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Minggu, 23 Agustus 2015

Review: Drifter



Silly Mare Games, SylrePony and others have joined forces, attempting to synthesize the best elements from several of their previous games. Drifter's a spiritual successor to Stroll and Derpy Buddy, among others, and comes from some of the same folks currently working on the Nightfall project.

Derpy Hooves must travel to the ends of the earth, and if you want to find out why, you'll have to lead her there. Find the review after the break!



If you're familiar with Drifter's precursors, you'll know not to expect points, combo multipliers, or other forms of rapid gratification from this game. However, while Drifter's certainly centered on artsy ambiance, it swings a little more toward the goal-driven side of things. Character maintenance is relatively important: Derpy's health, happiness, and energy levels must be maintained by eating food, meeting ponies, and taking regular naps. However, these stats generally don't warrant attention, as Derpy eats when she stops moving and sleeps when her energy bar falls to zero (although you'll take a small happiness penalty.)

As in Stroll, the goal of the game is to discover the various ponies hidden throughout the landscape. However, when you come upon them, they don't just sit there - instead, they'll disappear into the night after giving you a unique perk. Although the game doesn't tell you directly how Derpy's skill set has improved, names like "Double Food Perk" and "Half Fatigue Perk" are fairly self-explanatory.

Rather than controlling Derpy directly, the player must lead her around by moving the camera and waiting for her to follow. Although this can be cumbersome early in the game, once mastered it's an efficient way of moving her around - and it prevents Derpy from falling off a cliff by accident. After loading the game, make sure to locate the dot of tinted pixels in the center of your screen. That's the center of the camera, and it can't phase through walls any more than Derpy can. If the camera won't move, the central dot is usually stuck against an obstacle.


Twilight spends many a peaceful afternoon reading in the bowels of hell.

The game would be nothing without the eerie, meditative ambiance which sold me on Stroll - and fortunately, it's there in spades. It's impossible to tell whether the game's atmosphere comes from the music, the misty graphics and particle effects, or some combination of the two. My only artistic complaint is the ground texturing near the surface, which transitions awkwardly between several patterns.

The game becomes truly creepy when Derpy approaches the lair of a hunter, a mysterious creature that inhabits the game world deep underground. When you've ticked one off, the music is saturated by heavy, ominous bass beats while shafts of glaring red light herald the beast's pursuit. Fortunately, your progress is autosaved and discovered ponies serve as respawn points.

I played Drifter expecting to fault it for a confusingly large map, incoherent story-line, and repetitive gameplay, but was happily surprised. If you need an exploration aid, it's fairly easy to locate yourself by means of the included world map (at least, until you slip past the first hunters into uncharted territory.) While the game sometimes spreads itself thinly between a variety of mysteries, there were more than enough poignant moments along the way to keep my interest.

Overall, the game continuously impressed, and takes a solid place among my personal favorites. After a lengthy debate with myself, I decided on a score that, while debatable, reflects my impressions.

Senin, 03 Agustus 2015

Review: Bullet Hell Ponies (My Little Pony vs. Starcraft II) v1.6


I promised myself I'd beat this game on Pony Mode like a man before I reviewed it. Two days later, I've emerged bloody but victorious, and I'd call myself qualified. For over a year, huod umop apisdn (get it?) has been developing this classic Touhou-style game, which we posted way back in the day. The download link above goes to the games' development blog, which also contains download links for the XNA and Microsoft .NET frameworks required to play the game. If you want to see the game before committing to downloading all this stuff, the team released a trailer here.

Bullets! Ponies! Bullets! Starcraft! Friendship! Bullets! That stuff, as well as some (hopefully useful) advice, after the break!


Man, pony games this hard are unusual. Bullet Hell Ponies has four modes: Derpy, Filly, Pony, and Trollestia. If you're new to the Bullet Hell genre, get ready for a finger workout. Dodging waves of bullets may seem a little overwhelming at first, but you'll get better quickly after a little practice on Derpy Mode.

All of the mane 6 are playable characters, each with their own abilities and styles of play. You're allowed to choose which pony you start the game with, and you can switch between them in-game by grabbing power-ups that bounce about at the top of the screen. Said power-ups take the form of balls with cutie mark icons indicating which pony they will transform you into, and give you a health boost. Small packets dropped from defeated monsters refill your magic bar.

Getting screenshots of this game was a trying experience.

Of the mane six, I found Twilight to be the most useful. Her twin magic bolts are powerful, especially when focused into a single pulse of energy, and they fire rapidly. Her special launches a magic bomb that explodes into smaller bolts. Pinkie Pie was also useful - as her magic increases, the amount of cherries that she fires increases from two to four. Rainbow Dash fires a rainbow-colored beam that penetrates all enemies, and is therefore useful for clearing the back of the screen. Applejack's giant apples (what?) are also powerful stage-clearers, but their firing rate is slow. Her special attack (the only one besides Twilight's to focus on offense) launches even larger apples. Fluttershy's cloud of butterflies lacks the density of the other ponies' fire and is tricky to aim but effective if your aim is lacking. Rarity's gem shower is very hard-hitting but it's short range made it the least effective in most situations.

Each pony has a standard shooting attack, as well as a focused version used by holding the shift key. For some reason, when focusing your attacks, your pony can move only to the right. However, if you can spare an unmoving second, the focused attacks are more efficient at dispatching bosses. Additionally, each pony has a third most powerful attack that consumes your magic. You'll want to hold these attacks back for emergencies, as most of the ponies' standard attacks are more powerful when their magic bars are full. 

I took this AND THEN survived to beat the game. Stick that in your juice box.

The game takes you from Equestria into space and back again before the ominous "To be Continued" flashes on the screen. After beating down Terran, Zerg, and Protoss alike, you face down corrupted Derpy, Zecora, and Trixie bosses. The controls are snappy and responsive, and the size, music, and number of attack styles are all laudable. 

Bullet Hell Ponies is an impressive member of it's genre, with engaging patterns and too many bullets to count. It's difficulty (and the ability to change it) was just the icing on the cake, and thus it receives an impressive 9/10.


Rabu, 01 Juli 2015

Review: Waiting is Magic 1.4

Play it Here!
Or on the Equestria Gaming Arcade
One of the most famous MLP fangames known for it's incredibly addictive nature, just got a whole lot better. Waiting is Magic, the jewel of Penta Studios (and not to mention the most popular game on the Equestria Gaming Arcade), just released it's 1.4 update.

A lot has changed with this update, which is the last update planned. This now complete game offers many notable improvements, including an entirely new game mode. If you're unfamiliar with Waiting is Magic, you can check out the original review here. In this post, I'll just be talking about the new stuff, and you can find that after the break...

First off are some small improvements. Music has been added, courtesy of LaymanLove. The available designs to choose from when customizing your ball have been increased from 4 to 10. The colors, as they were before, are still completely customizable. The overall graphical interface has been changed, now having a more streamlined look.

The really big addition for WiM 1.4 is Hardcore Mode. This mode, unlockable by reaching 10,000 points in Classic Mode, is only for the true champions of ball bouncing. Present here is the ability to bounce up to 4 balls at once (incredibly difficult), exact timing, and penalty points for badly timed bounces.

The choice is yours.
The addition of Hardcore Mode allows for what I like to call Super-Ultra-Mega-Incredi-Hardcore Mode. This is a game for the bravest of the brave. What you must do is play Hardcore mode with an all black ball, making it effectively invisible for the majority of it's flightpath once Encapsulation has been achieved. This is how the true masters will be found.

All in all, this game is even better than it's already incredible predecessor. It now feels like a complete game, with all the bells and whistles. Deep down, this game is what it is - spellbindingly addictive. This game will, in all likelihood, be responsible for a 30% net loss of productivity around the world. It's that good. Now that it's complete, I can give this game the grade I believe it deserves.

Senin, 06 April 2015

Review:Pony Platforming Project 3

The title screen for the game, which also functions as a link to the game itself

Mark Sprague has proved me wrong once again with the third release in the excellent Pony Platforming Project series, and unlike the last two games this one stars Colgate, a time-manipulating unicorn who wants to change her destiny and become a dentist instead. Thankfully Mark has decided to continue this series despite his involvement with Mane 6, and he has stated that he specifically addressed many of my complaints in this new instalment of the Pony Platforming Project. To be honest, it's really nice when developers listen to feedback from critics and address their problems; many are too stuck-up to admit that they did anything wrong and refuse to change anything.

So what do I think of the third Pony Platforming Project? Has Mark Sprague managed to create yet another fantastic fangame, or has my overall praise gotten to his head? Find out after the break!

So first off, the already excellent graphics have been improved even further. The sprite animations are smooth, midair attacks don't look near as clumsily animated, and the game environments now actually feature parallax scrolling (which was a very nice touch, one that I'd always wanted to be added to the series). Colgate's brush looks rather out of place floating by her side, but without it Colgate couldn't possibly melee without using Applejack's even worse kicking animation, and besides that brush comes quite in handy, letting the player perform moves that would have been impossible with Applejack (more on that later). The game's new environmental music is also quite fitting, and while it's not outstanding it does its job and does it well.

An image showcasing some of the game's parallax scrolling.
The game greatly benefits from Parallax Scrolling, which adds an illusion of depth while in motion.
While the core gameplay has largely stayed the same since the project's original incarnation it has received a couple of fairly minor changes in this release. For one, the player has a magic bar that recharges over time, and drains from usage of special attacks and abilities, such as ranged attacks and Clocking Up. When activated by holding jump and attack together Clock Up freezes time and lets the player move at an increased speed, effectively replacing the run ability in the previous games. However, this ability takes up a lot of energy, and is not really necessary if you're good enough at the game. There is also a working points system that can be used to buy items from Trixie's shop (which is no longer free), and a points multiplier can be gained by defeating enemies in quick succession.

In my review of the second game in the series I mentioned that the environments felt a lot more organic then the original. Sadly the current release of this game actually took a couple steps backward in the very first level, with long, unnaturally flat portions of ground followed by small hills and various platforms. It's a real shame, but thankfully the second level remedies this with a better-designed cave level. The game also features a greater variety in enemies then it's predecessors, and added environmental hazards make the game more interesting. I actually found the poison joke's side effects to be an additional challenge mode, with greater scores gained and more rewarding dialogue found by playing under its effects. Plus, it's ridiculously satisfying to beat the crap out of enemies as a toothpaste tube.

Let me tell you, you can actually gain more points by playing as Toothpaste. It's harder, but trust me, it's worth it.
Playing as toothpaste proves you're a real boss at this game.
Unlike the previous games in the series the Pony Platforming Project III is much more story-driven, with a clear goal to the game, multiple endings and hidden secrets. There is also a couple sidequests throughout the game as well, and a couple options that give minor changes to each endings. Upon completing the game the player receives various "cutie marks", achievements that showcase the player's various accomplishments throughout the game, and add extra replay value to the game. This feature was not originally in the game but was patched in soon after, an addition that was well worth it.

Remember how I said that the Pony Platforming Project Holiday Special was better in every way then the original? Well, this game comes quite close to doing the same to its predecessor, but actually regressed a little on level design, which is quite unfortunate. Otherwise, it's an excellent fangame with great graphics, fun gameplay and the only video game to ever let you beat the crap out of giant, armoured lizards as a toothpaste tube. Despite its shortcomings this is probably the premier of released MLP fangames and takes the crown from the Holiday Special, which received the same score this game is about to receive:

A score of nine!

Congratulations on creating such an excellent game, Mark Sprague, and may you continue on to create many more such games (if you so desire, although since you're busy with Mane 6 we understand). Hope you all enjoyed the review and I'm sorry about posting it so late. Now if you haven't played the game yet already, go on and do it! Trust me, you will not regret it, and maybe try returning to find more endings and hidden secrets.

Rabu, 01 April 2015

(April Fools) Review: Lennyage of Harmoney


Lennyage of Harmoney

This article was written for April Fools 2013 and is not meant to be taken seriously.

 Legal issues have sent many fangame developers into hiding after the demise of MLP:Online and Fighting is Magic, but a courageous few have gone onward with their projects, pouring their hearts and souls into their projects. In light of this, Equestria Gaming has decided to take a new approach to reviewing in which we will not criticize developers for the few mistakes that they make, but focus mainly on praising them for what they do wrong. Having good self-esteem is good after all, and we're going to be at the forefront of this bold new esteem-raising movement with our review of Lennyage of Harmoney, which you can find more about after the break.



 Opening Lennyage of Harmoney in Linux was a refreshingly retro experience. No clicking on gaudy icons, no configuring of unnecessary settings: just the basics. A simple java -jar "Lennyage of Harmoney.jar" was all it took, and the game started after only a couple seconds of loading. The game's main programmer must be a highly experienced individual to make a fully-featured RPG load in a couple seconds without being bound by the conventional restraints of loading screens. Unlike most of the other fangames we have the privilege of posting on Equestria Gaming, this one supports Mac OS X and Linux but nobody really cares because we all know Macs are for hipsters and Linux is for fat neckbeards like Richard Stallman and his hippie buddies (such as myself, ;~;).

The cutscenes are one of the game's main highlights and contain much of its emotional depth.
 Some RPGs throw the player right into the action, but not this one. The creators took the time to craft a detailed and touching story about everyman Twilight Sparkle being evicted from the library by the sexist top 1% (who obviously did this because of her gender), and in response she bands together with her friends, overthrows the rich witch and lives happily ever after in a utopian socialist environment. We could all learn something from this simple, endearing tale that makes no attempt to hide its political implications, you know?

 Even though some people would complain about the lengthy cutscenes being unskippable, I myself do not mind. I wouldn't even consider this a flaw, considering their overall quality. Since most Bronies are autistic and have problems reading facial expressions the developers decided to repeatedly zoom into the character's faces, forcing us to take notice of their emotional states and speculate as to what goes on within their vastly superior pony minds. This may feel somewhat uncomfortable at first, but after a short while the typical player gets used to it, and even begins to enjoy the wonderful sensation of being close to another's face. If only the game featured better integration with Google Nose, the experience would be complete.

Lennyage of Harmoney doesn't beat around the bush here; controls are clearly explained from the get-go.

 The game isn't all cutscenes and politics though. It has actual gameplay too, although the controls felt somewhat floaty. Given that Twilight has wings now and can float around wherever she darn well pleases, this makes perfect sense. There aren't any annoying fetch quests to get in the player's way either, and grinding is an issue either. If the game were especially long and dragged out the story would lose its emotional impact (really now, who goes for ice cream before confronting the greedy republican who kicked them out of their house?), but Lennyage of Harmoney has our heroine head to the treehouse right away to kick the antagonist's ass: no distractions!

 Heartless console gamers might cry out against the game's simple artistic style, but we at Equestria Gaming know that graphics do not matter in the slightest. Gameplay is the only thing developers should focus on, and sprites should be an afterthought. Contrary to popular opinion games like Limbo would be exactly the same if their artistic styles were changed, and because of this we are not going to comment on the game's art or let it affect our final score.

 Effort is what truly counts, and it's quite clear that much work was put into the production of Lennyage of Harmoney. We mustn't let the quality of a game affect our opinion on it

Sometimes minimalistic art styles are better.

 Good RPGs not only have gameplay and long cutscenes, but combat (yes, the two are distinct from one another), and this game is no exception. Upon entering one of the game's many combat encounters the game switches to a very retro art style reminiscent of NES games like Earthbound, and it feels nice and trippy. It was also properly balanced too because I kept winning. This shows that the 1% is no match for the combined might of the American people, even though they may pour their armies and tear gas on us. We shall not be stopped!

 All games except for the stupid ones have music. This is a universal rule, and breaking it probably earns the creator a C&D or something so the fabulous progressive folks behind Lennyage of Harmoney made sure to give the game its own, entirely original soundtrack. It did sound somewhat familiar though, but that's probably because this game is a homage to all the great RPGs before it, albiet one that outshines them all.

 Maybe it's not perfect (the distinct lack of parallax scrolling is the only fault I can really think of), but since Lennyage of Harmoney is fanmade we can't really criticize it without being unfair; it's not like the fandom can do better. Besides, nopony minds a 148.5MB download for a short game, right?
9/10 Lunar Grade

 Else, you can always look at the first letter of each paragraph. Have a happy monday, and make sure you take everything you read today seriously. If you don't...you might miss out on some great fun.

Sabtu, 10 Januari 2015

Review:Pony Platforming Project Holiday Special


A couple weeks ago I reviewed the Pony Platforming Project, a work in progress 2D platformer created by Mark Sprague. In my review I stated that while it was a good game and showed lots of promise, it had quite a few issues holding it back, and with the developer having recently joined Mane 6 I believed that this excellent game would be abandoned, and stay in it's unfinished state forever. Today, I have been proved wrong, as Mark has released a new, Christmas-themed version of the Pony Platforming Project.

Does it manage to overcome the problems that plagued it's predecessor, or does it crash and burn? Find out after the break.


The Pony Platforming Project Holiday Special is better then it's predecessor in every way. I cannot stress this enough. This game took all of the original's issues, fixed them, and made what made the original good this game improved and polished. While I commented in my review of the previous game that the graphics were good looking, they are nothing compared to the Holiday Special's. The snow-filled environment is spectacular, the background (which is a little bland, in my opinion) actually scrolls, and the falling snow adds a lot to the game's overall appearance.

The levels feel much more natural then before, which is a pleasant change.
Unlike the first game, the in-game music is actually nice to listen to while playing, and I must admit, that boss battle music from the first game never gets old, and I'm glad that it was included in this version. The level design has also improved a lot, and I no longer experienced a feeling of déjà vu from repetitive level design, which was a pleasant change. It may have had something to do with the fact that the levels are now shorter; a fact that made reviewing this game far easier. Sprague seems to have found the perfect level length: not too long, yet at the same time not too short either. The game is also far more stable then it's predecessor, and while it's not completely free from bugs, it's a big improvement from before.

As with the last game, the game ends with a boss fight. While I'm not going to spoil it for you, I will tell you that it is far better then that fight with Momma Owlbear. It has an epic feel, and even though it's far too easy to beat I still say that I enjoy the fight every time I play the game. The animated background for the second half of the fight is very well done, and I seriously think that Mark Sprague could get hired at DHX Media to work on the actual show if he ever applied for a job there.


When I first booted up the game, I was expecting a palette swap of the Pony Platforming Project, with snow instead of grass, same old music and recolours of the monsters. Not so. Instead, what I found was an even better, highly polished game that was better then it's predecessor in every way, and hands-down the greatest released My Little Pony:Friendship is Magic game ever released, period. While it's not perfect and future games may take the crown, it's managed to overshadow anything released up to this point by it's sheer polish.