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#adventure island
saint-october-ost · 20 days
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marsa bikini
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azael1332excel · 1 year
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Skips meme retro gaming versions
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oldgamemags · 7 months
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You can't stop playing! 'Adventure Island' NES
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thedakku · 7 months
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‘Adventure Island IV’ the last officially licensed game released for Nintendo Famicom in 1995.
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he-is-vaporub · 9 months
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Vapo may not be a circus clown, but he was downright obsessed with this painted elephant we found in Southend this weekend
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I interview tomorrow... at Another Local Amusement park...
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I kinda hope it's A Beter or a More fun Experience
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youtube
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funky-vg-beats · 2 years
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jungle chase super adventure island ost
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dimalink · 10 months
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Galaxian and adventure island – 8 bit summer
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Sunday, I spent with game console Nes 8 Bit. With my China variation Fc Compact 2. It is not bad console. Everything works on it. It works with cartridges. One thing, there are fat form factors of cartridges, and sometimes it happens, they don’t fit in cartridge slot. It is, mainly, about exotic for factors. All standard are going ok. And it is most big number of cartridges. And I play in my console using tv tuner. Old Aver Media Tv 7.
And I played in Galaxian and Adventure Island. So, it is said, I am going into retro, In 80s. With our vision, as 8 bit vision!
Game Galaxian I have at cartridge 500 in 1. With such pink drop. It is Kirby or slime. Let everyone takes decisions who is it. To be more clear.
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Game is ok. But, I take a notice, that it can freeze. In pause. And I remember it, several times, when you set a pause it happens. For a some time, and it shows some tv noise and that’s all. Game over – push reset. And, by the way, if pause is not long, then it is everything ok, nothing bad happens.
And, also, game freeze at third level. Maybe, it was something random. I don’t know. But, nothing bad, I have Galaxian at other game packs, even on several game packs. Game is small and it is all the time goes into packs.
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So, I reach level 3. And this is all. Game itself is classic space arcade. Nostalgic for someone, for someone futuristic or sci fi. In times of USSR – call to explore space. It can be said, for space romantics. Science and technology. And I think about this game this way. Some aliens at the top. And you are at the down of screen with a space ship Star Trek style. About form. You can shoot at them. Game with 1 screen. And shooting is not fast here. It is like a shotgun but in space. Laser or rocket. You make a shot and next shot is not at once. And enemies can move. To the left and to the right for a little. To shoot you need to aim. Interesting game idea.
It is nice how it is made indicator in top of the screen, the little flag. We are galaxians! It is written in text in one menu. It is interesting retro game.
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 And next time, I start Adventure Island. It is kind game. About some man in shorts. Which run through island under funny music. I think he is in picnic. Or he is having fun. Or maybe yesterday he was having fun and today he forgets where he is. Or it is right now some country weekend. Lots of things he can do, actually.
He jumps over a big snails, he is riding a skateboard. Second level - is to jump over the clouds and islands. Water theme. So, it is nice to have free time in the summer time. Game is funny. Cool. And very kind. It is arcade, but not action movie. But you need to jump a lot here.
So, jump over a big snail! And jump over a fire. It is such 8 bit fun. Game is interesting to play. 100 percent, it is a big hit.
Game is for summer weekend!
Dima Link is making retro videogames, apps, a little of music, and some retro more.
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ninebaalart · 11 months
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Master Higgins in the Super Mario Strikers art style
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everyday1photo · 1 year
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On the suspended bridge
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sheepgirlbulge · 1 year
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mrdrhenwardhykle · 1 year
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So basically, if you ask me if I like creepypastas (specifically the game-related ones) my honest answer would be mostly no-but kind of yes? 'No' as in pushing away all the usual gunk (mostly based around Sonic and Sonic influence) that repeats the formula of protagonist is now the bad guy- you play as a cast of three usually made up of player 2's and 3's, minor characters, and/or antagonists; going to the right of the screen until they inevitably die. The rare instance of 'yes' extends out to the non-humorous parodies of older franchises that becomes much more than 'recoloring Sonic.exe by picking another franchise from a hat' or 'angry dead sibling of the player haunts the game' plot; and rather works as a twisted character study of the original plot or gameplay.
eugg so basically this is my study and perspective on the right way to twist a protagonist into a compelling and threatening antagonist/villain
I've got three examples of what I think working character studies look like, and I'll list them off from least violent to the most. Just a warning, the last one gets pretty bad. The first one only has one instance of gore that I know of, and it's not in your face at all.
*Spoilers and gameplay links for all. Feel free to play any of them before reading*
1.(Maybe FW? Slight gore and violence, disturbing) To begin, we'll talk about "Q*Bert Arcade" by Tarkan809 on Gamejolt. The game itself is fairly simple and not too far from home from the original arcade game (As the title might allude to and accidently trick you with). There are noticeable differences that will likely throw the player off, such as the fact that you're playing as one of the enemy Coilies(the snake), and the lack of enemies or atmospheric sound effects in the first stage. It's off and isolated, but not a blaring sign of danger. What really throws the game off is the completion of stage 1, as both the music and screen distort in an unsettling matter. Nonetheless, nothing at this point is added, as the majority of what is seen is edited-or enhanced, if you will, from the original material. There's no blaring red flags like unfitting music from another franchise, or the villain being revealed in the first impression of the title sequence. You are given this atmosphere that is built to remain close to 'normal'- allowing for the small differences to be twice as effective in the creep factor.
From the second level onward, we're introduced to the one new element to the narrative; Q*bert. To my knowledge, the game is just called 'Q*bert Arcade' and not something like Q*bert.exe-as every let's play YouTuber calls it; Q*bert's design isn't the typical addition of predatory features. There's no pitch black eyes with red pupils, there's no sharp teeth or claws (although idk how that would work on Q*bert in the first place). Instead, Q*bert's typical look is enhanced with humanoid-like features, with a soulless expression. You can't really tell it off the bat however, as the same glitch effect does fairly well at hiding his design-whether or not you decide to hide away. While I don't believe that hiding the monster's appearance is a mandatory move, but playing with the fear of the unknown is always unique and effective nonetheless. What I really like about this game is that there's no text appearing out of nowhere and explaining the personality and motives of the character right away.
Despite the presence of the character, it's still staying fairly true to the original material. All you hear from the character is his typical jumbled up text-to-speech voice; not being too off from the original use, but being an affective spook-factor in a different setting.
I also just noticed this, but there's a subtle detail between the first level and when Q*bert shows up; as you may notice that the Coily's expression changes from neutral to worried as soon as the stage turns orange (I think. I don't think I'm seeing things. But if it's not, it's doing its job in making me think I'm seeing things)
The death scenes in the gameplay aren't overly violent or out of character, as the voice and screen just distort severely and restart. There's room for gameplay, and nothing (to my knowledge) is removed in the controls for the sake of the enemy magically catching up. The game ends on a level mostly without Q*bert- only showing up when the player completes their part.
What I like most about the antagonist character is that the writing isn't afraid to show it expression emotions. Though it might sound like I'm constantly bashing on the Sonic.exe character, I'm not- but the tropes the character is always associated with often don't leave much room for anything but what he-and others like him- are usually associated with. By most X is shown to have two emotions; Soulless happy/pleased/amused or soulless angry. Either way, the character more often than not gets his way in the end- so it doesn't effect his choices and mannerisms. Q*bert's emotions-however-effect the plot greatly. There's no overpowered god-like presence- as much as there is a theme of human-like emotion and pettiness. While in his somber mood, Q*bert plays fair with the player- even to the point of jumping off if they manage to hide away in time. He's fast, but works by foot and not random supernatural tendencies.
His human-like nature gets to him by the end of the demo, causing him to angrily throw the Coily in a rage-fit- smashing them against the ground and chewing off the tip of their tail. There's no cheap jump-scares and loud noises. There's also no need for fourth-wall breaks to make sure the player feels threatened. The blood and violence is minimized to just one stroke of action. It's not about cramming in the shock factor- its goal is to simulate a fear of what this arcade game is, what has has happened to it, and what it can become.
To my knowledge, there isn't much of an explanation behind this other than the player is likely a kid in an old arcade that sneaks into the backroom while everyone else is on their phones. Someone said it's based on a creepypasta with a cabinet-man-like premise, but idk if that's true.
I think it's neat nonetheless.
2. (Slight gore, loud scares, and FW) The next example is more of a character study of an alternate universe/route than it is a creepypasta attempting to convince you it's a real thing. Gimmick! (Window's 98 Edition) or 'YUME.EXE' by Diplocaule on Gamejolt appears to be a startling but effective route in making the audience fear the original. Taken side-by-side, YUME.EXE and Gimmick! go alongside similar plotlines. Both introduce the premise beginning on a young girl's birthday, opening the gift of a strange and small creature as her special surprise. In the original route, the girl is thrilled with the gift of Yumetaro-likely favoring them over her old toys and making them jealous.
However, YUME.EXE displays an AU in which the young girl isn't pleased with her special gift- and just places it on her cabinet to catch dust. The once magical abilities and origins of the character are turned against the girl- making it clear that she has made a terrible fiend. The other toys are removed, and she is taken to an unfamiliar world twisted from the original material. The traits of the original protagonist being an attention-loving creature with magical powers allowing it to travel between worlds is an excellent trait to be elaborated further upon in another light. The logic makes sense with the established world, and the motives become clear in perspective.
This time, you play as the girl; trapped in a bleak 3-D void-unsure of what is to happen next. The jealous creature catches up eventually. Text and jump scares are used in this one, but tastefully. The theme is brash and intense- simulating a fear of resentment and anger. A aggressive feeling is established and exposed- like a wound rotting terribly the more the player attempts to search around. While it's 3-D and likely an attempt to simulate realism in the player, the environment isn't pulled out of character at all- as the textures are pixelated. The text urges the girl to go back to where she started, revealing a waiting 'YUMI' crawling out of the darkness to lunge at her. It likely impales her somehow, causing her to fall down while slowly dying. The background changes to its usual happy-theme, simulating a feeling of joy in her death as she slowly bleeds out. After a quick jumpscare, the protagonist role swapes back to 'YUMI' and its usual gameplay style. Going forward, the character stumbles upon the poor girl's body, and slowly begins to smile.
To my knowledge; there's no 'real-life' name drops that set this up as another 'real victim stuck in a game' scenario, but simulating the same fear by implying the hidden pettiness and ironic villainy in an already established character if choices are made differently. In that way, the original route is seen as the best choice, as her original toys are now seen as the far-lesser two evils.
3. (Very violent, loud jumpscares, FW, disturbing) Alright, so Adventure Island.exe by Anomalocalis on Gamejolt is a gory, but great example both adding a themes and setting an AU to the original story, without being too crowded (albeit it is very overwhelming, but intentionally). Both games start of just about the same- not changing until you approach the enemies. For context (to what I understand) the original Adventure Island is a basic platform game, allowing for the player to occasionally pick up random-but-wacky powerups from eggs, such as skateboard gear-or maybe even Fairies. The spoof removes the cartoonish theme and logic, weighing in on the reality of man becoming a destructive menace in nature -possessed or not. Beginning the game, the narrative establishes personality points by showing the enemies fleeing as soon as the player comes to the screen. The gameplay is slower, and almost simulating a destructive weight that the original Higgins didn't have before. The first red flags aren't scares or glitches, but rather just key detail changes in the enemies behavior. Also another detail is that the points do nothing, but I'm not sure what that could mean other than maybe a theme of gluttony?...
Again, the realistic behaviors in the character set in an expectedly unrealistic environment brings a subtle unsettling feeling, even if when the scares aren't happening.
The level comes to an end, and the mechanism of the egg is finally teased. Going further and collecting the egg, a spirit emerges and potentially possesses Higgins. Themes of Higgins playing along with long awaited tribal rituals and sacrifices is brought to the narrative, as an unnamed narration encourages him to explore it further. This could symbolize man's nature to destroy, establish, and obtain power over the value of life. We often have a natural habit to find gods to praise, or even go as far to attempt to become one. This theme seems very prominent in this character study- as seeing how the original material works off of a semi-implied civilized man (assuming from the ballcap) fighting off wildlife in the jungle.
The game restarts, beginning the second act. The title shows once again, but with the subtle animation of Higgin's face changing and smiling upon the player. The cult-like affirmations towards Higgins are seen again just before the level starts. The level doesn't require anything more than to go forward. Higgins is slow and silently fuming behind the shadows. Enemies flee, but are destroyed by the touch. Likely because of his choice, life is easier- lessening the need for platforms and jumping. However, because of this, he begins to lose his humanity.
A sacrifice is demanded, and he does so by capturing and violently smashing to death one of the fairies. Furthering the power requires no love or remorse, likely being something replaced by asserting authority.
This act likely ends with the 'power' killing him with no pay-off, despite what is promised. He's no longer in the menu. Heaven no longer has its goal or purpose, and is described as something he personally has to obtain-likely through his violent means. The game resumes normally until it ends in a jumpscare. Perhaps displaying that his standards of killing have no exception on another human.
Rather than a playful spoof, or alternate set of choices queuing in the butterfly effect; Higgin's personality is fleshed out by inserting some new elements; displaying a semi-accurate depiction of the narrative, and showing the protagonist submitting to the natural human urge to indulge and assert power over those below them.
Summary: When writing your spook spoof, remember to play with elements that compliment and explore each character; rather than just resorting to what everybody else did, or what's going to create the most shock factor.
(Also, keep this in mind; Sonic.exe is going to work for Sonic because it's often a play on 'what if the fastest thing alive wasn't on the good side'. Doing the exact same thing to, eh-idk, Kirby isn't going to work because speed isn't an element that makes Kirby threatening...) (That I know of. You would go with the fact that he eats people and gains their power, I assume....)
K. Hope my ramblings help out somebody at some point. Anyways, have a great day/night!
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rrr-22 · 2 years
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everygame · 4 months
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Wonder Boy (Arcade)
Developed/Published by: Escape / Sega Released: 12/04/1986 Completed: 15/11/2023 Completion: Finished it without collecting all of the dolls, so missing the bonus world (which doesn’t change the ending or anything.) Allowed myself to quicksave at each checkpoint. Version Played: Astro City Mini
It’s April 1986, and interesting to consider that this is the first platformer that I’ve played in the days after the release of Super Mario Bros. that you could say follows its playbook, but it’s more emblematic of the complicated lines of influence in this era. You could call it a Super Mario Bros. clone, but it could easily have been made if only Pac-Land had existed before it. And really, it takes just as much from Ghosts n’ Goblins. And then you think “actually, the fire flower in Super Mario Bros. is a bit Ghosts n’ Goblinsy, isn’t it?”
Anyway. Wonder Boy is the first title in the once cult-legend but probably now just legend-legend Wonder Boy series, and if you’re absolutely not familiar to TL;DR it Westone (then Escape) made Wonder Boy for Sega, and then made loads of sequels which while generally still platformers were totally different for Sega because Sega owned the IP. Meanwhile, Hudson Soft ported Wonder Boy to NES, but they had to change it into Adventure Island, and then that became an IP in its own right, but weirdly they kept to the original Wonder Boy design for all the sequels, so we’ve ended up with one faithful series of sequels that’s not Wonder Boy and one divergent series that, er, is.
Phew! But Wonder Boy’s influence goes further than that, because you only have to play it for a couple of minutes to realise that it’s pretty much the template for any auto-runner game you’ve ever played. You run right, generally at top speed, and jump to avoid obstacles that will either trip you or kill you, and if you’ve got Wonder Boy’s Flintstone-ass axe power-up, you can kill anything that moves with enough hits. You can even get a skateboard power-up that almost completely works like an auto-runner; you can slow your speed, but never actually stop yourself from moving.
Something interesting to consider, though, is that the auto-runner never became a “thing" until the advent of everyone having a widescreen. Why? Well, the dreaded “Rick Dangerous syndrome.”
It’s probably a bit weird to accuse a game from 1986 as having a problem named for a game that didn’t come out till 1989, but it’s what I think of it as anyway. Rick Dangerous was a flick-screen platformer with a simple twist: you get no warning whatsoever for traps that will kill you. Run up to a wall? Well, some spikes flew out and killed you. Landed on a platform that looks like all the other ones? Oh, it fell and you died.
Wonder Boy is this, with that classic added bonus that you basically have to run full pelt forward as Wonder Boy’s inertia requires it. Which means that not only will a platform you’ve landed on often drop and kill you with no chance for recovery, if you don’t have perfect advance knowledge you’re going to run into enemies or obstacles that you couldn’t see pretty much every time.
It’s perfect for the arcade… operators as it has a continue system, but Wonder Boy ups the ante even more by making Wonder Boy’s weapon a power-up that you can only get occasionally, and it seems like there’s some long stretches of levels where you might just be totally fucked because you died unless you can master perfect platforming on a level of a tool-assisted speed run, so I wonder how many people put in credit after credit in a no-win situation. 
It’s funny, really, that Ghosts n’ Goblins has such a famously brutal reputation and this is, I would say, nearly as bad. I never had to give up and start seriously abusing quick saves here, but there are a few moments which are just ridiculous, like a platform that drops you through the floor (which had never happened to that point) and a jump almost at the very end of the game that requires you notice that two moving clouds are slightly closer together and you can jump vertically between them with perfect timing.
I found playing this… miserable. Getting to the end of a hard section just to kill yourself on an obstacle you couldn’t see is just pain, and as the game doesn’t trigger a lot of things until you cross a certain points you can sometimes find yourself wobbling around trying to trigger things while a timer ticks down (I forgot to mention that you have to constantly be grabbing fruit power ups to stop a timer running down and killing you. And the game even sets up several sections so you’re stuck picking up a death power-up that runs this timer down even faster!!!)
But I did finish it, and as honestly as I could manage, so that’s something I guess. There were points I believed I wouldn’t be able to.
Will I ever play it again? I’m interested to see how the Adventure Island franchise takes this skeleton and builds upon it for as many years as it did, and intrigued that a Korean developer put out a modernised remake, Wonder Boy Returns, recently(ish.) But I’m not playing it.
Final Thought: If you were unbelievably mean, you could mention that I didn’t fully finish this, because this is another Druaga/Xevious inspired game where you get an extra world for collecting all the dolls that are in levels, but fairly quickly you have to do contradictory things like run into particular enemies or obstacles to make them appear. To do that just to get four more levels of miserably cruel platforming? No thanks!
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bancho-zx · 4 months
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【Super NES | Super Famicom】
Super Adventure Island | 高橋名人の大冒険島 ~Intro/Attract demo/Title
// MiSTer FPGA / SNES core // Y/C Composite // Sony KV-13TR20 CRT TV
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smbhax · 5 months
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Adventure Island (PC Engine)
aka: "Dragon’s Curse, Monster World II: Dragon no Wana, Wonder Boy III, Wonder Boy: The Dragon’s Trap"
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