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#i keep forgetting to post here lol
frogdude · 11 months
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More stream doodles
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ladypepperofdavenshire · 10 months
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Muriel’s home/property is located in a pocket dimension within a jungle, filled with all sorts of lovely critters and inhabitants in the towns and villages who absolutely hate magic users. The people don’t mess with Muriel because they know she’s powerful, but they won’t hesitate to attack those associated with her, which means she or Traxton have to be with any guests when they go off the property. Just in case 🙃
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ratfest · 8 months
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Akutami Gege Devouring His Son
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spaceagecats · 17 days
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Lanikai Beach sunbathers
This is one of the beaches I went to a lot growing up and I've been very nostalgic for this part of O'ahu lately :')
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sp0o0kylights · 2 months
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Wayne takes in a Beat to Shit Steve Harrington after Starcourt as n Owed Favor to Hopper Part 4
Part Three: link
First Chapter (parts 1-3 on tumblr) on A03: Link
The kid was madder than a wet hen.
Just as slippery as one too, when he got like this--music pulsing like a living thing to signal all his rage and upset. 
Not like Wayne hadn’t expected it. 
He just wished it wasn’t quite so damn loud. 
The music had started up almost immediately after Eddie had stormed to his room, startling Steve awake and nearly making Wayne curse for it.
Normally it was a good thing--music meant Eds was willing to listen instead of heading for the hills.  
Normally, they didn't have a house guest who looked like he'd gone ten rounds with a bear.
They had a routine for this, was the thing and the music was a key part of it. It worked all the edges off for Wayne, and he'd long figured out that about thirty minutes was a the perfect length of time for Eddie to stew before he could actually talk things through.
Given the hand Harrington put to his forehead, Wayne wasn't eager to give him that thirty minutes.
Not when Steve deserved little peace he could have.
Unfortunately, so did Eds. 
Still.
 Strutting through the door and demanding to talk right now was a bad move and so, with a sympathetic look given to Steve, Wayne did what he did best
Gave space.
Let Eddie rage, as Wayne got up and shuffled about the kitchen.
Pulled out the soft earplugs he pretended weren’t there for Eds to steal (playing that damn loud guitar all the time could not be good for his ears) and offered them to Steve, before making two cups of what Wayne privately thought was the Munson “chitchat” drink. 
One cup of hot water, one packet swiss miss, a small amount of maple syrup drizzled in, topped with little marshmallows they reserved for these types of situations. 
Wayne took his time with it, thinking through what he wanted to say. 
‘I understand that this is a screen door on a submarine kind of situation...’ 
Nope. 
‘Son I know you hate listening to anyone for anything but this is serious...’ 
Absolutely not--that would end up with the boy bolting for sure. 
‘Ed’s, I love you but could we please turn Ozzy off while we talk? That man wails louder than any damn cat I have ever met.’
That one was purely self indulgent, mostly because the wall was starting to shake. 
Wayne put the finishing touches on the cocoa before staring at both of them. 
Perhaps if he stared the Garfield mug in its eyes hard enough, the right words would come through. 
They did not.
He kept trying, standing there long enough for the cocoa to reasonably have cooled and for Eddie’s song to flip over to something with more screaming in it than singing. 
Wayne supposed that this was the hardest part of being a parent. You just didn’t get to have the magical one liner. The right thing to say at just the right time.  
The joke that would ease all the tension and let things progress forward nice and easy.
Instead, you got to fumble your way through the dark with a flashlight up your ass and hope you were going in the right-ish direction. Ideally without making things worse. 
Wayne was here though, and that had to count for something. 
(Knew it counted for something--because Eddie was still here. 
They had cleared hurdles far higher than this when it came to trust. They’d get through this too, come what may. 
Steve too.)
“Can I just ask,” Eddie started, aggressive as always when Wayne finally gave in and entered his room, feeling all sorts of awful for the migraine Steve had to have, “what the absolute fuck is happening?” 
Sure as fire he was sitting on his bed, leg bouncing a mile a minute.
An unlit cigarette hung between two fingers, looking a little chewed on, but otherwise undisturbed--as it should be, because one of Wayne’s few rules was that smoke stayed outside the house. 
“You could.” Wayne said loudly but agreeably, as he turned himself around and dropped down next to his kid.  
Held out the Garfield mug, and was happy when it was taken from him. 
“Figured you might have other things to say, though.” 
Likely a lot of things. 
It was as good an opening as any, and his kid didn’t disappoint, launching right to it. 
“Why is he here and not at a hospital?”
 ‘Here’ was punctuated by Ed’s hand winging towards the door, and while it wasn’t the righteous fury Wayne expected, it was at least, an easy answer to give. 
“Steve has some people looking for him. Bad people. Hospital makes him an easy target.” 
Wayne was still talking loud. Could only hear Eddie himself because he was looking at the kid’s lips more than he was actually hearing his voice. 
Eddie took that in, swallowing it about as well as he’d swallowed anything he hadn’t liked. 
And thank the stars above, he finally reached a hand out and turned the music down. Not a lot--Steve wouldn’t be able to hear them over all this--but enough that Wayne didn’t have to struggle. 
“We’re hiding him from the cops now?!” Ed’s spat. 
“Cops know he’s here. Hopper’s the one who asked me to take him.” Wayne reminded him, because it was the truth. 
Not the full truth, but given how Ed’s pissed off half the local PD on a good day, Wayne absolutely did not want to see his nephew take on Federal Agents.
(Particularly not the kind who were going ‘round killing kids.) 
“So--what?” Eddie yanked hard on his hair, a gesture that looked less intentional and more like he was trying to fight his own anger down. “Hopper just called you up and said ‘Hey, we had a whoopsie with the rich kid, the hospital’s not safe anymore. Can we stash him with you for a few days?” 
Wayne nodded once, slow-like. 
Always remembered how too fast movements had made Eddie flinch and jerk back when was littler, and given the way Steve was looking, figured it was a good time to be cautious again. 
“He did.”
“And you just--agreed? Just like that!?” 
“I did.” 
He pretended not to see Eddie boggle at him at the simple admission, so furious that he seemed to struggle for words when he normally had too many to say. 
Wayne took advantage. 
“We did talk a bit more than that, I’ll admit.”
Ed’s scoffed. “About the weather I’m sure.” 
“‘Bout trust.” 
Eddie blinked at that. 
“Trust.” He echoed flatly. 
“What have I always told you? People like to ask you to trust them, but you they don’t get to have it until--” 
“They provide proof or a reason.” Eddie finished with an eyeroll. “So which did Hopper provide then?”
Wayne took a noisy sip of his coca. Smacked his lips a little before saying: “Both.” 
Didn’t bother to say anything else, because he knew Eddie would finish the thought for him. 
“One of them was me, wasn’t it.” 
Eds didn’t say it like a question, but Wayne hummed in agreement anyway. 
He wasn’t gonna shame his boy, but he wasn’t gonna sugar coat Eddie’s involvement in this either. Not when he’d already admitted that was half the reason Hopper had gone to Wayne to begin with. 
“No one is expecting Steve to be here.” He said, seeing the chance to hammer home the most important part of this entire shitshow. “So long as no one finds out he’s here, he’ll be safe. Everyone will be safe.” 
Steve from the Feds who were hunting him for while he was busy being involved in shit he couldn’t control and Eddie because he had a mouth that most people didn’t like. 
Not small town people anyway, and absolutely not authority figures with guns. 
“Who’s even after him?” Eddie was theatrical as always, hands waving away as he talked. “Did he make a deal with the mob? Piss off some other rich guy? I know it’s not anything drug related, I’d have heard about it by now.” 
After years of experience, Wayne knew exactly how far to lean away to stay out of range, too used to his nephew talking with his entire body.
“That’s his story to tell ya, Ed’s. It ain’t mine. Same way it ain’t my place to tell him your story.” 
That at least got the boy to think for a minute. Put down that frustration he carried with him all the time, and use the brain they both knew he had. 
“How long is he staying here?”
Wayne shrugged. “Don’t know.” 
Eddie sighed and mockingly mimicked Wayne, taking an obnoxious slurp of his cocoa. “The neighbors are going to notice if he’s here more than a few days. The trailer park isn’t exactly big.” 
“They didn’t notice that time you decided to make fireballs with the cooking spray and about blew up half the driveway. Don’t think they’re gonna notice someone being quiet in the house.” 
Eddie snorted, and probably rolled his eyes again, not that Wayne could see it given the kid was looking into his own mug as he thought it all through. 
Wayne sat with him as he processed. 
Eds worked at his own pace with things, and while life at large might be against that, Wayne was happy to let him do it. Found it easier that way, then trying to poke and prod and force him like so many father figures did. 
Wayne’s patience was rewarded not even a full minute later, when Eddie turned to him and asked; 
“What if he finds out?”  
This in a quieter voice. An unsure one--words and body hunching in a way unlike the Eddie the world outside knew, but very much like the little boy Wayne had brought inside his home. 
It took Wayne  a moment to connect the dots--he’d been speaking out of the place parents and authority figures often do, and in doing so hadn’t thought much of the fact his nephew had a real secret. 
The kind small town minds didn’t like--and would kill him over. 
This all wasn’t about Wayne taking in Steve, he realized abruptly.  It was that Steve being here meant Eddie couldn’t be himself. 
Could not relax in a place he was accepted for who he was, because Wayne knew and made sure Eddie understood he was wanted here, had a place here, regardless of who he loved. 
Now, Wayne had gone and removed it.
‘Shit.’ 
“He won’t.” Wayne said. 
Knew that wasn’t enough, and so, promised: “But if he does, I’ll make sure he understands his safety here relies on your own.” 
Ed’s chin jerked in a nod, the two of them sitting in silence for a moment before the boy did as he often did when he wanted a hug but felt too awkward to ask for one, and tipped himself into Wayne’s side. 
“Thanks old man.” Eddie whispered into his shoulder and not for the first time, Wayne wished things were easier for the poor kid as he put his mug in one hand and hugged his kid with the other. 
Hoped that in the future, it would be.
Even if he had to force everyone and everything coming after him--and now Steve--to do it.
(Wondered vaguely, how bad it was that he was already getting as protective as Steve as he was of his own kid.
Probably very, given his kid clearly hated Harrington.)
xXx
Wayne took the first night of Steve’s stay off.
He wasn’t the type to use his PTO lightly. Was used to rationing it for any possible thing Eddie might need him for.
A night up sick when he was younger, to a night spent chasing him down during some of their bad spots--but the last year or so Wayne had slowly realized he hadn’t had to use it much.
He was still careful with it though, precious as it was, and was thankful for it now as it ensured his nephew didn’t murder their house guest. 
Or at the very least, didn't sit there pecking at him.
The kid might've failed English a few times, but he had a real gift with words and an even better one with insults.
(Wayne wasn't quite clear on what all the "King" jabs were about, and absolutely did not get why Steve looked far more hurt at the comment about his "sad ass floppy hair" but given the increasingly flat look Steve was throwing Eddie's way, Wayne figured it couldn't be anything good.)
Thankfully a pointed reminder about Steve's injuries had finally gotten them all some peace, enough for Harrington to drop back to sleep--and for Wayne to realize he looked a little too dead while he did it to be comfortable getting any sleep himself.
The kids chest barely moved, and that it ate at Wayne’s until he got up and shoved a hand under his nose. 
Felt his breath, and told himself the poor sod was fine. 
Hurt, absolutely, but alive. 
Over and over again, until the sun had made its rotation in the sky, bringing the morning with it.
‘Better than nightmares, I suppose.’ Wayne figured, as exhaustion scraped at his eyelids.
Those Wayne knew, would come later. When Steve’s brain caught up to the rest of him, and stopping dumping survival chemicals through his battered body. 
He'd given up on sleep entirely sometime around 1 am, and now he sat at his small kitchen table, writing out a medication schedule for Harrington so he and the kid both knew when he could have his next Tylenol. 
Wasn’t even halfway through it before Eddie made his typically late appearance and blew through his door. 
Had his back up from the moment he’d stepped a foot in the kitchen and it didn’t take a genius to see he’d worked himself into a snit again.
Unfortunately for him, whatever scenario that imaginative brain of his had cooked up fell flat to the reality that was the poor kid on the couch. 
Steve Harrington was one a hell of a sight.
Didn’t help that he was doing his level best to make himself as small as possible, curled deep into Wayne's ancient couch.
The blankets covered the ribs and hid away most of the damage, but there wasn’t much Steve could do to hide the shiners on his face--or the marks around his neck.  
Not when they’d grown worse overnight, practically inviting questions.
It was almost laughable how quickly Eddie ate whatever words he’d prepared, mouth awkwardly chewing around them as if they were tangible. 
The less-than-sneaky looks he threw at the younger teen were equally amusing, and if Wayne wasn’t trying to peace keep, he’d have given in and chuckled when Eds split attention caused him to pour half his coffee into the sink rather than a cup. 
Looked utterly lost when, after finishing putting his coffee together and grabbing some junk food thing that absolutely was not a breakfast item, he came to stand awkwardly at Wayne's shoulder, openly staring as Steve blatantly ignored him.
Eds didn’t know what to do, and Wayne couldn't blame him. 
Seemed to keep thinking he was going to encounter a boy that likely no longer existed, and whose blood tinged specter just made things sad.
Shit like this, Wayne knew, took a man’s ego and warped it, shaping it to something else entirely. 
At least for Steve, it seemed that getting wrapped up in whatever mess he had had shaped him for the better, instead of pretzeling him into something worse. That, Wayne thought, spoke to the boy's character more than anything he’d done prior. 
(It helped to know what Hopper tolerated and what he didn’t. That he’d vouched for Steve in the same way Wayne knew he’d vouched for Eddie, even if Eddie didn’t yet realize the cop he antagonized so much would do that for him.) 
That didn't erase the history his kid had with Harrington, though.
Wouldn't stop him from seeing the old Steve, first.
‘Don’t you got school?” Wayne asked when he decided Ed had stared enough. 
“Yeah, yeah.” Eddie waved him off, trotting out the door. “Bye old man, house parasite!” 
It was clearly a jab, meant to nettle, but Steve barely acted like he heard it. 
Wayne rolled his eyes. 
“Goodbye, Eds.” He said firmly, much of a warning as he ever gave, and fondly watched his nephew scuttle out the door. 
Turned to see how Steve was taking things, and was once again given a reminder that Steve wasn’t doing a hell of a lot other than feeling his injuries. 
“I think I promised you a game, son.”  Wayne said gently, startling Steve out of the distant, dim look he had trained on the wall. 
It wasn’t a lot to offer in terms of a distraction, but it would have to do.
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pimientosdulces · 2 months
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random kamen rider stuff
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ryssbelle · 3 months
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Mickey mouse cartoon reference go brrr
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demidevildonnie · 1 month
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i need an intervention i need an exorcism
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m0ss-png · 3 months
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Enjoy this art dump! :]
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emmysealart · 7 months
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stemmmm · 5 months
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Close to a year and four rewrites later, I present to you...
Stem's Thoughts on the Game Design of Harvest Moon on SNES
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I’m not going to lie, if you don’t like farming sims, you won’t like this one. At their core, every farming sim (at least in the rpg genre) is nearly identical, and that’s because of this game. In a way, I might dare to say that Harvest Moon for the SNES is the perfect farming sim because it has every one of the usual elements in their most simplified form and it just works straight from the get-go. It works so well in fact, that after this game came out in 1996, four more entries to the series were released before the year 2000.
If you are someone who does like farming sims, I can’t recommend this game enough. It’s simple and to the point, with a fast pace and enough random events and points of intrigue that the game kept me relatively engaged for my whole playthrough.
Also, by nature of this being the first game and therefore hard to cover concisely and by nature of taking so long to write this... it's long as hell! Enjoy! :) <3
I can’t say my appreciation of this game doesn’t come with a few caveats. I’ve intermittently played HM games all my life, starting with the GameBoy port (GB1) all the way to Pioneers of Olive Town, so while I don’t know exactly how the series has evolved, I’ve seen it at some of its earliest and at its latest. My vague childhood memories of GB1 (a game I didn’t own and didn’t play much of) were that it was pretty sparse and bland, so knowing that this original game was allegedly the same thing but with a little more content, I was expecting the bare minimum. I was prepared to never even be able to leave my farm, but the first thing the game did was shuttle me off to the nearby town and blocked the exit until I talked to everyone there. 
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(Maps of the town, mountain, and farm via The Spriters Resource)
You learn everything you need to know about the game right here at the beginning; Firstly, that this town is small as all hell and has hardly anyone in it aside from the five girls you can marry and their immediate family members. The next thing you’ll learn is that there’s a fence on your farm, and you need to be taking care of that. Of the few repetitive lines of dialogue any given person in town has to share with you on any given day, a fair amount are devoted to reminding you to fix your fence, to make sure it’s in good repair. There was just a big storm so watch out! Remember to check it every day! Are you chopping enough wood? Because you’ll need it for that fence!
I’m being dramatic of course, you aren’t reminded about it that much, though the thin variation of dialogue means it comes up a lot. The emphasis on your fence does exist, and it isn’t for nothing: while it doesn’t matter as much if all you do is grow crops– if you keep animals, the game tells you that the ideal thing to do for yours and the animal’s happiness is to put the animals outside to graze. Animal feed bought from the livestock shop will keep them fed, but it's nothing compared to fresh grass grown on your farm. You can’t even buy animals without a certain amount of grass planted! And sure, you can cut the grass to store for later, but it’s at its best straight out of the ground. However, the way the game is programmed, the animals only eat when the day rolls over, so putting animals outside for the day and taking them in at night isn’t an option, and on top of that, there’s things that come out at night that can hurt your animals. This is where your fence comes in.
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The Utility of Fences
At the entrance to your farm is a cluster of buildings: your house, a small lumber shed, a barn, coop, and silo, a tool shed, and an old, dried up well. Just barely surrounding all of these is a little wooden fence that looks more like a row of upright logs than anything else. Despite this farm having presumably been abandoned, the fence is in perfect repair. You’ll quickly discover that the fence as it is won’t work out; there’s hardly space to plant anything within it, and with the well dried up, you’re forced to hop it to get to a water source to fill up your watering can. It’s pretty clear that you’ll need to expand your fence, and it’s easy to do with all of the tree stumps littering the massive field that it’s blocking off. 
On top of needing to expand the range of your fence, the individual planks eventually will rot away and leave useless stumps. They show up more frequently after rain or a large storm. The posts don’t rot away completely so they have to be manually removed, but replacing them is as simple as smashing the old post with a hammer or ax and popping a new post in its place. It becomes a very natural part of your daily routine to run a lap around the farm’s perimeter before you go to bed to make sure everything looks safe and secure. It’s a good way to ensure your animals are put away and debris is cleared out, too! It slotted very nicely into my daily schedule until a certain point.
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With how much time you have to spend hopping over the logs to get to the rest of the area too large to fence in, you might be tempted to leave one out of place for easier traversal. When night comes, it’s clear why that would be a mistake. Sometimes when you go to bed, you’ll hear your dog barking. It’s a small detail, one that took me a long time to notice because I didn’t always play with the sound on. There are wild dogs that prowl around the wilderness surrounding your farm, and only at night do they dare to come close. Your dog, if left outside, isn't able to do anything other than warn you of their presence if they show up. There’s nothing to notice during the daytime if it happens, unless you happened to leave one of your animals outside. There was one night that I left my chickens outside, having thought my fence was in perfect order and repair. I went to bed and heard the dog barking, followed by a horrible crunch. When I went out in the morning, I saw where my chicken had been before, it had been replaced by a pile of feathers. On the north side of my farm was a rotted fence post I’d failed to fix. 
The Reality of Fences
After losing my chicken, a cluster of pixels on my screen it may have been, I didn’t feel comfortable leaving my animals outside. I didn’t want to take a risk again, the sound and sight of feathers was upsetting enough. On a more logical note, the chickens didn’t even lay eggs if left outside so there was no value in it. Cows were a pain to put back inside the barn too, because of some silliness with the game’s collision. As much of a disappointment as it was to not have my animals roam around, it was just easier. At the time, I was focusing on upgrading my house anyways, so I didn’t have time to take care of my animals outside where time would pass when I could use that time gathering wood, and everything I had was being saved up for the house so I didn’t have any extra materials to repair my fence with. My fence was all rotting away. Because it was inconvenient for getting to my crops, I started smashing all the old posts as they went, too. That’s when I noticed something: the wild dog wasn’t coming anymore.
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I didn’t pay much attention to it until I was looking up a completely different mechanic and discovered a forum explaining how the fences were broken. Rotted posts attracted the wild dog, they said. It didn’t matter if you had gaps in your fence, or even a fence at all–in fact no fence was the best kind to have because the mere existence of posts that could rot was a liability. 
I was hesitant at first to test this concept, after all there wasn’t much I could gain from it. My chickens wouldn’t lay outside, and my cows would be too challenging to get back in if the forecast called for rain. The thing that got me to finally try it was when I was trying to hatch more chickens. My coop felt like a nightmare to navigate due to its current population. I wanted less animals inside that I had to feed, so I threw a couple chicks outside–they weren’t laying yet anyways. Lo and behold, the dog didn’t come. More days passed and more animals were left outside, and it never came. My fence had rotted until there was nothing left at all. No dogs could ever come to my farm again. And I realized that the game’s own insistence on its mechanics was all a lie.
How You’re Told To Play - How The Game Lies
Of course, my animals didn’t stay outside. For a minute it was fun having a crowd of cows milling about while I tended to my crops, but letting them wander free and uninhibited made it impossible to find and milk all of them without any trouble, and there were the rainy days to watch out for. After the novelty wore off, they went back inside and stayed there. The thing is, that didn’t make a single bit of difference in how much they liked me compared to how they were living in the barn. On top of that, they didn’t seem to care whether I was feeding them grass or store-bought food either, though I mostly stuck to the grasses since they were cheaper and easier to get. Nothing about how I was told to care for animals really mattered past feeding them every day, petting it and maybe brushing it, if it was a cow.
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It gets worse. The most basic aspect of the game is the fact that time passes. The story takes place over 2 and a half years, running through each day until the end, and these days last from 6AM to 6PM according to the game’s own internal time setting. After 6PM, all of the shops aside from the bar will close and you lose the ability to sell anything as you’re told it would rot in the shipping bin overnight, so there’s nothing to do but sleep until the next day. Issue with this is that when the days stop at 6PM… they just stop. Time doesn’t flow anymore. The game doesn’t give you any kind of clock to know the exact time it is until after you’ve upgraded your house, so all you have to go by before that is the color of the environment and whether or not your character has played an animation to eat something (you’re automatically fed when you wake up, at noon, and at night). I discovered this because I was curious if I could actually see the wild dog by staying out, and left the game running for probably 20 minutes in real life only for nothing to happen. Because of the time freeze, the time after 6PM actually becomes really valuable for farm logistics. You can’t sell anything, no, but you can pull up all the weeds on the farm, water your crops, fix your fences, feed and care for animals if you hadn’t already, and harvest wood for fences and house upgrades which would have taken a lot of valuable time to get during shipping-hours. The only thing that gets in the way of doing all that is you running out of energy.
Your energy is what allows you to use your farming equipment like your ax or watering can. Running out of it doesn’t mean you fall unconscious or anything, but your character will play an animation of them stumbling over and will fail to use any tools. The most obvious fix to this is to simply go to bed, as sleeping gives you a full recharge. You can also, however, recharge it by going to the hot spring on the mountain, or by eating food bought at the restaurant in town or foraged for in the forest. You can’t tell easily how much is refilled, as there’s no visual indicator like a health bar, but you’re able to eat more than once, and jumping into the hot spring seems to count whether you did it or not more than how much time you spend in there, so you can hop in and out a couple of times and call it good. 
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Individually, time freezing at 6PM and energy being endlessly replenishable aren’t bad things. Even together, they’re not the worst. Having free time to focus on profitless chores is nice, and I think it’s important to be able to replenish your energy in case you have a limited amount of time to do things like for example, cut all of your grass before winter kills it. What makes an exploit out of these is the fact that the resources in the forest will never run out. Every time you re-enter the forest, all forage items and tree stumps are respawned. The infinite amount of forage makes for infinite energy refills, and could also make for an incredible money exploit if you didn’t have a very limited amount of time to ship things. You don’t have a limited amount of time to cut up tree stumps though. If you wanted to, you could run up to the forest after 6PM, chop every stump, then simply reload the area, and everything’s back. You can get all of the wood you would ever need to fully upgrade your house in one night. It’s a bit of a grind to do all at once, but it’s a grind you’d be doing over time anyways. It’s not the worst exploit in the world, since you still need money to pay for the house upgrade, but arguably because of how you have to focus your energy elsewhere for most of the game, the wood is the harder thing to get. Additionally, when the game has very little to do in both fall and winter due to the lack of crops, this exploit takes away just about any reason to play those two seasons other than to take care of animals. It’s an optional exploit of course–as all exploits are–but once you learn about it, it’s hard to resist the desire to get the grind out of the way all at once and mess up the pacing of the game.
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The Charm of the Game
Learning that the fences were completely broken as a mechanic was a huge disappointment for me. From the moment I got a grasp on how the game was supposed to work, I wanted to eventually surround my whole field with fencing and keep my animals outside so I would have some life on my farm while I worked. I didn’t just want this, I was excited for it! This was something I’d never done in a farming sim that didn’t already manage putting animals in and out for you like Stardew Valley or newer Story of Seasons games do. My routine is always the same: I go into the barn and coop to tend to each of my animals, I take care of my crops outside, then run straight to town to talk to everyone, and go to bed. The change in routine that would come from taking care of the animals outside and patrolling the fence every night felt fresh to me. It made me feel that even though this was the first game of its kind, it was different and required new things of me. But in the end, I played it exactly the same.
Harvest Moon is still very different from all of the games that followed it, though. In many ways, it’s because it has less “stuff” in it– both in terms of items and things you have to do. But I wouldn’t say that it feels incomplete. Harvest Moon runs over the course of 2 and a half years before your work is evaluated. Until that happens, you have the ability to farm four different crops, you can raise both cows and chickens, you can upgrade your house to have more features, upgrade your working tools, build relationships with the townspeople to a small extent, go to town festivals that happen each year, and you can get married to one of the five girls living in town with whom you can have up to two children. Everything that you would come to expect as a fan of games like this is already here from the very first iteration. The most notable lack this game has, and one that seems to be completely unique to this game, is that there aren’t any crops in the fall or winter, which means that unless you have animals, there’s a whole half of the year that you don’t have anything to do. The game is clearly aware of this though, because in an average playthrough, this is where you’ll start to run into the story events.
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There isn’t much of an overarching story in the game, past the general concept that you’ve run away from home to work on an abandoned farm. The conclusion rests on how good of a job you actually do. In between those two points are smaller events, usually tied to when you get tool upgrades or special ones for each of the romantic interests. The first event you’re likely to run into happens on the very last day of summer, where one of the woodsmen comes to your house in the morning to ask if you’re okay because he heard a huge crash at night and you should check your farm. What I found was that a tree in my field had fallen over, and its remaining stump had a big empty hole in it. When I inspected the stump, I was suddenly underground in a cave filled with loud and industrious music, and I was faced with two, little green people–Harvest Sprites, though I don’t know if they’re called that yet here. One asked me if my scythe worked well, and when I said yes, told me that they had made it and that I should check my shed tomorrow for a better one. Other tool upgrades are obtained in similar fashion; one comes from feeding a starving sprite a mushroom and another comes from another hole in the farm opening up to reveal another part of the cave system that has a couple of hints on how to unlock other things. 
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The events for romantic interests happen at less scripted times, as they’re tied to how strong your relationship is with each girl. Each girl only has one event, and it only triggers when your relationship is high enough that you would ask her to marry you. The events usually take up a whole day, and don’t necessarily add much to each character. Ellen’s revolves around how she’s no good at keeping pets– something established on your second day at the farm when you get your dog from her, Eve’s hammers in her fraught relationship with her grandpa, and Ann’s is about losing the chicken weathervane, or “weathercock” which sits on the roof of her workshop and goes missing every time there’s a storm. Conversely, Nina and Maria’s scenes bring up entirely new events that bring up a number of questions while providing no answers. Nina disappears while looking for a medicinal plant because her mother is apparently sick, and Maria vanishes for days until you find her hiding away with the woodsmen for some reason. All of these events, whether they share new information or not, manage to add some greatly appreciated depth to each character by giving them more room to speak and be sincere than their short and repetitive day-to-day dialogues do.
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The dialogue in this game is simple, to the point, and sparse– probably because there was only so much memory that could be reserved for approximately 15 people who all have multiple lines of dialogue, and only so much money to pay someone to write more. There is simple dialogue that doesn’t tell you much more than “hello, how are you” would, more dialogue that I’d label as tutorial text, and a few lines that I truthfully couldn’t understand well because of the sub-par translation this game received for english. The dialogue that exists to inform the world really manages to create a unique vibe though. Nina’s dialogue, almost always about plants, goes into forays about how they’re creatures with wills to live, too. Ellen’s uncle who runs the ranch shop tells you that it’s much better to feed your animals fresh grass if you try to buy any from his store, and if you decline to purchase he laughs as if he’s won something. There’s even dialogue referencing the silent player! Multiple lines exist to comment on him not paying attention, and inspection prompts have people telling you not to touch something rather than being an item description. It was the last thing I expected, to get the same level of personality out of the main character as I did from each of the girls, albeit very subtly. He went from a kind of nothing, self-insert into being what I perceive to be a hyperactive boy, akin to a border collie who was let out into a field of sheep for the first time–the exact kind of person crazy enough to take on an abandoned farm and succeed.
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It’s these short little character details that bring life into the game. Each day, you’ll really only see one line of dialogue from each character, be it new or old, with that dialogue usually only changing if there’s a change in season or festival coming up. The repetitive, pretty mindless routine of the game can turn into a sort of meditation if you let it, where you spend your time working thinking about the folks in town and what they had to say to you the previous day. The developers took this concept in stride and gave the side characters loads of dialogue about life, about God and religion, and about… very basic morals, but morals nonetheless. It’s a children’s game after all. When you take the thoughts, questions and prompts the characters give you back to the farm to do your long and tedious routine, you have to ask yourself– what are you working so hard for? For the feeling of accomplishment? Recognition from your peers? For the sake of some higher power, if you worship one? For me personally, it was to write this essay, but it was also for a good grade on the high score screen at the end, so to be honest a lot of this stuff was lost on me until just now when I was reviewing the game to get screenshots.
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Setting The Standard - Why You Should Play HM SNES
You may read all of this and still think, well, it doesn’t sound like the game has much in it. And you would be right, it’s a very small game, but it’s also extremely quick. On average, my days only lasted about three minutes of real life time. Everything flew by, and I think I finished the game in 20 hours or less. I barely got a chance to notice that there wasn’t much going on because every second of my day was spent busy doing something, and when I wasn’t busy, the break was appreciated. I didn’t start to run out of things to do until I was finished with the second year, and when I looked up what I needed to do to get a decent ending, I was already most of the way there. It was easy to push through those last two seasons to get to the end, and it was so, so worth it. 
As I mentioned earlier, the game ends with a high score screen, meaning it has to track all of your accomplishments. These include, but are not limited to: the number of things you ship, number of each crop you grow, number of animals you have and how much they like you, how upgraded your house is, who you married, how much all of the girls in town like you if you didn't get married, how many kids you have (which basically equates to how long you were married), your happiness score (increased by going to festivals and decreased by having animals die), and how many times you’ve pet your dog. In addition to these being tallied up and presented to you, you get special cutscenes not just for each one of these accomplishments, but additional ones for if you managed to do even better! I got a cutscene for having a cow, followed by one for having lots of cows, followed by yet another for having cows that loved me! Watching them play one after the other felt like taking a victory lap even without getting the best possible result. Seeing all of my numbers come up at the end made me want to try again to actually get those other cutscenes, not to get to see them, they’re so easy to find on Youtube, but because the game made it feel like an accomplishment! If I weren’t following this game up by immediately playing its GameBoy port, I absolutely would have started a new file right away. I’ve been playing the Harvest Moon series since I was a little kid and this was the first time I’d actually managed to beat one of these games. I struggle to think the finale of any game following this will feel as good as this one did.
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I started writing this whole thing about the fences because it was an easy and silly entry point to get into my core issue with the game, and so I could have an opportunity to dig into game mechanics and the way the knowledge you have of them will completely alter your playstyle, because that’s all fun and interesting for me to talk about. Another reason why I focused on that was because it was near impossible for me to pick any kind of focus point when talking about this game. After all, I’m trying to study a whole series of games that spans multiple decades, and this is not only the first game in that series, but a game that created the whole genre of farming sims and defined that genre so thoroughly that you can see its DNA in every single game that followed.
 I didn’t expect much to come out of my experience with this game. My expectations for it before I even picked it up were that it was going to be basically featureless, as informed by my experience with one of the first games I ever played as a child, Harvest Moon GB, which I will get into next. This game was not that at all. I think that everything it did manage to get working right came together just about perfectly. Harvest Moon is exactly what it wanted to be, and where it wasn’t, it lied about how it worked to try and make you play the correct way anyways. When I believed that lie, my time playing was even more enjoyable. Maybe if farming worked just a little bit more like how you’re told it’s supposed to, and if there was just a little bit more story, those would cover the things I felt wanting for the most. But maybe a little flexibility and ambiguity is a good thing. Maybe actually maintaining a fence is just too hard, and maybe if the girls were more fleshed out, I wouldn’t be able to enjoy filling in their gaps in my head.
There are many more things I could say and wanted to say about this game, but this has grown far too long already so I'm cutting myself off here. I'm sure my later entries aren't going to get near this length. If you managed to get to this point, thank you so much for reading!
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lovvecherrymotion · 20 days
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stožice (2017) // stožice (2023)
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mutxnts · 1 year
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don't call it a comeback, i been here for years
(flashing cw)
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wavesalwayscrash · 3 months
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Some palette doodles I did a while back!
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youhalfwit · 2 years
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Together we can burn this place down ‼
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portwinestains · 1 year
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my gwenmj sense flared when spider-gwen interacted with her mj for .5 seconds in spider-verse... 616 gwen/mj always living rent free in my HEART
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