2018
Don’t worry, folks; this album ain’t gonna turn into “R.I.P.1.0.3. x XMAS 2019”. Pinkie swear, this is a one off.
Nightmare Busters is an older project of mine that holds a special place in my heart; it was the first fully-fledged Gonkaka project I ever worked on and completed, as well as the first (and so far, the only full-length) chiptune project I’ve put together. If memory serves me correctly it’s initial release on 103 Records was the first release I ever charged for- this was before the “pay what you want or get for free” clause was mandatory. It definitely shows it’s age compositionally, as well as my inexperience in terms of sound design- not helped by the inconsistency of sound design between tracks (each piece basically uses entirely different sets of waveforms/“instruments”, which is not at all period-accurate for what was supposed to be an arcade game from the late 80s/early 90s)- but it’s only with the benefit of experience and hindsight that I can say all of that. And of course, none of that takes away from the fact that I sat down and put the time in to create an entire album using software I was pretty much completely knew with on a mobile device, working on rough “game design” documentation alongside it with help from Dio (who provided the excellent cover art). I did grow discontent with it after a period, and strongly enough to actually take the initial release of the album down, though cooler heads would eventually prevail and the idea to re-release it swam around in my head for a while before it eventually dropped in 2017, with the story surrounding it reworked to frame the version of Nightmare Busters that music was written for, in Gonkaka/Nincom lore, being an overly ambitious prototype from a freshly established company that collapsed under it’s own weight. The story does state however that Nightmare Busters was eventually revisited by Nincom, re-imagined for the console that in-universe stands in for the Playstation.
That’s where this song comes in, but first I should probably explain what Nightmare Busters is about. Like, the in-story game, I mean. Strap in folks; this is gonna be a long one. So much so in fact that I’m going to throw up a readmore to preserve the sanity of mobile users, but I encourage you to read further!
Keep reading
Family Exorcism (ファムリー ふつまし), developed by Coal in 1984 for the Nintendo Famicom.
Well
Happy Halloween
(more to come)
Apple Quest Monsters DX is now available in digital form!
Just over 100 pages containing 85 lovingly crafted monsters, a map, photos and more! https://splendidland.itch.io/apple-quest-monsters-dx
You can buy a print version too! https://splendidland.bigcartel.com/product/apple-quest-monsters-dx
In Never Say Never Again, Super Villain Maximillain Largo challenges James Bond to a round of “Domination”, a competitive realtime strategy game that combines elements of Risk and Missile Command with betting and electrical shocks as feedback. The game uses a pair of screens on each player’s side to display information as well as a transparent display between them. The whole thing fits very well within the Architecture of Villains. It’s also interesting how frequently Risk-style war games occur. This is the third we’ve seen after Eschaton and Nuke ‘Em.
(Unfortunately there doesn’t seem to be a clip from the movie on YouTube otherwise I would’ve included it here.)
GoodBoyGraphics | ILLOBEATS - Cosmic crate diggers of the musical Milky Way blast off and set out to explore the grooves of the Solar Sound System in search of new intergalactic instrumentals! - [MY FAMICASE EXHIBITION 2019] (Tokyo, Japan / meteor)
FELL WOLF
(Two Mouthed Clergyman)
A Monastery unit obtained when using the *Forbidden*. This unit attacks with its hands and can convert enemy units by singing forgotten psalms.
Can carry relics.
This unit has a hero form named Bleydh Du.
When converted by enemy monks, this unit will die.
A collection of epistolary fiction about video games that don't exist
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