gain by making Luigi suffer, it's just pure fun. Sure, he COULD torment some Shaydes or D-Men instead, but they're dead and they're boring. Dimentio's also been in the Underwhere for...awhile, and Luigi is a familiar face. In his own way, Dimentio's been a little lonely. It's just that, his way of acting on this feeling is to turn it into a game of psychological warfare...
New Void Spoilers End.
Overall, the strongest part of the article is the description of Dimentio's ideal world. Don't get me wrong, I'm a big fan of darkmarxsoul's Chaos Trilogy, but this depiction of Dimentio's universe might be the best I've ever seen. “Dimentio’s goal is to maximize the amount of drama in the universe…a world with the dials of mortal anguish and despair and even joy set to maximum volume, and the banishment of the mundane. A world where he pulls all the strings to ensure this happens. The Ultimate Show.” Chilling! It's like Bill Cipher's whole Weirdmageddon deal, except rather than maximizing weirdness, DImentio would be maximizing drama, flair, and theatrics. All the world's a stage, and whatnot.
I LOVE this idea for a world of his so much that it's a wonder I haven't started writing fics centered around it already! All these new people living what they think are just ordinary lives, not knowing that it's all being orchestrated by a being that craves mere entertainment. Life as a musical, maybe a comedy tomorrow, or maybe a tragedy next week--all because Dimentio wants it to be. I mean, that's absolutely horrifying when you think about it! Enough for a brief existential crisis maybe! But it's also very cool >:)
In summary: what do we think about Dimentio? I think he's a sociopath who doesn't understand love but desperately wants to be entertained. The article's description of Dimentio's ideal world is scarily accurate and also has a LOT of fanfic potential. Dimentio himself is fun and silly, but also dangerous and probably not someone you'd want to interact with in real life.
As this is my opinion/interpretation, I'm too biased to say whether or not this aligns well with canon. But what do you think? Do you think this all fits Dimentio perfectly, or do you have other thoughts?
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rickyreeves1980 · 2 years ago
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Jungle Strike (subtitled The Sequel to Desert Strike, or Desert Strike part II in Japan) is a video game developed and published by Electronic Arts in 1993 for the Sega Genesis/Mega Drive. The game was later released on several other consoles such as the Super Nintendo Entertainment System (SNES), and an upgraded version was made for DOS computers. The Amiga conversion was the responsibility of Ocean Software while the SNES and PC DOS versions were that of Gremlin Interactive, and the portable console versions were of Black Pearl Software. It is the direct sequel to Desert Strike (a best-seller released the previous year) and is the second installment in the Strike series. The game is a helicopter-based shoot 'em up, mixing action and strategy. The plot concerns two villains intent on destroying Washington, D.C. The player must use the helicopter and occasionally other vehicles to thwart their plans.
Its game engine was carried over from a failed attempt at a flight simulator and was inspired by Matchbox toys and Choplifter. Jungle Strike retained its predecessor's core mechanics and expanded on the model with additional vehicles and settings. The game was well received by most critics upon release. Publications praised its gameplay, strategy, design, controls and graphics.
Jungle Strike features two antagonists: Ibn Kilbaba, the son of Desert Strike's antagonist, and Carlos Ortega, a notorious South American drug lord. The opening sequence depicts the two men observing a nuclear explosion on a deserted island, while discussing the delivery of "nuclear resources" and an attack on Washington D.C.; Kilbaba seeks revenge for his father's death at the hands of the US, while Ortega wishes to "teach the Yankees to stay out of my drug trade".
The player takes control of a "lone special forces" pilot. The game's first level depicts the protagonist repelling terrorist attacks on Washington, D.C., including the President's limousine. Subsequent levels depict counter-attacks on the drug lord's forces, progressing towards his "jungle fortress". In the game's penultimate level, the player pursues Kilbaba and Ortega to their respective hideouts before capturing them.
The final level takes place in Washington, D.C. again, where the two antagonists attempt to flee after escaping from prison. The player must destroy both Kilbaba and Ortega and stop four trucks carrying nuclear bombs from blowing up the White House. The PC version also extends the storyline with an extra level set in Alaska, in which the player must wipe out the remainder of Ortega's forces under the command of a Russian defector named Ptofski, who has taken control of oil tankers and is threatening to destroy the ecosystem with crude oil if his demands are not met. Once all levels are complete, the ending sequence begins and depicts the protagonist and his co-pilot in an open-topped car in front of cheering crowds.
Jungle Strike is a helicopter-based shoot 'em up, mixing action and strategy. The player's main weapon is a fictionalised Comanche attack helicopter. Additional vehicles can be commandeered: a motorbike, hovercraft and F-117. The latter in particular features variable height and unlimited ammunition, but is more vulnerable to crashes. The game features an "overhead" perspective "with a slight 3D twist". The graphics uses a 2.5D perspective which simulates the appearance of being 3D.
Levels consist of several missions, which are based around the destruction of enemy weapons and installations, as well as rescuing hostages or prisoners of war, or capturing enemy personnel. The helicopter is armed with machine guns, more powerful Hydra rockets and yet more deadly Hellfire missiles. The more powerful the weapon, the fewer can be carried: the player must choose an appropriate weapon for each situation. Enemy weapons range from armoured cars to artillery and tanks.
The player's craft has a limited amount of armour, which is depleted as the helicopter is hit by enemy fire. Should armour reach zero, the craft will be destroyed, costing the player a life. The player must outmanoeuvre enemies to avoid damage, but can replenish armour by means of power-ups or by airlifting rescued friendlies or captives to a landing zone.
Vehicles have a finite amount of fuel which is steadily depleted as the level progresses. Should the fuel run out, the vehicle will crash, again costing the player a life. The craft can refuel by collecting fuel barrels. Vehicles also carry limited ammunition, which must be replenished by means of ammo crates.
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poejemuelgallaza · 8 months ago
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Kraid (Boss in Metroids)
One of the Corpulent, three eyed green reptilian extraterrestrial from the Metroid series
He is a Space pirates and one of the Largest Enemies Samus Aran Ever encounters
He is featured as Boss in Metroid , it’s Remake Metroid Zero Mission , super Metroid and Metroid Dread.
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History Of Kraid
Kraid is a notable boss in the Metroid series, first introduced in the 1986 game "Metroid" for the Nintendo Entertainment System.
He is depicted as a giant reptilian creature and serves as a significant antagonist for the protagonist, Samus Aran, on the planet Zebes. Known for his imposing size and challenging battle mechanics, Kraid requires players to learn his attack patterns to defeat him and drops the Varia Suit, a major upgrade for Samus, upon his defeat.
Kraid reappears in "Super Metroid" (1994) with an updated design that enhances his menacing appearance, adding depth to the gameplay as players face him in an engaging combat and platforming scenario. Further reimagined in "Metroid: Samus Returns," Kraid benefits from modern technology and graphics, preserving his original essence while appealing to new audiences.
Throughout the series, Kraid symbolizes the challenges of the Metroid universe, representing the dangers Samus encounters in alien environments. His legacy as one of the franchise's prominent foes has cemented his place in video game history, resonating with both longtime fans and newcomers alike.
Honest opinion about Kraid design
What I appreciate about Kraid's design in the Metroid series is its evolution while maintaining the essence of a classic video game boss. In the original "Metroid," his pixelated form effectively conveyed his threat, resonating well with the NES's graphics limitations. As the series progressed, particularly in "Super Metroid," his design became more detailed and menacing, enhancing the immersion and challenge of the battles.
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aquilaofarkham · 5 years ago
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Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now.
☽ Read the full piece here or click the read more for the text only version ☽
INTRODUCTION
Published in 2017, Carol Dyhouse’s Heartthrobs: A History of Women and Desire examines how certain cultural trends can influence what women may find attractive or stimulating in a male character. By using popular archetypes such as the Prince Charming, the bad boy, and the tall dark handsome stranger, Dyhouse seeks to explain why these particular men appeal to the largest demographic beyond mere superfluous infatuation. In one chapter titled “Dark Princes, Foreign Powers: Desert Lovers, Outsiders, and Vampires”, she touches upon the fascination most audiences have with moody and darkly seductive vampires. Dyhouse exposits that the reason for this fascination is the inherent dangerous allure of taming someone—or something—so dominating and masculine, perhaps even evil, yet hides their supposed sensitivity behind a Byronic demeanour.
This is simply one example of how the general depiction of vampires in mainstream media has evolved over time. Because the concept itself is as old as the folklore and superstitions it originates from, thus varying from culture to culture, there is no right or wrong way to represent a vampire, desirable or not. The Caribbean Soucouyant is described as a beautiful woman who sheds her skin at night and enters her victims’ bedrooms disguised as an aura of light before consuming their blood. In Ancient Roman mythology there are tales of the Strix, an owl-like creature that comes out at night to drink human blood until it can take no more. Even the Chupacabra, a popular cryptid supposedly first spotted in Puerto Rico, has been referred to as being vampiric because of the way it sucks blood out of goats, leaving behind a dried up corpse.
However, it is a rare thing to find any of these vampires in popular media. Instead, most modern audiences are shown Dyhouse’s vampire: the brooding, masculine alpha male in both appearance and personality. A viewer may wish to be with that character, or they might wish to become just like that character. 
This sort of shift in regards to creating the “ideal” vampire is most evident in how the image of Dracula has been adapted, interpreted, and revamped in order to keep up with changing trends. In Bram Stoker’s original 1897 novel of the same name, Dracula is presented as the ultimate evil; an ancient, almost grotesque devil that ensnares the most unsuspecting victims and slowly corrupts their innocence until they are either subservient to him (Renfield, the three brides) or lost to their own bloodlust (Lucy Westenra). In the end, he can only be defeated through the joined actions of a steadfast if not ragtag group of self-proclaimed vampire hunters that includes a professor, a nobleman, a doctor, and a cowboy. His monstrousness in following adaptations remains, but it is often undercut by attempts to give his character far more pathos than the original source material presents him with. Dracula has become everything: a monster, a lover, a warrior, a lonely soul searching for companionship, a conquerer, a comedian, and of course, the final boss of a thirty-year-old video game franchise.
Which brings us to the topic of this essay; not Dracula per say, but his son. Even if someone has never played a single instalment of Castlevania or watched the ongoing animated Netflix series, it is still most likely that they have heard of or seen the character of Alucard through cultural osmosis thanks to social media sites such as Twitter, Instagram, Reddit, and the like. Over the thirty-plus years in which Castlevania has remained within the public’s consciousness, Alucard has become one of the most popular characters of the franchise, if not the most popular. Since his debut as a leading man in the hit game Castlevania: Symphony of the Night, he has taken his place beside other protagonists like Simon Belmont, a character who was arguably the face of Castlevania before 1997, the year in which Symphony of the Night was released. Alucard is an iconic component of the series and thanks in part to the mainstream online streaming service Netflix, he is now more present in the public eye than ever before whether through official marketing strategies or fanworks.
It is easy to see why. Alucard’s backstory and current struggles are quite similar to the defining characteristics of the Byronic hero. Being the son of the human doctor Lisa Țepeș, a symbol of goodness and martyrdom in all adaptations, and the lord of all vampires Dracula, Alucard (also referred to by his birth name Adrian Fahrenheit Țepeș) feels constantly torn between the two halves of himself. He maintains his moralistic values towards protecting humanity, despite being forced to make hard decisions, and despite parts of humanity not being kind to him in turn, yet is always tempted by his more monstrous inheritance. The idea of a hero who carries a dark burden while aspiring towards nobility is something that appeals to many audiences. We relate to their struggles, cheer for them when they triumph, and share their pain when they fail. Alucard (as most casual viewers see him) is the very personification of the Carol Dyhouse vampire: mysterious, melancholic, dominating, yet sensitive and striving for compassion. Perceived as a supposed “bad boy” on the surface by people who take him at face value, yet in reality is anything but.
Then there is Alucard’s appearance, an element that is intrinsically tied to how he has been portrayed over the decades and the focus of this essay. Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now. Parts will include theoretical, analytical, and hypothetical stances, but it’s overall purpose is to be merely observational.
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What is Castlevania?
We start this examination at the most obvious place, with the most obvious question. Like all franchises, Castlevania has had its peaks, low points, and dry spells. Developed by Konami and directed by Hitoshi Akamatsu, the first instalment was released in 1986 then distributed in North America for the Nintendo Entertainment System the following year. Its pixelated gameplay consists of jumping from platform to platform and fighting enemies across eighteen stages all to reach the final boss, Dracula himself. Much like the gameplay, the story of Castlevania is simple. You play as Simon Belmont; a legendary vampire hunter and the only one who can defeat Dracula. His arsenal includes holy water, axes, and throwing daggers among many others, but his most important weapon is a consecrated whip known as the vampire killer, another iconic staple of the Castlevania image.
Due to positive reception from critics and the public alike, Castlevania joined other titles including Super Mario Bros., The Legend of Zelda, and Mega Man as one of the most defining video games of the 1980s. As for the series itself, Castlevania started the first era known by many fans and aficionados as the “Classicvania” phase, which continued until the late 1990s. It was then followed by the “Metroidvania” era, the “3-D Vania” era during the early to mid 2000s, an reboot phase during the early 2010s, and finally a renaissance or “revival” age where a sudden boom in new or re-released Castlevania content helped boost interest and popularity in the franchise. Each of these eras detail how the games changed in terms of gameplay, design, and storytelling. The following timeline gives a general overview of the different phases along with their corresponding dates and instalments.
Classicvania refers to Castlevania games that maintain the original’s simplicity in gameplay, basic storytelling, and pixelated design. In other words, working within the console limitations of the time. They are usually side-scrolling platformers with an emphasis on finding hidden objects and defeating a variety of smaller enemies until the player faces off against the penultimate boss. Following games like Castlevania 2: Simon’s Quest and Castlevania 3: Dracula’s Curse were more ambitious than their predecessor as they both introduced new story elements that offered multiple endings and branching pathways. In Dracula’s Curse, there are four playable characters each with their own unique gameplay. However, the most basic plot of the first game is present within both of these titles . Namely, find Dracula and kill Dracula. Like with The Legend of Zelda’s Link facing off against Ganon or Mario fighting Bowser, the quest to destroy Dracula is the most fundamental aspect to Castlevania. Nearly every game had to end with his defeat. In terms of gameplay, it was all about the journey to Dracula’s castle. 
As video games grew more and more complex leading into the 1990s, Castlevania’s tried and true formula began to mature as well. The series took a drastic turn with the 1997 release of Castlevania: Symphony of the Night, a game which started the Metroidvania phase. This not only refers to the stylistic and gameplay changes of the franchise itself, but also refers to an entire subgenre of video games. Combining key components from Castlevania and Nintendo’s popular science fiction action series Metroid, Metroidvania games emphasize non-linear exploration and more traditional RPG elements including a massive array of collectable weapons, power-ups, character statistics, and armor. Symphony of the Night pioneered this trend while later titles like Castlevania: Circle of the Moon, Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow solidified it. Nowadays, Metroidvanias are common amongst independent developers while garnering critical praise. Hollow Knight, Blasphemous, and Bloodstained: Ritual of the Night are just a few examples of modern Metroidvanias that use the formula to create familiar yet still distinct gaming experiences. 
Then came the early to mid 2000s and many video games were perfecting the use of 3-D modelling, free control over the camera, and detailed environments. Similar to what other long-running video game franchises were doing at the time, Castlevania began experimenting with 3-D in 1999 with Castlevania 64 and Castlevania: Legacy of Darkness, both developed for the Nintendo 64 console. 64 received moderately positive reviews while the reception for its companion was far more mixed, though with Nintendo 64’s discontinuation in 2002, both games have unfortunately fallen into obscurity. 
A year later, Castlevania returned to 3-D with Castlevania: Lament of Innocence for the Playstation 2. This marked Koji Igarashi’s first foray into 3-D as well as the series’ first ever M-rated instalment. While not the most sophisticated or complex 3-D Vania (or one that manages to hold up over time in terms of graphics), Lament of Innocence was a considerable improvement over 64 and Legacy of Darkness. Other 3-D Vania titles include Castlevania: Curse of Darkness, Castlevania: Judgment, and Castlevania: The Dracula X Chronicles for the PSP, a remake of the Classicvania game Castlevania: Rondo of Blood which merged 3-D models, environments, and traditional platforming mechanics emblematic of early Castlevania. It is important to note that during this particular era, there were outliers to the changing formula that included Castlevania: Portrait of Ruin and Castlevania: Order of Ecclesia, both games which added to the Metroidvania genre. 
Despite many of the aforementioned games becoming cult classics and fan favourites, this was an era in which Castlevania struggled to maintain its relevance, confused by its own identity according to most critics. Attempts to try something original usually fell flat or failed to resonate with audiences and certain callbacks to what worked in the past were met with indifference. 
By the 2010s, the Castlevania brand changed yet again and stirred even more division amongst critics, fans, and casual players. This was not necessarily a dark age for the franchise but it was a strange age; the black sheep of Castlevania. In 2010, Konami released Castlevania: Lords of Shadow, a complete reboot of the series with new gameplay, new characters, and new lore unrelated to previous instalments. The few elements tying it to classic Castlevania games were recurring enemies, platforming, and the return of the iconic whip used as both a weapon and another means of getting from one area to another. Other gameplay features included puzzle-solving, exploration, and hack-and-slash combat. But what makes Lords of Shadow so divisive amongst fans is its story. The player follows Gabriel Belmont, a holy warrior on a quest to save his deceased wife’s soul from Limbo. From that basic plot point, the storyline diverges immensely from previous Castlevania titles, becoming more and more complicated until Gabriel makes the ultimate sacrifice and turns into the very monster that haunted other Belmont heroes for centuries: Dracula. While a dark plot twist and a far cry from the hopeful endings of past games, the concept of a more tortured and reluctant Dracula who was once the hero had already been introduced in older Dracula adaptations (the Francis Ford Coppola directed Dracula being a major example of this trend in media).
Despite strong opinions on how much the story of Lords of Shadow diverged from the original timeline, it was positively received by critics, garnering an overall score of 85 on Metacritic. This prompted Konami to continue with the release of Castlevania: Lords of Shadow—Mirror of Fate and Castlevania: Lords of Shadow 2. Mirror of Fate returned to the series’ platforming and side-scrolling roots with stylized 3-D models and cutscenes. It received mixed reviews, as did its successor Lords of Shadow 2. While Mirror of Fate felt more like a classic stand-alone Castlevania with Dracula back as its main antagonist, the return of Simon Belmont, and the inclusion of Alucard, Lords of Shadow 2 carried over plot elements from its two predecessors along with new additions, turning an already complicated story into something more contrived. 
Finally, there came a much needed revival phase for the franchise. Netflix’s adaptation of Castlevania animated by Powerhouse Animation Studios based in Austen, Texas and directed by Samuel Deats and co-directed by Adam Deats aired its first season during July 2017 with four episodes. Season two aired in October 2018 with eight episodes followed by a ten episode third season in March 2020. Season four was announced by Netflix three weeks after the release of season three. The show combines traditional western 2-D animation with elements from Japanese anime and is a loose adaptation of Castlevania 3: Dracula’s Curse combined with plot details from Castlevania: Curse of Darkness, Castlevania: Symphony of the Night, and original story concepts. But the influx of new Castlevania content did not stop with the show. Before the release of season two, Nintendo announced that classic protagonists Simon Belmont and Richter Belmont would join the ever-growing roster of playable characters in their hit fighting game Super Smash Bros. Ultimate. With their addition also came the inclusion of iconic Castlevania environments, music, weapons, and supporting characters like Dracula and Alucard. 
During the year-long gap between seasons two and three of the Netflix show, Konami released Castlevania: Grimoire of Souls, a side-scrolling platformer and gacha game for mobile devices. The appeal of Grimoire of Souls is the combination of popular Castlevania characters each from a different game in the series interacting with one another along with a near endless supply of collectable weapons, outfits, power-ups, and armor accompanied by new art. Another ongoing endeavor by Konami in partnership with Sony to bring collective awareness back to one of their flagship titles is the re-releasing of past Castlevania games. This began with Castlevania: Requiem, in which buyers received both Symphony of the Night and Rondo of Blood for the Playstation 4 in 2018. This was followed the next year with the Castlevania Anniversary Collection, a bundle that included a number of Classicvania titles for the Playstation 4, Xbox One, Steam, and Nintendo Switch.
Like Dracula, the Belmonts, and the vampire killer, one other element tying these five eras together is the presence of Alucard and his various forms in each one.
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Masculinity in 1980s Media
When it comes to media and various forms of the liberal arts be it entertainment, fashion, music, etc., we are currently in the middle of a phenomenon known as the thirty year cycle. Patrick Metzgar of The Patterning describes this trend as a pop cultural pattern that is, in his words, “forever obsessed with a nostalgia pendulum that regularly resurfaces things from 30 years ago”. Nowadays, media seems to be fixated with a romanticized view of the 1980s from bold and flashy fashion trends, to current music that relies on the use of synthesizers, to of course visual mass media that capitalizes on pop culture icons of the 80s. This can refer to remakes, reboots, and sequels; the first cinematic chapter of Stephen King’s IT, The Dark Crystal: Age of Resistance, and both Ghostbusters remakes are prime examples—but the thirty year cycle can also include original media that is heavily influenced or oversaturated with nostalgia. Netflix’s blockbuster series Stranger Things is this pattern’s biggest and most overt product. 
To further explain how the thirty year cycle works with another example, Star Wars began as a nostalgia trip and emulation of vintage science fiction serials from the 1950s and 60s, the most prominent influence being Flash Gordon. This comparison is partially due to George Lucas’ original attempts to license the Flash Gordon brand before using it as prime inspiration for Star Wars: A New Hope and subsequent sequels. After Lucas sold his production company Lucasfilms to Disney, three more Star Wars films were released, borrowing many aesthetic and story elements from Lucas’ original trilogy while becoming emulations of nostalgia themselves. 
The current influx of Castlevania content could be emblematic of this very same pattern in visual media, being an 80s property itself, but what do we actually remember from the 1980s? Thanks to the thirty year cycle, the general public definitely acknowledges and enjoys all the fun things about the decade. Movie theatres were dominated by the teen flicks of John Hughes, the fantasy genre found a comeback due to the resurgence of J.R.R. Tolkien’s classic works along with the tabletop role-playing game Dungeons & Dragons, and people were dancing their worries away to the songs of Michael Jackson, Whitney Houston, and Madonna. Then there were the things that most properties taking part in the thirty year cycle choose to ignore or gloss over, with some exceptions. The rise of child disappearances, prompting the term “stranger danger”, the continuation of satanic panic from the 70s which caused the shutdown and incarceration of hundreds of innocent caretakers, and the deaths of thousands due to President Reagan’s homophobia, conservatism, and inability to act upon the AIDS crisis. 
The 1980s also saw a shift in masculinity and how it was represented towards the public whether through advertising, television, cinema, or music. In M.D. Kibby’s essay Real Men: Representations of Masculinity in 80s Cinema, he reveals that “television columns in the popular press argued that viewers were tired of liberated heroes and longed for the return of the macho leading man” (Kibby, 21). Yet there seemed to be a certain “splitness” to the masculine traits found within fictional characters and public personas; something that tried to deconstruct hyper-masculinity while also reviling in it, particularly when it came to white, cisgendered men. Wendy Somerson further describes this dichotomy: “The white male subject is split. On one hand, he takes up the feminized personality of the victim, but on the other hand, he enacts fantasies of hypermasculinized heroism” (Somerson, 143). Somerson explains how the media played up this juxtaposition of “soft masculinity”, where men are portrayed as victimized, helpless, and childlike. In other words, “soft men who represent a reaction against the traditional sexist ‘Fifties man’ and lack a strong male role model” (Somerson, 143). A sort of self-flagellation or masochism in response to the toxic and patriarchal gender roles of three decades previous. Yet this softening of male representation was automatically seen as traditionally “feminine” and femininity almost always equated to childlike weakness. Then in western media, there came the advent of male madness and the fetishization of violent men. Films like Scarface, Die Hard, and any of Arnold Schwarzenegger’s filmography helped to solidify the wide appeal of these hyper-masculine and “men out of control” tropes which were preceded by Martin Scorcese’s critical and cult favourite Taxi Driver.
There were exceptions to this rule; or at the very least attempted exceptions that only managed to do more harm to the concept of a feminized man while also doubling down on the standard tropes of the decade. One shallow example of this balancing act between femininity and masculinity in 80s western media was the hit crime show Miami Vice and Sonny, a character who is entirely defined by his image. In Kibby’s words, “he is a beautiful consumer image, a position usually reserved for women; and he is in continual conflict with work, that which fundamentally defines him as a man” (Kibby, 21). Therein lies the problematic elements of this characterization. Sonny’s hyper-masculine traits of violence and emotionlessness serve as a reaffirmation of his manufactured maleness towards the audience.
Returning to the subject of Schwarzenegger, his influence on 80s media that continued well into the 90s ties directly to how fantasy evolved during this decade while also drawing upon inspirations from earlier trends. The most notable example is his portrayal of Robert E. Howard’s Conan the Barbarian in the 1982 film directed by John Milius. Already a classic character from 1930s serials and later comic strips, the movie (while polarizing amongst critics who described it as a “psychopathic Star Wars, stupid and stupefying”) brought the iconic image of a muscle-bound warrior wielding a sword as half-naked women fawn at his feet back into the collective consciousness of many fantasy fans. The character and world of Conan romanticizes the use of violence, strength, and pure might in order to achieve victory. This aesthetic of hyper-masculinity, violence, and sexuality in fantasy art was arguably perfected by the works of Frank Frazetta, a frequent artist for Conan properties. The early Castlevania games drew inspiration from this exact aesthetic for its leading hero Simon Belmont and directly appropriated one of Frazetta’s pieces for the cover of the first game.
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Hammer Horror & Gender
Conan the Barbarian, Frank Frazetta, and similar fantasy icons were just a few influences on the overall feel of 80s Castlevania. Its other major influence harks back to a much earlier and far more gothic trend in media. Castlevania director Hitoshi Akamatsu stated that while the first game was in development, they were inspired by earlier cinematic horror trends and “wanted players to feel like they were in a classic horror movie”. This specific influence forms the very backbone of the Castlevania image. Namely: gothic castles, an atmosphere of constant uncanny dread, and a range of colourful enemies from Frankenstein’s Monster, the Mummy, to of course Dracula. The massive popularity and recognizability of these three characters can be credited to the classic Universal Pictures’ monster movies of the 1930s, but there was another film studio that put its own spin on Dracula and served as another source of inspiration for future Castlevania properties.
The London-based film company Hammer Film Productions was established in 1934 then quickly filed bankruptcy a mere three years later after their films failed to earn back their budget through ticket sales. What saved them was the horror genre itself as their first official title under the ‘Hammer Horror’ brand The Curse of Frankenstein starring Hammer regular Peter Cushing was released in 1957 to enormous profit in both Britain and overseas. With one successful adaptation of a horror legend under their belt, Hammer’s next venture seemed obvious. Dracula (also known by its retitle Horror of Dracula) followed hot off the heels of Frankenstein and once again starred Peter Cushing as Professor Abraham Van Helsing, a much younger and more dashing version of his literary counterpart. Helsing faces off against the titular fanged villain, played by Christopher Lee, whose portrayal of Dracula became the face of Hammer Horror for decades to come. 
Horror of Dracula spawned eight sequels spanning across the 60s and 70s, each dealing with the resurrection or convoluted return of the Prince of Darkness (sound familiar?) Yet these were not the same gothic films pioneered by Universal Studios with fog machines, high melodrama, and disturbingly quiet atmosphere. Christopher Lee’s Dracula and Bela Lugosi’s Dracula are two entirely separate beasts. While nearly identical in design (slicked back hair, long flowing black cape, and a dignified, regal demeanor), Lugosi is subtle, using only his piercing stare as a means of intimidation and power—in the 1930s, smaller details meant bigger scares. For Hammer Horror, when it comes time to show Dracula’s true nature, Lee bares his blood-covered fangs and acts like an animal coveting their prey. Hammer’s overall approach to horror involved bigger production sets, low-cut nightgowns, and bright red blood that contrasted against the muted, desaturated look of each film. And much like the media of 1980, when it came to their characters, the Dracula films fell back on what was expected by society to be ‘masculine’ and ‘feminine’ while also making slight commentary on those very preconceived traits.
The main theme surrounding each male cast in these films is endangered male authority. Dracula and Van Helsing are without a doubt the most powerful, domineering characters in the story, particularly Helsing. As author Peter Hutchings describes in his book Hammer & Beyond: The British Horror Film, “the figure of the (male) vampire hunter is always one of authority, certainty, and stability (...) he is the only one with enough logical sense to know how to defeat the ultimate evil, thus saving the female characters and weaker male characters from being further victimized” (Hutchings, 124). The key definition here is ‘weaker male characters’. Hammer’s Dracula explores the absolute power of male authority in, yet it also reveals how easily this authority can be weakened. This is shown through the characters of Jonathan Harker and Arthur Holmwood, who differ slightly from how they are portrayed in Stoker’s novel. While Dracula does weaken them both, they manage to join Helsing and defeat the monster through cooperation and teamwork. In fact, it is Harker who lands one of the final killing strikes against Dracula. However, the Jonathan Harker of Hammer’s Dracula is transformed into a vampire against his will and disposed of before the finale. His death, in the words of Hutchings, “underlines the way in which throughout the film masculinity is seen (...) as arrested, in a permanently weakened state” (Hutchings, 117).
This theme of weakened authority extends to Holmwood in a more obvious and unsettling manner. In another deviation from the source material, Lucy Westenra, best friend to Mina Murray and fiancé to Arthur Holmwood, is now Holmwood’s sister and Harker’s fiancé. Lucy’s story still plays out more or less the same way it did in the novel; Dracula routinely drains her of blood until she becomes a vampire, asserting his dominance both physically and mentally. This according to Hutchings is the entirety of Dracula’s plan; a project “to restore male authority over women by taking the latter away from the weak men, establishing himself as the immortal, sole patriarch” (Hutchings, 119). Meanwhile, it is Helsing’s mission to protect men like Arthur Holmwood, yet seems only concerned with establishing his own dominance and does nothing to reestablish Holmwood’s masculinity or authority. Due to the damage done by Dracula and the failings of Helsing, Holmwood never regains this authority, even towards the end when he is forced to murder his own sister. His reaction goes as follows: “as she is staked he clutches his chest, his identification with her at this moment, when she is restored to a passivity which is conventionally feminine, suggesting a femininity within him which the film equates with weakness” (Hutchings, 117).
So Van Helsing succeeds in his mission to defeat his ultimate rival, but Dracula is victorious in his own right. With Jonathan Harker gone, Lucy Holmwood dead, and Arthur Holmwood further emasculated, he succeeds in breaking down previous male power structures while putting himself in their place as the all-powerful, all-dominant male presence. This is the very formula in which early Hammer Dracula films were built upon; “with vampire and vampire hunter mutually defining an endangered male authority, and the woman functioning in part as the site of their struggle (...) forged within and responded to British social reality of the middle and late 1950s” (Hutchings, 123).
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Alucard c. 1989
As for Castlevania’s Dracula, his earliest design takes more from Christopher Lee’s portrayal than from Bela Lugosi or Bram Stoker’s original vision. His appearance on the first ever box art bears a striking resemblance to one of the most famous stills from Horror of Dracula. Even in pixelated form, Dracula’s imposing model is more characteristic of Christopher Lee than Bela Lugosi.
Being his son, it would make logical sense for the first appearance of Alucard in Castlevania 3: Dracula’s Curse to resemble his father. His 1989 design carries over everything from the slick dark hair, sharp claws, and shapeless long cloak but adds a certain juvenile element—or rather, a more human element. This makes sense in the context of the game’s plot. Despite being the third title, Dracula’s Curse acts as the starting point to the Castlevania timeline (before it was replaced by Castlevania: Legends in 1997, which was then retconned and also replaced by Castlevania: Lament of Innocence in 2003 as the definitive prequel of the series). Set nearly two centuries before Simon Belmont’s time, Dracula’s Curse follows Simon’s ancestor Trevor Belmont as he is called to action by the church to defeat Dracula once he begins a reign of terror across Wallachia, now known as modern day Romania. It is a reluctant decision by the church, since the Belmont family has been exiled due to fear and superstition surrounding their supposed inhuman powers. 
This is one example of how despite the current technological limitations, later Castlevania games were able to add more in-depth story elements little by little beyond “find Dracula, kill Dracula”. This began as early as Castlevania 2: Simon’s Quest by giving Simon a much stronger motivation in his mission and the inclusion of multiple endings. The improvements made throughout the Classicvania era were relatively small while further character and story complexities remained either limited or unexplored, but they were improvements nonetheless.
Another example of this slight progress in storytelling was Castlevania 3’s introduction of multiple playable characters each with a unique backstory of their own. The supporting cast includes Sypha Belnades, a powerful sorceress disguised as a humble monk who meets Trevor after he saves her from being frozen in stone by a cyclops, and Grant Danasty, a pirate who fell under Dracula’s influence before Trevor helped him break free from his curse. Then there is of course Adrian Fahrenheit Țepeș who changed his name to Alucard, the opposite of Dracula, as a symbol of rebellion against his tyrannical father. Yet Castlevania was not the first to conceptualize the very character of Alucard; someone who is the son of Dracula and whose name is quite literally the backwards spelling of his fathers’. That idea started with Universal’s 1943 venture Son of Dracula, a sequel to the 1931 classic that unfortunately failed to match the original’s effective atmosphere, scares, and story. In it, Alucard is undoubtedly the villain whereas in Dracula’s Curse, he is one of the heroes. Moral and noble, able to sway Trevor Belmont’s preconceptions of vampiric creatures, and with an odd sympathy for the monster that is his father. Alucard even goes as far as to force himself into an eternal slumber after the defeat of Dracula in order to “purge the world of his own cursed bloodline” (the reason given by Castlevania: Symphony of the Night’s opening narration).
When it comes to design, Castlevania’s Alucard does the curious job of fitting in with the franchises’ established aesthetic yet at the same time, he manages to stand out the most—in fact, all the main characters do. Everyone from Trevor, Sypha, to Grant all look as though they belong in different stories from different genres. Grant’s design is more typical of the classic pirate image one would find in old illustrated editions of Robinson Crusoe’s Treasure Island or in a classic swashbuckler like 1935’s Captain Blood starring Errol Flynn. Sypha might look more at home in a Dungeons & Dragons campaign or an early Legend of Zelda title with a large hood obscuring her facial features, oversized blue robes, and a magical staff all of which are commonplace for a fantasy mage of the 1980s. Trevor’s design is nearly identical to Simon’s right down to the whip, long hair, and barbarian-esque attire which, as mentioned previously, was taken directly from Conan the Barbarian. 
Judging Alucard solely from official character art ranging from posters to other promotional materials, he seems to be the only one who belongs in the gothic horror atmosphere of Dracula’s Curse. As the physically largest and most supernaturally natured of the main cast, he is in almost every way a copy of his father—a young Christopher Lee’s Dracula complete with fangs and cape. Yet his path as a hero within the game’s narrative along with smaller, near missable details in his design (his ingame magenta cape, the styling of his hair in certain official art, and the loose-fitting cravat around his neck) further separates him from the absolute evil and domination that is Dracula. Alucard is a rebel and an outsider, just like Trevor, Sypha, and Grant. In a way, they mirror the same vampire killing troupe from Bram Stoker’s novel; a group of people all from different facets of life who come together to defeat a common foe. 
The son of Dracula also shares similar traits with Hammer’s Van Helsing. Same as the Belmonts (who as vampire hunters are exactly like Helsing in everything except name), Alucard is portrayed as one of the few remaining beacons of masculinity with enough strength, skill, and logical sense who can defeat Dracula, another symbol of patriarchal power. With Castlevania 3: Dracula’s Curse, we begin to see Alucard’s dual nature in aesthetics that is automatically tied to his characterization; a balance that many Byronic heroes try to strike between masculine domination and moralistic sensitivity and goodness that is often misconstrued as weakly feminine. For now though, especially in appearance, Alucard’s persona takes more from the trends that influenced his allies (namely Trevor and Simon Belmont) and his enemy (Dracula). This of course would change drastically alongside the Castlevania franchise itself come the 1990s.
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Gender Expression & The 1990s Goth Scene
When a person sees or hears the word “gothic”, it conjures up a very specific mental image—dark and stormy nights spent inside an extravagant castle that is host to either a dashing vampire with a thirst for blood, vengeful ghosts of the past come to haunt some unfortunate living soul, or a mad scientist determined to cheat death and bring life to a corpse sewn from various body parts. In other words, a scenario that would be the focus of some Halloween television special or a daring novel from the mid to late Victorian era. Gothicism has had its place in artistic and cultural circles long before the likes of Mary Shelley, Edgar Allan Poe, Bram Stoker, and even before Horace Walpole’s The Castle of Otranto, a late 18th century novel that arguably started the gothic horror subgenre. 
The term itself originated in 17th century Sweden as a descriptor of the national romanticism concerning the North Germanic Goths, a tribe which occupied much of Medieval Götaland. It was a period of historical revisionism in which the Goths and other Viking tribes were depicted as heroic and heavily romanticised. Yet more than ever before, gothicism is now associated with a highly specific (and in many ways personal) form of artistic and gender expression. It started with the golden age of gothic Medieval architecture that had its revival multiple centuries later during the Victorian era, then morphed into one of the darkest if not melodramatic literary movements, and finally grew a new identity throughout the 1990s. For this portion, we will focus on the gothic aesthetic as it pertains to fashion and music.
Arguably, the advent of the modern goth subculture as it is known nowadays began with the 1979 song “Bela Lugosi’s Dead” from Northampton’s own rock troupe Bauhaus. The overall aesthetic of the song, accompanying live performances, and the band itself helped shaped the main themes of current gothicism including, but not limited to, “macabre funeral musical tone and tempo, to lyrical references to the undead, to deep voiced eerie vocals, to a dark twisted form of androgyny in the appearance of the band and most of its following” (Hodkinson, 35-64). This emphasis on physical androgyny in a genre that was predominantly focused on depictions of undeniable masculinity was especially important to the 80s and 90s goth scene. Bauhaus opened the gates in which other goth and post-punk bands gained popularity outside of underground venues, including The Cure, Siouxsie and the Banshees, and Southern Death Cult. Much like Bauhaus’ “twisted form of androgyny”, these other bands pioneered a romantic yet darkly feminine aesthetic which was then embraced by their fans. It wasn’t until the producer of Joy Division Tony Wilson along with members from Southern Death Cult and U.K. Decay mentioned the word “goth” in passing that this growing musical and aesthetic subculture finally had a name for itself. 
The goth movement of the 1990s became an interesting mesh of nonconformity and individual expression while also emphasising the need for a mutual connection through shared interests and similar aesthetics. Unique social outsiders looking for a sense of community and belonging—not unlike Stoker’s vampire hunting troupe or the main cast of Castlevania 3: Dracula’s Curse. Paul Hodkinson author of Goth: Identity, Style and Subculture describes the ways in which goths were able to expand their social networking while making the subculture their own. In order to gain further respect and recognition within the community, “they usually sought to select their own individual concoction from the range of acceptable artefacts and themes and also to make subtle additions and adaptations from beyond the established stylistic boundaries” (Hodkinson, 35-64). This was one of the ways in which the goth subculture was able to grow and evolve while maintaining some typical aesthetics. Those aesthetics that had already become gothic staples as far back as classic Victorian horror included crucifixes, bats, and vampires; all of which were presented by young modern goths, as Hodkinson puts it, “sometimes in a tongue-in-cheek self-conscious manner, sometimes not” (Hodkinson, 35-64).
The vampire, as it appeared in visual mass media of the time, was also instrumental to the 90s gothic scene, reinforcing certain physical identifiers such as long dark hair, pale make-up, and sometimes blackened sunglasses. This was especially popular amongst male goths who embodied traditional gothic traits like dark femininity and androgyny, which had already been long established within the subculture. 
As always, television and film did more to reinforce these subcultural trends as recognizable stereotypes, usually in a negative manner, than it did to help people embrace them. In media aimed towards a primarily teenage and young adult demographic, if a character did not possess the traditional traits of a hyper-masculine man, they instead fit into two different molds; either the neurotic geek or the melodramatic, moody goth. However, there were forms of media during the 90s that did manage to embrace and even relish with no sense of irony in the gothic aesthetic. 
Two films which helped to build upon the enthusiasm for the vampire were Francis Ford Coppola’s lavish adaptation of Stoker’s novel titled Bram Stoker’s Dracula starring Gary Oldman in the titular role of Dracula and another adaptation of a more recent gothic favourite among goths, Anne Rice’s Interview with the Vampire with Brad Pitt and Tom Cruise. The majority of the male goth scene especially emulated Oldman’s portrayal of Dracula when in the film he transforms into a much younger, more seductive version of himself in order to blend in with society, everything down to the shaded Victorian sunglasses and the long flowing hair; a vision of classic, sleek androgyny combined with an intimidating demeanor without being overly hyper-masculine. 
Primarily taking place during the 18th and 19th century, Interview with the Vampire (the film and the original novel) also encouraged this very same trend, helping to establish European aristocratic elements into the gothic aesthetic; elements such as lace frills, finely tailored petticoats, corsets, and a general aura of delicacy. 
Going back to Hodkinson’s findings, he states that “without actually rendering such categories insignificant, goth had from its very beginnings been characterized by the predominance, for both males and females, of particular kinds of style which would normally be associated with femininity” (Hodkinson, 35-64). However, it is important to acknowledge that the western goth subculture as described in this section, while a haven for various forms of gender expression, placed heavy emphasis on thin, white bodies. Over the years, diversity within the community has been promoted and encouraged, but rarely do we see it as the forefront face of gothicism.
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The Japanese Goth Scene & Ayami Kojima
Modern gothicism was not limited to North America or Europe. In Japan, the subculture had evolved into its own form of self-expression through clothing and music that took inspiration from a variety of 18th and 19th century themes (mostly originating from European countries). Yet despite the numerous western influences, the eastern goth community during the 1990s and early 2000s embraced itself as something unique and wholly Japanese; in other words, different from what was happening within the North American movement at the same time. To refresh the memory, western goth culture focused primarily on the macabre that included completely black, moody wardrobes with an air of dark femininity. Japanese goth culture maintained those feminine traits, but included elements that were far more decadent, frivolous, and played further into the already established aristocratic motifs of gothicism. This created a new fashion subculture known as Gothic Lolita or Goth-Loli (no reference to the Vladimir Nabokov novel Lolita or the themes presented within the text itself). 
In Style Deficit Disorder: Harajuku street fashion, a retrospective on the history of modern Japanese street fashion, the Goth-Loli image is described as “an amalgam of Phantom of the Opera, Alice in Wonderland, and Edgar Allan Poe” (Godoy; Hirakawa, 160). It was an aesthetic that took the western notion of “gothic” to higher levels with a heavier emphasis on opulence and an excessive decorative style—think Gothic meets Baroque meets Rococo. Teresa Younker, author of Lolita: Dreaming, Despairing, Defying, suggests that during the early years of the Gothic Lolita movement, it acted as a form of escapism for many young Japanese individuals searching for a way out of conformity. She states that “rather than dealing with the difficult reality of rapid commercialization, destabilization of society, a rigid social system, and an increasingly body-focused fashion norm, a select group of youth chose to find comfort in the over-the-top imaginary world of lace, frills, bows, tulle, and ribbons”. One pioneer that helped to bring the Goth-Loli image at the forefront of Japanese underground and street fashion the likes of Harajuku was the fashion magazine Gothic & Lolita Bible. Launched in 2001 by Index Communication and Mariko Suzuki, each issue acted as a sort of catalogue book for popular gothic and lolita trends that expanded to art, music, manga, and more. 
According to Style Deficit Disorder, during this time when Gothic & Lolita Bible had helped bring the subculture into a larger collective awareness, the Goth-Loli image became “inspired by a yearning for something romantic overseas (...) and after taking on the “Harajuku Fashion,” ended up travelling overseas, while remaining a slightly strange fashion indigenous to Japan” (Godoy; Hirakawa, 137). Then came KERA Maniac, another magazine launched in 2003 that had “even darker clothing and international style points and references, such as features on the life and art of Lewis Carroll, Japanese ball-jointed dolls, or interviews with icons like Courtney Love” (Godoy; Hirakawa, 140). The fashion trends that both Gothic & Lolita Bible and KERA Maniac focused on also found popularity amongst visual kei bands which were usually all male performers who began sporting the very same ultra-feminine, ultra-aristocratic Goth-Loli brands that were always featured in these magazines. 
Similar to traditional Kabuki theatre, “this visual-kei placed great importance on the gorgeous spectacle created onstage” (Godoy; Hirakawa, 135). One particular visual kei performer of the early 2000s that became Gothic & Lolita Bible’s biggest and most frequent collaborator was Mana. Best known for his musical and fashion career, Mana describes his onstage persona, merging aristocratic goth with elegant gothic lolita, as “either male or female but it is also neither male nor female. It is both devil and angel. The pursuit of a middle ground” (Godoy; Hirakawa, 159).
Opulence, decadence, and femininity with a dark undertone are all apt terms to describe the image of Japanese gothicism during the 90s and early aughts. They are also perfect descriptors of how artist Ayami Kojima changed the face of Castlevania from a franchise inspired by classic horror and fantasy to something more distinct. As a self-taught artist mainly working with acrylics, India ink, and finger smudging among other methods, 1997’s Castlevania: Symphony of the Night was Kojima’s first major title as the lead character designer. Over the years she worked on a number of separate video games including Samurai Warriors and Dynasty Warriors, along with other Castlevania titles. Before then, she made a name for herself as a freelance artist mainly working on novel covers and even collaborated with Vampire Hunter D creator Kikuchi Hideyuki for a prequel to his series. Kojima has been dubbed by fans as “the queen of Castlevania” due to her iconic contributions to the franchise. 
Kojima’s influences cover a wide array of themes from the seemingly obvious (classic horror, shounen manga, and East Asian history) to disturbingly eclectic (surgery, body modification, and body horror). It is safe to assume that her resume for Castlevania involves some of her tamer works when compared to what else is featured in her 2010 artbook Santa Lilio Sangre. Yet even when her more personal art pieces rear into the grotesquely unsettling, they always maintain an air of softness and femininity. Kojima is never afraid to show how the surreal, the intense, or the horrifying can also be beautiful. Many of her pieces include details emblematic of gothicism; skulls, bloodied flowers, the abundance of religious motifs, and lavish backgrounds are all commonplace, especially in her Castlevania art. Her models themselves—most often androgynous men with sharp cheekbones, flowing hair, and piercing gazes—look as though they would fit right into a gothic visual kei band or the pages of Gothic & Lolita Bible.
Castlevania: Harmony of Despair was the final Castlevania game Kojima worked on, as well as her last game overall. It wasn’t until 2019 when she reappeared with new pieces including promotional artwork for former Castlevania co-worker Koji Igarashi’s Bloodstained: Ritual of the Night and a collaboration with Japanese musician Kamijo on his newest album. Her work has also appeared in the February 2020 issue of TezuComi, depicting a much lighter and softer side of her aesthetic. Ayami Kojima may have moved onto other projects, but the way in which she forever influenced the Castlevania image is still being drawn upon and emulated to this day.
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Alucard c. 1997
There were actually three versions of Alucard during the 1990s, each of which were products of their time for different reasons. The first example is not only the most well known amongst fans and casual onlookers alike, but it is also the one design of Alucard that manages to stand the test of time. Ayami Kojima redesigned a number of classic Castlevania characters, giving them the gothic androgynous demeanour her art was known for. Most fans will say with some degree of jest that once Kojima joined Konami, Castlevania grew to look less like the masculine power fantasy it started as and more like a bishounen manga. No matter the differing opinions on the overall stylistic change of the series, Kojima’s reimagining of Alucard for Castlevania: Symphony of the Night is undoubtedly iconic. His backstory has more or less remained the same, carried over from Castlevania 3: Dracula’s Curse. After killing his father Dracula, Alucard, unable to fully process his actions or his bloodline, decides to force himself into a centuries long slumber in order to rid the world of his dark powers. Symphony of the Night begins with the Byronic dhampir prince waking up after nearly 300 years have passed once Dracula’s castle mysteriously reappears in close proximity to his resting place. The only difference this time is there seems to be no Belmont to take care of it, unlike previous years when Dracula is resurrected. Determined to finish what was started during the 15th century, the player takes Alucard on a journey throughout the castle, which has now become larger and more challenging than past incarnations.
Despite being somewhat of a direct sequel to Dracula’s Curse, Symphony’s Alucard is not the same dhampir as his 80s counterpart. Gone are any similarities to Bela Lugosi or Christopher Lee; now Alucard bears more of a resemblance to Anne Rice’s own literary muse Lestat de Lioncourt from her ongoing Vampire Chronicles. Instead of slicked back dark hair, thick golden locks (which were originally black to match his father) cascade down Alucard’s figure, swaying with his every pixelated movement. Heeled leather boots, a black coat with gold embellishments along with an abnormally large collar underneath a flowing cape, and a high-collared cravat replace the simplistic wardrobe of 80s Alucard—from a traditional, minimalist goth mirroring his father’s masculinity to an extravagant, aristocratic goth with his own intense, almost macabre femininity.
With the early Metroidvanias came the inclusion of detailed character portraits designed by Ayami Kojima which would appear alongside a dialogue box to further establish the illusion of the characters speaking to each other. Symphony of the Night was one of the first titles where players got to see Alucard’s ingame expression and it looked exactly as it did on every piece of promotional poster and artwork. The same piercing glare, furrowed brow, and unshakeable inhuman determination, the sort that is also reflected in his limited mannerisms and character—all of which are displayed upon an immaculate face that rarely if ever smiles. Just by looking at his facial design nearly hidden behind locks of hair that always seems meticulously styled, it is clear that Alucard cannot and will not diverge from his mission. The only moment in the game when his stoic facade breaks completely is when he faces off against the Succubus, who tempts Alucard to give into his vampiric nature by disguising herself as his deceased mother Lisa. Yet even then he sees through her charade and, depending on the player’s ability, quickly disposes of her. 
Despite his delicate feminine features, emotional softness is not one of Alucard’s strongest suits in Symphony. Though for someone in his position, someone who must remain steadfast and succeed in his goal or else fail the rest of humanity, where little else matters, Alucard’s occasional coldness (a trait that would return in recent Castlevania instalments) makes sense. There is a scene near at the climax of the game where he exposits to the other main protagonists Richter Belmont and Maria Renard about how painful it felt to destroy his father a second time, but he reframes it as a lesson about the importance of standing up against evil rather than an admission of his own vulnerability. However, he does choose to stay in the world of mortal humans instead of returning to his coffin (depending on which ending the player achieves).
The second 90s version of Alucard is a curious case of emulation, drawing inspiration from both Kojima’s redesign and other Japanese art styles of the 1990s. Castlevania Legends was released for the Game Boy the exact same year as Symphony of the Night and acted as a prequel to Dracula’s Curse, following its protagonist Sonia Belmont as she traverses through Dracula’s castle alongside Alucard and becomes the first Belmont in history to defeat him. It was then retconned after the release of Castlevania: Lament of Innocence in 2003 due to how its story conflicted with the overall timeline of the series. As with most of the earliest Game Boy titles, the ingame graphics of Legends are held back by the technological limitations, but the box art and subsequent character concepts reveal the game’s aesthetic which seems to take the most inspiration from other Japanese franchises of the decade. The biggest example would be Slayers, a popular comedic fantasy series that included light novels, manga, and anime. Legends Alucard is portrayed in this particular animated style, yet his design itself is very similar to how he looks in Symphony of the Night with only minor exceptions. 
The third and arguably most obscure 90s Alucard comes from the animated children’s show Captain N: The Game Master, a crossover that brought together popular Nintendo characters like Mega Man, Kid Icarus, and Simon Belmont. The episodes were presented as traditional monsters of the week, meaning each one focused on a brand new story or environment usually taken from Nintendo games. One episode that aired in 1993 centered on Castlevania and featured a comedic and parodied version of Alucard. Although the episode took elements from Dracula’s Curse, Alucard was meant to be a stereotypical representation of rebellious 90s youth, i.e. an overemphasis on skateboarding and “radical” culture. A colorful, kid-friendly version of the character that was never meant to be taken seriously; much like the rest of the show.
Out of the three variations, Ayami Kojima’s Alucard is the one that made the biggest and longest lasting impact on Castlevania. Redesigning an iconic franchise or character always comes with its own risks and gambles. In the case of Symphony of Night, the gamble made by Kojima—and by extension Konami and director Koji Igarashi—paid off. Unfortunately, the same cannot be said regarding Alucard’s next major change as a character and an image. 
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Lords of Shadow
“What motivates a man to confront the challenges that most of us would run from?” This is a question put forth by Castlevania: Lords of Shadow, the first attempt by Konami to reinvigorate and inject new life into the Castlevania brand name by completing rebooting the universe. Starting from scratch as it were. Originally, Lords of Shadow seemed to have no connection to the Castlevania franchise. Announced by Konami during a games convention in 2008, this was meant to give more attention and not distract from the upcoming Castlevania: Judgment. However, merely a year later at Electronic Entertainment Expo, it was revealed that Lords of Shadow was in fact the next major step that Konami was taking with Castlevania. From its announcement and early trailers, the game was already generating a healthy amount of media buzz due to its updated graphics, design, and gameplay. Having Konami alumni, video game auteur, and creator of the critically acclaimed Metal Gear series Hideo Kojima attached to the project also helped to generate initial hype for this new phase of Castlevania (though it should be noted that Kojima was only credited as a consultant and advisor for the Lords of Shadow development team). After nearly a decade of near hits, substantial misses, and a lack of focus for the franchise, Castlevania had once again become one of the most highly anticipated upcoming games. To quote gaming news and reviews website GamesRadar+ at the time, “this could be a megaton release”.
And it was—so to speak. As mentioned in previous sections, the first Lords of Shadow did relatively well, garnering critical and commercial success. By November of 2010, nearly one million copies had sold in North America and Europe alone. While not a monumental achievement or a record breaker, Lords of Shadow soon became the highest selling Castlevania game of all time. But enough time has passed since its release and nowadays, fans look back upon this reinvented Castlevania timeline pushed by Konami with mixed feelings, some more negative than others. 
The main criticism is that when it comes to gameplay, environment, and story, Lords of Shadow changed too much from its original source material. Change is not always a terrible thing especially in regards to long-running franchises and Castlevania had already gone through one massive upheaval with Symphony of the Night. Although the difference is how well that dramatic change was executed and how players reacted to it. For many, Lords of Shadow felt less like the game it was supposed to be emulating and more like other action hack-and-slashers of the time. The gameplay didn’t feel like Castlevania, it felt like Devil May Cry. Elements of the story didn’t feel like Castlevania, they felt like God of War. Each boss fight didn’t feel like Castlevania, they felt like Shadow of the Colossus (a frequent comment made by fans). Despite the familiar elements from past games that made their way into this new instalment, for many, Lords of Shadow was too little of Castlevania and too much of everything else that surrounded its development. Meanwhile, the afformented familiar elements seemed like attempts at fanservice in order to make sure that longtime fans felt more at home.
Does the game and its following sequels still hold any merit in terms of aesthetic and story? They do, especially when it comes to its style. Lords of Shadow, its midquel Mirror of Fate, and the sequel Lords of Shadow 2 are not unappealing games to look at. When examining the concept art of characters, enemies, and environments, one could argue that the Lords of Shadow series has some of the most visually striking Castlevania art in the series. The monster designs in particular take on a much grander, ambitious, and menacing presence that take inspiration from various mythological and biblical sources, the best example being Leviathan from Lords of Shadow 2. 
By the 2010s, AAA video games in general were going through a sort of golden age with titles such as Assassin’s Creed 2, Batman: Arkham Asylum, and Red Dead Redemption among many others. Not only were the stories and gameplay mechanics improving by ten folds, so too were the graphical capacities that each game could uphold. Due to technological advancements, Castlevania had the chance to become more detailed and fleshed out than before. The locations of Lords of Shadow and its sequels, which ranged from gothic castles, to modern decrepit cities, to fantastical forests, grew lusher and more opulent while the monsters evolved past the traditional skeletons of the series into far more imposing nightmarish creatures.
The first game along with Mirror of Fate kept themselves fairly grounded in their respective environments. Nearly every character looks as though they firmly belong in the gothic fantasy world they inhabit. Gabriel Belmont and the rest of the Brotherhood of Light are dressed in robes reminiscent of medieval knights (with a few non-historical embellishments) while the vampiric characters of Carmilla and Laura dress in the same manner that typical vampires would. However, a new location known as Castlevania City was introduced in Lords of Shadow 2, modelled after a 21st century metropolitan cityscape. Characters with designs more suited to God of War or Soul Calibur intermingle with NPCs dressed in modern clothing, further highlighting the clash of aesthetics. While this is not the first time Castlevania has featured environments populated with humans, the constant shifting between a dark urban landscape with more science fiction elements than fantasy and the traditional gothic setting of Dracula’s castle can feel like whiplash. 
The Lords of Shadow timeline was an ambitious attempt by Konami to try and give fans a Castlevania experience they had not seen before. New concepts that were previously unexplored or only alluded to in past games were now at the forefront. Yet the liberties that each game took with established Castlevania lore, both in terms of story and design, were perhaps too ambitious. The biggest example is the choice to have the Belmont protagonist turn into Dracula through a combined act of despair and selflessness, but Alucard went through a number of changes as well. Transforming him from the golden-haired aristocrat of the 90s and 2000s into an amalgamation of dark fantasy tropes. 
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Alucard c. 2014
After the success of Castlevania: Symphony of the Night, Alucard reappeared in a number of following titles, most of which depicted him in his typical black and gold wardrobe. There were exceptions, including Castlevania: Aria of Sorrow and its direct sequel Castlevania: Dawn of Sorrow where he adopts the alias of Genya Arikado, an agent for a futuristic Japanese organization dedicated to stopping any probable resurrections of Dracula. Because of this need to appear more human and hide his true heritage, Genya’s appearance is simple and possibly one of Ayami Kojima’s most minimalistic character designs; a black suit, shoulder length black hair, and the job is done. In Dawn of Sorrow, Alucard briefly appears as himself, drawn in a less detailed anime style that softens his once intensely stoic expression first seen in Symphony. The next exception is Castlevania: Judgment, a fighting game where characters from separate games and time periods are brought together to face off against one another. Konami brought on Takeshi Obata (who by then was famously known for his work on Death Note) as the lead character designer and in many regards had a similar aesthetic to Ayami Kojima, creating lavish gothic pieces that were heavily detailed and thematic. 
Like Kojima, Obata was given free range to reconceptualize all of the characters appearing in Judgment with little to no remaining motifs from previous designs. This included Alucard, who dons a suit of silver armor and long white hair to match it. Judgment’s Alucard marked a turning point for the character in terms of appearance; a gradual change that was solidified by Lords of Shadow.
This is where things get complicated. While Castlevania could be considered a horror series solely based on its references, aesthetic, and monsters, nearly every iteration whether it comes down to the games or other forms of media tends to veer more towards the dark fantasy genre. Edward James and Farah Mendleson’s Cambridge Companion to Fantasy Literature describe the distinction between traditional horror and dark fantasy as a genre “whose protagonists believe themselves to inhabit the world of consensual mundane reality and learn otherwise, not by walking through a portal into some other world, or by being devoured or destroyed irrevocably, but by learning to live with new knowledge and sometimes with new flesh” (James; Mendleson, 218). While horror is a genre of despair, directly confronting audience members with the worst of humanity and the supernatural, “the protagonist of dark fantasy comes through that jeopardy to a kind of chastened wisdom” (James; Mendleson, 217). 
Dark fantasy is ultimately a genre of acceptance (i.e. characters accepting a horrible change or embracing the world they have been forcibly thrown into), but it also represents a rejection of traditional tropes implemented by the works of Tolkien or the Brothers Grimm, thus defining itself by that very same act of rejection. An example of this is the theme of failure, which is common in many dark fantasy stories. There are far more unhappy or bittersweet endings than happy ones while the construction of the classic hero’s journey hinges more on all the possible ways in which the protagonist could fail in their quest. 
Going off from this definition, the Lords of Shadow timeline fits squarely into the dark fantasy genre, especially concerning its two leading men. We already know that Gabriel Belmont sacrifices his humanity in order to become Dracula, but what happens to his son borders on a Greek tragedy. Before the “deaths” of Gabriel and Maria, they had a son named Trevor who was immediately taken into the care of the Brotherhood of Light and kept away from his father in order to protect him. Years later when Trevor is an adult with a family of his own, he vows to defeat Dracula for bringing shame and dishonor upon the Belmont bloodline. Yet when their eventual confrontation happens, Dracula easily beats Trevor who, on the verge of death, reveals the truth about his connection to the lord of vampires. In a desperate act of regret, Dracula forces Trevor to drink his blood and places him into a coffin labeled “Alucard” where he will seemingly rest for eternity.
Time passes and Trevor Belmont—now transformed into the vampire Alucard—awakens, just as he did at the beginning of Dracula’s Curse and Symphony of the Night. During his disappearance, his wife Sypha Belnades was killed by Dracula’s creatures, orphaning their son Simon Belmont. The two eventually meet and work together to stop Dracula, but Alucard cannot bring himself to tell Simon the truth.
Despite a well-deserved happy ending in Lords of Shadow 2 (he and his father reconcile before going off to presumably live a peaceful life), the character of Trevor/Alucard is built upon the same themes of failure and learning to accept terrible change found within dark fantasy. His design is especially reminiscent of one of the darkest and most tortured protagonists in the genre, Michael Moorcock’s Elric from his Elric of Melniboné series. First appearing in the June 1961 issue of Science Fantasy, he stands out amongst most sword and sorcery heroes, different from the hypermasculinity of Conan the Barbarian for his embittered personality, philosophical motifs, and memorable design. Elric is constantly described as looking deathly pale with skin “the color of a bleached skull; and the long hair which flows below his shoulders is milk-white” (Moorcock, 3) and a body that needs a steady stream of potions in order to function properly or else he will gradually grow weaker, nearer towards the edge of death—more a corpse than a human being. 
Lords of Shadow Alucard is very much like a walking corpse as well. His long hair is the same milk-white tone as Elrics’, his skin is deprived of any real color, and his open chest outfit reveals a body that is both robust yet emaciated. Moorcock’s Elric was the prototype for many other white haired, pale faced, otherworldly antiheroes in fantasy that came afterwards and the darkly ethereal aesthetic that reflected his constant state of self-loathing and tragedy was the most ideal fit for this new version of Alucard. Both fail as traditional fantasy heroes, both abhor their physical states, yet both learn to embrace it at the same time.
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A Brief History of Modern Animation
Before we move onto the final iteration of Dracula’s son, let us first acquaint ourselves with an artistic medium that has not been fully discussed yet. This essay has gone into detail concerning the aesthetics of video games, fashion, filmmaking, and music, but where does animation fit in? Since 1891’s Pauvre Pierrot, the only surviving short film predating the silent era with 500 individually painted frames, animation has evolved into one of the most expressive, diverse, and groundbreaking art forms of the modern age. There were earlier methods that fit into the animation mold before Pauvre Pierrot including but not limited to shadow play, magic lantern shows, and the phenakistoscope, one of the first devices to use rapid succession in order to make still images look as though they were moving. Throughout the 20th century, with the help of mainstream studios like Warner Bros. and of course Walt Disney, the medium quickly began to encompass a variety of techniques and styles beyond a series of drawings on paper. Some of the more recognizable and unique styles are as followed:
Digital 2-D animation
Digital 3-D animation
Stop-motion
Puppetry
Claymation
Rotoscoping
Motion capture
Cut-out animation
Paint-on-glass
The most common forms used in film and television are traditional hand drawn and digital 3-D, sometimes merged together in the same product. There has been much debate over which animation technique has more artistic merit and is more “authentic” to the medium, but the reality is that there is no singular true form of animation. Each style brings its own advantages, challenges, and all depends on how it is being used to tell a specific story or evoke a feeling within the audience. For example, the 2017 semi-biographical movie Loving Vincent is animated in a nontraditional style with oil paints in order to create the illusion of a Vincent Van Gogh painting that has come to life. As Loving Vincent is about the influential painter himself and his tragic life, this animation technique works to the film’s advantage. If the story had used a more traditional form like 2-D or 3-D, it might not have had the same impact. Another example like the film A Scanner Darkly starring Keanu Reeves uses a somewhat controversial technique known as rotoscoping, which entails tracing over live action scenes in order to give it a realistic yet still animated feel. A Scanner Darkly is a futuristic crime thriller meant to evoke a sense of surrealism and discomfort, making the uncanniness of rotoscoping the perfect fit for its artificial atmosphere. 
Throughout its history, animation has gone through a number of phases corresponding to political, artistic, and historical events such as propaganda shorts from Walt Disney during World War II and the rise of adult-oriented animators who rode the wave of countercultural movements during the late 1960s and early 70s. Animation meant for older audiences was especially coming into its own as most audiences had become more comfortable associating the medium with the family friendly formula perfected by the Disney company. The only other western mainstream animation studio that could stand toe to toe with Disney while also dabbling in mature subject matter at the time was Warner Bros. and its juggernaut Looney Tunes, which even then was mostly relegated to smoking, slapstick violence, and mild suggestive material. Meanwhile, the works of Ralph Bakshi, arguably the father of elevated adult animated features, dealt with everything from dark humor, sexuality, profanity, and complex themes most of which delved into pure shock value and were highly offensive in order to make a statement. There were later exceptions to this approach including Bakshi’s own adaptation of Tolkien’s Lord of the Rings, Wizards, and Fire and Ice, a high profile collaboration with Frank Frazetta, in which both films utilized rotoscope animation to create unique, fantasy-based experiences for mature viewers.
With the right amount of funds and creativity, other countries began developing their own animated features with distinct styles that reflected the culture, social norms, and history in which they originated from. The 1960s are referred to as “the rise of Japanese animation”, or as it came to be known worldwide as anime, thanks to iconic characters of the decade like Astro Boy, Kimba the White Lion, and Speed Racer. The longest running anime with over 7,700 episodes to date is Sazae-san, based on the popular 1940s comic strip of the same name. Western audiences commonly associate modern anime with over the top scenarios, animation, and facial movements while having little to no basis in reality when it comes to either story or character design. 
While the Walt Disney company was steadily losing its monopoly on the animation industry with financial and critical disappointments (making room for other animators like Don Bluth) until it's renaissance during the 1990s, the 1980s turned into a golden age for ambitious, groundbreaking anime projects. Not only were films like Akira, Grave of the Fireflies, Barefoot Gen, and Nausicaä of the Valley of the Wind among many others, appealing to a wide variety of audiences, they were also bold enough to tackle mature, complex subject matter with a certain degree of nuance that complimented each film’s unique but often times bizarre or surreal styles. Akira watches like a violent cyberpunk splatterfest with extreme body horror and juvenile delinquency, yet its borderline exploitative methods serve a larger purpose. Akira takes place in a bleak, dystopian Japan where Tokyo has been rebuilt after its destruction in 1988, setting up an allegorical story that directly confronts government experimentation and the fallout of nuclear warfare.
Artists of all mediums have always influenced one another and the impact that anime has had on western animation continues to this day whether through passing tongue-in-cheek references, taking inspiration from common anime tropes while also depicting them through a western lens, or shows that feature a heavily emulated anime style like Avatar: The Last Airbender and its successor The Legend of Korra. Then there are shows that completely blur the lines between western animation and anime, with the ultimate distinction usually coming down to where it was originally developed (i.e. North America or Japan).
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Alucard c. 2017
The overall aesthetic and image of Netflix’s Castlevania is built upon a number of different influences, the majority of which come from Japanese animation. Executive producer and long time Castlevania fan Adi Shankar has gone on record saying that the show is partially “an homage to those OVAs that I would watch on TV (...) and I was like, “This is beautiful, and it’s an art form”. He has also directly compared the show to those golden age-era ultra violent anime features of the 80s and 90s, including titles such as Akira, Ghost in the Shell, and Ninja Scroll. Director Samuel Deats, another avid Castlevania fan, has mentioned the long-running manga series Berserk along with its 1997 anime adaptation as one of the animation team’s primary inspirations numerous times, explaining in further detail in a 2017 interview with io9: “I pulled out my ‘I love the Berserk manga, Blade the Immortal’ and all that. That dark fantasy style of storytelling, character design, how gorey it gets… I put together a bunch of drawings and sketches, and a few color images that channeled all of that”.
Watching Castlevania, the aesthetic references to Berserk are obvious. Both series merge together medieval fantasy elements with gruesome horror but they are also similar in their particular animation styles. One director from Korean studio MOI Animation who partnered with Powerhouse Animation collaborated on the feature length film Berserk: The Golden Age—The Egg of the King along with its two sequels. But the biggest inspiration for the design of Castlevania, especially when it comes to its characters, is Ayami Kojima herself. 
From the pre-production phase, the team at Powerhouse knew they wanted Kojima’s art to be the main basis of how the finished product would look and feel. According to Samuel Deats, “In the back of everyone’s heads, we knew that we wanted to heavily reference the style Ayami Kojima used in the Castlevania games. We wanted to bring the same shade-before-image sort of thing”. However, due to the sheer amount of details and embroidered style of Kojima’s aesthetic, many of her original designs had to be simplified into 2-D animated forms (just as they had to be reduced into pixelated form for Symphony of the Night).
Alucard’s animated design is the best example of this simplification process, but it took some trial and error in order to arrive at the finished product. When Castlevania was originally planned as a movie, his design veered closer to the otherworldliness and corpse-like aesthetic of Lords of Shadow Alucard—something that looked as far from a human being let alone a dhampir as possible. Following the years of stifled development until Netflix picked up the project, Powerhouse opted to fall back on Kojima’s artwork for sheer iconography and recognizability. 
On the one hand, animated Alucard’s facial expressions are identical to his game counterpart with the exception of a few liberties taken; same determined scowl, same intensely golden eyes, and same lush eyelashes (there’s even a note from his character sheet specifically stating that they must cast shadows for close-ups). Most of all, the same feminine androgyny of Kojima’s work. But there are just as many omitted details from Alucard’s updated model as there are those that were carried over from the original design. When compared to Symphony of the Night, his wardrobe seems to be severely lacking in excessive ornaments, instead opting for a sleek black coat with simple gold embellishments, knee high boots with a slight heel, and a white shirt with an open v-neckline. Despite these supposedly easy changes and evocation of Kojima’s art style, Alucard is still one of the more difficult characters to animate as stated by Deats: “I mean, Alucard has to be just right. You can’t miss an eyelash on him without it looking weird”. 
For the most part, it shows in the final product. There are moments when the animation goes off model (as is the case with most 2-D animated shows for time and budgetary reasons), but rarely is Alucard drawn from an unflattering angle. The other reason for his change in design is the fact that Castlevania takes place three centuries before the events of Symphony of the Night. Because of the story constraints and console limitations, players were not given an in-depth look at Alucard’s character beyond his quest to defeat Dracula and the guilt he felt afterwards. It would make sense that his demeanor differs from the stoic nature of how he reacts to certain situations three hundred years later. As a result, Alucard is given a toned-down design to reflect what he might have been like as a younger, brasher, and more immature version of himself.
This immaturity and juvenile nature of his visual image comes through in his portrayal. While the show is in its third season, we will primarily focus on season two as when compared to the others, it revolves around Alucard’s personal journey towards an important aspect of his long established character the most; namely, the reason for his rebellion against Dracula and his eventual act of patricide. Because Alucard only appears as a silhouette in episode one then makes his full introduction during the last fifteen minutes of the final episode, season one gives the audience a very limited idea of his character. What we do get from Alucard is the same impression that Symphony of the Night left fans with: someone who is determined, intensely fixated on his goal, and is willing to use any means to accomplish it—even if it involves striking a tentative truce between a vampire hunter and a scholar of magic. Season two expands upon this, showing an Alucard who is soft-spoken, careful in his mannerisms, more feminine than masculine, yet always rises to the occasion whenever he needs to match Trevor Belmont’s own crassness. For all of his grace, Alucard’s high emotions coupled with an unchecked immaturity (especially in the presence of Trevor) show how ill-equipped he is when dealing with human interactions.
One other piece of evidence that adds to this chink in Alucard’s carefully crafted metaphorical armor is the goal of stopping his father. Throughout small interactions and moments of dialogue, the truce struck between him, Trevor, and Sypha eventually develops into more of a friendship, yet Alucard continues to suffer from extreme tunnel vision, going as far as to chastise his two companionships whenever they get too distracted or unfocused from their mission. This character flaw is also touched upon in Castlevania: Grimoire of Souls when characters remark upon Alucard’s (otherwise referred in the game as Arikado) overly serious nature. A flaw that does more to unintentionally push others away rather than any attempt to bring them closer to him.
When Alucard finally achieves his goal of killing Dracula, it leaves him feeling hollow. He doesn’t quite know how to fully process this ultimate decision, maintaining a delicate sense of composure on the outside while in the presence of others. It’s only when Alucard is left alone does he allow the emotions of everything that has just happened to overwhelm him in a moment of genuine vulnerability that was only alluded to in previous scenes.
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Conclusion
Despite the show being renewed for a fourth season, the future of the Castlevania franchise in general remains uncertain. There’s been no talk of any other past games being set for rerelease, Grimoire of Souls continues to make sporadic updates to its gacha system rather than its story mode, and Konami has since chosen to take a step back from developing video games in favour of manufacturing pachislot machines. Symphony of the Night and Bloodstained: Ritual of the Night creator Koji Igarashi has mentioned in past interviews that should Konami somehow make a return to Castlevania, he would be willing to direct a new instalment. But at the present time, rumors have remained rumors and there are no signs of a new official Castlevania game in the near future whether developed by Konami or an outside company.
No matter what direction Castlevania takes in the years to come, it seems as though Alucard will always follow it, just as Dracula and the Belmonts will as well. This is his franchise as much as it is theirs thanks to continued fan popularity. He’s taken many forms in the past thirty years and become the visual representation of certain trends, yet one thing about him never changes: he is still Dracula’s son, the opposite of his father. He can be cruel, powerful, cold, and everything else a Byronic hero should be yet he can also reject his masculine inheritance in both character and aesthetic. 
Above all else, the human side of Alucard is greater than the monstrous side.
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References
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Dyhouse, Carol. Heartthrobs: A History of Women and Desire. Oxford: Oxford University Press, 2017.
Godoy, Tiffany; Hirakawa, Takeji. Style Deficit Disorder: Harajuku Street Fashion, Tokyo. San Francisco: Chronicles Books, 2007.
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James, Edward; Mendlesohn, Farah. The Cambridge Companion to Fantasy Literature. New York: Cambridge University Press, 2012.
Kibby, M.D. Real Men: Representations of Masculinity in the Eighties Cinema. Sydney: Western Sydney University Thesis Collection, 1997.
Kojima, Ayami. Santa Lilio Sangre. ToÌ"kyoÌ" : Asukashinsha, 2010.
Metzger, Patrick. “The Nostalgia Pendulum: A Rolling 30-Year Cycle of Pop Culture Trends.” The Patterning. WordPress.com, 2017. https://thepatterning.com/2017/02/13/the-nostalgia-pendulum-a-rolling-30-year-cycle-of-pop-culture-trends/
Moorcock, Michael. Elric of Melniboné. New York: Ace Fantasy, 1987.
Narcisse, Evan. “The Animation Studio That Made Castlevania Explains Why It Was A Dream Project.” io9. Gizmodo, 2017. https://io9.gizmodo.com/the-animation-studio-that-made-castlevania-explains-why-1797476526
Younker, Terasa. “Japanese Lolita: Dreaming, Despairing, Defying.” Standford Journal of East Asian Affairs, 2012, 97-110.
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Super Mario is a series of platform games created by Nintendo, featuring their mascot, Mario. Alternately referred to as the Super Mario Bros. series or simply the Mario series, this is the core series of the larger Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. A number of Super Mario video games have also been released on non-Nintendo gaming platforms. There are currently twenty-one similar games and one inter-series game that may or may not be part of the series.
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Super Mario games follow the adventures of Mario, usually in the fictional mushroom kingdom with Mario as the player character. He is often joined by his brother, Luigi, and occasionally by other members of Mario's cast. Like in platform video games, the player runs and jumps across platforms and to the top of enemies in themed levels. The games have simple storylines, typically with Mario saving the kidnapped Princess Peach from the main antagonist, Bowser. The first game in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established prevalent concepts and gameplay elements in nearly every Super Mario game released since. These include a plethora of power-ups and items that give Mario special powers like throwing fireballs and size changing into giant and miniature sizes.
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chaoticdragonartisan · 4 years ago
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Super Mario Maker Free Download Mac
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Download Super Mario Run for PC (Windows 10, 8.1, 8, 7, XP computer) or MAC APK for Free
Super Mario Maker Free Download Mac Os X
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After decades of only being playable on Nintendo devices, Super Mario has finally made its way onto PC and mobile platforms with Super Mario Run for PC.
Gameplay
Super Mario Run is simpler to play than the Super Mario games on the classic Gameboy. It is a side-scroller that will have you have tapping the screen at just the right moment to jump over obstacles as they come along.
All of the classic Nintendo traits are there as well. The familiar graphical design hasn’t changed that much since Mario first got color and there is no need to. That classic feel is what keeps people playing Super Mario decades after it was first released.
Some of the classic elements have been stripped back to make it appeal to a more modern audience. The only thing that you have control over is the jumping however the way that the environment changes and throws random obstacles at you demands that you have some skill to get through the levels. Those obstacles include enemies and small objects and you have to time your jump just right to get over them and collect coins along the way.
The coins are very important to collect, more so than in previous versions of Mario. They are so important that you’ll find yourself replaying previous levels just to collect the coins that you missed, especially those red coins. Special red coins appear after you’ve collected all the standard red coins and they are incredibly difficult to pick up.
If the main game isn’t enough for you then there are side-games as well. Toad Rally for example is a racing game that you can play after completing the first play-through using special tickets that you picked up during the campaign. During the rally you can play with friends to find out who the best racer is.
But Toad Rally is more like an endless-runner than Mario Kart. It plays in a similar fashion to the main campaign, making you time your jumps to get as many coins as possible and avoiding the evil goompas. The main difference is that in the rally you are playing to get the approval of the crowd. The winner is decided according to whoever gets the crowd to cheer the loudest.
The Good
Super Mario on a mobile and PC platform is going to make very many people happy. The gameplay is fun as well and keeps you engaged with simple mechanics that are very addictive. That addictive gameplay means that you won’t mind playing it again which justifies the high sticker price.
The Bad
Like most Super Mario games since the 90s, Super Mario Run for PC does not offer anything new to the franchise or gaming world.
Conclusion
Nintendo delivered a quality game with Super Mario Run for PC. There were doubts among gamers when Nintendo first announced that they would be adding Super Mario to the mobile and PC gaming platforms however they put those doubts to rest with a well-developed game. You get to run through Mushroom Kingdom picking up coins, headbutting blocks and stomping on heads which is exactly what you want from a Super Mario game.
How to Download and Play Super Mario Run on PC:
Download & Install Bluestacks. Alternatively you can use andyroid or ipadian.
Register new or connect your old Gmail/Google Play account.
Go to search box in bluestacks and type “Super Mario Run”
Click “install” button next to the game and wait for the download to complete.
That is it! Enjoy Super Mario Run for your desktop/laptop PC!
Super Mario Run Trailer
About Super Mario Run
Developer: Nintendo Co., Ltd.
Platforms: Android | iOS
Official Site
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The sequel to the Super Mario Maker game , Super Mario Maker 2 PC is now provided on PC exclusively. Its time for you to ;et your imagination run wild with new tools, course parts, and features as you create the Super Mario courses of your dreams.Download super mario maker 2 for PC device from the link given below. Dive into the single-player Story Mode and play built-in courses to rebuild Princess Peach’s castle. Download Super Mario Maker 2 and make your own courses, alone or together.
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Super Mario Maker 2
Promotional artwork, depicting Mario and Luigi creating a stage
Developer(s)Nintendo EPDPublisher(s)NintendoComposer(s)Koji KondoSeriesSuper MarioPlatform(s)Release2019Genre(s)Level editor, platformMode(s)Single-player, multiplayer
Warranty & Support
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Manufacturer’s warranty can be requested from customer service. Click here to make a request to customer service.
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MAKE THE SUPER MARIO COURSES OF YOUR DREAMS .Want coin-shooting cannons? Cat Mario sliding down slopes to take out an army of baddies? By combining a variety of parts, you can do some incredible stuff that isn’t even possible in regular Super Mario™ games! The game style is quite a bit different from the others—there are things you can do here that you can’t do in any other style! Download Super Mario Maker 2 to witness this.
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PLAY THE WAY YOU LIKEWhether you’re trying out courses you’ve made or hopping into the all-new Story Mode, you can play a nearly limitless number of side-scrolling Super Mario courses anytime, anywhere.
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SHARE THE FUN.With a Nintendo Switch Online membership, you can download and share courses, play online, and more!In Course World, you can find a nearly limitless number of courses created by other players that you can play right away or save locally to play offline later.
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veworfs · 3 years ago
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Mario kart wii custom characters hammer bro
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#Mario kart wii custom characters hammer bro driver
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^ "Top 10 Mario Enemies More Common in Recent Games".
"Predicting Mario Kart 7's Final Characters". South San Francisco, California: Future US. Photos: The 8 most underrated videogame characters ever - CNET Reviews". "Mario-themed Spirits coming to 'Smash Ultimate' this week".
^ "Super Mario Party - Top 10 best Dice Blocks to use".
^ "Someone Did The Math On Which Dice Are The Best In Super Mario Party".
^ "Play These Cool 'Super Mario Maker 2' Levels".
"Super Mario Odyssey guide: Luncheon Kingdom all power moon locations". U Deluxe guide: Acorn Plains Star Coins".
^ Sundberg, Kelly Hudson (February 18, 2019).
^ a b "Mario 3's Angry Sun Looks Really Weird In Super Mario Maker 2".
^ Nintendo Entertainment Analysis and Development ().
^ "25 Awesome Areas In Super Mario Bros 3 Casuals Had No Idea About".
Super Mario Bros ( Nintendo Entertainment System). have been produced over the years by Nintendo this merchandise includes figures made by Jakks Pacific, Figurine, and a Plush toy. Ī variety of Mario-related merchandise depicting Hammer Bros. Whatever you do, make sure you don't underestimate these guys - when you're trapped in a room with them as small Mario without a Power-Up in sight, they can be downright frightening". counterparts throw (huge shocker!) boomerangs. were listed as second in Nintendo 3DS Daily's list of the top ten enemies more common in recent games, claiming "Super Mario World already kind of screwed them over by sticking them on winged blocks and having them appear only ever so often, but they've technically been absent from the platformers for two whole console generations!" It was also described by IGN's Audrey Drake as one of the best Mario enemies, stating that "Hammer Bros., naturally, throw hammers, while their Boomerang Bro. besides Bowser himself." The Hammer Bros. as one of the characters they wanted for the then-unreleased Mario Kart 7, saying that the "terrifying twin turtles were the most devious and dangerous foes in the original Super Mario Bros. as one of the things that they love to hate, citing the difficulty involved in defeating or avoiding them. as the fifth best Mario enemy, citing the difficulty involved in defeating them.
#Mario kart wii custom characters hammer bro series
from other enemies in the series who would merely wander aimlessly in the level. were named as one of the eight most underrated video game characters by CNET editor Nate Lanxon, who contrasted the duo in the first Super Mario Bros. usually appear in pairs and reprise their role as Bowser's minions, trying to stop Mario and Luigi. In the Mario role-playing games, the Hammer Bros. 3 television series, as well as in printed media such as Nintendo Comics System and Nintendo Adventure Books. Super Show! and The Adventures of Super Mario Bros.
#Mario kart wii custom characters hammer bro driver
Hammer Bro officially made its Mario Kart debut as a playable driver in Mario Kart Tour. Ultimate as an Assist Trophy and an Adventure Mode enemy. for Nintendo 3DS and Wii U and Super Smash Bros. appeared in most of the Mario spin-off games, such as Super Mario RPG, the Paper Mario series, the Mario & Luigi series, the Mario Party series, even as a playable character in Mario Party 8 and Super Mario Party, Dance Dance Revolution Mario Mix, the Mario sports games and Super Princess Peach. They reappeared in Super Mario Odyssey, where Mario can use their powers for the first time in 3D and on Super Mario Maker/ Super Mario Maker 2. appeared in a 3D Mario game), Super Mario 3D Land, Super Mario 3D World, New Super Mario Bros. Wii (which introduced the Ice Bro., a cold-weather counterpart to the Fire Bro.), Super Mario Galaxy 2 (the first time that the Hammer Bro. was absent again from Super Mario World, two new subspecies were added, the Amazing Flyin' Hammer Brother, and the Sumo Brother (later known as the Sumo Bro.), both of which would later appear in New Super Mario Bros., New Super Mario Bros. Suit, which granted Mario and Luigi the ability to throw hammers of their own and also conferred immunity against fire attacks while ducking. were added, including the Boomerang Bro., whose boomerangs returned to them, the Fire Bro., who spat fireballs, and the Sledge Bro., who was considerably larger and could cause an earthquake when he landed from a jump. 3, in which they behaved in the same way as they did in the original game. Although they were absent in Super Mario Bros. They later appeared in its sequel, Super Mario Bros.: The Lost Levels, where they were found more commonly. In the game, they were usually found in pairs. first appeared in Super Mario Bros., where they would jump from platforms and throw hammers at Mario or Luigi.
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aion-rsa · 4 years ago
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15 Best NES Games of All Time
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The Nintendo Entertainment System is the most important console in the history of home gaming. After the video game industry crash of 1983 and several years of arcade success, many still wondered whether video games still had a place in homes everywhere. Then, almost out of nowhere, Nintendo and the NES rescued our favorite hobby from the abyss and put it on the fast track to becoming the cultural cornerstone we know it as today. 
The main reason for the NES’ massive success story was its enormous library of great titles. Many of Nintendo’s long-standing franchises got their starts on the NES, and while some of the console’s games have aged better than others, all of them deserve our love and respect for helping reignite the industry and kicking off the fun that would ensue for decades to come.
As tough as it is to choose between so many true classics, here is our list of the 15 best games released for the NES.
15. Duck Hunt
Originally released as an arcade game before getting an NES port in 1985, Duck Hunt is best known for its revolutionary use of the NES Zapper accessory. The famous add-on was essentially a plastic handgun with sensor technology, but it was a great example of the ingenuity Nintendo would later become famous for. 
The subject matter may be a little uncomfortable for some given that attitudes towards hunting for sport have soured in many parts of the world in the decades since this title came out. If you choose to look past that, though, Duck Hunt proves to be a simple good time as well as a noteworthy predecessor to some of the company’s later interactive innovations such as motion controls and pointer tech on the Wii. 
14. A Boy and His Blob: Trouble on Blobolonia
This underrated gem was released to mixed reviews in 1989. To be fair, there’s not much to this game’s core concept that isn’t spelled out in the title. It sees you take control of a boy and his companion: a metaphysical blob who will aid you throughout your journey. 
However, this title’s mix of puzzle and platforming elements is quite dense for its era and holds up rather well. If you prefer, though, then you could always play the reimagining of this classic that was released on the Wii in 2009 with stunning hand-drawn graphics and a stirring score that perfectly accompanies this poignant tale of friendship and overcoming adversity.
13. Kid Icarus
The adventure of Pit and his quest to save Palutena gained more interest after those two characters were added to Super Smash Bros. series, but this game deserved far more recognition well before then. With its fascinating setting (mythology always piques our interest) and solid platforming mechanics, Kid Icarus is one of the more unique flavors to try out on the original Nintendo. 
The franchise got an acclaimed Nintendo 3DS follow-up in 2012 in the form of Kid Icarus: Uprising: a title that expanded on the potential of the original and proved to be a much-needed modern take on the series. The controls also made that game were also quite difficult, which is at least a proper throwback to the surprisingly brutal challenges offered by this NES gem.
12. Tecmo Bowl
The developers of the most acclaimed football video game of the NES era actually managed to get copyright permissions from the NFL so that actual players and teams could be depicted on-screen. That feature, along with the ability for multiple players to get in on the fun, made Tecmo Bowl of the great precursors to modern professional sports franchises like Madden and NBA 2K. 
A limited playbook that allowed for only a handful of run and pass options also contributed to the absurd abilities of legends like Joe Montana, Dan Marino, and, most famously, Bo Jackson. Trying to stop the Raiders’ legend in the open 8-bit field almost never ended well.
11. Excitebike 
It wasn’t easy to pick the best racing game on the NES, but Excitebike comes out on top by just a smidgen. Not many racing games use motorcycles as their vehicle of choice, and most games of this era regardless of genre certainly weren’t bold enough to offer something as expansive and incredible as this title’s course creator.
Excitebike was even designed by an emerging Shigeru Miyamoto: the legendary creator of Super Mario, The Legend of Zelda, and most of our best childhood gaming memories. The game’s sharp controls reportedly even helped inspire the movement mechanics in the original Super Mario Bros.
10. Dr. Mario
If you take Tetris’s block puzzle-solving and add some Mario images and medical flair, you get the cult favorite that is Dr. Mario. The game substitutes Tetris‘ blocks for viruses and squeezes Mario into a lab coat to add a little personality to a fundamentally solid gameplay experience.
The Dr. Mario character was added to Super Smash Bros. Melee as a nod to the versatility of Mario’s occupational choices, and the game itself has been replayable on several of Nintendo’s later consoles. Regardless of when or where you play it, this puzzle game’s tight mechanics ensure its longevity.
9. Adventure Island II
While there were three Adventure Island games released for the NES, the middle entry in the trilogy is the most complete package in terms of refinement and entertainment value. The platforming is crisp and the new inventory system adds a welcome amount of depth to the overall experience. There are even four dinosaur buddies that can accompany the player in each level, which is a nice forebearer to what we’d later see in games like Donkey Kong Country. 
What really gives this series an identity that separates it from other NES platformers, though, are its environment and storytelling elements. Putting a kid on an island and letting him explore the natural obstacles of the world is a nice deviation from the sci-fi and fantasy adventures that made up so much of the NES library. It is a niche series, but it’s also one that everyone should take a look at.
8. Contra
The original Contra was an ideal scenario for crossover fans of action movies and video games in the 1980s. The environments and weaponry, along with the studly protagonists that you could control, all made it feel like you were the star of the very own excessive ’80s action film.
The gameplay itself is always arcadey and fun thanks to its side-scrolling shooting that relies on upgrading guns and avoiding absurd amounts of incoming enemy fire. The game does feature a couple of other modes with different camera perspectives to spice things up, but the traditional Contra gameplay obviously holds up all these years later.
Read more
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7. Punch-Out!!
There is no sports title with better characters and more personality than Punch-Out!! Casting you in the role of Little Mac, the downtrodden tiny boxer with big dreams, this NES classic sees you fight your way through the ranks against an oddball lineup of antagonists. Pugilists Glass Joe, Bald Bull, and Mr. Sandman all made their debuts in this game and helped kick off this series’ proud tradition of over-the-top (sometimes stereotypical) antagonists.
Punch-Out!! is a great example of the original Nintendo’s ability to create vibrant characters out of 8-bit sprites that would go on to innovate and carve long-lasting legacies despite their simplicity. Even Mike Tyson has played this series!
6. Castlevania III: Dracula’s Curse
Castlevania is one of the most beloved action-adventure platform series of the NES era, and the third game in the franchise is simply the series’ finest NES hour. With better controls and more power-ups, everything here is just bigger and more refined than in the previous two titles. 
This one also gave rise to some non-linear exploring and multiple-ending storytelling; two concepts that would become significantly more popular in the SNES era and beyond. The game also introduced the character Trevor C. Belmont, who would later appear in several other Castlevania games and in Netflix’s hit animated series based on the franchise (and this game in particular). 
5. The Legend of Zelda
The game that started Nintendo’s most critically acclaimed franchise was revolutionary for a myriad of reasons. It combined action, adventure, and storytelling elements in an early open-world environment that was both unforgiving and exciting. 
The title hasn’t aged quite as well as other games we’ll soon be talking about, and Nintendo obviously improved upon this core concept in later entries, but the original still deserves acclaim for what it started. It’s truly amazing to play this game today and count the ways that it was so clearly ahead of its time.
4. Mega Man 2
Even after all these years and all the sequels, Mega Man‘s second adventure has never been topped. It added extra weapons and features to the first game’s already incredible action while retaining all the key platforming traits that made it famous. 
The two biggest reasons for the enduring status of this game are its memorable collection of bosses and incredible music. Flash Man, Heat Man, and Wood Man are rank high among the series most iconic foes, and Wily Stage 1 is arguably the best song in the canon. 
3. Metroid
Samus’s first adventure has aged better than almost every other NES game by introducing the core components of the beloved and versatile Metroidvania genre. It also brought some much-needed science fiction adventures to the console at a time when the NES still needed some help in that genre department.
From the opening moments that challenged you to think about games in a new way to the famous ending that revealed Samus is a woman, it’s impossible to forget your first time playing this game. Even this game’s remake, 2004’s Metroid: Zero Mission, retained much of what made the original special while incorporating future franchise innovations and refinements.
2. Super Mario Bros.
Nintendo’s game-changing (literally) hit comes in second on our list of NES games thanks to its timeless soundtrack, innovative platforming legacy, and ability to be enjoyed by everyone regardless of age or experience. From grandparents to children, it’s hard to find someone who hasn’t played (or at least heard of) Super Mario Bros. 
The iconic title has been re-released on so many of Nintendo’s other platforms that it almost feels limiting to call it an NES game. Its core controls and platforming gameplay are so enduringly fantastic that fans still make their own NES-style courses in Super Mario Maker and its sequel. This is the quintessential video game and always will be. 
1. Super Mario Bros. 3
Although it isn’t quite as revolutionary as the original, Super Mario Bros. 3 is the best-made game on the NES by a good margin. It takes everything that made the original game amazing and combines those qualities with innovative ideas and intelligent refinements. It’s actually mind-boggling that both of these games were released for the same console considering how much more advanced this game is technologically and artistically. 
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Super Mario Bros. 3 also introduced many staples of the Super Mario series that are still enjoyed today. From the overworld map to the Koopalings to the Tanooki Suit, this sequel raised the stakes and honed everything into perfection. There is an argument to be made that this is the best game Mario has ever starred in, but for now, it’s enough to say that this is the best NES game ever made.
The post 15 Best NES Games of All Time appeared first on Den of Geek.
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gaminghardwareingames · 1 year ago
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WarioWare, Inc.: Mega Microgame$ - part 2
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weaselandfriends · 6 years ago
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Hymnstoke XIV
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Like Act 2, Act 4 opens with a walkaround game.
I didn't comment much on the game at the beginning of Act 2, despite it being one of those much-discussed multimedia elements that make Homestuck so distinctive. In Act 2, the movement from linear story to game serves several purposes. First, it demonstrates an increase in scope, both in terms of Homestuck's story and in relation to Hussie's previous effort, Problem Sleuth. While Act 1 incorporated a couple of new elements not seen in other MSPA comics, such as protagonists capable of speech and a handful of simple videos, the Act 2 walkaround is the first dramatic increase in what readers could have reasonably expected from the comic at the time.
Secondly, the novel concept of incorporating a game into the story corresponds to and emphasizes the novel concept of SBURB within the narrative of Homestuck. Just as the world in which John now finds himself is completely new and unexpected, so too are the readers introduced to this world through a new and unexpected medium. This world is even called the "Medium"—and surrounding a space (Skaia) described as a crucible of pure creation. I previously discussed the significance of SBURB's geography in regards to Gnosticism, but one could also interpret it as a statement on Homestuck as a creative enterprise. A crucible of pure creation through which a new world, or a new mode of expression, will be built. Like how John and friends attempt to create a new world from the fragments of the old, Hussie creates a new kind of story from the fragments of all types of storytelling that came before it. Image, text, video, sound, game—Homestuck strings together these disparate modes of expression into an original creation. In short, the method by which Homestuck is presented mirrors its explicit thematic content.
Wikipedia defines phenomenology as "the philosophical study of the structures of experience and consciousness." Remember how I mentioned that the modernists were often concerned with the conscious and subconscious, and how many attempted to reach truth by depicting the subconscious? Similar concept here.
I was introduced to the term "phenomenology" in relation to art history. In particular, my professor applied the term to modernist painting and sculpture that was designed so that the act of experiencing it changes its meaning. Let's take the following sculpture:
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"Sculpture?" you may ask. Yes, I know. It looks more like a misshapen industrial structure. The problem with this sculpture is that no single photograph can truly depict it. Here's the same sculpture from a different vantage:
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Another:
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Still another:
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Top down:
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Is this sculpture broader at the bottom or at the top? What shape is it, exactly? You can find this sculpture at the University of California, Los Angeles, and you can even go inside it through the opening visible in some of the photographs. Inside, it takes on a completely different appearance, although unfortunately I couldn't find any good pictures of the inside that didn't have a gigantic Getty Images watermark on them.
In art, this phenomenological experience often boils down to optical illusion or a similar technical trick that appears novel at first but lacks much substance beyond its presentation. What meaning can we derive from this experiment or others like it?
I believe that the phenomenological creations of the modernists eventually reached an apotheosis in a more contemporary form of creative expression: Video games.
The way the player perceives a video game, even a video game you might consider simplistic or linear, is directly affected by how the player plays the game. Take, say, Super Mario Bros. (1985) for the Nintendo Entertainment System. In this game, the player moves Mario left to right to reach a fixed goal. But even this game is affected immensely by the innumerable choices each player makes in playing the game. For an extreme example, compare how a speed run of Super Mario Bros. looks compared to any casual experience of the game. Some elements of the speed run even involve elements assuredly not intended by the game's creator (glitches, for instance). But even at a less extreme level, every player's experience of Super Mario Bros. will differ depending on the routes they take to reach the end, the strategies they employ to evade obstacles, or even the amount of times they die before finally succeeding.
Why do I bring this up? The concept of phenomenology ties into Homestuck's "reader participation" elements, both via the prompt suggestions early on and the more psychological effect the fandom has on Homestuck's development in its back half. Of these two "reader participation" elements, the latter is the one that is probably better described as "phenomenological," in that it is the readership's perspective of Homestuck that eventually drives its trajectory (as opposed to the prompt suggestions, from which Hussie could pick and choose at will). In the back half of Homestuck, the narrative plays more and more on the author's interpretation of the readership's interpretation of the narrative, becoming a perspectival mobius double reach-around where the true driver of the narrative's creation becomes increasingly unclear.
But more specifically, I want to discuss this walkaround game at the beginning of Act 4 in particular. Compared to the one at the beginning of Act 2, this walkaround is not increasing Homestuck's scope. John is entering a new location, but the experience is less novel than entering the Medium in Act 2, both in terms of John's perspective and the reader's. While the Act 4 walkaround features mechanical improvements (inventory, combat) over the Act 2 walkaround, it is still essentially the same thing: a video game. The reader has seen this before in Homestuck. It's not new.
I cannot speak for the experience of every reader, but each time I read Homestuck I am tempted to skip this walkaround entirely. The combat mechanics are banal, the camera is zoomed too close to John to allow for satisfying exploration of an unfamiliar world. In Act 2, the walkaround takes place in an area with which the reader is already geographically acquainted (John's house), so the camera issues are less apparent. But trying to navigate this twisting maze of blue paths, surrounded on all sides by nondescript rocks and mushrooms, can become frustrating. Even if I consult the supplementary map image, I find it somewhat difficult to figure out where I am and where I'm supposed to go.
Which is just the thing. The reader is not supposed to go anywhere. There is no real resolution to this walkaround. The same, in fact, can be said for every walkaround, and we will continue to get amazingly nonessential walkarounds in the acts to come. What does the reader miss if they skip this Act 4 walkaround? Some tedious exposition on the nature of John's planet, its consorts, its customs. Superfluous W O R L D B U I L D I N G that the Homestuck narrative is quick to forget from henceforth on.
It kind of makes me want to, shall we say, skip to the end.
In Act 5, Vriska and Tavros will discuss how the way one plays a game affects the way the game is perceived. Hardcore speed runner Vriska will take my side of the argument and skip what she can; Tavros, more in line with readers inclined to learn as much about SBURB's lore as possible, will argue instead for assiduously completing every task. This conflict—between speed and lore, content and fluff, meat and candy if you will—eventually becomes the core and final dichotomy of Homestuck. But in Homestuck's later stages, the characters and narrative will apply this dichotomy not to how we experience video games, but how we experience all art—and how we experience our actual lives. I intend to trace that development, and this walkaround serves as a fine introduction.
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In a few years, Flash will be deprecated and you'll only be able to experience this walkaround through this series of images. I don't know who created these images, or whether laziness or incompetency made them so shitty and SBaHJ-esque. But I give that person props for maintaining that sense of "God this sucks, can I just skip it?" Good job, intern.
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You switch to PICTIONARY, a choice based on a strong whim from the mysterious ethers of democracy.
Another one of those traps, like the suggestion prompts. Wow! The readers get to pick Jade's fetch modus! What an amazing display of reader/author interaction! Except Jade's fetch modus doesn't matter. In fact, as we transition into this next phase of the story, nobody's fetch modus will matter. The fact that all of Jade's possible fetch modii are total jokes only emphasizes the point.
I mentioned in the previous Hymnstoke that we're entering what I'm calling the "clockwork" part of Homestuck. In this part, Homestuck's audience has the least amount of control over its progression. While the suggestion prompts were mostly irrelevant because Hussie could pick whatever prompt he wanted, they occasionally paved actual story or character developments ("Become the mayor of Can Town") or formed memetic jokes that would mutate over the course of Homestuck into part of its mythos. And in Act 6, the immensity of the Homestuck fandom and its increasingly vocal demands will lead to a more subtle transition in what Homestuck becomes—the mobius double reach-around I mentioned previously. But here, in the clockwork part of the story, it's more Hussie than anywhere else. Of course it would be. It's Dirk, Hussie's analogue (connected via a series of motifs like horses and robotics), that comes to represent the Meat side of storytelling, that describes the way a story should be told as a perfect machine. An unfocused, nebulous gaggle of "readers" cannot hope to coordinate among themselves to create something so precise and efficient. Their strengths lie in different directions.
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Ok, have at it! If you're at a loss, click the controller button up there.
This may or may not mean anything to you depending on your current perspective.
As it turns out, the story retreads everything that happens in the Act 4 walkaround anyway, making it even less relevant. Even Crumplehat and the Salamander Wizard appear as the walkaround's events are depicted from PM's perspective. This recap is actually pretty extensive, similar to the shitty SBaHJified image walkthrough that got put up in anticipation of Flash's deprecation.
I wonder if Hussie was self-conscious about people's patience for the walkaround? Or maybe he already anticipated Flash would not last forever? Perhaps he added this recap for accessibility reasons, in case of visually-impaired readers? Maybe he felt some new insight would come from seeing the same events replicated from a different character's viewpoint? Or maybe he simply wanted to reveal that the person speaking to John during the walkaround was PM instead of WV?
I'm doing exactly what I said I wouldn't do and trying to delve into Hussie's psyche. As it stands, the addition of this recap makes certain elements of the walkaround mandatory experiences for the reader to progress, as opposed to the walkaround itself which can be ended without experiencing anything. I'll leave the discussion by reiterating the second part of the quoted text:
This may or may not mean anything to you depending on your current perspective.
And I think it's safe to say our "current perspective" is much different than those who read this first.
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foxpeople477 · 4 years ago
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Super Smash Bros 4 Wii U Iso
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Super Smash Bros Wii Rom Iso
Super Smash Brothers Wii Iso
Wii ManufacturerNintendoTypeVideo game consoleGenerationSeventh generation eraFirst available November 19, 2006 December 2, 2006 December 7, 2006 December 8, 2006CPUIBMPowerPC-based(1) 'Broadway'GPUATI 'Hollywood'Media12 cm Wii Optical Disc 8 cm Nintendo GameCube Game Disc System storage512 MB Internal flash memory Secure Digital card Nintendo GameCube Memory CardController inputWii remote, Nintendo GameCube controllerConnectivityWi-Fi Bluetooth USB 2.0 x2 LAN Adapter (via USB)Online serviceNintendo Wi-Fi Connection WiiConnect24 Virtual Console Wii MenuBackward compatibilityNintendo GameCubePredecessorNintendo GameCubeSuccessorWii UArticle on Nintendo WikiWii
The Wii is the fifth internationally released home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3, but it competes with both as part of the seventh generation of video game systems, despite being noticeably underpowered compared to its rivals.
A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect acceleration and orientation in three dimensions. Another feature is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode. The Wii remote and Nunchuk combination can be used to play Super Smash Bros. Brawl, while the Wii remote (turned on its side), the Classic Controller, or a GameCube controller may also be used.
Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at E3 2005. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in four key markets. The Financial Times reported that as of September 12, 2007, the Wii is the sales leader of its generation, based on sales figures from Enterbrain, NPD Group and GfK. The Wii sold 101.63 million units worldwide, making it Nintendo's best-selling home console and beating its contemporaries, Microsoft's Xbox 360 and Sony's PlayStation 3, both of which have sold 84 million and 87.4 million worldwide respectively.
The Wii Mini was released initially in Canada on December 7th 2012. While the console can play Super Smash Bros. Brawl, it cannot play Super Smash Bros. or Super Smash Bros. Melee, as it lacks the online functionality needed to download the former, and it lacks the GameCube controller ports and GameCube memory card slots needed to play the latter. The lack of GameCube controller ports also prevents the use of GameCube controllers with Super Smash Bros. Brawl.Though it was only available in Canada at launch, it was later released in Europe on March 22, 2013, and in the United States on November 17, 2013.
In the Super Smash Bros. series(edit)
Super Smash Bros. Brawl is a Super Smash Bros. game released game for the Wii in 2008. Backwards compatibility allows for Super Smash Bros. Melee to be played on the Wii, but with GameCube controllers only. Also, Super Smash Bros. for the Nintendo 64 has been released on the Virtual Console in Japan, Europe, America and Australia for 1000 Wii Points. The Wii makes it possible, for the first time, to play all previous Smash Bros. games on the newest game's home console, as well as the first time any past Smash game has been playable on a newer console.
Some characters that debuted in games originally released for the Wii became playable fighters in the Super Smash Bros. series, all of which debuted in SSB4: Wii Fit Trainer, Rosalina, Shulk and the Miis.
Gallery(edit)
The Wii Family Edition. Nintendo switch ethernet adapter.
The Wii Mini, depicted with a red Wii Remote Plus and Nunchuk.
The Wii Remote.
The Nunchuck.
A Wii Remote connected with a Nunchuck.
The Classic Controller.
The Classic Controller Pro.
The Wii Balance Board.
A crystal icing Wii given out as a prize
References(edit)
^Wii: The Total Story. IGN. Retrieved on 2006-11-20.
External links(edit)
Official channel on YouTube
Wikipedia has an article on Wii.
Nintendo consolesHome consolesColor TV-Game 15 ·Nintendo Entertainment System ·Super Nintendo Entertainment System ·Virtual Boy ·Nintendo 64 ·Nintendo GameCube ·Wii ·Wii UHandheld consolesGame & Watch ·Game Boy ·Game Boy Color ·Game Boy Advance ·Nintendo DS ·Nintendo 3DSHybrid consolesNintendo Switch
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Retrieved from 'https://www.ssbwiki.com/index.php?title=Wii&oldid=1579513'
Super Smash Bros Wii Rom Iso
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Super Smash Brothers Wii Iso
Super Smash Bros. For Nintendo 3DS: Launch Date: 10/3/2014 Super Smash Bros. For Wii U: Launch Date: Use Parental Controls to restrict 3D mode for children 6 and under for Nintendo 3DS version.
The Beggar’s Ride WII U ISO Eshop (Loadiine) (USA) The Book of Unwritten Tales 2 WII U ISO (LOADIINE) (USA) The Cave WII U ISO (LOADIINE) (USA) The Croods: Prehistoric Party WII U ISO (EUR) (Loadiine) The Legend of Zelda Ocarina of Time WII U ISO ESHOP (N64) (Loadiine) The Legend of Zelda Spirit Tracks WII U ISO ESHOP (NDS) Loadiine (USA).
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blastoisemonster · 4 years ago
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Of Triangles And Letters
Collectors who are accustomed in buying and selling games for Nintendo consoles surely must've noticed two distinctive features: the presence of small, coloured triangles on one corner of box/manual's covers and the letter-based codes which are easily found at the side of a cartridge's label. These traits aren't purely cosmetic, but a very straightforward way to classify different games based on their language! These are mainly employed when it comes to cartridge manufacturing and distribuition; yet, these informations are also quite useful for collectors if they're looking for a game in a specific language, or they're shopping for something compatible with their region-exclusive consoles (and in some cases they're also advantageous when it comes to spotting bootlegs). While the triangle-based system is exclusive to European releases, the identification codes are international and they've been used since the NES era! The following is a handy-dandy guide on how to recognize and decipher them.
Let's start with the coloured triangles! This European-exclusive measure has been adopted by Nintendo Of Europe (also known as NOE) as disclosed in an interview published on the british periodical Nintendo The Official Magazine (Issue 21; 21st Oct. 07) to ease up shipping throughout the continent. It makes sense if you imagine a big Nintendo warehouse in Germany (where NOE is located) that supplies many countries and employees must figure out where to ship the games without breaking their seal; all it takes is a quick glance at the small yet visible triangle to know their destination. It often happens to spot a differently-coloured triangle at european game shops (especially if they're dealing with used material), but this doesn't mean the games have been illegally imported: the EU commerce doesn’t have restriction laws regarding videogame languages. The presence of a triangle, if anything, guarantees the game has been bought inside the EU; the lack of such will, accordingly, mean that the game is either american or japanese, which will probably mean it won't work on region-locked consoles such as the Nintendo Wii or GameCube! Old games such as the NES, SNES, N64, Game Boy Classic/Color and Game Boy Advance will only show the triangle on the manual cover; from the DS/GameCube onwards, instead, the triangle is present also at the bottom-right corner of the box. The system as it is nowadays has been used since 2001.
There are 49 colours employed in total, but here's a list of the most common ones:
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Onwards to the letter-based identification codes! Unlike triangles, these are used worldwide to distinguish where the game was assembled and what languages it supports. They are a way to find out the game’s language and factory location even without popping the cartridge or CD in the console, so if certain games need to be recalled because of a bug or other reasons, sellers just need to know the code. They are not only shown on boxes and manuals, but also on the cartridge's label (in particular, western Game Boy and Game Boy Color games will depict it on the left silver band; japanese games instead just show it at the top) and even on its internal board!
There are currently two known versions of identification codes. The older one shown on NES, SNES, and launch-titles Game Boy games have the layout XXX-XX-XXX; from the N64/GBC onwards, the layout is XXX-XXXX-XXX and it's the current version used.
The first three letters specify the console that game is made for. Variations include:
DMG - Game Boy Classic (named after its working title, Dot Matrix);
CGB - Game Boy Color;
AGB - Game Boy Advance;
VUE - Virtual Boy;
NTR - Nintendo DS;
TWL - Nintendo DSi;
LNA-CTR - Nintendo 3DS (it's the only console which shows 6 initial letters);
NES - Nintendo Entertainment System;
SNS - Super Nintendo Entertainment System;
NUS - Nintendo 64 (named after its working title, Nintendo Ultra);
DOL - GameCube (named after its working title, Dolphin);
RVL - Nintendo Wii (named after its working title, Revolution).
The code's second portion consists of two letters in the old layout and four letters in the new layout; in reality, old carts have the full, four-lettered identification code printed on the internal board and only show part of it on the label. In both cases, this middle, four lettered portion is used to identify the game printed on the cart (with the first three letters) and the language of that game itself (with the last, fourth letter). For example: an italian cart of Pokèmon Blue will show, in its code's middle portion, the letters APEI. APE is the code for all Pokèmon Blue games, and I indicates the game is in italian. For what it concerns language letters, these are the main ones:
P - European/Pal;
I - Italian;
F - French;
E - English;
J - Japanese;
S - Spanish;
D - German.
Different from the language reported in the game, the code's last three letters help us identify which country that game was distribuited in. Why is it different? Sometimes, a game distribuited in Italy or France can still be a multilanguage PAL cart, showing a P instead of an I or F in the middle part's fourth letter. This is pretty useful, because it may happen to come across a game sold in Germany but still with multiple language choice, if P is in the code. Most common variations are:
ITA - Italy;
UKV - United Kingdom;
FRA - France;
FAH - France and Holland;
HOL - Holland;
ESP - Spain;
FRG - Austria;
NOE - Germany (it spells “Nintendo Of Europe”);
GPS - Greece, Portugal;
SCN - Scandinavia;
SWE - Sweden;
EUR - Europe (on most recent cartridges/CDs);
CEE - Europe (on older cartridges such as NES ones);
USA - United States;
CHN - China;
JPN - Japan;
TWN - Taiwan;
AUS - Australia.
Now go and identify your games!
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johnboothus · 5 years ago
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7 Virtual Happy Hour Activities and Drinking Game Ideas to Fight Isolation
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If you live with roommates or family members, call yourself lucky to have a built-in social network during these times of social distancing — and in that case, you can play pretty much any drinking card game. But if you’re living alone, you may be feeling an urgent need to connect with friends and family, and to have some fun, while in-person visits are on hold.
Fortunately, staying entertained and connected while at home isn’t as difficult as it may seem. And there are many ways to connect in a meaningful way, beyond FaceTime chats. Here are seven virtual happy hour ideas, plus specific recommendations for each, to try while you’re socially distancing.
Classic Drinking Games to Play Online
Start, of course, with a drink in hand — for more see tips on how to have a virtual happy hour here. Sign onto Zoom, Skype, FaceTime, Google Hangouts, or your preferred video calling app with a small group of friends. Then, try playing one of the classic drinking games below.
Never Have I Ever
Never Have I Ever is an easy game to start with. The rules: Each person starts with five fingers held up (your other hand should be free to hold your drink). Taking turns, each person says something they have never done. Those who have done that thing have to put a finger down and take a drink.
Helpful tip: Have a moderator or host call on each person to take their turn, since not everyone appears in the same order on the grid on different video apps.
Some Never Have I Ever statement suggestions to start you off: Never have I ever lived through a pandemic (everyone drinks). Never have I ever bought an entire case of La Croix. Never have I ever argued with someone in the grocery store over toilet paper.
Power Hour
A Power Hour is another easy way to gather friends near and far while socially distanced. All you need is to find a previously prepared playlist of one-minute songs like this one, or prepare a playlist that one person will play and monitor over the hour, changing songs every 60 seconds. How to play: Take a drink every minute. It’s that simple.
As one Twitter user told us last week, “My friends and I did a virtual power hour last Friday, round 2 this weekend.” How did he do it? “One person in charge, dozen people from around the country synchronized over Slack.”
To get some face time into the mix, organize the game as a video call so you can see each other and chat in between — see if you can keep up!
Beer Pong
As Alyson Shontell, editor in chief of Business Insider, tweeted last week, “Virtual beer pong is possible, you just need four phones and FaceTime.” Each couple sets up two phones, one facing them and one facing the set of cups they’ll be shooting at on the opponents’ side. A little advanced, sure, but for those desperate enough to put in the effort, why not?
Possible roadblock: You’ll need to have at least 12 cups and ping pong balls on hand, which seems unlikely in an apocalypse. But maybe you’ve stocked up.
This weekend I did my first virtual hangouts and saw friends we rarely get to see for happy hours. I can also confirm that virtual beer pong is possible, you just need 4 phones and facetime – one on each couple, one on each set of cups. pic.twitter.com/Uhpz8cVP6l
— Alyson Shontell (@ajs) March 23, 2020
Virtual Trivia & Puzzle Games
People around the internet have been touting the Jackbox Party Pack, launched in 2014, as “the perfect excuse for rounding up friends, family and fellow gamers for a few hours of gaming delight.” This delightfully old millennial and generation X-era product’s resurgence is perfect for bringing trivia, drawing, and word games like You Don’t Know Jack (a trivia game like Jeopardy), Drawful (a drawing game like Pictionary), and Word Spud (a fill-in-the-blank word game like Mad Libs) into a virtual happy hour.
Although designed as “local multiplayer” games (as in, playing in the same room), they can be played virtually with remote players via a streaming service. The party pack costs a one-time fee of $24.99 for most platforms (Playstation 3, XBOX One, Nintendo Switch, Apple TV and iPad, and Amazon Fire TV), and at press time, $12.49 for a Steam Code or PlayStation 4.
Detailed directions for how to play Jackbox games remotely are available here.
If game platforms and signup fees seem like too much effort, consider using Zoom or your preferred video platform to play Charades, Pictionary, Trivia, or Bingo. The socially isolated world is your oyster!
Video Game Drinking Games
Online Multiplayer Games
If you have a game system or even a really strong laptop, you might be surprised by how many video games can be turned into drinking games you can play with friends. Popular titles like Overwatch, Fortnite, and even Wii Sports have many drinking game iterations floating around the internet. All you have to do is start up Zoom, agree on your preferred game and rules, and you’re good to go.
VinePair’s director of marketing and resident low-key gamer, Jeff Licciardello, recently riffed on a Super Smash Bros. drinking game for a socially distanced version with two friends.
“While playing online with each other, we had Zoom up in front of us. We [VinePair] have a drinking game article on Super Smash Bros. on our site, so using those rules, I played with one friend on FaceTime and my roommate joined me on the couch for the drinking portion of the game. In terms of people, it’s up to you how many people you can wrangle. But basically … whenever you die you drink, when you’re waiting to fall off the platform after re-spawning, you drink, etc.”
Ideally, players will be fighting each other, but in a pinch (a.k.a. if you can’t get the private room to work), setting up Zoom in front of each player “at least provides a sense of camaraderie as you stream each other fighting random people on the internet while drinking wine,” Jeff says. “And my roommate, who doesn’t play video games but was stuck dealing with me hogging the TV, picked one of the opponents I was fighting and drank for them.”
Another pearl of Jeff’s drinking-while-gaming wisdom: “For the ultimate Mario Kart drinking game that doesn’t require a whole lot of thinking, simply drink every time you are hit by an item (shells, banana peels, lightning bolts, etc.) or every time you fall off the course.”
Online 1-2 Player Games
Although video game drinking games can be created for almost any game, try picking one you and your friends are playing right now (Animal Crossing: New Horizons, anyone?). You can set up FaceTime or Zoom on your phone, tablet, or laptop to see and hear each other while playing. And all you have to do is come up with five to 10 “rules” that will require taking a sip of your drink while playing.
To stay with the Animal Crossing example, players might take a drink every time you find a bug, donate to the museum, or acquire a new item for your house. Then, you can add a little more complexity to the rules: For finding your first bug, take three sips; for each subsequent bug, take one sip if it’s a bug you already have, three sips if it’s a new bug, and four sips for donating to the museum (it will make sense once you get going.).
This can also apply to social interactions in the game. When you receive a gift, take one sip; when you give a gift, take two sips; when you meet a new in-game friend like Bill or that horse or that crazy tiger chick, take three sips; and when you visit an IRL friend’s island, finish your drink.
Have a Watch Party
Playing drinking games while watching movies or series is a popular choice, and an easy one to replicate in the virtual world. In March, Google Chrome launched an extension for Netflix Party, a new feature that synchronizes video playback, allowing you to stream and watch movies and shows simultaneously. It also adds a group chat so you can message each other throughout.
Choose a theme to make the experience easily repeatable. Oscar movies or zombie flicks, for example, are readily available. For groups of friends whose anxieties are assuaged by horror, now is a wonderful time to marathon appropriately themed works depicting hyperbolized disaster and trauma.
Try a disease double-feature of “Pandemic” and “Parasite”; a home invasion pairing like “The Strangers,” parts one and two; or a triple-feature of “Cube” or “Purge.” Or, make it a week-long marathon and stream every episode of the nation’s new Netflix obsession, “Tiger King” — it’s a seven-parter!
You can turn any watch party into a drinking game. For example, as VinePair’s Licciardello suggests for one of our staff’s favorite series, “Schitt’s Creek,” everyone has to drink any time Alexis says, “Ew, David!” If you’re not in virtual earshot, you can also use the group chat to direct when it’s time to drink. Along with text, the chatroom supports screenshots, emojis, and GIFs.
Another angle might be (and we’re biased here) taking turns choosing content about wine, beer, and spirits — such as the just-released “Uncorked,” which VinePair contributor Julia Coney describes as breaking new ground for black wine drinkers.
Have a Dance Party
Let off some steam and pent-up energy by hosting a virtual dance party. You can do this in any video conferencing app, or use a platform like Houseparty.
As in real life, a dance party can take many forms. Perhaps it’s a dance-off between you and one very energetic friend. For a group together, invite friends you used to go out dancing with every weekend, and recreate a playlist you would have been sloppily sipping and dancing to at a club or bar.
Crack some glow sticks (if you’re the type of person who has stocked for a dance-party emergency), sip on some easy-to-make cocktails, and dance like no one’s watching. Because chances are, even if your neighbors can see you, you likely won’t encounter them in person for a very long time.
The article 7 Virtual Happy Hour Activities and Drinking Game Ideas to Fight Isolation appeared first on VinePair.
Via https://vinepair.com/articles/best-virtual-happy-hour-games-ideas-activities/
source https://vinology1.weebly.com/blog/7-virtual-happy-hour-activities-and-drinking-game-ideas-to-fight-isolation
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johannahairasfmpyear2 · 5 years ago
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Video Games
Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.
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The Early Days
Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.
In 1952, for instance, British professor A.S. Douglas created OXO, also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York.
In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar!, a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”
Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.
Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong, the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong, which was as successful as its arcade counterpart.
Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.
In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.
The video game industry had a few notable milestones in the late 1970s and early 1980s.
The Video Game Crash
In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created.
The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.
Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros., The Legend of Zelda, and Metroid.
Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.
With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”
The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat, a fighting game that depicted blood and gore on the Genesis version of the game.
The Rise of 3D Gaming
With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.
In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.
Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.
Modern Gaming
The 8th and current generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.
In 2016, Sony released a more powerful version of its console, called the Playstation 4 Pro, the first console capable of 4K video output. In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft will release its 4K-ready console, the Xbox One X, in late 2017.
With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.
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