Tag Archives: gameboy advance

FGC #549 Garfield: Caught in the Act

Let's danceDear things I loved as a child: please don’t embarrass me as an adult.

Garfield: Caught in the Act is a game I played when I was a child. Why? Come on, stupid, you know the answer to this one: like all right-thinking children, I loved Garfield. Some of my first purchases as a good little consumer were Garfield collections bought from the school book fair, and one of my favorite cartoons was Garfield & Friends. Despite the fact that a solid three pages scarred me for life, Garfield: His 9 Lives was one of the earliest books/comic books/graphic novels that I remember reading and rereading until the pages crumbled to dust. So, yeah, given the opportunity to play a Sega Genesis game starring Garfield, I jumped on the cartridge like a cat on lasagna.

And Garfield: Caught in the Act is… well… I mean… You can see that they tried, right? Coming off of Aladdin, this is obviously a videogame that leans heavily into that whole “hand drawn sprite animation” trend. Garfield looks gorgeous. He runs. He jumps. He dances! And he does it all with a full range of motion that would even put his daily cartoon to shame. Eat it, US Acres, this is the good stuff. And the Catsablanca stage? With that faux monochrome style? C’est la fête. Unfortunately, the gameplay does not quite live up to the visuals. Garfield is gorgeous, yes, but the actual levels seem sloppy, with frequent traps and enemies that come out of nowhere. What’s more, the designers seemed to recognize that Garfield was going to take a lot of damage, so he has ten hit points, and life power-ups are distributed roughly every nine inches. This leads to a weird situation wherein, aside from the handful of bosses, you almost always feel like you are playing the game… wrong. Are you supposed to be taking this much damage? Tanking this many hits? Probably, because there are another six hamburgers ahead, so you may as well soak those malevolent ghosts. And G:CitA relies on level design that is very… Bubsy… with a number of branching paths and “underground” areas that require random doors and the screen’s focus fuddling all over the map. The game is pretty to look at, but not exactly delightful to hold.

Holy CatsAnd, as someone who has continued to follow Garfield titles through adulthood, this seems to be the standard for our favorite orange feline. Garfield and his Nine Lives for Gameboy Advance has about as much to do with the comic of the same name as Garfield has to do with exercise, but it is another pleasant enough micro platformer. The same could be said for Garfield and The Search for Pooky. They’re passable, and the worst you can say is that they are clearly not the kind of lovingly crafted games you’d find elsewhere on the system. And if you’re looking for something on modern consoles, try Garfield Kart: Furious Racing. This one allows you to play as any number of Garfield luminaries (Liz! You know Liz! The woman that made Jon drink dog sperm? Her!) with gameplay that matches Mario Kart: Double Dash (complete with blue sparks), but is otherwise a fairly generic kart racer. And that’s fine! It’s a Garfield game, and that lazy cat has been sponsoring mediocre games for decades now.

Garfield is just kind of there, being occasionally funny, but at least reliably marginally entertaining. As one of my favorite childhood comic strips, I’m rather happy to see Garfield popping up on occasion, and I enjoy getting reacquainted with these old friends (when the related games are on sale for like ten bucks). Garfield made me happy as a child, and he brings a smile to my face even now.

And then there’s Dilbert.

Fuck Dilbert.

Beat the bossBack to autobiography land, I was a voracious reader as a child, but it was years before I encountered another comic strip that captured my attention like Garfield. The comic strips of the day were generally aimed at parents, the elderly, and whatever the hell is the audience for Pluggers. It seemed like the comic strips that were aimed at kids were too kiddy, and the ones that were aimed at adults were too exclusive (yes, B.C., please make another joke about President Taft. That doesn’t get old). And then Dilbert came along, and I was enrapt. It may seem weird that a comic primarily about office work appealed to a kid that was still a few years away from having his first job, but you really have to understand the weird timeframe wherein Dilbert came into prominence. Did you know that not everyone used to have a computer? Or access to the internet? The cast of Doonesbury had never seen a computer, and it was likely because the author was right there on the same page. But Dilbert! Here was a place where computers not only existed, but they could be involved in jokes! Nobody made jokes about computers! Or the internet! Or Linux nerds! There was an entire strip that called Linux nerds bearded, suspender wearing weirdos! That was funny and accurate! Holy RAM, Dilbert, you’re speaking my language!

And, lest you think it was just a matter of my nerdy tendencies, there was something else about Dilbert that caught my eye. The secret truth of Dilbert? The entire strip is about a handful of mundane characters that are smarter than literally everyone else on Earth. The public at large seemed to fixate exclusively on the pointy-haired boss and his boundless incompetence, but the premise of roughly 80% of Dilbert strips is simply “Dilbert is smarter than everyone else”. And, spoilers, regardless of your own standing in life, you are supposed to relate to Dilbert. You are supposed to see the rest of the world as a bunch of belligerent nitwits, and you are Dilbert, the mouthless man that steps back and stares through the fourth wall in a way that says, “Wow, ain’t this guy a moron? Nyuk nyuk.” And if Dilbert’s general helplessness isn’t doing it for your ego, then there’s Dogbert, who is consistently portrayed as a genius that is capable of conquering the world… Go doctorbut doesn’t feel like doing that this week. “Bah,” he says as he waves his paw. And if you think this assessment of Dilbert is somehow incorrect, here is a simple reminder that the first Dilbert collection was titled “Always Postpone Meetings With Time-Wasting Morons”, and the first original Dilbert book was “Dilbert’s Clues For The Clueless”, which took time on every page to outline a different kind of “clueless” person. Dilbert is about life in an office, yes, but it is more about how the great, unwashed masses are a bunch of “clueless” yokels.

And, dang, I don’t mind telling you that pre-teen and particularly teenage Goggle Bob ate that shit up with a spoon. You tell ‘em, Dilbert, you’re the only person on Earth that knows what’s up!

Of course, when you put it that way, it should have been obvious the author of Dilbert, Scott Adams, would become some kind of… is there even a word for this? Wannabe fascist? That sounds right.

I’m not going to review the many sins of Mr. Adams over the last few years, but let’s stick to one quote from 2016. After the 2016 Democratic Convention, he had this to say:

“If you’re an undecided voter, and male, you’re seeing something different. You’re seeing a celebration that your role in society is permanently diminished. And it’s happening in an impressive venue that was, in all likelihood, designed and built mostly by men.”

Hail to the kingSo maybe he’s just a misogynist? He definitely has supported Trump in a variety of ways over the last few years, and it seems like a significant factor there is the misbegotten belief that Trump is some manner of “alpha male” (or, in Scott’s own words, he has an impressive “talent stack”). Now we don’t know if this is because Adams truly sees the orange, lumpy Donald Trump as the pinnacle of humanity, or if an inheritance tax would be a threat to his income, or just because he legitimately believes that republicans would be hunted under a democratic regime. Nobody knows! But one thing is clear: Scott Adams was anxious to support a wannabe dictator, and has repeatedly, consistently defended his backing of Donald Trump, despite openly admitting it has impacted his speaking engagements/income. The man is so deep in the Trump camp, he’s finding Rudy Giuliani’s discarded llama bones.

Oh, okay, one more quote from the man:

Seriously!?

Yeah, sure that makes perfect sense, undecided voter.

And, yes, I’m downright ashamed to have ever supported the man. And most people aren’t “online enough” to even know he’s very publicly one of the 72,000,000 people that evidently vehemently supports a man that is totally okay with hundreds of thousands of Americans dying for no reason. And, because some people in my family distinctly remember my Dilbert obsession from twenty years ago (and know damn well that I am still a giant nerd), I occasionally am still gifted Dilbert merchandise. My dad winds up getting me a Dilbert calendar every year! And that’s directly supporting a man that would manifestly be perfectly okay with some of my good friends being sent to the Gulag (or worse)! And is already totally cool with children being stowed in cages! I like Catbert as much as the next guy, but that is a bit over the line.

Er-hem. Sorry. This gets me a little… exasperated.

It's Gameboy timeSo what’s the point here? Scott Adams sucks, and Jim Davis is awesome because his celebrity is used for milquetoast endeavors? Hating Mondays works better than hating bosses? Dilbert should eat more lasagna? Nah, it’s never that simple. I think the lesson here is that, in this age of “cancel culture” (the quotes mean I take this phenomenon about as seriously as the ever-present threat of bigfoot), you don’t need to be “cancelled” to be noxious. No one ever told me that the author of Dilbert was some kind of toxic creature, I simply identified that from his very public beliefs and statements. I am never going to buy Dilbert merchandise again, despite my initial love for the franchise, because the idea of Scott Adams profiting off my vices is repellant. I am, however, going to download Garfield Kart, because, what the heck, it might be a fun time, and Jim Davis seems pretty alright. Maybe I’m wrong! But, in a world where I could either defend Scott Adams (with my wallet) or ignore his output for the rest of my days, I’m going to go with the latter. This isn’t because of some monolithic “cancel movement” or whatever, it is simply because everything the man says deters me. Simple as that.

Garfield, you might not have the best games around, but thank you for simply being you in these tumultuous times. I’ll airmail an annoying kitten to Abu Dhabi in your honor.

He did alright

Thanks, Jim.

FGC #549 Garfield: Caught in the Act

  • System: Sega Genesis. From the people that brought you Star Wars Arcade and Eternal Champions, apparently.
  • Number of players: Garfield is a loner cat.
  • Favorite Boss: Level 2/Cave Cat was apparently supposed to originally be Level 1, but it was determined Cave Cat was no fun, and Level 1 became the original Level 2, Count Slobula’s Castle. That said, Cave Cat does end with a battle with a giant skeleton, so it’s pretty great.
  • An end: Credit where credit is due, G:CinA has an “alien” final boss that is made from discarded television components, and he’s rendered in Vectorman-esque uncanny, 16-bit 3-D. Considering the rest of the game is lavish 16-bit “normal” 2-D animation, it really makes the final challenge pop. It’s just kind of a shame that that “final challenge” is a silly mirror-pushing puzzle.
  • WeeeeeeHey, not all of these pictures are from Garfield: Caught in the Act: Yes, well, I wanted to see if any of Garfield’s other adventures held up and/or descended into fascism. They mostly don’t. But, if you’re curious, the other images are from Garfield and his Nine Lives for Gameboy Advance, and Furious Racing for the Nintendo Switch. Also Dr. Garfield, which is imaginary and not available as a ROM patch, obviously.
  • Say something nice about Garfield and his Nine Lives: This game seems a lot more focused than Garfield: Caught in the Act, as you’re not expected to soak a hit every three inches. That said, it’s also a lot less meticulous in its graphics, and certainly looks like a desperate cash grab. It’s slightly better than Monsters Inc. for the GBA, though!
  • Say something nice about Garfield Kart Furious Racing: This really is an exact clone of Mario Kart Double Dash’s mechanics. Even though you’re only ever racing as one Garfieldian character, you can hold two powerups at once. It’s very familiar! And every item has an easy, two-button option for whether you launch it ahead or behind your racer. The tracks and the characters are rather mundane, but the general usability of Furious Racing is surprisingly high.
  • It is Furious, though, not Furry-ous? Correct. It’s a shame.
  • Did you know? Garfield is forever tainted by Mike Pence loving the rotund cat. This probably doesn’t have anything to do with Pence loving other, slightly larger orange animals.
  • Would I play again: Maybe! Garfield is responsible for good vibes, so I might play, like, a level again. It’s pretty to look at!

What’s next? Random ROB has chosen… Pokémon: Sword: Isle of Armor & Crown Tundra Expansion! Yeah! Sure! Let’s believe that was randomly chosen, and I don’t just want to talk about Pokémon again! So get ready for, ya know, talking about Pokémon again! Please look forward to it!

Crunch
In Sega Genesis, television eats you!

FGC #548 Donkey Kong Country 2: Diddy’s Kong Quest

So shinyRecently(ish) on the ol’ World of Final Fantasy live stream, my compatriots, BEAT and fanboymaster, discussed the idea of a collectathon, and settled on the decision that the term “collectathon” is one that was designed by game reviewers who did not actually care for the genre in any conceivable way. The word itself speaks to the exhaustion that is caused by participating in a collectathon, and, more than likely, the term was coined after so many random games that required all kinds of esoteric methods to finally achieve some level of “game completion”. In short, according to my contemporaries, “collectathon” became a term to insult the genre it was describing.

However, I disagree (and I would have elaborated more on my position during the stream, but we had to get back to discussing episodes of Aqua Teen Hunger Force). For one thing, I used to date a woman who ran recreationally, and, to her, the idea of a marathon was actually a fun time. I, personally, am completely incapable of understanding such a feeling, but there are apparently people out there that that both enjoy what others see as a grueling gauntlet and have sex with me (wait… maybe there’s a connection there). But the idea of –thon being a watch word (suffix?) aside, there’s also the whole “collecta-“ part of the equation. And noting that a whole lot of collecting is going to be involved seems valid! Your biggest collectathons require amassing all kinds of crazy nonsense, and, in the same way that a shoot ‘em up contains a lot of shooting or a role playing game involves eating a whole lot of rolls, the noble collectathon is all about collecting. And, as collectathons progressed through the end of the 90s and into the current millennium, they certainly put more and more of an effort-based emphasis on collecting at the cost of boss fights, minigames, or other distractions from the primary goal of collecting. In short, according to this humble writer, the collectathon is well-served by its popular moniker.

And, besides, if you want to insult a collectathon, call it by the name that Donkey Kong Country 2: Diddy’s Kong Quest so desperately deserves: a goddamn mindreading simulator.

This is funBefore I start actively swearing, let me state one thing plainly: Donkey Kong Country 2 is a good videogame. Hell, it’s one of the best on the Super Nintendo, and, considering its competition, that is very much saying something. It’s an action platformer that lives up to the pedigree of Mario or Sonic, but it is also its own animal with extremely unique, consistent physics. As would eventually be refined by the WiiU era, Donkey Kong Country has always had a very distinctive “feeling”; and, after its maiden voyage in Donkey Kong Country 1, DKC2 seemed to perfect that feeling for the Super Nintendo. And we got Dixie! A significant issue with DKC1 is that it never had a “raccoon tail” or similar option of having access to a character with a less precise, more forgiving jump (not like you can drag that flapping ostrich into every stage). DKC2 gave us Dixie Kong and her ponytail-copter that allowed for slower, but more easily-controlled jumps. And you’re going to need it, too, because absolutely every DKC2 level has its own discrete challenge, so not a single pixel is wasted on repeating or recycling level concepts over and over. In an age where every third platformer contained stages that were indistinguishable from each other (looking at you, Bubsy), you could never mistake one DKC2 stage for another. Yes, those briars might be familiar, but this time you’re using mobile barrels as opposed to flying a parrot. Or is this the stage with the spider? Maybe! Better play the level to find out.

But variety isn’t always a good thing, and that issue rears its ugly head when you get back to that collectathon aspect. The sad truth of Donkey Kong Country 2? It apparently expects you to be psychic.

SPLURTPreviously on this blog, I recognized Banjo & Kazooie as the perfect collectathon. Long article short, it is all about carefully explaining its challenges to the player, and then granting the player all the options available to say “so have at it”. There are ten jiggys in this world, you know there are only ten jiggys, so get to work, and when you’ve collected nine, know that that one place on the map with a weird squirrel is probably your final destination. Donkey Kong Country 2, also created by Banjo & Kazooie’s Rare, is obviously the ancestor of many of B&K’s indulgences (and we’re not just talking about the inexplicable, self-contained quiz show). Does every weird-ass animal in this universe have giant googly eyes? Yes. Speaking of animals, the buddies have now mostly been transformed from “power-ups” (ala Yoshi in Super Mario World) to required “transformations” that mean this stage is absolutely going to require the abilities of a springy snake. And, yes, so much more so than in Donkey Kong Country 1, collecting bits and baubles is a requirement if you want to see the whole of the game. Not only do you need to find Krem Coins in bonus areas if you want to complete all the levels, you also need banana coins to pay Kongs for the privilege of saving, and DK Coins so Cranky Kong can shut his fat gob for once in this damned franchise. Whereas bonus areas were simply bonuses in DKC1, now every last challenge must be conquered if you want to play the entirety of Donkey Kong Country 2.

And if you are looking for a little consistency in the “bonuses” of DKC2, you are cartwheeling up the wrong vine.

Take thatThere is one DK coin in every level. You can always find it in the level proper… except that one time a DK coin is hidden in a bonus stage. And the final “jump challenge” of every level is always a simple bonus for consumables… except when it is required for the DK coin in about three stages. You can count on bonus rooms to appear in pairs across the various levels, but don’t let your guard down after you’ve found one, because there are a handful of stages that contain three. And speaking of finding bonus areas, don’t worry, because there’s always a banana arrow or even just a single banana indicating that something might be up with this particular wall or area. Or there isn’t. Better nudge a carried barrel against every single vertical surface any time you see one available. Maybe you should backtrack with the barrel, too, because that works, too. Not often, of course, but every once in a while it’s mandatory. Oh! And you know how those thorny vines are always going to obliterate your kongs? Well there are a few false thorn walls, so you might want to smoosh up against deadly spikes just on the off chance it’s that one part where that’s the only way to find the DK coin. Don’t ask me which level they appear in, but they’re there, so you better give it a shot more often than not. Sorry if you lose a life!

And if this sounds completely absurd, congratulations, you’re paying attention. Donkey Kong Country 2 does not effectively (or at least consistently) convey to the player the parameters of its compulsory secrets. The best way to play Donkey Kong Country 2 is to apparently fall into every pit and eat every spike, Kong health be damned. Or use an emulator, and rewind every mistake. Or read a FAQ. Or the only viable option available in 1995: be a goddamned mind reader, and know exactly what Rare was thinking at all times.

Go DiddyA collectathon can be fun. Donkey Kong Country 2 is a fun game. But literally banging your head against every wall is not fun. Trying to figure out what the hell Rare happened to be thinking from level to level is not fun. Sometimes it is fun to find a particularly well-hidden secret, but, more often than not, the path to finding that secret is fraught with trial, error, and a whole lot of dead monkeys. And nobody wants to see that! We have so many laws against that!

Disparage not the noble collectathon, but please acknowledge the woes of the olden mindreading simulator. Donkey Kong Country 2: Diddy’s Kong Quest set Rare on the path of defining the collectathon, but, in its pupal form, the collectathon was responsible for more frustration than fun.

… Or at least it sold a lot of copies of Nintendo Power…

FGC #548 Donkey Kong Country 2: Diddy’s Kong Quest

  • System: Super Nintendo, Gameboy Advance, and now any Nintendo system that will support an emulator. Didn’t get loaned out to Xbox One’s Rare Replay, though.
  • Number of players: There are two Kongs on this adventure, so you may as well have two players.
  • Favorite Animal Buddy: Ignoring the snake that is the clear precursor to Spring Mario, I’m going to go with Squitter the Spider, because the ability to make your own platforms in a 16-bit platformer was a revelation back in the 90’s. Much like Kirby’s flight abilities or the P-Wing, this felt like breaking the whole game back in the day… even if the poor spider only appeared in a handful of levels. And the power-webs are a nice bonus, too.
  • Diddy on Top: Do you suppose Nintendo would allow this to happen in a modern release?

    WINNER!

    I kind of have to believe that Nintendo would let Diddy tie with Mario, not win, if something like this were tried today. Then again, maybe it only happened the first time because there is clearly an insult to Sonic and Earthworm Jim thrown in there.

  • Setting a tone: I have to say, it is downright impressive how the Kremling’s home island, the setting for DKC2, absolutely sucks. Give or take one vaguely malevolent amusement park, you can see why these lizards are constantly trying to conquer other realms, because sitting at home with the poisonous bogs, giant beehives, and castle overflowing with acid does not seem like a good time. Donkey Kong Country seems like a place I would like to stay, Crocodile Isle is… not going to get five stars on the ol’ vacation rankings.
  • An End: Find every last Krem Coin, and Donkey, Diddy, and Dixie will watch Crocodile Isle sink into the ocean, with K. Rool escaping on his pirate ship. Does this seem like a good idea, guys? To leave your mortal enemy homeless? That’s only going to lead to issues down the line, and you know it.
  • Goggle Bob Fact: This article is being published on my wedding day. This has nothing to do with anything, but I figure I’ll make a note of it.
  • It is hot in hereDid you know? Dixie Kong took some significant time off after Donkey Kong Country 3. She didn’t appear in Donkey Kong 64 (that was her sister, Tiny), but she did make it back in time for Donkey Konga and Jungle Climber. Now she seems to appear nearly every time we see Donkey, though, so it looks like her retirement was short lived.
  • Would I play again: I realize that this article makes it sound like Donkey Kong Country 2 is a bad game. But it’s not! I swear! It just has some horrible tendencies towards making my OCD flip out on every flat surface in every level. That hampers my ability to enjoy the game! But would I ever play it again? Yes, because this is some of the best platforming on the SNES. Like for another game, I just need to turn my brain off, and then we’ll be fine.

What’s next? Random ROB has chosen… Garfield: Caught in the Act for Sega Genesis. Oh no! I hate Mondays, too! Please look forward to it!

Weeeeee
This counts as a minecart, right?

FGC #527 Mega Man & Bass & I Wanna Be The Guy

We'll start hereToday’s game is Mega Man & Bass. I first played this title in approximately 2000, and discovered it randomly on an old SNES ROM site. I thought I was aware of every last Mega Man title, but this was wholly new to me. And hard. And weird! So, naturally, I assumed it was a fan-made ROM hack. They were popular at the time, and it would certainly explain why this SNES game was using (Playstation) Mega Man 8 graphics. Videogame franchises don’t go backwards!

Of course, Mega Man & Bass was a legitimate Capcom release, it just wasn’t legitimately released in America until a few years later. However, playing the game today reminded me of that old “ROM hack” scene, and how there were an equal number of titles that repurposed sprites for new and innovative challenges… and more than a few that simply replaced Mario with Kenny from South Park and called it a day. It was a confusing time, and the quality was all over the place.

But there’s one game that was a cut above the rest. I Wanna Be the Guy is a game that repurposed sprites like so many of those ROMs of yesteryear, but was wholly original in its gameplay, and arguably created an entire genre all on its own. IWBTG is an amazing experience, and, since its release, has become a phenomenon all its own. Unfortunately, like many of its contemporaries, there isn’t much information on its creation, as your average publicist doesn’t quite know what to do with a game featuring a Green Dragon that is also a Yellow Devil (how does that work?). In an effort to get more information on I Wanna Be the Guy and its creation, I decided to sit down and speak with its writer/producer/director/artist/creator Michael “Kayin” O’Reilly. Hopefully this can provide a glimpse of “the scene” of the time (at least how it impacted the creation of IWBTG), and a passing oral history of I Wanna Be the Guy.

Goggle Bob: Let’s start with the dumb basics, when did you first have the idea for IWBTG?
This is Owata
Michael “Kayin” O’Reilly: So this was during the 4chan heydays. Back when everyone just kinda sucked instead of just being outward nazis. So for me, besides all the hentai, a big appeal was the flash board and the weird games on there. Which is where I played the original version of Owata, the 2chan emoticon based masocore game. I feel like it might have been the first game quite like that? It didn’t repurpose sprites — it had like ascii versions of videogame references — but it was the bedrock for IWBTG. Part of it was that since Owata was, at the time, unfinished, so I felt like I had an opening to expand to a bigger game.

Goggle Bob: and do you recall when exactly that was?

Kayin: Sometime in early 2007?

Goggle Bob: Gotcha. So when you first started working on IWBTG, was the audience you had in mind basically fellow 4chaners on the board, or something larger? Or were you even just doing it to amuse yourself?

Kayin: Mostly to amuse myself. I consumed 4chan, but never really was part of the ‘community’. The whole anon thing was weird to me, I actually like being a person. So I never linked or talked about it there outside a few situations where I found a thread about the game. No, it was for my friends and soon later, part of the “#FinalFight” community which.. wasn’t about capcom’s final fight so much as a community centered around Scott Sharkey. The community was getting to the point there where a lot of us didn’t even know who Sharkey was. I was just there because other people were. I shared my game with them on what was at the time the pyoko boards and later became the brontoforumus.

Goggle Bob: So IWBTG initially drew inspiration from a game that barely had graphics at all… but somehow still pulled from Super Mario Bros, if memory serves. How quickly did IWBTG start adopting outside sprites and alike during production?

Kayin: The most striking thing in Owata to me was these big ‘ascii sprites’ of Zangief and Guile that were…. an obvious inspiration. And it started basically as soon as I got to the first boss. I don’t know WHY I wanted to make a giant Mike Tyson but it… felt like the right idea.
Punch!  Dodge!
Goggle Bob: Never doubt the desire for a giant Mike Tyson. We’re jumping around a bit, but since you mentioned that memorable boss, a related question: a significant reason I personally find IWBTG so revolutionary is how it keeps one “base” kind of gameplay, and marries it to a number of disparate parts, like Mike Tyson from Punch-Out… which is… what? A rhythm fighting game? And combines it with gameplay that is closer to Mega Man or Metroid. And the question I’m getting to on that is… I suppose… Why? Like, why did you draw significantly from very different sources and adapt them to your game?

Kayin: I liked a lot of different games. I think it’s also because I’m a very visually minded person so games having very differing sources gameplay wise isn’t something that mattered to me. Or it mattered, but the discontinuity made it funnier, like with the platforming zelda section.

Goggle Bob: Which is certainly does! So your intentions with making it funnier was, during production, predominantly for a small, tight audience?

Kayin: Yeah. Maybe about half way through I started to have a looming sense it was going to blow up, but early on? Nah, just for a small audience.

Goggle Bob: So basically anyone of a certain age recognizes a number of the videogame sprites and such, but, if you were aiming for a small enclave initially, are there a significant number of inside jokes in IWBTG? Items that would be only understood by your “initial” audience?

Kayin: No, I still wanted to keep things pretty general? I originally intended on it but never got to any. While I knew who my audience was, I wasn’t making the game FOR THEM I made -A- game, knowing they would be there to play it

Goggle Bob: An excellent way of thinking… though I was hoping that would explain the prominence of Mecha Birdo…
Bad Birdo
Kayin: Why -not- mecha birdo?

Goggle Bob: Fair enough! Speaking of Birdo and friends, we’re talking about… 13 years ago. Technically not that long, but forever in technology time. With that in mind, how difficult was it during creation to get all the sprites you needed?

Kayin: It is forever ago! And not that hard. I think the site of choice at the time was Shyguy Kingdom which worked for finding most sprites I needed?

Goggle Bob: Was there anything you wanted to include but you couldn’t find a decent source?

Kayin: Not quite? I wish I could have found an actual transparent png of a good shmup warning image for Mecha Birdo but making one was just fine. I feel like 2007, sprites for most all popular games were ripped and widely available.

Goggle Bob: Which I’m sure made your life easier. How much of the art in IWBTG is original?

Kayin: Almost everything that isn’t obviously a reference? Tourian and Dracula’s Castle are the only two areas I believe that have tilesets taken from other games. Oh, and the Zelda screen, obviously!

Goggle Bob: So everyone remembers a giant, green Zangief, but a significant chunk of the game you had to manually create?

Kayin: Granted, I use the same tiles for most of the game. It’s not a lot of sprite work, but in terms of what the player sees, they see more of my stuff than references. My stuff, at least back then, just wasn’t impressive at all.

Goggle Bob: It got the job done. “Delicious Fruit” was original, right? That seems to have migrated across the internet

Kayin: Yes!

Goggle Bob: Is there anything in the game that is original that you find people THINK is a reference?

Kayin: Well everyone thinks I Wanna be the Guy is a Homestar Runner reference which is understandable but it was just a thing a friend said when we were babbling back and forth to each other.

Goggle Bob: Come to think of it, reference or not, how early in production did you “know” this was going to be “I Wanna Be the Guy (The Movie The Game)”?

Kayin: I went in with that name I think?

Goggle Bob: Then that would be pretty early! Alright, back to actual release: when was IWBTG officially first released, and where was it available?

Kayin: It was progressively released for months. I didn’t hide it. I had a website and people could play the newest versions. It was ‘finished’ as in completable in October of 2007.

Goggle Bob: You didn’t hide it, but did you in any way “promote” it?

Kayin: Not really. 100% word of mouth.

Goggle Bob: And since its release, have you ever really investigated where people “find” IWBTG? Have there been any particular “surges” in interest over the years?

Kayin: All of them now have to do with Let’s Plays and Twitch streams. Nothing else comes close. Even back in the day, YouTube is what made the game REALLY blow up.

Goggle Bob: Which seems to be a pattern for the masocore games… Come to think of it, do you feel more people have WATCHED your game, rather than PLAYED it?

Kayin: OH absolutely. A few pewdiepie videos equals more than IWBTG has ever been downloaded.

Goggle Bob: And how do you feel about that? You did create an intricate videogame, not a YouTube video

Kayin: More than enough people played it and I knew enough from watching people test it that watching was fun in its own way. I think it’s an excellent part of the experience.
Here comes a moon!
Goggle Bob: Yes, I can safely say that I have had more fun watching IWBTG than playing it: from a watcher’s perspective, it’s like reading a mystery novel, and having the detective reveal the murderer… just in this case, the “murderer” is a wall of spikes you were supposed to get in back of.

Kayin: I’d say watching it as a viewer is all about dramatic irony. You know tragedy is coming and it can’t be stopped!

Goggle Bob: I don’t know if you’ve heard this one before, but I actually “found” IWBTG back in the day thanks to a number of articles on TV Tropes referencing the game and its many “subversions”.

Kayin: I can believe that! The TV Tropes article on IWBTG is pretty extensive if I recall.

Goggle Bob: Which I guess brings us to another topic: you said you designed this game with one community in mind, but IWBTG seems to have created its own community and dedicated fans. Or at least there’s more of a wiki for it than Mary Kate and Ashley Olsen’s Mall Madness. Even when you were beginning to suspect IWBTG would be a hit, did you ever expect its current level of fame?

Kayin: Surprisingly yeah? Like it exceeded my moderate expectations but I knew this was possible. I wasn’t counting on it or getting ahead of myself or necessarily thought it was so great. I just had this feeling like… “I… think I’m in the right place at the right time?” That said with fans, I did NOT expect the sheer amount of fangames. That said though, most fangames are fangames of fangames and not IWBTG fangames if that makes sense.

Goggle Bob: It makes perfect sense. Do you consider IWBTG a “fangame” for the games it references?

Kayin: I wouldn’t say that myself but if someone else did I wouldn’t say they’re wrong either.

Goggle Bob: Fair enough, IWBTG is certainly its own animal. But, of course, you can’t say something is totally original when “death by surprise Ryu” is a persistent threat. 13 years later, do you regret that IWBTG is so closely tied to IPs that were borrowed?

Kayin: Not at all. I think borrowing from culture is good!

Goggle Bob: So if some wizard cursed you to live your life over again… or at least from 2007 on… would you make IWBTG essentially the same?

Kayin: Outside of improving a few little things, yeah. No real regrets.

Goggle Bob: Any regrets regarding the seemingly aborted IWBTG sequel projects?
Back to Mega Man
Kayin: I Wanna Save the Kids didn’t have the legs I thought it might. It stopped because the idea wasn’t that great. Gaiden? 50/50. I regret it to some degree but at the same time I moved on for a reason Maybe one day I’ll make more Gaiden, but I mostly feel happier working on other games.

Goggle Bob: Which fits neatly with my next question: do you ever get the itch to pursue another project like IWBTG? Something simpler and more in the realm of borrowing, and not banging your head against figuring out how to program stairs to work perfectly?

Kayin: Not so much? I have an idea but I don’t have that ENTIRE DESIRE to make those ideas real. It also helps that it’s less economically feasible. Ads are basically dead and mixing legit and legally grey work together seems risky. It’s fine when you’re a nobody buuuuut… yeah. Also I feel like a lot of people do the masocore stuff better than me now. I’m not needed anymore.

Goggle Bob: And, prior to 2007, did you ever think that you would be in such a position as a result of IWBTG? Did you ever think that this game with Zangief shooting Blankas would put you in the place where you could say you made an impact on gaming, it’s time for a new generation now?

Kayin: Yeah that’s weird. Like I said I had a strong instinct that game was going to make it, but I didn’t expect it to be formative? When I made it I already felt late to the party but now that whole little stretch of history is a blip.

Goggle Bob: Which is why I wanted to interview you about this: there are so few voices from that period recorded, and so much from then has been litigated into oblivion. IWBTG is a success story in more ways than one

Kayin: Yeah, it’s funny, back then it felt like SO MUCH STUFF WAS HAPPENING AND EVERYTHING WAS HAPPENING SO FAST and it was so fast that a lot of it just got lost

Goggle Bob: And even if these games are lost to the ages, their impact is still being felt today. “Parody games” closer to the tone of IWBTG of varying quality are available seemingly monthly on digital storefronts, and whatever happens to be the latest “masocore indie” is practically a mainstay for Nintendo Directs.

Kayin: And a lot of the ‘cheap’ ones still are really clever!

Goggle Bob: I think that about wraps it up. Anything you’d like to say to anyone considering building their own “IWBTG” today?
They're sharp
Kayin: For anyone making a funny masocore game now: Consider you have to compete with the collective cleverness of everyone who owns Mario Maker.

Goggle Bob: Ha, that’s a high cliff to climb.

Kayin: Right? It’s not blue oceans any more for masocore.

Goggle Bob: Well, thank you again for this, I feel like it’s important to get SOME voices from the forgotten corners of gaming… even if some of the games involved are anything but forgotten.

Kayin: No problem! Hope it was what you were looking for! I know I wasn’t as nitty gritty in that scene as some people.

Goggle Bob: Not exactly hard hitting reporting, but its the kind of stuff that gives a little snapshot of what it was back then, even if it was just “this forum” and “that website”. Thank you again for providing a record of the creation of I Wanna Be the Guy.

Michael “Kayin” O’Reilly can be found at his website at Kayin.moe, or on Twitter at @KayinNasaki. Please look forward to his upcoming game, Brave Earth: Prologue (I know I am).

FGC #527 I Wanna Be the Guy

  • System: PC. Oh, I should have asked Kayin about a Switch port.
  • Number of players: Just one kid, trying to be the guy.
  • Let's be a guy!Special Thanks: Once again, a special thank you to Kayin for agreeing to this interview and being an excellent interviewee. Also thanks to BEAT, a skeleton who let me borrow some screengrabs from his ancient runthrough of IWBTG. That is one helpful skeleman right there.
  • Favorite Death: I will never forget getting trashed by Dracula’s wineglass. That is some primo humor through gameplay right there.
  • So, did you beat it? No, sorry. I played through most of the game back in the day, but I washed out at The Guy’s Castle. I just lost steam, and got distracted by something else. What was it? I don’t even remember anymore. Although, given I was mostly playing it at my old job… it may have been actual work.
  • Did you know? Dragon Devil is the only version of the Yellow Devil I can tolerate. How did Kayin do that?
  • Would I play again: I’d rather retire to watching I Wanna Be the Guy than playing it right now. I enjoy “difficult games”, but I just don’t have the time right now to rediscover the nuance involved in properly leaping across clouds and not being crushed by spike walls. Looking forward to Brave Earth Prologue, though…

FGC #527 Mega Man & Bass (the original inspiration for this article)

  • Chill OutSystem: The Super Famicom for one specific country, and then Gameboy Advance for international releases. From there, it was never seen again, even as part of the Mega Man Legacy Collection.
  • Number of Players: You may play as Mega Man or Bass, but not both.
  • Port-o-Call: It might not have an official translation, but play this game on the SNES hardware if at all possible. The GBA version crops the screen dramatically, and, considering we’re already dealing with big, chunky PSX sprites, you need to see everything that is happening. Or just memorize every room with ceiling spikes. Whatever works.
  • So, you thought this was a romhack? I said I was young and stupid! Look, it has all the hallmarks: sprites repurposed from another system, a difficulty curve far beyond the usual level for the franchise, and some great ideas with often bad implementation (for instance, Dynamo Man’s energy restore is a nugget of a good idea that winds up being nothing but frustrating). When I started this interview, Kayin sagely pointed out that MM&B would have been practically impossible back when I played the game, and I very much agree with him now, in the year 2020. But back then I just assumed Japanese fans were a million times better at creating games than Americans. It makes sense when you consider the gaming landscape of the time! I swear!
  • Mega Man or Bass? Bass forever. A double jump is the most essential move in gaming history, and the slide is right down there at the bottom with, like, inventory juggling or something. I’m sorry, but it’s hard to believe Mega Man could ever beat Bass.
  • Favorite Robot Master: Pirate Man is my everything. He’s a robot pirate! Does he steal software or treasure? I mean, his lair is filled with gold, but it’s entirely possible that gold is all really expensive optical storage.
  • Did you know? According to series director Keiji Inafune, the creation of Mega Man & Bass was like “one big party”. I assume this means the staff was high as hell the entire time, and that is the only explanation I will accept for King acquiring a Voltron-tank for his finale.
  • Stay hotWould I play again: I always forget about this game when I play other Mega Man titles (mainly because it doesn’t appear on so many collections), so MM&B doesn’t get played all that often. That said, it is a fun game, and I often get an itch for it… once every five years or so.

What’s next? Random ROB has chosen… Adventure for the Atari! Let’s go battle some ducks! Please look forward to it!

I know that guy

FGC #506 Gunstar Super Heroes

Nobody gives the Gameboy Advance library enough credit for being flipping amazing.

Okay, yes, there may be a number of Gameboy Advance acolytes out there. The GBA was a viable system for a number of years, and, while it may not have had the longevity enjoyed by its ancestor (the Nintendo Gameboy started out porting NES titles, and reached its finish line interfacing with N64 games) or its obvious descendant (The Nintendo DS: the last bastion of portable gaming before the rise of the cell phone), it was still a system that that defined gaming for a time. It had no real Game Gear or PSP to make a play at its throne, and, while some rumors of a supposed Neo Geo Pocket may have persisted, the GBA was the undisputed king of the portable heap in its day. Inevitably, this did lead to a number of gamers young and old extolling the virtues of the Gameboy Advance, and its library of thousands of amazing games. In truth, it is an outright lie to claim the Gameboy Advance was not lauded in the past straight through to the present.

But when you ask GBA fans about the games they played the most on that lovely little system, their responses often contain games that are better known for their appearances on other platforms. The SNES seemingly provided much of the best of the Gameboy Advance library, with series like Final Fantasy Advance, Super Mario Advance, and The Legend of Zelda: A Link to the Past & Four Swords (Advance). And when a game appeared on the Gameboy Advance, but was not an outright port, it was often seen as a portable compromise. Final Fantasy Tactics Advance revisited the Final Fantasy Tactics gameplay not seen since the Playstation 1, but there was no way this game featuring snowball fights was as mature as a game that blamed an uncaring God for misfortunes in its opening dialogue. Metroid Fusion and Metroid Zero Mission both did their best, but they could never combine to match the timelessness of Super Metroid. And the other half of the metroidvania equation seemed to find its home on the GBA, but the likes of Castlevania: Harmony of Dissonance or Castlevania: Aria of Sorrow were never considered as intricate as their symphonic ancestor. WeeeeeIn fact, the Castlevania series on GBA seemed to summarize to state of these franchises: these “types” of games would never work on the real consoles, so here they are in portable form. Here is a discount version of your actual favorite games, and if it winds up being your favorite, lucky you. Glad you can see the good in these “bargains”.

And, while that may have been a prevailing philosophy of the time, it is important to note that that was complete bullshit.

Let’s take Super Mario Advance as an example. On the surface, it is a remake of Super Mario Bros. 2, the end. It has the same gameplay and same basic graphics as the Super Mario All-Stars Release. Whoo boy. It is a good game, save the fact that Super Mario Bros. 2 was thirteen years old when it hit this portable scene. But claiming Super Mario Advance is merely a SMB2 remake is doing the whole of the game a disservice. There are new bosses, animations, and, for some reason, a robotic transsexual dinosaur. There are new mushrooms and coins to find. There are points for some insane reason. As our own commenter extraordinaire, Metal Man Master noted, it changes the Super Mario Bros. 2 experience to a startling degree. It was touted as a simple remake or “portable conversion”, but Super Mario Advance started the long history of “ports” on Gameboy Advance that were anything but. Super Mario Advance 4: Super Mario Bros. 3 has the most confusing title on Earth for a reason!

Which brings us to today’s game, Gunstar Super Heroes. Gunstar Super Heroes is remembered by many as little more than a GBA port of the beloved Genesis title. The basic plot of GSH makes it clear this is a sequel set years after the original adventure, but all of the heroes and villains coincidentally have the exact same roles and names. The level structure is the same (give or take a Mega Man X-esque introductory stage), and, in the end, you’re still going to wind up fighting the same final boss/god-robot of destruction. You run. You gun. It’s Gunstar Heroes for a new generation, but with the same old gameplay from 1993. Maybe we’ll see Beyond Oasis Advance next week.

Oh, I get itBut actually play Gunstar Heroes and Gunstar Super Heroes back to back, and you’ll find that Gunstar Super Heroes is not only a very original sequel, but also one of the most astounding games of 2005.

Gunstar Super Heroes does echo its ancestor, but it uses the structure of GH less as a dedicated guide, and more as a skeleton on which to add meat. And, fun fact, if we’re going to go with that metaphor, then GSH has piled on enough flesh to make GH morbidly obese. Nearly every level in GSH features at least one area that could have been an entire game’s concept all by itself. Guiding chicks back to an exit in a rotating labyrinth? Battling a boss while leaping between a friendly ship and a teetering helicopter? An entire shoot ‘em up stage with a wholly rotating playfield? There are so many new ideas in any one level of GSH, claiming GS is little more than a portable remake of the original is akin to claiming the latest Star Wars Trilogy is little more than the OG Star Wars Trilogy with a different skin. Episode 9 had a grandpa that gets his freak on! Return of the Jedi barely had grandpas at all!

And when you look at Gunstar Super Heroes compared to its contemporaries, you realize the incredible level of originality on display. Gunstar Super Heroes was released the same year as Devil May Cry 3, Psychonauts, and God of War. It was the year Guitar Hero made its debut. If you’re looking for something more singular in gaming, it was the year we were first allowed to climb up on a big boy in Shadow of the Colossus. These were all colossal (ha!) games, but not a single one was 2-D run ‘n gun action title. WeeeeeeNot a single one took what once would have been described as “mode 7 rotation” to its logical extreme. 2005 was a high water mark for gaming in general (Resident Evil 4 taught us all to love zombies all over again), but only one game from that year took all the best traits found on the Sega Genesis and Super Nintendo, shook ‘em together, and produced a wholly unique and unforgettable experience.

Well… perhaps unforgettable is the wrong word. Gunstar Heroes has been reintroduced to a generation thanks to the Sega Genesis Mini, and has also been available on countless Sega Genesis compilations and retro download services. Gunstar Super Heroes? Forgotten. Despite being a game that reviewed well constantly in its time (Gamespot gave it an 8.9/10, which is the gentleman’s 139/150!), it sold very poorly, and was seemingly immediately forgotten by gaming history. As a result, GSH has not reappeared on any later consoles, portable or otherwise, and is currently only available as a *RARE AUTHENTIC* eBay purchase. Gunstar Super Heroes may have been a marvelous game, but now, whether through cultural osmosis or only six people playing it in the first place, it is only remembered as little more than a Genesis remake when it is remembered at all.

Gunstar Super Heroes deserved better. The Gameboy Advance deserved better. The GBA was more than a portable system built for ports, it was an astounding platform for titles that wouldn’t be showcased anywhere else. But, because many of those games are remembered as little more than handy timewasters, the GBA’s finest are generally forgotten. This was the system that did its best to improve Yoshi’s Island, it should be remembered for more than Pokémon Leaf Green.

Give the Gameboy Advance, and Gunstar Super Heroes, some credit.

FGC #506 Gunstar Super Heroes

  • System: Gee, I dunno, maybe the Gameboy Advance?
  • WeeeeNumber of players: Is the secret to having a successful run ‘n gun two players? This one is only one.
  • Sexual Dimorphism is a Scourge: Gunstar Red is a woman! And it barely ever comes up! This makes Gunstar Super Heroes one of the few games I can name with a female lead that is neither a boobs-delivery service nor a frequently cited upstanding example of a modest girl in gaming. Or maybe this is just another example of how Gunstar Super Heroes is all but forgotten…
  • Favorite Stage: In the interest of sequel separation, I will note that the Gunstar Heroes franchise is the only one where I enjoy boardgame-esque levels. Black’s gambling fortress is again one of the best stages in the game, and I don’t even mind that it’s basically just an excuse for a boss rush. They’re neat bosses!
  • Favorite Boss: Pink gets the biggest glow-up between generations. What was once a battle with a heavy lobster is now one against a battle angel spewing laser beams. There’s probably some kind of deliberate anime reference going on here, but I’m just happy to fight a robotic celestial monster.
  • Say something mean: Okay, I admit the Gunstars do deserve a higher resolution. Everything feels a little cramped, and I would love to see Gunstar Super Heroes remastered for a screen slightly larger than a postal stamp.
  • SquwakAn end: You get a pretty traditional Gunstar ending if you clear the game on normal, but if you make your way through hard mode, you’ll find that Yellow has a secret desire to become a dictator, and there are multiple Gunstar universes, and… Well, it’s kind of sad, as it was all likely setting up a sequel that would never be. Hard mode is making moving on even harder.
  • Did you know? You have a lot of melee options in this game… but why would you ever use a single one? Seriously, you have a gun that shoots fire bolts. I can’t imagine using anything else.
  • Would I play again: This is the reason the Gameboy Advance Player exists. Some people may be saving their Gamecube controllers for Super Smash Bros Melee, but I’ll just be over here running around with Red ‘n Blue.

What’s next? Random ROB has chosen… Kill la Kill -IF! If you’re looking for some… interesting school uniforms, look no further! Please look forward to it!

THE BLOB