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Senin, 23 November 2015

Review: Megapony

A MegaPony gameplay screenshot
MegaPony

 A strange trend noted by several people in the community is that whenever a pony fangame comes out and is at least partially based off of another game, it almost always ends up being more difficult than the original. Oddly enough, this usually seems to be entirely unintentional on the developer's part, and it is often debatable as to whether or not the increased difficulty is really a good thing. MegaPony is already an infamous example of this, sure, but is the game's quality negatively affected by this?

The answer, along with the rest of the review, can be found beneath the break.


 Your average gamer's first few hours with MegaPony will inevitably be filled with frustration and rage as they get used to the overly sensitive controls, the odd level designs and the titular protagonist's rather large hitbox. Most won't even manage to complete a single stage, but MegaPony is not for the faint of heart and for those that do press on, something magical happens. Levels that stumped them for hours on end will suddenly become a breeze as the player learns to master them, and with enough endurance one can overcome incredible odds. For a while it may seem somewhat repetitive, sure, but the exhilarating sensation one receives upon finally completing that one level and defeating that which earlier brought you to your knees makes it all worthwhile for those who persevere.

Another MegaPony gameplay screenshot.
Contrary to popular belief, unicorns can climb ladders too.
 Despite its overall difficulty, MegaPony's gameplay is quite simple. The player runs around as a chubby robot and shoots stuff, all the while dodging bullets and jumping over bottomless pits. Upon completing a stage and beating its boss our hero is awarded a brand new weapon, which also happens to be the weakness for another boss. After defeating the brainwashed Mane Six, he unlocks the final stage along with itsboss, Discord. He can also access Zecora's shop to buy items and upgrades to improve his odds of victory, although purists might want to stay clear of the place (aside from a certain upgrade that adjusts the protagonist's hitbox to be closer to that of the blue bomber).

 Stages tend to have a surprising amount of variety, with little in terms of repetition when it comes to visuals and room layouts. Several of them also introduce new gameplay elements, such as the teleporters in MagicMare's lair and the fishing rod in GenerousMare's stage, the latter of which transforms the game into a weird autoscrolling shooter. Thankfully each level's gimmick is used in moderation, so for the most part they don't end up feeling overused or tiresome.

There's a distinct lack of flashback potions here.
 Aside from several areas (such as Applejack's stage), the game does quite well at staying within the NES' colour limits and still manages to look good in the process. Unfortunately the screen scaling options seem to be a bit off, as using them blurs the game's crisp pixel art, making it harder to fully appreciate the detail put into it. It also forced me to take screencaps with the default screen size and manually upscale them in Gimp, which kind of sucked. The music was pretty nice too: a fitting blend of Megaman themes and My Little Pony chiptune remixes, although to be honest the music gets old after being stuck on a stage for long periods of time.


 To be honest, I don't really have much to criticize MegaPony for. Sure, the main character vaguely resembles one of Clarence's hippopotamuses and there are still a few bugs/imperfections to be ironed out, but most of the possible changes would lower the game's difficulty and thus arguably reduce the game's main draw (aside from its containing ponies, of course). I wouldn't say this is anywhere near the best pony fangame yet, true, but those of you who are looking for a real challenge should ultimately find MegaPony to be quite rewarding.

8/10 Spitfire Grade

 It remains to see how Megamare X will compare to this, although I doubt it'll even come close to this one's difficulty.

Jumat, 20 November 2015

MegaPony Episode 3


 After spending over a year working on and fine-tuning MegaPony, Khao Mortadios has finally released Episode 3, completing his fangame and giving us yet another needless reminder that the other Episode 3 still isn't complete, and probably won't be for quite a long time. Yes, the main character still resembles some sort of mutant hippo and has a rather large hitbox, but the game should still provide a fairly rewarding experience for those who don't mind a little challenge and its somewhat unusual artistic style.

Also, I dunno if I'll have time to review this tomorrow or not, since it'll be my birthday and whatnot, but I'll try to get it done within the next few days.

Jumat, 04 September 2015

Daring Do NES Trailer + Demo


Daring Do NES Demo

Not far too long ago a trailer was released for a retraux Daring Do platformer. What flew past everypony's radar was that a demo for the game came out within a couple days of the trailer's premiere, and I must say that it's pretty good. We'll get around to reviewing it when the full thing comes out, but let me say that it is fairly challenging and should take a decent amount of time to complete due the the length. The retraux feel of the game is also quite nice, although purists will cry foul upon the realization that the game uses more colours then were available on the NES.

Also, the game runs pretty well on Mac/Linux in Wine, although for audio to work you will need to install dsound and directmusic via winetricks. Doing the same thing for other fangames created with Game Maker often reduces the amount of audio-related issues that you'll encounter, although your mileage may vary.

Sabtu, 08 Agustus 2015

Fanmade MLP Arcade Cabinet


Down in the magical land of Seattle some folks decided to create their very own pony-themed arcade Cabinet, and unlike many awesome ideas that never come to fruition (such as my beer cannon that uses beer cans as ammo) they actually went out and created it. Given the games that they showed running on the machine Given the fact that it runs Galaga '88 some might assume that the machine uses a Namco System 1 board, although I suspect that it is really powered by a PC with an emulator program installed. Some of you folks should try making your own Arcade machine sometime; it's actually quite easy if you are familiar with carpentry and have the technical know-how.

After the break you can find three embedded galleries of the cabinet during the production stages. Enjoy!








Jumat, 31 Juli 2015

PonyRL

A screenshot of PonyRL
PonyRL

 One thing we don't have nearly enough of these days is roguelikes, and not just in the Brony fandom either. Then again, it's probably because everybody has been too busy playing NetHack (which, in all seriousness, can take years to beat) and The Binding of Isaac to make their own contributions to the genre, but some Russian guy has decided to finally give the pony fandom what it deserves: a My Little Pony roguelike. Don't be fooled by the ASCII graphics; PonyRL is very easy to pick up and play, especially since it can be played in the browser instead of the traditional Unix terminal.

 Mind you, the game is still in beta and incomplete, so the creator would really like some feedback (preferably on the PonyRL My Little Game Dev thread). He also doesn't speak English natively, so the game may contain its fair share of typos.

Selasa, 14 Juli 2015

Update: MLP: Revenants of Chaos / Project Dash playable demo


Here we have an update on the progress of MLP: Revenants of Chaos, a promising upcoming adventure platformer clearly inspired in 16-bit era classics. In this game we take on the role of everyone's favourite technicolor flyer, Rainbow Dash, as she runs and flies around Ponyville collecting gems and fruit and avoiding dangerous oranges.

This demo features one single level, that although short shows clear effort and love by the part of the developers. The Tails-like gameplay is fluent, with nice details like slight inertia, and doesn't rush you like other examples of the genre. You can, if desired, try your best at speeding through the level, avoiding or ramming enemies, releasing them of their citric ailment; or just enjoy the scenery and carefully trot and jump around the beautiful equestrian landscape, looking for hidden paths and collectibles thrown around for 100% completion.

The game's most notable aspect is the carefully designed and well executed artistic section, with defined and well-done sprites and backgrounds. The demo shows urban, countryside and cave sections with smooth transitions between each, giving a a feeling of natural progression as the level goes by. The music manages to convey a general atmosphere of cheerful relaxation, compelling the player to spend time appreciating the Equestrian landscape, whilst not taking attention away from the action at hand.

Rainbow Dash speeding through the cave section.
The game engine handles quick movements and reactions without a delay, and manages to control large crowds of homing enemies with naturality, as well as mantain the aggresive movement of fruited birds while the released ones fly away. it isn't devoid of issues, like blue birds chasing Dash undewater, which looks kinda silly, and in my opinion the front layer of the scenario requires a smoothing/blur effect on scrolling, since otherwise the pixel-by-pixel movement puts a great strain in the eyes after playing for a while. While this wouldn't be an issue in monitors with real refreshment (people still using CRTs rejoice) on modern monitors it is quite evident.
Of course, being a demo these small issues can be overlooked without greatly affecting the experience, as we can assume they'll be fixed by the time the final release sees the light.

All in all, this game shows great promise, and will most likely become a favourite of those who enjoy fast, retro-style games.

Thanks to Redenchilada for inviting me to hop aboard this blog. I do hope this is the first of many articles to come. Signing off for the first time, Nerthos.

Jumat, 03 April 2015

Review:Derp till Dawn

Derp till Dawn

 Despite not being nearly as famous as the big name fangame developers, Donitz has had a pretty good run so far with his line of creepy fangames. Story of the Blanks is undoubtedly his most famous creation, while Twilight vs Walking is more remembered for its difficulty than its Twilight Zone-inspired twist at the end. Since according to him "everyone, their mother, their dog and evil clone" had already made a Slender clone he decided to make one himself, and the results can be seen in his newest game "Derp till Dawn".

 Dous the humorously unfittingly-titled Derp till Dawn live up to Donitz's other respectable fangames? To find out, head below the break to read our review on it.



 As with most Slender clones, Derp till Dawn takes place inside a dark forest centered around finding several pages and trying to avoid the dreaded Slenderman (or in this case, a Slenderpony). Unlike most of its peers it does tell a story, although it is kept quite vague and mainly told through the pages you collect throughout the game. It also takes place mainly from a top-down perspective, but upon going indoors the game switches to a first person viewpoint that would have reminded me fondly of Doom if it wasn't for Derpy's mane getting in the way of my vision and breaking the immersion.
If you think the house is nerve-wracking, just wait till you reach the well...
 In a horror-centric game, having a scary atmosphere is key. A forest at night is spooky enough without elderitch abominations mucking about, but unfortunately both Slender and Derp till Dawn slipped up in these areas and made it feel more like walking through a vast, flat field of telephone poles, with the occasional bathhouse or camper lying about. In your average forest one would expect to at least find some little streams, hills and whatnot: in here you can't even find a single stinking bush! The game's first portion also had a distinct lack of dark purple which would have contrasted well with the green and given it an aura of mystery: unfortunately the caves below the well utterly abuse the most garish shade of it and feel more like something out of a cheesy "Barney's Dungeon" WAD than a horror game by one as talented as Donitz.

 Even if it looks and feels right, a horror game will fall flat if the audio was only an afterthought. Derp till Dawn has its fair share of unnerving music and scare chords, and like the original Slender you will be met with a scare chord and some static when you stumble across your well-dressed stalker. Some forest ambience sounds such as the ones used in Derpy's Story would have greatly increased immersion, but the place already feels dead anyways so there isn't really much of a point to it anyways. Ah well, at least the music is quite effective.
Some ominous circles of doom.
 I've said a lot about the graphics and audio already, so how about the gameplay? Pretty much it's just Slender in 16-bit and viewed from an isometric perspective, or at least until you head indoors and things go all first person. It's a unique twist on the experience, sure, but the problem is that the indoor portions are infinitely more scary than wandering around in the "forest". Some might find it scary for a while, but given the game's over-reliance on jump scares it just becomes annoying after several deaths. A couple puzzles would have been a very welcome addition and helped with breaking up the overall monotony.


 My original hopes for Derp till Dawn were quite high, although after playing the game I must say that it did not quite live up to my expectations. As technically impressive as it may be for a Flash game it lacks polish, and if only Donitz had delayed release for a little bit, gotten some feedback from playtesters and made some relatively simple changes it would have been an incredible experience. At least it's fun for the first while, and if you're looking for some jump scares then this might keep you entertained for a couple minutes.

5/10

Kamis, 02 April 2015

Megapony Episode 2


Megapony Episode 2 

 Last year's Megapony game was pretty good, but even veterans of the Megaman series claimed that the level design was too difficult. Is the same the case with Episode 2? Yes. As one of our commenters put it, Megapony was "Made for robots by robots. Maybe the final version should be for humans?". It's still quite enjoyable for those of you who are looking for a challenge, but if you are a more laid-back gamer I would advise playing something else (the Daring Do Demo that we just posted about, for example). We'll save our review for Episode 3, which will add the rest of the content that is missing from this release and should hopefully come out before that other Episode 3.

 Oh, and speaking of difficult games I'm going to be posting a review later on today of another entry to a fairly well-known series of pony platformers by Mark Sprague. It was supposed to be an April Fools game, but it turned into something bigger...

Rabu, 04 Februari 2015

Game: Sweet Apple Cider


Jeez, Applejack, it's about time you took responsibility for cider season. 

Sweet Apple Cider is a ponified remake of Tapper, the classic 1983 arcade game. Playing as Applejack, the player frantically runs back and forth between three tables in a futile attempt to buck enough cider to satisfy the oncoming horde. Gameplay is simple and addictive, and while there's only one level, it should keep you gnashing your teeth for a while.

The game's pixelated charm is evident right from the title screen, which nostalgically proclaims "CREDIT 0, INSERT 2 BITS". The rest of the graphics seem homemade as well, and the game successfully pulls off the retro feel. The chiptune rendition of "Raise This Barn" playing in the background doesn't hurt. 

Overall? This is one of the best minigames I've played in a while. Go give it a try!

Rabu, 14 Januari 2015

PonyRL Progresses Smoothly

A screenshot of the PonyRL web client.
PonyRL

 The web-based PonyRL project seems to have made a decent amount of progress since we last looked at it back in August, with several more playable classes and scenarios for the player to unlock. It's still pretty basic as far as roguelikes go, however; enemies are mostly stationary, there aren't really any NPCs for the player to interact with, and you aren't likely to get sick from eating orc carcases. Newcomers from the genre should find it fairly easy to get into, although after a while it might leave them wishing for something a bit more...substantial. Might have something to do with the game's still being in beta.

 Then again, it could just be that the later stages are all much better and I just suck too much at the game to get to them, who knows?