obscurevideogames:

SD Snatcher (Konami - MSX2 - 1990)

This is a “chibified” remake of Hideo Kojima’s original 1988 Snatcher.  The main difference is that this is an RPG instead of an adventure game.  Unlike most RPGs of the time, you can actually see the enemies on-screen before battle.  Also during the battles you can aim the gun at the enemy to whatever part you want to damage.

Pretty fun game, hella tight music. What I said about Snatcher’s MSX soundtrack goes for SD Snatcher, too.

hattiestewart:

Feelin’ HOT HOT HOT … 
A drawing I did a few years ago but re-vamped it a bit! It seemed suitable.

I try not to reblog these sidebar things, but this was too utterly horrifying not to force it on every one of my followers’ dashes.

hattiestewart:

Feelin’ HOT HOT HOT … 

A drawing I did a few years ago but re-vamped it a bit! It seemed suitable.

I try not to reblog these sidebar things, but this was too utterly horrifying not to force it on every one of my followers’ dashes.

rabidrodent:

Yeah I’m talkin game design!

I’m talkin BALLOON FIGHT: Nintendo’s Joust knockoff for NES!

The single player goes like this: you flap around and pop the enemy’s balloons. The enemies float down and you knock into them again to take them out. You go from level to level racking up points,…

karesh reblogged your post: The hardest part of driving is staying in the lines.

The hardest thing about driving is making sure you realize when someone else isn’t staying in the lines.

with any luck, karesh did not get my license plate number

DEARE DAN: PLEASE GIVE ME ALL THE CODES EVAR MADE FOR EVEY GAME THAT EVAR WAS, AND BRING ALL THEM TO MY HOUSE, AS I AM GROUNDED. P.S. YOUR EVEL
GAMEBOYBOB (via wariofan63)
The hardest part of driving is staying in the lines.
Stay up until 3 AM rewriting a review

priorities~

Burning Rangers and NiGHTS - Sonic Team Past and Present

In Burning Rangers, you’ve got huge levels. For the most part, it’s easy to tell where to go. However, there are tons of side rooms and a handful of alternate passages, so every time you go play a mission, it’s hard to tell whether or not you’ve seen this part of the level before.

BR achieves this in a number of ways, but it’s largely a result of A) every time you start a mission, the game randomly selects which non-essential doors you can go through and B) the missions being timed and therefore you feeling rushed.

The original Sonic games got this feeling by having a large number of individual paths, and Sonic 3 & Knuckles added to it by giving Tails and Knuckles unique ways to explore a level.

The levels in NiGHTS into Dreams, on the other hand, are hardly expansive. NiGHTS is more about repeat gameplay and memorizing levels. That’s because you want to do a really fast and tight run, like it’s a racing game. This is what Sonic has been about since Sonic Adventure 2.

I like that Rosalina looks like Peach.

I really like the Super Mario Galaxy mythos (er, if that’s what you want to call it), and I genuinely dug the storybook in the first game.

It seems to me that there’s some comparison between Rosalina and Peach going on—Rosalina being the matriarch of the universe, Peach being the matriarch of the Mushroom Kingdom.

wariofan63:

So one of the cooler parts of Camp Hyrule was that Nintendo had these interactive maps to kinda give off the sense that even though it was all just chatrooms, everything was all connected. I always thought it helped set the atmosphere that you were at a real Nintendo-themed camp.

Camp Hyrule…