Childhood under rosy stars, restaurant memories, diet confessions, food chatterbox. This is a good place for restaurant reviews! Just keep your mind awake, let the eye ride before the tide.
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Sunday, December 30, 2018
Photo- "Mysterious Light"
I create mystery in the art given on profile. Here, I'm just showing light in a kind of abstract focus, and the darker contrast makes my picture more valuable and sweet. Remember that a path will show as light touches it.
https://www.deviantart.com/gameuniverso/art/Mysterious-Light-778873840
Labels:
abstract,
colorful light,
digital painting,
dreamlike,
light,
light in color,
light of mystery,
mystery of light,
obstacle,
painting,
photo painting,
random,
random picture,
visual style
Saturday, December 29, 2018
Videogame Review, Virtua Cop for the Sega Saturn (w/ Analog Controller)
Videogame Review, Virtua Cop for the Sega Saturn (w/ Analog Controller)
The bad guys shuffle in against each other from moments on end into labyrinths where urban constructions are visualized through an automated camera, images given to chance or else subtle motion of time realized just as moments fill the conflict between a pair of chunky police officers in polygons and bad guys with the much-added weight of importance, especially as gunshots are pictured by rings changing in shades from green to red; in fact, the “rings” (or crosshairs) give lots of Sega’s input into Virtua Cop as to how dangerous passivity becomes for gamers who are either anxious and have difficulty in recovering- that is, loading bullets- or simply holding a Saturn controller while taking no precaution and necessary measures. Read my first long sentence again if you need to. Although Virtua Cop doesn’t make use of my controller’s analog thumbstick (or “pad” if the shape comes under speculation) the direction control through normal, 1995 use of technology is enhanced from Sega’s addition of options for gun-looseness and in-game challenge. You’ll find a villain on “Expert” mode in a brilliant white coat who disputes with your chosen officer on matters related to doom and permanent desolation. Many hits in the shooter can’t be avoided and various construction sites will remind movie-goers of the Naked Gun series in movie cinema. Bad guys come in all shapes and sizes until the Saturn program runs out of things for us to share with one another as Sega fans, as clouds hit the windows of a police car (or Panda car if the British are wondering) near the main gate and entrance to the bossman’s hiked workforce on “Easy” mode. Light guns could work well with the Sega Saturn even if I’m only pointing to my analog controller since direction control given through direction pads changes in effects for our thumbs and hands depending on occasion and discipline of reaction. Quite a few gamers out there actually have no discipline whatsoever. Rules in this shooting game function in Sega’s authority for the 3 courses as long as the Sega Saturn runs its unique media as quiet as a mouse and players show their moves for the difficulty expressed in imaginary tasks presented on 32-bit video and what would’ve been relatively sharp music and voice-acting for the mid-90’s, a particular era that saw Sega make excuses for violence through funny forms with color. Comedy really takes us by surprise here because the men in black suits take different charge compared to well-dressed soldiers in ridiculous masks and useless bulletproof vests. Those clouds on my police officer’s car don’t appear like reflections but painted walls instead; that’s not surprising, considering the Sega Saturn’s levels of depth programmed into the visual concerning exchanged heights of altitude showing in 32-bit video shared with Virtua Cop as much as with Virtua Fighter 2. Difficulty and challenge are rendered in the perfect, loose form of environmental hazards provided on Sega’s note to blue skies and our main economy capital. So what Virtua Cop does is roll the footage of a kind of economic struggle going on between police officers and bad guys in uniform due to all those off-the-wall films seen in movie cinema: shaky, colorful, and exorbitant.
Friday, December 28, 2018
“The Green Balloon”
“The Green Balloon”
Shrek and Princess Fiona gathered around near the edge of a cliff across much of the deep, blue sky while figuring out the castle’s location down below. “Well, Fiona. Looks like we’re stuck.” “What do you mean we’re stuck?” “The castle is down below. We’ll have to find another path which can get us nearer.” “Oh.” It certainly did look pretty deep from the viewpoint by the cliffside. Fiona had been trying to get to the best castle in the remote possibilities of land and couldn’t see as to how their adventure seemed at an end. “Unless… maybe…” Shrek suddenly pulled Fiona in and held her tight. “Shrek?! What are you doing?!” The green ogre took a deep breath, counted to 3, and blew right into Fiona’s mouth. The results were immediate. She gradually became a giant form of herself inch by inch before Shrek ever stopped and transformed into an air tank, only that she didn’t breathe out and could only breathe in. Slowly, steadily, the second green ogre lifted up in a feathery style along the ground until she was airborne with Shrek’s hands under her green sleeves close to the breast. Bigger and bigger she grew. Her lover didn’t think too much of it and continued exerting pressure inside her carriage, leaving it open on flesh and vanity, while muscles got evened out and subtle compared to a princess’ frame of mind. Fiona choked a little bit but still breathed in, holding nothing out except bosom and dress curved into the mountainscape scenery, slowly, and surely, becoming a test subject on the first ogre’s chin, delight, and gesture of pulling off his stunts, just as he filled her with love and made her lungs itch and burp. The princess was absorbed and full and would try her hardest at holding the vacuous source inside her frame and thought of escape. Off into the air they went: big ogre and big lady (or bigger and bigger ogre), riding together over the hills in straightforwardness at least on figurative note prior to landing, particularly along the castle bridge leading to the gated entrance. She let it all out. No, that’s not what I’m thinking. I’m thinking she was ready to leave everything behind and allow pressure to consume her dress, naked for limb or broken and tired. “BURP!” All the wind flowed outside her mother’s cheek. She thinned back into proportion of fair royalty and gasped, terribly so, in thought for Shrek, who had flown with her to the castle and confirmed the fortunes of eventual landing. “Feel good Your Majesty?”
https://www.deviantart.com/gameuniverso/art/The-Green-Balloon-778562299
Thursday, December 27, 2018
Photo- "Jingle Bells" (from me)
Photo- "Jingle Bells" (from me)
Happy Holidays!
https://www.deviantart.com/gameuniverso/art/Jingle-Bells-778537574
Movie Review, “The Ring” (2002)
Movie Review, “The Ring” (2002)
I don’t want to see this movie ever again. This film is so scary, so frightening, so outstandingly horrific, that you’ll only want to see it 3 times at most before letting it slip away into nostalgia and vague memories. So many good movies like “The Ring” are like that. Ghost stories are often better for memory than precise attention and “The Ring” won’t be a barrier instead of a work of art, especially if we only remember it a little. Why has this movie been hated by the public at large? What makes people tick on this one? It’s quite simple: there’s a little girl. She’s in some pictures for the movie and I won’t spoil you with too much detail. A little girl becomes a ghost who haunts people through a modern curse; we look at the girl and become fascinated by her until we realize we’re also horrified, and as we’re coming to grips with the little girl, we want to love her; however, by loving her, we also deny the evil which persists in her, and people die because of her, so our sympathy and anxiety over her story just damage our imagination needed for survival and defense in our own lives as bad guys are talked about in the news with the world we live in. That’s the horror. A little girl goes beyond death and enters her dimensions within spiritual means of deception and murder. She’s totally playing with her victims and she smiles to pretend at her goodness. We don’t want to hate a little girl and a completely evil ghost like her makes us squeamish and unreliable to her and ourselves. Only see this movie again if you’ve totally forgotten about it. Vague memories, remote possibilities, near chances, will prove or disprove one’s trust for this girl. A little girl like her is like Miss Muffet only that she’d frighten the spider away rather than herself. Ever since I saw this movie years ago I’ve gotten nervous from time to time when I see objects that look like her (broom, office chair, flashing beams of light, etc.). Normally I don’t hate children, but in this case, I believe it’s completely healthy, and right, to trust this little girl less and less as she rises from the dead only to prove the notion of time when given its dark flavor of revenge. She has revenge against people who have nothing to do with her. How evil is that? All because of the strange family she lived in during her mortal existence on Earth she has hurt and destroyed innocent victims. We can’t have sympathy for her! Evil speaks during her life and continues speaking after she dies and she just simply can’t really pass “away”. And I do pity her on different aspects- hair, dress, shoes, gentle voice… the “evil” here is misleading me into appreciation when she deserves none of it and needs a permanent shutdown.
https://youtu.be/yzR2GY-ew8I
Tuesday, December 25, 2018
Photo- "Californian Slope" by GameUniverso (that's me)
"Californian Slope" by GameUniverso (that's me)
What's the flaw of being #1? If it was possible to be #1, what would be the flaw of being #1? Being #1 (if possible) would mean that you'd hurt your own feelings more than anybody else, and since you're the only one who knows what your mind is like, you can hurt your own feelings a lot and way too much. That's the flaw of "being" #1.
https://www.deviantart.com/gameuniverso/art/Californian-Slope-778261925
Monday, December 24, 2018
Videogame Review, Duck Hunt for the Nintendo Entertainment System (on Nintendo Wii U w/ Wii Remote (Bowser Edition))
From- https://upload.wikimedia.org/wikipedia/en/1/14/DuckHuntBox.jpg |
Videogame Review, Duck Hunt for the Nintendo Entertainment System (on Nintendo Wii U w/ Wii Remote (Bowser Edition))
The original NES classic was only built with crosshairs which were designed on the Zapper gun itself. Here, on the Nintendo Wii U’s edition of Duck Hunt, the crosshairs may be adjusted on the Wii Remote but the crosshairs are also shown on the TV screen. Which Duck Hunt do you think I like better? That depends. My original NES version worked more realistically with the Zapper gun in the sense of movement and adjustment, even if the Zapper’s mass spoke more for entertainment than a real rifle’s true weight and handling. Wii remotes aren’t as realistic yet they do pack more of a punch through the TV screen’s indicated crosshairs since I may combine those visuals with my remote’s adjustments for design. A name like “Duck Hunt” makes the goals very obvious. What’s not as obvious is the optional mode for disks instead of birds despite the fact the mountainscapes, which there are 2 of, speak more to nature in those true colors for 8-bit gaming. Impressive details are laid down in stone; for example, a duck can fly behind a tree and still leave some feathers showing for a gunner to decide on fight-or-flight in mind as opposed to our external environments for gaming. Now let’s not favorite another game other than Duck Hunt too strongly because I believe there’s too much of this “like” stuff and we tend to favorite things for relevancy rather than quality. Of course as readers can tell from my clean speech here I’m not a hunter in real life a whole lot compared to the dirty minds spoken of on cable and radio. Sometimes what we really need (and want) is a program that challenges us to tasks irrelevant to our typical lives and it’s for this reason that I care more on quality than relevancy. Final Fantasy is an RPG that’s very irrelevant to me but I’m not going to just give it a negative rating if it means that my false input displays a mask in front of those true colors in 8-bit gaming related on other people’s motives; in particular, Duck Hunt isn’t exactly farfetched in terms of quality since the ducks often float in soft diagonals until the bullets either make their mark or leave them quacking behind the tree. Shooting disks is a great source of entertainment that was quite difficult on the original NES version and is easier to play on the Nintendo Wii U from the nature of my Wii remote’s activation of the focused, aiming range illustrated by those crosshairs and the remote’s individual parts of grip and intuitive feel. Different Wii remotes are available. I have a Bowser edition of the Wii remote which has a longer bar and a green/yellow pattern besides King Koopa’s face staring right at me. Gameplay is a lot easier on the Wii U for Duck Hunt due to the crosshairs imagined by Nintendo and their Wii U’s shopping channel in an electric, lightning blue that’s easy to discern and respond to with attention paid to 8-bit presentations in duck-flying concepts. Don’t get me wrong; the NES game has aged considerably; the ducks on the later stages past 200,000 points move a lot like marbles and pinballs (or chickens) and the fictional mechanics get pretty whacky, and the disks appear to be launched at a shorter distance than the surrounding mountains suggest. You may have to get the smaller Wii remotes for different added parts to rifle mechanics but I’m guaranteeing the immediate range and aim along the lines of duck-shooting entertainment. Poor ducks! Now I’ll have to eat them… stupid dog…
https://en.wikipedia.org/wiki/Duck_Hunt
Sunday, December 23, 2018
Videogame Review, Donkey Kong 3 for the Nintendo Entertainment System (on Nintendo Wii U, Download)
Videogame Review, Donkey Kong 3 for the Nintendo Entertainment System (on Nintendo Wii U, Download)
It’s too linear for entertainment at means of gaming. Usually you’ll find yourself spraying Donkey Kong with pesticides until he shoos and goes away, even if bugs surround you. Still, I like the concept of bugging the monkey into submission off the vines and lingering him along those defenses between hives and insects, as he knocks on one, teases another, and fulfills in acting out comedy for the likes of a flower garden’s protector. However we're finding the game is too easy, linear, and dull. Bug movements aren’t as impressive here as Popeye’s floating hearts on the Atari 5200 console. Sure, there’s zig-zags and whacky physics on the bugs, for which I’d expect modest difficulty early on instead of witnessing seemingly paralyzed insects during the spray-shooting action against the hanging, pendulum-like monkey. In lots of courses I just merely go up to Donkey Kong and gradually, button by presses, kick him off the TV. Did Nintendo ever play Atari’s Missile Command on the Atari 5200 console? In that shooter you’ll find dizzying physics which these insects in Donkey Kong 3 could use. Controls in my gameplay are… sloppy. It feels like I’m just jumping around while issuing no such command and it’s surprising, from having a difficult time in shooting, that I got a high score of 110,000 points on my 4th try. (!!!). Most certainly I was completely new to DK’s story with the bugs and flower garden and I couldn’t understand (and still can’t understand) why Nintendo couldn’t (and still can’t) make the original Donkey Kong 3 more bug-like with the insects and such. Interesting powerups include the “R” item which gives my bug-repellent spray a flaming effect under DK’s tendency to monkey around a little bit. Everything appears to let DK hang right in front of me most of the time and he’s about as acrobatic as a lazy man’s dream into the bug-flying catastrophes. Mosquito-like creatures do jack up the difficulty fairly and easily (I can jump over one); of course, those critters don’t come bugging around for much effect, if anything could be said for a bee with a flower swinging below its wings. See what I mean? The game could’ve been entertaining, serious, and richly produced. But the program feels very rushed. What Nintendo needs to do with this “classic” is exert more pressure on the protector and his garden so that insects would bug him as often as the garden; here, critters, crawlers, and dashers fill up little void and ask for too much privacy. Once you understand their bug movements the game will be a “zap”. The best part of the game is some moments when you’ve upgraded your spray and zapped the worms right through and even then the worms don’t seem to really know what they’re doing. Difficulty B almost seems equal to Difficulty A. Donkey Kong 3 presents us with an interesting, partial concept of spraying the monkey and his insects down until we quickly, almost too immediately, use garden equipment enough to a straight-forward and unfair advantage, bug spray to be used or managed on poor effects written into the difficulty, or else we’re otherwise better off with just Donkey Kong and Donkey Kong Jr. without remembering Donkey Kong 3 at all. Nostalgia kicks in despite the fact I believe a lot of the pesticides hurts me as much as Donkey Kong.
Saturday, December 22, 2018
Friday, December 21, 2018
Movie Review, “Aladdin” (Disney Version)
Movie Review, “Aladdin” (Disney Version)
It’s one of those stories given by Disney who can’t keep still for one moment. So many events pass in this “classic” with tricks, twists, and turns particular to our modern society’s gross humor for spiritual myths. A constant exchange of puns in the film reminds me of Disney’s mode of imagination related to exaggerations given to chance, like a boiling pot with more bubbles than water. Vision is built up in 90’s nostalgia from goofing around on Disney’s part. The genie looks more like jelly than a firm spirit from the deep, and as such, I can’t really take him seriously. Is a really powerful being that careless after rising from his lamp again? His fantastic spells appear to be a waste because he doesn’t exactly respect his own talents. On every second we’re with Aladdin and his pals, the genie just shows lust against his own powers and ultimate favors from space, chance to chance on a given note, music that’s only entertaining once we’ve agreed with him on how useless he treats himself to be. We’re often laughing AT him. Magic seems beautiful from the standpoint of fireworks and creature transformations in the sense of vanity as opposed to purpose; in fact, the creature transformations feel like puffs rather than vein-pumping action. Jafar’s lamp looks cheap, dull, and poor. A lot of the animation actually builds up to the same quality. Motion in film has to appeal the senses enough for us to cherish our moments of joy into understanding and that’s not what I’m seeing from fans of “Aladdin”. My review has no shouts in it, but the movie certainly does. Noise and confusion are guaranteed for children who are unaware of modern society’s vanities in fashion parents enjoy while the moments transform families into silly, pretending individuals. I’m speaking as to what purpose, if any, Disney brings themselves to with “Aladdin” and I believe it’s chance due to colors instead of our reflection for them. The genie never seems like a folkloric character. Dumb jokes are presented on the screen even if we’re not about to step over them in forgetting about Jafar’s tragedy in becoming a prisoner to his own faults, his own wishes. That final scene comes up in the movie and by then we don’t really “feel” the magic. “Aladdin” is a movie we want to like but can’t. Tales and stories given generation after generation ought to be given the rural, firm behaviors we expect from the ancients as opposed to frivolous, light-hearted carelessness. Here, as a movie company, Disney just can’t keep still while attempting to give the modern audience a chance into perceiving the art and majesty in the olden times as evidenced in purpose as relevant in humor; however, I’m not seeing either vital as suggested, indicated, and argued over in review style. A movie like this doesn’t need a whole lot of explanation for people who don’t care about genies or spirits from the deep. The genie here is pretty much a jerk on his own rhyme and reason: give him one wish (after he interrupts you a gazillion times) and he’ll explode with fireworks, and as such, there’s no sense of tale-giving inventiveness. Everything just feels goofy, moronic, and senseless.
https://youtu.be/8HrmBXgiwDU
Thursday, December 20, 2018
Videogame Review, Mach Rider for the Nintendo Entertainment System (on Wii U)
Videogame Review, Mach Rider for the Nintendo Entertainment System (on Wii U)
“You Are ‘Mach Rider’!” After seeing that quote in teasing words until the bike guy shows up on the screen, then seeing the bike guy in a hockey outfit as he holds a weak blaster gun, while the roads are chunky and hard to look at, I laughed my butt off. The Nintendo Entertainment System had this “game from the future” as one of its launch titles. But the game is broken! It’s as if Nintendo created this massive computer error and tried coating it with a horrible, generic story on motorcycle invasions which wreak havoc and chaos against humanity. Oh, and the music… it sounds awful! There was probably some guy in Nintendo’s programming crew with a horn who tried to play an edition of “The Great Race” soundtrack. Maybe the bike guy is like Professor Fate- a man who’s dressed in a horrible outfit and needs to ride a ridiculous vehicle with funny weapons to go off against hooligans, spikes, barrels, and more. Despite the awful music you’ll find the roads in a constant decay of frame-rate and we’ll be gutting it out in 8-bit worlds along the lines of insanity and broken mechanics. Seriously, I’m racing on the road (although it feels like I’m just drifting endlessly with a bad gun) while bad guys pardon my vehicle from moments on end into collision detection issues at bay towards madness. Often I don’t know when I can shoot something and the 8-bit worlds are so disenchanted, so wrecked, that I’m literally flying in the face of logic and screaming, “HELP ME!!!” Of course, you are Mach Rider! Fun and entertainment are to be had from Nintendo’s goof. At least I’ve only paid $4.99 for this on my Nintendo Wii U but what on Earth is happening here? Since when would people of the future actually get rid of a bike’s brakes? And why hasn’t anyone thought up of better means than making a bike as hard as rocks (which I can’t shoot)? The Course Design mode makes everything hilarious, outstanding, and perfectly useless. I’m not sure if I want to get on a road of my own hand after time is discovered to my eyes over other people’s roads. Endurance mode- after what I’ve just observed in the erratic animation and flow of game- is almost downright jokey. Not only can’t I see what I’m doing on the road but my horrible blaster gun can’t even destroy the tiny rocks, although I’m able to destroy one by crashing into it. Usually the road doesn’t appear on my TV until it’s too late. The Wii U gamepad doesn’t do a good job of producing some of its awful music and it’s not really quite a relief. So what Nintendo did in 1985 was give the players in our gaming world a huge computer error and call it something from the future. Pole Position on the Atari 5200 console plays very nicely: good animation, good controls, and good music. Mach Rider on the NES, however, is Nintendo’s pretension on upcoming events for gaming, reality, and injustice. What motorcycle freak would dominate planet Earth? That’s funny! Perhaps the NES “classic” would’ve not been a negative thing for early Nintendo kids in the 80s who had eyes like a hawk’s and couldn’t blink for one moment; however, if you blink normally like I do most of the time, Mach Rider will derail your train of thought into submission of mistakes and forced errors.
Wednesday, December 19, 2018
Videogame Review, Super Mario Bros.: The Lost Levels for the Nintendo Wii U (Japanese NES)
Videogame Review, Super Mario Bros.: The Lost Levels for the Nintendo Wii U (Japanese NES)
With plenty of time discovered for my eyes there’s enough gameplay for a hacker of sorts. In fact, that’s largely the appeal to Lost Levels. You’ll find some cruel, nasty pranks in the game. Nintendo does offer different control schemes through the Mario Brothers even if I’m thinking their course designs are like cookies which came out of the oven a little too early: brittle, soft, and easy to mess up on. A package like this is quite like one of those special edition DVDs. Each course is really like holding something soft. When gamers enter the 1st stage, on the 1st level, and have to do some kind of jumping error to get the mushroom out of the hole we’re sure there’s a lot of blundering on the way. Super Mario Bros. was more confined in its definitions so that gameplay wouldn’t linger off the bend; however, Lost Levels (a sequel of continuation) basically thwarts the old formula for some dirty tricks of Nintendo’s on scrolling platformers. Luigi jumps high and has a hard time stopping; Mario jumps low and breaks too easily; I’m referring those characters to the level designs because while those brothers would’ve done well on the first original, the cut-scenes sequel, in worlds and features of gaming, presents obstacles in such a fashion that I begin to wish they just altered both Mario Brothers for the better. Besides that you’ll find awful cliffs and ledges which beckon the question on fairness and privilege. At times I’m just taking shortcuts between levels because I don’t want to deal with those permanent barriers that put a wrench on the fun. Oh yes! This certainly won’t be a game you can return to after some time away from it when you’ve forgotten some of the things you’ve done. Poisonous mushrooms are more of a chore than they should be. In fact, after getting hurt by them over and over by moving my big Mario character around I began to think that the scrolling platform program would be more appropriate as a replay video as opposed to an actual game. Certain types of video can only be replays; there can’t be gameplay to them. Visual style is lacking, too- off and on you’ll find a few blemishes (or “improvements”) in the Mario program which barely make anything else noticeable. The clouds don’t look happy. Don’t they look creepy or what? Many foxholes and tunnels will leave a gamer clueless even if he’s already had experience with an adventure like no other. Remember that time you were figuring out how to jump onto the green tube from far below in the near beginning? Man, who put those obstacles there?! That’s a cheap joke and it’s as vulgar as it is annoying. So overall this Mario game represents what’s indicated: “lost levels”. The programmers had their heads so far up into the clouds that they forgot to make sense of anything here. Many people in the Nintendo company feel that this Mario game is too hard and I’m right on the money with those guys. Super Mario Bros. 2 was a lot better since I could actually finish the game and taste its rich content. Lost Levels, on the other hand, acts more like a paradox to Mario’s adventures than a cute story for kids. I’m telling you! This game made me cry at parts and I wanted the whole thing to stop.
Labels:
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Wii U
Poem- “Capitalism”
“Capitalism”
Eating from a moving table.
https://www.poemhunter.com/poem/capitalism-5/
Tuesday, December 18, 2018
Videogame Review, Maboshi’s Arcade for the Nintendo Wii (Wiiware and Wii Remote)
Videogame Review, Maboshi’s Arcade for the Nintendo Wii (Wiiware and Wii Remote)
A hidden gem like this one needs a perceptible explanation. 3 shapes- Square, Bar, and Circle- allow for some intense gameplay through use of either A button only or direction pad only. You control each shape separately to wipe out troublemaking figures who float around and cause mayhem and geometric destruction. The shapes are cute and fine in design for each gameplay session as I take my rounds for the Nintendo Wii’s efficient means of replay. Whether it’s a square, or a bar, or a circle, you’ll find intense arcade action as points bloom into the picture in Asian visual style. Wooden panels fill each window from moments on end as the boot fits: ultimate score, high score, or something more or less for show. Enemies take on brilliant, well-defined shapes. There’s also obstacles in the way like bombs or swinging pendulums depending on the shape-mode chosen. Getting my square trapped in a corner by accident is a humorous loss I’m more than willing to make up for in the future. A million points? Well, that’s a technical theory. Figures/shapes transform the space in their dimensions as 2D and 3D become confused into one messy, intense bunch. Of course I’m really acquainted with a mess like this. Imagine if I took Tetris and squeezed the parts in divided and united forms: that’s Maboshi’s Arcade. Hey, if we could play Tetris then we could certainly play Maboshi. But don’t walk off thinking I’m referring to something which totals into perfect virtue; it can be argued that Maboshi’s Arcade is filled with the right proportions of flaw and appeal to present gamers with unique, old-fashioned puzzle/action games. Some of the “flaws” are just those characteristics people who love video games enjoy trashing out of spite even if I’m sure Nintendo and other companies can turn that trash into gold. Waste, trash, can be figured into another scope of imagination until beauty withholds the flaws into submission of nice errors. The swinging pendulums are made out of wood except for the Bar. Asian people most definitely prefer wooden things to metal as the peace is realized under the deep, blue sky around them. Now the last sentence may seem simple but it’s taken me years to even understand language enough to form my idea. Writing good reviews isn’t exactly a cheap hobby- as time goes on in our lives we have to dig into books and classes and art gradually to build ourselves up to literary or bookish expressions. And living up to healthy nutritional standards is vital. Maboshi’s Arcade is more about evasion and attack than obvious demolishment. If you like odd action/puzzle games like Qix or Sega Swirl give Maboshi a try. No… it’s so addicting… play it enough!…
Videogame Review, Tennis on the Fairchild Channel F Videogame Console (w/ “Knob” Controller)
Videogame Review, Tennis on the Fairchild Channel F Videogame Console (w/ “Knob” Controller)
It’s more of the Red VS. Blue format in a game for players who desire less innovation. Hockey on the Fairchild can get very whacky for those who aren’t familiar with its “knob” controller. Controls for Tennis leave us at a more precise line of focus- swinging the joystick, but not the racket. Vision is built up into late-70’s presentation on gaming. Timers are managed by the numbered panel and tennis players move with less ferociousness than hockey players. At least, according to the Fairchild. My system is very black and very brown and shows the numbers on innovation. I have to turn on the Fairchild by pushing a switch on the back (the back?!) of the console while holding the Fairchild down. Each hand of mine adds onto the vintage console’s innovation. There’s not as much plunging, thus Tennis is more clean than Hockey. Maybe reality works that way between hockey and tennis although I’m pretty flabbergasted when I watch Tennis Channel on Spectrum (cable TV) and see a tennis player break his own racket, with a racket, only to be turned out of the game with a fine. How would a tennis player relate to the Fairchild? He or she would likely notice the need for a human player. Tennis was an early videogame with ball-movement mechanics which would be mimicked by Sega to some extent for the Virtua Tennis series in a personal, elaborate degree. That’s not to say my Fairchild isn’t personal. (What? With knob controllers and quality timers? Are you crazy?) While modern controllers are devices for both hands often the Fairchild’s knob controller tends to leave our hands more at an X-and-Y grip in reverse. PS4 thumbsticks can be so… sooooooo… small. However, the “knob” controller for this vintage videogame console includes a rounded triangle for its grip and my sense of direction; it fills my hand very well. In comparison, the Atari 5200 joystick is thinner but has more grooves and plastic material indications of hand controller design. Tennis is played on a nicely facelifted green field. I say “facelifted” because the colors of the tennis players and surroundings appear to bounce back at me in the Fairchild’s exclusive claim to RF simplicity of connection. “RF” stands for “radio frequency”. (That’s the TV’s connection for vintage games.) Action is mild, dull, and limited in scope. The Channel F joystick moves at enough of a rapid pace to make the tennis games feel fresh and exciting. Yes, even after 40+ years, I can say that for working Channel F consoles. But old games usually have boundaries players can’t exceed away from. Come on! Is Berserk on the Atari 2600 nothing like Tennis on the Fairchild? What could’ve helped gamers back in the late-70’s? Well, taking a break now and then helps. We can kind of get the idea of the Fairchild era by having a simple cheeseburger meal at McDonald’s, and write Christmas cards to family relatives later, to wash clothes and hang them outside to dry, listening to Beatles and Elvis, and go to bed with fancy stuff in our hair… oh, wait a minute… WE STILL DO THAT!
https://youtu.be/jXvpsmanhsk
Monday, December 17, 2018
Videogame Review, Dr. Mario Online Rx for the Nintendo Wii (w/ Wii Remote)
Videogame Review, Dr. Mario Online Rx for the Nintendo Wii (w/ Wii Remote)
This idea can’t be your mind. (Whew! Now I’m comfortable in talking with you.) Dr. Mario was a classic on the Nintendo Entertainment System and this Wii edition of the same game is proof without its evidence. In other words, this game is like a cake Nintendo gives to us without any icing. A lot of white is flowing from the program although I’m thinking, maybe, Nintendo needs to put in more juice. Energy gradually builds up to a game’s look unless it’s worsened into mere focus. Dr. Mario Online Rx resembles one of those cheap photographs or 3rd-party programs gamers expect from the market: really white, pretty flimsy, and dumb-looking. Look at Dr. Mario on the Nintendo Wii; you’ll see him giving off some kind of weird vibe in his body language that suggests incompetence and those viruses/germs look awfully loony and plastic. Perhaps I was imagining huge, great things while playing the NES original and now I’m rather flabbergasted by Dr. Mario’s retarded appearance on the Nintendo Wii. He doesn’t look… “clean”. This Wii game is supposed to represent the clean laboratory where Dr. Mario conducts his experiments with pills and a vial. Every germ/virus looks more like food than bacteria. (I have a long line of food photography on Yelp. I know what I’m talking about!) Honestly, everything about the germs or viruses makes Mario seem mean and senseless. There’s too much assumption from Nintendo about Dr. Mario. Evidence is lacking, proof is inevitable. So many puzzles are passed yet unanswered. Pills are dropped into a bottle where the germs are just minding their own business and being dirty, nothing more. A story could’ve made us realize how tremendous Dr. Mario’s work must be- that is, to conduct a scientific experiment to save other people’s lives. Have you ever run into a lot of Mario games where Mario actually puts on his doctor outfit and attempts to cure Princess Peach from the effects of Bowser’s oil? Okay, I’m probably having a joke within reason to give something for engineers to chew on. The controls in my gameplay are whacky and each pill seems to linger where my ideas can’t keep up with the conflict between cures and diseases. A high score is mostly based on what’s achieved in points from one level; rewards, promotions, recognitions are mostly assumed by the gamer in Dr. Mario Online Rx. Let me tell Nintendo something. If they expect me to imagine things for myself when dealing with a work of art, then it’s not actually a work of art itself. White, white, white, a dork, a bottle of pills… I think I know who’s sick.
https://youtu.be/c3emOUSxevo
Sunday, December 16, 2018
Digital Painting- "Night Traffic"
Here's another photo of mine. It's kind of monochrome and kind of filled. Done with MacBook Air and Galaxy S9.
https://www.deviantart.com/gameuniverso/art/Night-Traffic-777035129
Saturday, December 15, 2018
Videogame Review, Blades of Steel for the Nintendo Gameboy (w/ Gameboy Advance and Worm Light)
Videogame Review, Blades of Steel for the Nintendo Gameboy (w/ Gameboy Advance and Worm Light)
Are you looking for a hockey game with really balanced computer opponents? This classic gives further definition to the popular classic on the Nintendo Entertainment System named Blades of Steel, even if the Gameboy has its own share of fun. Boxing matches will happen in each hockey game unless something’s wrong with you. Hockey players in Blades of Steel get very intense and yet the computer’s varying levels of difficulty feel balanced even on the highest, expert level. Visuals here tend to be dramatic. Funny cutscenes occur after the 2nd round of hockey on key to those vanities sports fans get to know about- awkward cheerleaders or stupid guys in outfits, funny stuff. The crowd is bigger than how it is in size for most hockey games in reality. Blades of Steel acts as a fiction of sorts, an overlapping event which demands accuracy to the point of no return. Now I’m not going to pretend that I’m an early fan of this hockey game; in fact, I was an early fan (or fan of video games as a child) on few games for the Gameboy like Tetris and Donkey Kong. I eventually touched the Virtual Boy- a dramatic improvement over the Gameboy for the time- and the Sega Saturn for so many years was played in stores while I didn’t yet know the name of such a console by Sega. NES games include classics like Blades of Steel although Gameboy games take some of those NES classics and transform them into mobile counterparts. On the Gameboy, Blades of Steel plays well; on the Gameboy Advance, Blades of Steel plays even better. All this is due to differences in technology between Gameboy and Gameboy Advance: light, color, grip, hold, buttons, sounds, graphics, etc. The Gameboy Advance is more forgiving on light and graphics since it can function well with worm lights or what’s considered to be extended wires in style of providing light for old Gameboy games- Gameboy, Gameboy Color, and Gameboy Advance. The best source of light for Gameboy games comes from the Game Boy Player on the Nintendo Gamecube console. Still, I like varying the touch of light given to a portable. Funny how hockey players punch each other on the ice in frustration over athletic competition as if rules are to be bended for sakes of anxiety, exhaustion, and flavor of dispute. Hockey matches aren’t too short and aren’t too long; “right on the money”. It doesn’t take long to write a review if its author has no quarrels over grammar or mode of speech. Music tends to get more involving compared to that for Blades of Steel on the NES (Nintendo Entertainment System). Button-tapping mechanics allow for ease of comfort and dispute along the lines into a hockey match between teams of varied pursuits, despite the fact the pursuits are based more on local color or home of support than actual, difficult tidbits. Button mashing is more permissible in the easier modes than in the ultimate difficulty level. Patterns aren’t so predictable and challenges keep me up and going, thus I’m allowed to recommend Blades of Steel for the Gameboy. (P.S. Keep an eye out for the quack who hits a puck into space. You’ll see the results.)
https://youtu.be/xQ9HVfBDWqc
Friday, December 14, 2018
Book Review, Personal Narrative of Travels to the Equinoctial Regions of America, During the Year 1799-1804- Volume 1 by Alexander von Humboldt
Joseph Karl Stieler [Public domain]
Book Review, Personal Narrative of Travels to the Equinoctial Regions of America, During the Year 1799-1804- Volume 1 by Alexander von Humboldt
It’s a book on South America that has seen plenty of decay for its meanings over the years and Humboldt’s racism won’t be the most shocking aspect in concern of Spanish literature. Humboldt had received permission from the royalty of Spain for experimenting with science, including subjects of various kinds, more subjects than a normal guy will ever get into these days. Of course, let’s keep in mind that “racism” didn’t become a popular word in the English language until over a hundred years later after Humboldt’s exploration in South America. From all the vocabulary used in the book, each and every secondary cousin of language will come into play under the writer’s coarse phrasing of certain, unfortunate events. He was the kind of man who gave the name of a lady’s body part to a cave, dreamed of a balloon in his fancy on scientific exploration, excused lots of foreign words in his general exercise of analysis, made bad generalizations between populations, and added much of the realm of knowledge in South America’s past state to our mutual understanding of crime, disruption, and too much favoritism. An exercise in literature like this one needs little to no explanation. Plants and geological objects are analyzed under a firm, restrictive look of apprehension from Humboldt. The scientist regretted calling native Americans “savages” and continued making constant, overwhelming comparisons between those native populations with the old Spaniard’s claim to white superiority. Honestly I’ve found his racist statements to be irritating. It’s as if Europeans didn’t know how to deal with complete, total strangers. Humboldt mentioned what his religion was but the declaration of faith was wasted due to the favoritism and prejudice realized in complex, horrible dialect spoken in for the name of science. Native Americans were praised and criticized all at once within the range of 600 or 700 or so pages even if the 1st volume became an 1,100+ page stamp of approval (at least by the standards of vintage Spanish government). Slang tends to pop up here and there all over the pages as plenty of pages are discounted into scientific achievements in what our foundations ought to refer to with literary caution. Events unfolded in South America which contradicted the Bible in terms of nature and witness; that left Humboldt in an awkward position as a writer to keep a straight face in exercise and expression of French, Spanish, Polish, and so many other languages. All we have to do is look at the words to know that Humboldt was uncomfortable- a native American man breastfeeding a baby, electricity from fish, unhappy slavery among the blacks, rampant earthquakes and unpredictable weather… if you were a European Christian who observed these things, how would you think you’d feel? Scared? Bewildered? While this book is too complicated to recommend to an average American today I find Humboldt’s exploration to be a tragedy of sorts that represented slavery in poor fashion and, to this day, makes science appear to be the evil which contradicts faith, reality, and belief.
https://en.wikipedia.org/wiki/Alexander_von_Humboldt
Wednesday, December 12, 2018
Videogame Review, Hockey on the Fairchild Channel F Videogame Console (w/ “Knob” Controller)
Videogame Review, Hockey on the Fairchild Channel F Videogame Console (w/ “Knob” Controller)
Imagine playing “hockey” (old-fashioned pong) with a knob controller that twists, pulls, pushes, and moves. The controls may be a tad gross in this respect because most other videogame controllers don’t necessarily “plunge” in movements. At least the puck moves from line to line, space to space. By today’s standards the “puck” (or dot) appears to launch itself either like a rolling ball of yarn or an immense bouncing ball. YouTube videos will suffice if there’s just a need for the imagery although I highly recommend the “knob” controller. Just look at this black thing! Doesn’t it look like a pump? You’ll have to grab another player, but this was rather great technology for 1976 and you’ll find games on the Fairchild console which look like variations of pong with style. My machine has bugs in it though. No, not literally insects; programming flicks which would’ve not appeared originally on the game. Really it’s nice to simply own the machine for historical reference and I was happy in being able to use the “knob” controller in unique fashion. For example, I move the goalie or net-keeper around by pulling and pushing on the “knob” in a plunging motion. I’m telling you! After playing Hockey for about an hour I was sweating pretty hard from all the action taking place. What’s pretty hard about Hockey is that you could accidentally shoot the puck backwards until it possibly goes past your own net-keeper. Graphics are typically visualized in the Red VS. Blue format even if other colors are possible through technological renovations. Fairchild systems include 2 “knob” controllers- the “knob” is shaped like a rounded triangle and requires unique handling with the fingers to get the hockey-playing action on the way. Particulars in the visual style of this hockey game include the twisting/turning motion of the main-field hockey players and the “double bar” look to the goalies or net-keepers. Of course as my review indicates this hockey game isn’t realistic… duh! But the scores are kept efficiently on good quality timers during the heat of battle: simply remarkable. And, oh yes… it’s a battle! A player can move his main-field player right up to the net-keeper’s face, allowing for taunt, as the puck resembles so much from what the dot’s programming provides. Warning: action gets very intense! The puck seems to give at odd angles when illustrated through the “knob” controller. Perhaps this was a late-70s joke on the hockey concept… then again, a lot of people were kind during this time except for the haters.
https://youtu.be/zjPLC-9OKqI
Tuesday, December 11, 2018
Photo- "Twigs in the Way"
Here's another work of art I'm proud of making. Now, if you're an artist, don't read a statement like "less is more" in the wrong way. That's an idiom for quality- it's better to have a few great pictures than a lot of poor pictures. HOWEVER, if you've released only a few great pictures and not released lots of other great pictures, you've basically shot yourself in the foot. I say, "If the quality remains as great with higher production, don't lower the production!"
https://www.deviantart.com/gameuniverso/art/Twigs-in-the-Way-776379519
Photo- "In the Snow"
This photo is an example of how just a simple land of snow can look very abstract naturally. I've taken the picture and only slightly edited it into a picturesque form.
https://www.deviantart.com/gameuniverso/art/In-The-Snow-776330049
Monday, December 10, 2018
Videogame Review, Stunt Race FX for the Super Nintendo (w/ SNES Controller)
Videogame Review, Stunt Race FX for the Super Nintendo (w/ SNES Controller)
Repeat after me, “AAAAAAAAAAHHHHHHHHH!” I’m only trying to humor my audience about this racing program because over the years it has received mixed reviews and signals from would-be troublemakers. One thing you’ll notice about Stunt Race FX is that there’s constant forms of blind spots hitting the different parts of each road and we’ll have to risk making ourselves look pretty silly; a car may smash up against the walls until it’s built up into pieces again, as the Super Nintendo console has the ability to take floating objects and glue them together in some kind of dimension we can’t really speak of- is it 2D or 3D? Maybe it’s a little of both because the sprites tend to cling onto their shades in a more efficient manner in this SNES “classic” than those in Daytona USA for the Sega Saturn console. When I put it that way it may seem pretty sad until we realize that Stunt Race FX was a late SNES game and Daytona USA was an early Sega Saturn game: often, in the history of videogames, the late games are better than the early games since there’s more visual/auditory awareness with the former. Daytona USA controls decently with the original Sega Saturn’s direction pad although I find the turns, curves, and edges of Stunt Race FX to be more of a thrill when it comes to high-end color and definition. Honestly this is one of those Super Nintendo games that involve a love-and-hate relationship on gameplay due to the challenges presented of drifting over hillsides and mountainscapes on a low, rather consumed, camera angle that may be toggled for whatever our mood makes the boot fit. Controls may be defined under my gaze to be something related to a floatation device. The SNES controller acts on the game in such a high-flying, wilderness-to-approach motion as to make us think more differently of its innovative functions. A “silver bullet” (or airplane) can be seen going across the entire section related to Night Owl, a formidable final set with an upbeat attitude expressed in music given to chance and sincerity on Nintendo’s vivid imagination. Things get pretty real when we’re hearing sound effects which seem to come out of nowhere- the road itself tends to have quite a paper-thin appearance and there’s significant difference between watching the game on YouTube and playing Stunt Race FX yourself. My complaint about this racing program has more to do with that issue just mentioned; that is, how there doesn’t seem to be a comparison between playing the game and merely watching the game. Advertising can be misleading in of itself. The 1994 TV commercial for Stunt Race FX makes the game seem more intense than it really is and I’m afraid, by modern standards, the SNES classic almost dreams of itself along its course designs in remarkable forms of floatation given to racing objects and materials visualized efficiently only by Super Nintendo standards, even if I believe Sega should’ve taken more cue from Nintendo’s rehashing of the FX chip to pursue brighter limits for Daytona USA. I’m someone with okay skills in Stunt Race FX but who is more than pleased by this historical reference despite the fact I’m more of a fan of Super Mario Kart and of course technology in 2D and 3D even from today’s standards ought to leave programmers considerate of remote possibilities.
https://youtu.be/b_KItb_lNLI
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