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1982’s Video Game World Champions share their philosophies on joysticks, groupies and life.
It’s a pretty interesting documentary about these kids in the 80’s when arcades were at their peak and the best players got together to compete. Like, they were talking about how they felt like rock stars and stuff, and at how everything seemed like it was coming together and then the arcade crash happened where suddenly games/arcades vanished.
It’s really sad though, like, the documentary shifts 30 years later and all of these kids are now aged humans. I wouldn’t say it was inspiring but it was pretty interesting to see how games have changed. It’s cool how human beings can have that “one” moment but a lot of people don’t for whatever reason. /deep
Like, I agree with what they’re saying about really old games were about focus, remembering, eye cord, etc. Like, high scores were the most important thing. Modern games now, you’re just handed a really bad concept, bad game design and it’s like “there you go”. Games have been dumbed down and will continue to dumb down. It’s like being exceptionally good at “COD” when all it comes down to is remembering ideal spots, remembering certain points, maps. I don’t think something like that stacks up to the old retro games in terms of challenge.
I mean, there is a difference between a challenge and a game that just has broken game mechanics. Then I came across The King of Kong which is about a guy who beats the world record, spooky things happen. Idk, if you have time or can’t sleep one of these days, and games in general interest you I suggest checking it out. It gives you a different perspective on video games, especially classics. And that there are still people out there who really enjoy them.
I say it’s coo so its gotstabee~~
zzz
It’s one of those games where you want to like, but the game mechanics are so awful that it is not physically possible. I do not understand how a team of 100 human beings could construct something like this.
To be fair:
Good:
-Lightning is cool
-The controls are good
-The designs are great
-Sazh is a good character
Bad:
Everything else!
On with the games!
EVOLUTION!

Original Concept
Rainbow Nightmare: Libra is a constantly evolving project, which for me is a gift that keeps on giving in a creative sense. This post is focused on the main antagonist, the leader of Neon Empire and the main conflict for the human race,The mighty Neon Emperor, Physpher! Before I never questioned him. He looked cool, so I thought that’s all there was to it, right? He works in the shadows and plots to turn the world into a mechanical utopia with science at the helm. Things like most over-the-top bad guys do, right? I originally designed him to act like a Solidus Snake type character, which I’ll admit did not add much depth. In a sense he is very generic and there is nothing that screams “wow” about him other than being a machine. You’re in no real rush to confront this character, and when he does get screen time it’s usually very important and to push the story along. I’ve always tried to avoid “drop boss at the end of the dungeon just cuz” way of thinking. The gist of it is, he’s a boring character, he’s sorta cool, but carries nothing but the story along. THATS BAD!
REVAMP!

Sure he looks cool but is that it? Yeah.
The problem with me is, I procrastinate, like a lot. I will get these really really great ideas and if I don’t implement them in a certain timeframe I just trash it. I’ve noticed my ~go~ time is a few days and if I can’t peel off whatever I’m thinking I put it in the stuff-to-do-later. What I’m posting below is an introduction to my game. I told myself never to use slow introductions. I did it in one game and the majority of the feedback I got with it was “zzz” which was absolutely correct. And in the next game I did an action intro, and people seemed to enjoy that a lot more, and I did too, because before I was trying to do the “RPG” thing instead of going with something bold I guess.

Me too…
But, I feel like I’ve learned a lot since then, or nothing, so I decided to go with a semi slow introduction to introduce the game very simply. I felt it was more of an entertaining direction. The character who introduces the story is based off a ~Valley girl~ because if you’ve ever met one they’re just the most looney tunes human you can exchange words with. Usually people go with some ancient being/mage/sage to introduce their story, so you know, do something bold, new, etc. The introduction is short, and not too long, this thing took me a really long time to finish. I got it done a few days ago. The reason is I don’t have much free time, and everything is custom, so I poke at the game graphics for maybe 10 minutes every two or three days, or finish one “piece” of pixel. Like I said earlier, if I don’t get things done in a certain timeframe, oh man, it’ll take a while. This is a prime example.