Game Concept: a Bubble Bobble RPG in the style of Mario and Luigi games
Made a little pixel animation for a friend, done in the style of an encounter from an old DOS space exploration game; Starflight. Looks like Scifer is going to have to brush up on his SpaceBunny-ese if he hopes to resolve this encounter diplomatically!
Done entirely with an EGA palette of 16 colours, which was pretty much the best you could get in 1986. ;)
Also, while looking up that one Kat Kong thing, I saw this fake boxart for a hypothetical game, and I had to show it to you because, holy crap, the rating…
@gamesthatdontexist
Source is at [vgboxart.com/view/17711/kat-kong-cover/] under the current one with the link “original”.
Cory Schmitz put up a mood video for a video game idea he had, and it struck a chord with me because I’ve had a similar idea for such a long time. The video was really inspiring for the right atmosphere, so lo and behold, fanart for something that doesn’t exist yet, I guess! Children exploring a city on their own, defending themselves from rival gangs? Yes please, yes please!
(Thanks for letting me do this, Cory!)
Yuna Itoh, a Californian parapsychology student with a lifelong fascination of the supernatural, has found herself dealing with a crisis of faith. The countless personal investigations she has undertaken into haunts and horrors have always turned up empty, revealed to be nothing more then mistakes or fakery. Coupled with a lifetime of scepticism and even insults from her peers, she finds her belief waning, unable to shake the thought that the course of her life thus far has been a mistake. It’s in this bout of existential ennui that Yuna learns of- and becomes fixated with- a supposedly haunted estate in England that once belonged to the wealthy and prestigious Barnbellow family. As the rest of the country suffered during the Second World War, the Barnbellows continued to live comfortably and indulgently, with nary a care in the world. This peaceful ignorance was shattered entirely with the kidnapping and subsequent murder of the youngest child, Edward Barnbellow, a tragedy that wounded the clan and the local community alike, but none more so then the family matriarch Jennifer Barnbellow. For weeks on end she wailed in agony, crippled by despair with no attempts at aid soothing her. Even so, none could have foreseen how the story would end: an empty house full of corpses, blood streaked across the walls, and Jennifer having spirited away, never to be seen again. Tales speak of her spirit wandering the estate, wailing and crying for her beloved son. With the deadline for an important case study and accompanying thesis looming, Yuna comes to a decision; she decides to travel to England and visit the Barnbellow’s former home in person, ostensibly for her studies. However, deep down, she sees this as something of a moment of truth; one final test to determine whether or not forces beyond our understanding do exist. Yuna is going to get her answer, and it will change her world forever. Gonkaka is proud to present this promotional single for Nincom’s upcoming survival horror title Barnbellow’s Estate, due to be released October 2nd XX99. It is one of several intense themes intended to score moments when Yuna engages with nightmarish creatures she cannot beat and must instead escape.
I Hear You Run, I See You Hide (Pursuer Theme #1) [from “Barnbellow’s Estate”]
released June 30, 2019
composed by Decon Theed
cover designed by Decon Theed
DOWNLOAD INCLUDES CORRECTLY SIZED COVER + UNEDITED COVER SCAN
Unreleased japanese poster from the cancelled Simpsons™ videogame “Homer’s Fun Beer Time” for the Nintendo 64
(source)
my submission for http://raid.community/ v1.0, ty for the invite @simon-no 🎮 available now! — D.E.A.T.H. Blossom [Delivering Every Angel Towards Heaven], named after the sudoku solving technique, is a hybrid survival horror/puzzle game where the player wakes up in an abandoned mental ward in a locked cell. Upon escaping their room, they discover they aren’t the only captive, and must solve a series of puzzles to rescue others from their respective cells.
I had a dream about a comic/video game series: immense vintage sci-fi landscapes, scattered with Potemkin-village middlebrow strip malls. Some mysterious entity keeps rebooting this world, taking a different role within it each time.
The protagonist was a housewife of some sort, and she was either trapped in this Matrix-type simulation or she was part of the simulation that had become self-aware.
The rest of the population was polite enough, but turns immensely hostile whenever she violates arcane taboos.
The comic version had kind of a 90s alt-underground feel, and I recognized it as “a bit silly but cutting-edge for the time”; the video game adaptation had Bioshock-style stealth, gunplay, and improvised weaponry, plus some randomized roguelike elements.
Today, 103 Records presents a special treat: the long lost soundtrack to Nincom’s first ever game, Nightmare Busters!
More well known as an arcade-style 3D action game for Zony’s original FunCentre console, the game’s true origins date back to the mid-to-late 80s; Nincom, newly founded and hungry to prove themselves, set out to make a cutting edge, horror themed title centred around two brave toys named Copper and Little Red Hood, who had to save their owners from far more malevolent playthings still bitter about being abandoned many years ago. Unfortunately, the project’s scope far outweighed what technology was able to replicate at the time; the graphics and animations were too process intensive, for one thing, and the idea to have fully unique enemies in every level proved to be a strain on the memory. Even the music was somewhat hamstrung by ambition; this was the first time the various members of what would become Nincom’s in house band and sound team, Gonkaka, had worked with the Yomeha FY5212 sound chip- or any sound chip for that matter- and it showed in both the roughness of the sound programming, as well as the fact that almost every song used entirely different soundbanks and waveforms. The collapse of the project threatened to destroy the company before it even got off the ground, but thanks to a last minute developer partnership with Gesa North, the company was able to prove their worth (and learn some valuable technical insight) by aiding with the development of their surreal, existentially horrific space shooter “Schadenbergiana”. But you all know that story, surely?
Through our continued publishing partnership and working relationship with both Nincom and Gonkaka, we are able to secure the original sound files for the unproduced arcade version of Nightmare Busters, and are happy to present them for your listening pleasure; devout old timer or fresh face newbie alike, the origins of Gonkaka’s long career are an essential listen for any fan of the band!
Forever Nightmare (Nincom Logo)
We Loved, Once (Attract Mode)
The Busters (How to Play/Continue)
The Beatthings (Stage Introduction)
Nightmares Don’t Shuffle (Copper In-Game BGM)
Nightmares Can’t Disco (Little Red Hood In-Game BGM)
Bitter Beatthings (Regular Boss Battle)
Spiteful Beatthing (Final Boss Battle)
Nightmare Beatthing (True Final Boss Battle)
Tears for the Brave (Bad Ending/Name Entry)
Sweet Dreams, Old Friends (Good Ending)
Against the Dark (Stage Clear)
Perish Greatly (Game Over)
released August 21, 2017
project directed and concept art created by Decon Theed
music composed by Shinji Namiki, Fumie Saso, Takayuki Mitsuyoshi, and Denji Koshiro
cover designed and produced by Dio Maxwelle
DOWNLOAD INCLUDES: FULL RES SCANS OF THE SKETCH AND FINAL VERSIONS OF THE COVER, AN EARLY PIECE OF NIGHTMARE BUSTERS PROMO ART, AND 12 PIECES OF NIGHTMARE BUSTERS CONCEPT ART
A collection of epistolary fiction about video games that don't exist
170 posts