#its the konami code
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Listen I know WHY they chose Snake Eater as the candidate for the remaster and I'm glad bc I fucking love mgs3 buuut I'm still so bummed that i can't play mgs4 on any new console :((
#i know its bc the ps3 coding in games is apparently hell but pls pls pls konami i neeeed it#im a huge 4 defender i love it#mgs#metal gear solid
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so have you guys heard of the new incredibox mod The Masks? cause Oh Boy i sure have/pos
#incredibox#incredibox fanart#The Masks#Rad#yea his name is Rad#i love him so much#idk why#this is the first pencil drawing i’ve shaded half fully in like a year#he’s so cool#all of the characters from the mod have a mask and there are multiple from different cultures too#ONE OF THE VOICES IS A ROBOT THAT SINGS THE KONAMI CODE!!!!#beat 1 is a tengu beat 3 is a hindu demon(i tried to research but i couldn’t find much D:)#beat 4 is a matryoshka doll(it’s name is Mother in russian) effect 1 is an african mask(i tried to research it too but same with beat 3)#melody one is a Catrina doll melody 5 is a tiki and mask#THE CHOIR OF THE MOD IS THE GHOST FACE#ITS SOO COOOL/GEN#there’s also 🗿/gen#sparks creations
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raise ya hand if you cant sleep the night before a plane flight ✈️ ☕️ 🪦
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Ranking Octopath Traveler II Characters on How Sick They'd Be as Tony Hawk Pro Skater Secret Skaters
With the advent of THSP3+4 right around the corner - and having just played through one of the best RPGs ever - I thought it might be best to sort out just which of Octopath's namesake Travelers would make sick af cameos in THPS, with notes. Enjoy, feel free to agree or disagree with this assessment.
8. Osvald
This man objectively despises fun, in all of its form, including skateboarding. He's way, way too busy puzzling out the mysteries of monster blood to spill his own by eating shit on a halfpipe. He doesn't care about what's going on in the haunted house in Suburbia, or where exactly the Evil Tiki portal leads to, because neither have answers to the One True Magic. If only he knew the true heart of magic is found by getting a 99.9 during the Rio skate competition, by grinding the outer edge of the skatepark (seriously, try it - there is nothing better in this life than hitting that full loop).
7. Temenos
I love Temenos. He might be my favorite character in all of Octopath Traveler. That said, he is 100% too busy working on his Fire Emblem 7 LTC on an original GBA cartridge to worry about learning the optimal route around Skater Island. He's overly concerned in sorting out an optimal army in Final Fantasy Tactics, without using Ramza as a monk (but he still uses Cid). He's a great character, but he would be such a chore to deal with at the X Games. He was the first to call out Otto Rocket for not actually nailing that Super McTwisty 9000. Doubt is what he does, after all.
6. Castti
While Castti doesn't choose to shred, I believe she still can (it's just really easy for me to picture her doing a cannonball grab through the greenhouse glass on the Cruise Ship level). Still, I think she'd prefer to sit it out, too. Love her character. She might even have one of the best stories in the series. Doesn't mean she likes skateboarding, though... but I don't think she'd hate it. It likely keeps her in business.
5. Throné
This is the purest "sure, I guess" choice on this list. She was my starting character and I loved every chapter of her tale, even with how dark it got. She's way nicer than your typical femme fatale - but can she land a Christ Air off the Skyway Gap on Downtown? Actually, yeah, I think so. She'd nail it with style. Throné proves herself to be chill af time and time again, I think she'd respect skateboarding for what it is.
4. Hikari
Hikari shreds for his friends. Also, can you imagine a THPS level based off of Ku Castle/Castle Town? Because I can, easily. That entire palace might as well be the Burnside of Solistia. Not to mention, if you punch in the Konami Code then you also unlock Shadow Hikari. he would 100% have the sickest board designs, too.
3. Agnea
This is kind of easy pickings, she's not only a dancer but an incredible entertainer. You know her Special moves would be absolutely beyond extra, though maybe a little hard to pull off. Her rail and manual stats would just come blasted to max out the gate. Agnea Bristarni is the closest thing JRPGs will ever have to Rodney Mullen (sentences you will never read anywhere else, follow me for more).
2. Partitio
This is 100% vibes. But I know, I just know that I am not the only one who can easily picture this guy pulling off a 1080 Madonna off the final ramp of Downhill Jam. He just has the right energy. It's not even a skill or character thing when it comes to Partitio, even though I think he is the heart of Octopath Traveler II's team. I just know in my heart that he's friends with Tony Hawk. Partitio is currently retrofitting Roque Isle into a free-for-all secret level.
1. Ochette
Consider the following: using an owl to help you bridge sick gaps. Boards designed after Tera, Glacis, and Acta. Busting out even more monsters for Special moves - plus, unlike the guys at last place here, she'd absolutely love skateboarding, and that's what's most important here. Every skateboarder I knew in real life was basically fueled by Slim Jims and Monster, so if ever there's been a perfect fit, it's our favorite beastling.
And that's it for our list of Octopath Traveler II characters that would make for awesome Secret Skaters in Tony Hawk's Pro Skater. If you have any other popular JRPG filled with characters you believe could shred, let me know and I'll rank them. I'm playing through Final Fantasy 6 again right now, so those guys might be next.
Safe/sick travels to you all.
#octopath traveler#octopath 2#octopath traveler 2#thps#tony hawk pro skater#skateboarding#osvald v. vanstein#temenos mistral#castti florenz#throne anguis#hikari ku#agnea bristarni#partitio yellowil#ochette#tony hawk
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naadja has the chance to have the funniest fucking high school reunion in menzoberranzan HISTORY
Also since i tend to be careful around naadja and astarions relationship (because astarion is a character i deeply respect and want to honour that) i do want to say that she doesn't treat him poorly, even if her internal motivations aren't ideal, she's always been uncharacteristically respectful to him.
I don't think she's a bad person for being insecure. I don't think she can very easily be categorized as good or bad despite being "evil". She's a bit more complex than that.
She's dysfunctional and selfish, and she's also doing her best despite having any compassion literally beaten out of her. She views empathy as a curse and yet engages with it anyway because she KNOWS she's dysfunctional.
I write naadja the way i do because there is an expectation that women must be altruistic to be appreciated and even then, "good women" are neglected. I wanted to write a woman who is wrong, who is problematic, and still loveable. Despite everything she is, she is still loved.
And astarion is completely aware of who she is, Naadja has shown her true colours more than enough times for him to decide if she's not worth it. Part of why he loves her is because she's fucked up and difficult. She isn't perfect and neither is he. It's easier to love someone else than to love yourself but he loves her, which means he can love himself.
#thats actually vanilla bg3 if you use the konami code. yeah she just spawns in with the legendary ar15 you can make in grymforge.#its part of the any% speedrun category
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look up, then left, down, left, up, right, and back at this ask.
its giving the konami code
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New Wreck it ralph self ship oc because i need to be held by cybug king candy
The previous Reblog chain i made has some stuff about him but i will say all the main bits about them here: -Set in a world where after Wreck it ralph ended, Vanellope got some Fan npcs to help Sour bill with keeping the castle clean. Swirly Pop or just Swirly for short was given the job of Maidservant ,aka The ones who clean the whole castle except the servant chambers.
-One day while cleaning, they find the corridor to the code which had not been cleaned since sour bill told none of them it was there and decides to clean it since that their job. When they start cleaning the door, King candy who was trapped in the code box being unable to escape while also being unable to change the code due to their cybug form not allowing the code boxes to open when tapped after he died bangs on the door scaring them. This starts off their first conversation. -After days, maybe even weeks, King candy finally manipulates Swirly enough to let him out with the konami code. Now he is free but at the cost that because of how long it took to get out, king candy's ego doesn't want to let Swirly go since swirly is incredibly friendly but alone. Plus its going to be much harder to escape the castle now with all the npc's working acting as security. -yada yada yada self ship stuff happens.
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Listen I know WHY they chose Snake Eater as the candidate for the remaster and I'm glad bc I fucking love mgs3 buuut I'm still so bummed that i can't play mgs4 on any new console :((
#i know its bc the ps3 coding in games is apparently hell but pls pls pls konami i neeeed it#im a huge 4 defender i love it#mgs#metal gear solid
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Super Famicom - Assault Suits Valken
Title: Assault Suits Valken / 重装機兵ヴァルケン
Developer/Publisher: NCS Masaya
Release date: 18 December 1992
Catalogue Code: SHVC-AV
Genre: Horizontal Shooter
Many of you may know this game under its western title of Cybenator. You may also think that it was developed by Konami just like Prince of Persia was for the Super Famicom. Well, neither was developed by Konami. They only distributed the games in the West. Prince of Persia and this fine game, Assault Suits Valken were actually developed by NCS Masaya. In fact, NCS Masaya was responsible for so many great games on the Super Famicom, Mega Drive / Mega CD, Saturn, PC Engine, and other systems that it’s hard to even remember them all. They also produced quite a few stinkers, especially in the final days of the company. Thankfully, Assault Suit Valken is one of their quality games and part of the Assault Suit(s) series.
The Assault Suit(s) series started out life on the Mega Drive in 1990 under the title of Assault Suit Leynos (Target Earth in the US), Then came Assault Suits Valken (Cybernator in the West) in 1992. NCS went back to the Leynos title with Assault Suits Leynos 2 on the Saturn in 1997 which remained a Japanese exclusive. Up until now, the series was a fantastic but quite tough giant robot blaster. Then came the PlayStation games ……. Assault Suits Valken II was released in 1999 for the PlayStation but to the disappointment of many who were expecting a full-on follow-up to the SFC original, they ended up with an average strategy war game, YAWN!!!! The series then lay quiet for a couple of years until 2004 when Assault Suits Valken was re-released on the PlayStation 2 as one of those “enhanced” HD remakes. In reality, it was the original SFC game fitted with a really shitty graphics filter. Needless to say, it looks bloody awful. The SFC original running on an HD TV in 1080p via an XRGB looks a million times better.
Anyway, back to the game in question, the original Super Famicom version of Assault Suits Valken. During the western translation, a few cuts were made from the game. Most noticeable is the absence of all character portraits during the dialog scenes. Also, there’s a cut scene near the end of the game where the president of the defeated country commits suicide by shooting himself in the head. Finally, the ending is cut short in the Western release. Yep, Cybernator is missing a lot so your best bet would be to buy the Japanese version.
All of the Assault Suit(s) games are tough, and it was this toughness that put many people off the series. Because they couldn’t just charge through blasting away, they deemed the games rubbish but that’s not the case. Assault Suits Valken requires a lot of strategy and thought on where you want to be and how you should get there. It’s this “take it slowly and steady” pace of gameplay that really makes the game stand out amongst all the other shooters out there.
Graphically the game is no slouch either. Loads of detail have gone into the backgrounds and sprites as well as having some very nice intermission screens that wouldn’t look out of place on a Saturn or PlayStation game. Audio is fantastic too. Fitting atmospheric tunes throughout as well as one of the greatest ending themes found on a Super Famicom game. It’s right up there with the ending theme from Contra for movie style.
Assault Suits Valken isn’t for everyone but if you seriously love your platform shooters, you’ll love this. It was a great game to play in 1992 and it’s still a great game to play now in 2024, 32 years after its release.
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Silent Hill: Shattered Memories, the "re-imagining" style remake of the original SH1 is firmly set in the time of its release (2010), and is thus firmly in the genre of "small town horror but the protagonist still has cell reception".
The game gets a lot of mileage out of it, with Harry Mason having to solve puzzles by getting voice memos or calls or taking photos with his flip-phone (and god, they impressively replicate the lag a flip-phone camera viewfinder-display has when you pan it around).
And also the game beat Until Dawn to the punch by like a full decade by interspersing the gameplay with uncomfortable therapy sessions done from an obscuring first person perspective, modifying aspects of the game to try and tailor it to you.
They don't quite get as far as "tailoring the scares to your fears!" (and god knows Until Dawn doesn't either) but the way that almost everything in the game can change in small ways? The way voice memos are more or less depressing or scary or hopeful or lonely depending on your choices?
It makes the game feel really moody and uncertain and unpredictable in a way that makes it a really good Silent Hill experience.
Oh and also if you call Konami's actual IRL help-desk hint-line number in game, there's a prerecorded response that ends with the clerk on the other end realizing that your phonecall's coming from Silent Hill's ZIP-code, and you're beyond even their help.
Great easter egg.
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I had a dream that there was a new ending added to dashbored by fadingclub and it was accessed by doing the konami code and then youd meet a new character named fucker5? And an analog horror type face jumpscare of them would fade in and say something so you Knew you were on track to that ending and nic eould go wtf did anyone else see thaf and eveeyone else in the party would go no
And in the dream i was so scared of fucker5 that it made me stop playing and go upstairs and be really paranoid all day.
And this is what i remember fucker5 looking like?
But 10× more like, unsettling. Like simple kind of uncomfortable to look at kind of like IMSCARED
Other attempts to visualize fucker5 because theyre SO vlear in my mind but its not translating.
I think this 2nd one comes closest.
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Posting about Seventh Tachyon
So this card is WEIRD and I love it thematically and practically.
Lore-wise, this card shows the instance of Mizar capturing the Number 107: Galaxy-Eyes Tachyon Dragon spirit and putting it into a card.
The sub implies that Mizar keeps the duel monster spirit in its cave until he needs to wield it in a duel, which begs the question if all the Number 10X monsters are like this or why 107 is different. In addition, unlike the rest of the Number 10X monsters, Number 107 has lore outside of being a card that suppresses the memory of its user. Number 107, alongside Number 46: Dragluon and Number 62: Galaxy-Eyes Prime Photon Dragon are the three pieces of the Numeron Code, aka Number 100: Numeron Dragon. In this case, how can the dragon, Don Thousand's artificial number, be the dragon inscribed in an ancient legend? If I were to make a theory, the writers wrote in a counterpart dragon for Kite to fight against and wrote the Don Thousand lore of creating the Number 10X without considering the connective thread.
But why does this card exist? For some reason, in the past 5 years, Konami has been printing cards for the Seventh archetype. They were used in the anime to support the Number 10X monsters which had previously been the disparate boss monsters of the Seven Barian Emperors, the main antagonists of Yugioh Zexal season 2. Personally, I was quite a fan of these characters, but that was also because I was at the right age to appreciate reincarnated tragic heroes who played rank 4 spam decks (and the rank 8 guy). While each of the Xyz monsters were generic, most of them had forgettable effects even for their time. Keep that in mind. The Seventh support cards aren't really enough to make them into a deck, so they kind of just exist as references to the anime. Fundamentally, these cards exist to facilitate mediocre boss monsters, but are loaded with enough restrictions to make anime fans like me cry. Until now.
Now onto the use of this card. Seventh Tachyon is an immensely powerful searcher with two major drawbacks and one minor one. It locks you into Xyz monsters for the rest of the turn and it requires you to put a card back on the top of the deck. Now the lore use of this would be to return Rank-Up Magic The Seventh One to the top of the deck so it can be activated on the following turn.
By my count, five cards exist or have extra effects that bend over backwards to support or get around the asinine restriction this card has.
However, the restriction I want to talk most about is the requirement to reveal a Number 10X Xyz monster from the extra deck. This creates a functional extra deck Garnet, a type of card introduced in the days of summoning Cyber Dragon Nova off of Tellarknight Ptolemaeus to Xyz summon Cyber Dragon Infinity.
Historians can argue whether the various >2000 ATK fusion monsters summonable by Magical Scientist count as Extra Deck Garnets. In modern yugioh, some decks have an extra deck tighter than a mattress box and some deck have free parking. Seventh Tachyon (also a Tachyon card searchable via Galaxy Eyes Tachyon Dragon) searches over 1000 monsters. The final cost is just an extra deck slot.
The Number 10X monsters, mostly mediocre anime cards, finally see the light of being in an extra deck instead of a binder. While the cost of playing a level 4 WATER, EARTH, Aqua, or Rock monster is including an extra deck piece with situational at best utility, other search targets are shafted by a truly terrible selection of extra deck monsters. Rank 5 functional vanilla monsters like Number C103: Ragnainfinity are seeing play for the first time.
Undoubtedly, I'm grateful for the attention that Seventh Tachyon has given to these dogwater cards. And of course, because these cards exist in the extra, they will never be a part of a nightmare opening hand.
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Gradius (TG-16 Mini)
Perhaps amusingly given that it ended up owning the whole shebang, Konami's entrance to the PC Engine market came four years into the console's life. I'd imagine that had as much to do with navigating the relationship with Nintendo as anything else, but it's still interesting. Konami would go on to make a number of great games for the console, some iconic of the platform. But it started here in 1991 with a Japan-exclusive port of Konami's 1985 arcade hit, Gradius. By this point, the Super Famicom already had a port of Gradius III in its library, which you would think would make this look like meager scraps being tossed NEC's way.
Unfortunately, this is one case where I can't speak fully to the original context. The game was only released in Japan, and as such the only things I heard about it back in the day were through small snippets in magazines that covered imports. From what I can gather by searching around on the Japanese side of the Internet, PC Engine owners were surprised and excited when the game was announced. That's perhaps as much owing to the news that Konami would be making PC Engine games as it was to the port itself, but there was definitely a crowd that was looking forward to a more accurate version of the game than the beloved yet compromised Famicom Gradius.
The game certainly reviewed well enough, but I've found a lot of anecdotes that circle around the same sense of disappointment that the game wasn't as arcade-accurate as PC Engine fans felt it could have been. The color palette is more muted than the arcade game. Due to the differing resolution of the hardware, it was necessary to have the screen scroll vertically a bit even in stages where that didn't occur in the arcade. Some of the mechanics also differed slightly. It wasn't that the PC Engine Gradius was disliked per se, but some fans were disillusioned by it not being exactly what they had hoped for.
One of the popular theories now is that the differences stem from this being something of a remake of the MSX version of Gradius, with things like the extra bone-themed stage and the presence of some two-level power-ups being considered as evidence. Whatever the case, Konami has dutifully reissued this port on just about every occasion where it made sense to do so. I'm not surprised to see it here in the TG-16 Mini. And I think people have softened on this version of the game over the years, perhaps due to those very same deviations from the arcade original that is now far more readily available at home.
For my part, I enjoy this version of Gradius. It's a little easier than some other versions, and the slowdown is just about predictable enough that you can use it as a tool in your arsenal. The extra level isn't amazing, but it's nice to have it. And hey, the Konami Code works here too. It's never a bad thing to be able to instantly power up, even if it only works once per session. The game plays well and while its presentation might not be true to the arcade, it still looks and sounds good. I have this one on my Japanese Nintendo 3DS (there was a short-lived PC Engine Virtual Console here) and play it often.
With that said, if you want something closer to the arcade, M2 has once again provided in the TurboGrafx-16 Mini. Simply hold the Select button while choosing this game from the carousel and you'll boot into the new "Near Arcade" version. You'll know you did it right because the game will start with the iconic Konami Morning Music countdown from its Bubble System hardware. And yes, Gradius Near Arcade is just what it says on the tin. While the vertical scroll is still there, this otherwise looks, sounds, and plays far more like the arcade game than the original PC Engine Gradius. It almost feels like we've gotten a whole other game here. I think we all knew the console had it in it.
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Just checking 'cause you seem to often confuse remake and reboot in your analyses.
No I don't
Since I'm on vacation I'm just going to cut to the chase because I don't have time and patience for you being a passive aggressive asshole about this
remaster - copy/paste the exact code of the game with optimization for current-gen hardware, including updated visual assets and control responsiveness
remake - built from the ground up with brand new coding, voice acting, scripting, pacing, encounter design, etc. It may overwrite the original, but it usually stands as its own thing
reboot - a completely different spin on a game or series, only loosely using the same characters, plot, and environment in order to create something vaguely based on the original product with the intention of completely abandoning the original work, never to return
reimagining - same as reboot, but only for a one-off experiment with no intention of abandoning the original series
DmC: Devil May Cry is considered a failed reboot, because it didn't perform well enough for Capcom to be able to abandon the original series, even though that was their intention for it
Silent Hill: Shattered Memories is a reimagining because it was just a fun thought experiment, and Konami never had the intention of abandoning the original series
The modern REmake series are remakes because they very, very closely align with the originals but still stand alone as their own thing while OG continues to exist
Hope that helps. Fuck off now. Thanks.
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How did you come up with everyone’s names? Particularly Lee’s full name?
ah well!! there was an era once where RBY and Lee were two pretty distinct versions of the same character--rbys design was more glitchy and chaotic and, sure enough, was entirely in a Red Blue & Yellow color scheme (hence, RBY, which ive been reading as 'ruby' for years now)--im SURE i had specific reasoning at the time for each of the following series of characters in 'RBY4EB37', caus i always do this, but the main takeaway is largely that its a string of characters that has a nice mouthfeel to it! in-universe it is meant to be an otherwise meaningless unique string of characters one can identify her with, in lieu of any actual unit number
now the name Lee ITSELF, i well and truly borrowed from the second syllable of Stanley (as in The Stanley Parable)--other character iterations were occasionally called Ellen (as in Ellen McLain, voice actor for GLaDOS from Portal 1 & 2)
Sutton specifically was the name of a classmate i had like ages ago, and i always thought it was both a really cool name and suitably gender ambiguous--as far as I can remember the name Raymond was a name i settled on after scouring through lists of names and such, which wound up being very fortuitous--and Hashimoto is the surname of the programmer who created the konami code!!
#blorbos#god ily rby4eb37#its the exact flavor of String Of Characters thats easy for me to memorize honestly#ID FORGOTTEN THE HASHIMOTO TIDBIT I HAD TO LOOK THAT ONE UP AGAIN#i gotta get some sleep but rest assured i saw ur next ask as well hehe
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strips AI out of Google search results, giving you just the pages
more info ⬇️
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