double-posting aaaaaaaaaa
<b>ORBituaries: Spherical Disasters (2001)</b>
~ I can draw a direct line between writing Final Fantasy 7 and Pokemon crossover fanfiction when I was twelve to my current all-but-defunct comic Where Gods and Mortals Dance, embarrassing as that is to admit. This game and the ideas that go with it are somewhere in the middle of that line, though the only elements that appear in this game that survived are two characters that don't in any resemble their final incarnations.
~ Aside from being your standard creator-and-friends-save-the-world fare, ORBituaries has the dumbest origin ever. When I first found the OHR, I was playing around with it, the sprite editor in particular. I made a circle ad put a face on it, jut so I had an enemy to play around with, and eventually added a flimsy narrative to my sliming-around game. The spawn settings on the enemies are stupid because I was playing around with them and decided not to change them back.
~ The dialogue, dear <i>lord</i> the dialogue. There isn't a single contraction. I used to type like this! Christ, I used to <i>talk</i> like this!
~ The opening scene, introducing us to the heres, was Shizuma's suggestion, giving the player a chance to get to know and care about the people they were going to be spending time with. It's melodramatic and dumb, but that's all my fault.
~ I have no idea what the password for this is, I would share it if I had it, because there is so much crazy unreleased stuff in this file. Eight years will do that to you. I have the old crack, so I managed to get inside, but can't see whatever backdrops I might've had.
~ There are 81 songs in the file. Some are doubled because it wasn't easy to delete them in those days, but the rest are split mainly between engine defaults, Final Fantasy or Mario tunes, and classical stuff, Beethoven and Mozart mostly. There's even more that just bookmarks ideas I had that were never realized, a lot of stuff I found in various places that I can't identify anymore, though I know some are Noteworthy Composer defaults, and others I totally stole from my older brother's best friend (though he's credited in the readme!). There's also an inordinate amount of disco that doesn't appear in the game. That's for another idea that never happened.
~ I had so many ideas for this that were ambitious but stupid and far beyond my ability. Lucky for me my interest trickled off before I had to face that. Hell, the one mini-game that is in there is scripted so recursively I can't undertand how I didn't realize how broken the script was before I released it!
~ oh god i actually released this megaslime. there is no going back from that
~ Mario and Luigi are heroes in this game, with sprites copied straight from the first game. I didn't have the chance to make that side-quest.
~ My little brother once took it upon himself to remake this game from the ground up. We had some fun ideas, but I don't remember how far he got.
~ RPG Maker 95 backgrounds~~
~ This game was ultimately scrapped because my computer crashed and I lost my .hss. Within a year or so I'd reoganized all my story ideas to render it non-canon anyway.
here have some never-before-seen enemies
<img src="
http://img190.imageshack.us/img190/9349/enemiesd.png">
<b>Parson's Apprentice's Tale (2001)</b>
~ Hahaha this won the first Human Day contest how even did that happen (eight years and i'm still waiting for my prize)
~ Josh and Greg from ORBituaries return, five years older. I can't believe I ever thought these designs looked cool.
~ 18 songs, some X-mas carols, some Final Fantasy stuff, some unidentifiable stuff. I've always liked the idea of using Carol of the Bells for a battle scene.
~ The car FMV has always struck me as goofy. I can't remember how long it took me to make, but the house tiles Liam did there are pretty cool.
~ I was fifteen, had just started twelfth grade English, was on a huge Chaucer kick. Could you tell? I actually intended to make a whole series of WGMD tie-ins in the same vein, all told from a different character's perspective. Some would be backtor, other's aftermaths like this one, but none of them really got done. I have a notebook filled with outlines, and about 2/3's of Thomas' story, which had a more consistent meter and was about five times as long, but still remains unfinished. Couplets are tiresome.
~ Melnazar was always a cool guy. His contribution of the backdrops will always be appreciated.
~ That battle scene really doesn't do anything, there are no numbers or stats involved. It's nothing but eye candy that'll keep the viewer (hopefully) not bored until a timer runs out.
~ According to my docs, I released this three months after the contest, though I have no idea why. Some bugs or misspellings that I couldn't be bothered to fix sooner?
~ The credit spell out completely the whole theme of the story. Yeah, Uncy, way to be subtle.
<b>Magnus 17: Off De Edge Of Dis Pair (Of Edges) (2002)</b>
~ I've said a lot about this game already in my <a href="
http://superwalrusland.com/ohr/issue20/ ... html">Epic Marathon Retrospective</a> from last year. I would reiterate the whole disappointment I had with the backlash over the game's supposed "pointlessness", but whatever.
~ Really, this whole game could've been better, it's just that I was trying so hard to get it done with as much as I could in it that no one aspect really achieved its full potential. It's probably for that reason I've gotten the urge to revisit it so many times, though if I ever did remake it I'd end up with something that barely resembled the original, and would've built its own backstory free of Magnus.
~ I had this whole scrapped idea about the cosmology of WGMD, and the planet Magnus was a part of it. Eris and Thanatos' involvement here was a reference to that, but no real connection was or will ever be made since Liam's remake of ORBituaries never got off the ground.
~ The password is Neo-Ryan! He was, and always will be, my favorite part of this game. Shame he was a secret boss, it'd entirely possible most people hadn't bothered meeting him if I hadn't outlined how to get each ending in the readme.
~ This is the last time I tried making a conventional RPG. Some of my later games would still use the default engine, but I decided I was done with the default <i>format</i>. Was never any good at it anyway.
~ Final boss theme was stolen shamelessly from Arfenhouse 3. Regular boss theme was Disco Inferno, which fit like a glove.
<b>By The Seventh Book (2004)</b>
~ Final Fantasy Tactics and Fox's Book of Martyrs, taken together, will do this to a person.
~ This game is placed in WGMD's backstory, but how canon it really is I couldn't say right now. While the Church of Mytos has its place in the comic, I doubt the events here will ever be referred to.
~ I've always thought this, at some level, had the better execution of some of PATale and Magnus17's better ideas. It doesn't have multiple endings quite like Magnus17, and the mini-game doesn't exactly have no effect on anything like PATale, but the fact that how well you do in various mini-games carries some things over into others and ultimately shuffles the order of events was always something I liked.
~ The Persuasion game was a mess to write, took me two weeks on its own, and still remains absolutely esoteric to anyone coming into the game blind. It's a sorry fact that I didn't really give the player any clue to what any of the people will want or how it will effect others, but that might be half the charm. I think befriending the homeless man just to see the shallower half of the room back away works better if you're not expecting it. I'm also ashamed to admit that after writing myself into a corner, I finished the Knight's sequence with lines pulled directly from Hitchhiker's Guide to the Galaxy. also i don't know what was up with that hooded guy
~ Oh, a battle scene that actually works! How novel. Again, never really thought about the player having no idea how to do this thing. Maybe that's why the save point is right before all the big mini-games? Leaves room for trial and error?
<b>PAIN AND SUFFERING (2004)</b>
~ Everything I wanted out of this game is here. My inspiration was all the games that ended up being graphics demos with very little game as a foundation, so I put some token effort into the spriting.
~ The stilted, vague, complete megaslime dialogue was my favorite part. It reminds me of a discussion I had with Calehay after he released Verdimea. Basically, I hated all the dialogue because it was so stilted and lacked flow, when he argued it was intended to be poetic. I hadn't even realized at that time I'd already riffed on that idea two years before, with this game.
~ Again, mercy got the best of me and I had to explain the joke in case no one got it. Therefore, the first thing you see is a note on the ground of your cell. If you read it, it tells you the only way to win the battles is with the debug keys. This prepares you for the rest of the game, with its invisible mazes and impossible box puzzles and instant-death traps. I guess I wanted the player to see the joke through to the end?
~ I went out of my way to make sure every single attack was broken. That way you could look on your stats screen and see something that looked reasonable, but in battle your sword might as well be made of paper. I guess I could have just given the enemies higher stats, but where's the fun in that?
~ I don't think the game ever checks whether you actually recruited Callus or not. If it does then I did something wrong.
~ All the doors kill you. The arrow is the actual door.
~ Of course it ends in a infinite loop. PGUP+PGDN+ESC!
<b>The Thrill Is Gone</b>
~ Aaaaaaaaaaangst
~ this is a true story
<b>Mr. T's Fantastic Adventure (featuring Seth!) (2004)</b>
~ 2004 was a busy year for me!
~ Liam and I made this as an X-mas present to our older brother, Seth, though even pulling a few all-nighters we didn't have it done before his X-mas break ended.
~ Unlike Shads, I still have the drawings Gilbert sent as a prize for this contest!
~ In the facility, you were originally going to sneak up on the Ninja Neo-Nazis. If you approached them from behind, you'd throw them hella far. If you approached from any other side, you have to fight them. OHR's NPC collision didn't let me do this thing, so I scrapped it. Also, clearly based on Metal Gear Solid's VR Missions, something the review on CP didn't catch.
~ I have no idea what the internet-translator-German for Hitler's lines are supposed to say anymore. I think one of them was "Look at my face! Stop looking at my face!" I'm sure it was all gibberish.
~ Each of the characters has a healing skill except for Seth. This was short-sightedness, and it means Seth cannot possibly survive a single battle. I hate stat balancing.
~ I swear Hitler wasn't always impossible. I prolly made it on a much slower computer, though.
~ There isn't an ending for Hulk Hogan if you rescue him, I don't think. This was a poor oversight.
~ Aside from Mr. T and Seth (as Batman), Liam and I each contributed an original character from our games, his sociopathic and nameless Man Who Wore Purple, and my abrasive black mage, Feather.
~ i think using it as the credits for this game wa the first time i'd ever heard Stairway To Heaven
<b>Mazes Of Persistence (2007)</b>
~ I had this idea back in 2004, complete with a design doc and all of the graphics, but never got around to putting it together until TGC 2007.
~ All of the sounds and music are my voice in a microphone.
~ I love the title screen to this game with all my heart.
~ I waffled a lot on whether I wanted to go basic and retro or postmodern with this. I ulmately did both.
~ When I first released it, I made the <i>huge</i> oversight of not resetting it to the beginning from when I was testing the last maze, so I don't know if anyone has ever played the first four, actually.
~ I am bad at making puzzles. Most of these mazes were generated by a program I found through Google, at billsgames.com
~ I originally planned on some kind of High Score board at the end, but I have no idea how to use strings, so it was scrapped, and I was left with what we have.
~ You can't save! You have to persist!
<b>A Shot In The Dark (2009)</b>
~ Has been argued to not really be a game. I don't care.
~ Also had this idea in 2004. Wrote a full script. Sat on it for five years. You'll notice some pictures were made in MSPaint, those are from 2006. The rest of it was done this April.
~ I came up with the framing device at the very last minute, just because the whole deal seemed pointless. It still wants for an ending, maybe a scoring system?
~ There are three ongs in this game. The title music is cut from the intro to Gang Of Four's "5.45", a special outcome triggers a clip from Don McClean's "American Pie", and the rest of the time you'll be listening to Buddy Holly's "Think It Over". I almost put in another one in case the game ran longer than the song, but I decided not to worry about it.
~ On the subject of "American Pie", Big Bopper was a father, Richie Valens was too young to be anything but a son, and, well, the "Holly" ghost? This is the most popular interpretation I've heard to that segment, hence its placement.
~ The decision to randomize the order you see the scenarios in was also last minute. I was really rusty on my scripting, but Mogri and Spoonweaver helped me spot my dumb mistakes.
~ It would've been easier to let the player press a button and randomly decide what the outcome was, but there's no fun in that. Instead, it actually decides which button is which when the scenario pops up, so a choice is actually being made. It isn't an <i>informed</i> choice, but that's the whole point.
~ Cameos include Lee Harvey Oswald, Buddy Holly, Superman, and WGMD's own Thomas Lamar. I've always liked the idea of not getting into what it was that got Thomas expelled from the clergy, but the picture on his splendid outcome here might be a hint. It's fun either way.
~ This is probably the last game I'll ever make. There's no telling, but as far as I can tell there won't be another. This was my last idea.