In The World of Tomorrow November – > December [2023] Results

Blue Archive Monthly Progress

Level 83 – > Level 85 MAX!

Izayoi Nonomi – ★★★★★

Pretty happy about reaching MAX level and being rewarded with Mastery Tickets for my excessive HP. Still no idea how useful this is going to be, but we will see. Looking into breaching the entire Munition Factory stage set, still have issues clearing the final one. Is double XP drops from it worth to invest into? Doesn’t feel like it, considering that you get daily dose from the store, but hey, I am F2P, I will take what I can get.

Also, I really need to get into crafting more and upgrading my characters more often.


New Artwork

You are unfortunately going to see this section appear from now on less and less. I am no longer looking into investing into artwork or character development and I wish to keep them to their status of just being mascots and nothing more.

If you wish to contribute or make something out of it, I will gladly cooperate on the matter, but otherwise, I am not willing to invest anymore on my own according and wish. If I want something drawn, I will most likely do it by myself, if I get the desire for it, you know, once on a blue moon.

I think people should do what they feel like and desire, and not be tied and be obligated due to financial needs or relationship interest.


New Entries

GET OUT of this Dungeon (X-mas Special) [PICO-8]

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To a Starling [PICO-8]

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Sexy Hiking [PC]

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Little Runmo – The Game [PC]

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Aurora Railway [PICO-8]

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Sarah and the Lonely Key [PICO-8]

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Pip! The Pelican [PICO-8]

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Mimic! [PICO-8]

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RogueRis: Trials of Dungeonfall [PICO-8]

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Dark Echo [PICO-8]

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Messages [PICO-8]

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Touhou 9.5: Touhou Bunkachou ~ Shoot the Bullet [PC]

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New Junkbox Entries

⚫ Finished “Farland v2”, a mod for “Celeste” on the PICO-8.

⚫ Finished “Celeste: Got To Go Fast”, a mod for “Celeste” on the PICO-8. [+Gemskip]

⚫ Finished the Demo version of “Little Runmo – The Game” for PC.

⚫ Finished “Project Little Runmo”, an older version of “Little Runmo – The Game” for PC.

🦔 UPDATE – Citri Plays Noirwood [PC]


Comment:

I am planning to focus entirely on my backlog and try to clear at least 90% of it. I am still in the process of making a proper lists through all the scattered platforms I have games on, but it is coming along just nicely.

20 entries per post, 1 entry only for new games, 19 for backlog + 4 junkbox entries. This is what posts are going to be from now on.

During work days I will focus on Touhou project entries only, given my limited time. Does will count as extra if completed, per post.

During work itself, I have little to no time to relax, but I am able to play partly short games, so I might focus mainly on various different mods for PICO-8 games, mainly Celeste and similar types.

If I lose my job, I will most likely either pick another project to fill the in the void, or just expand on the current one. After the backlog march is completed, my sole focus will be on RA and Newgrounds achievement hunting.

After that I die.

This is my story. Thank you very much for tuning in.

[?] Super Maou Land [?]

In the vast universe of “Mario” clones, “Super Maou Land” is not a title that stands out with anything unique whatsoever. It is a fairy unpopular title, but its quite decent overall nevertheless. It’s pretty short, with only 12 levels in total and a single boss fight. I think that the boss fight is the most unique thing about this game, wherein there is a great satisfaction from dealing with the simple, yet interactive pattern. The plot is rather bland and easy to follow, but to be fair, clones of this kind don’t really focus on one as a whole that much. It’s certainly a welcoming addition, I guess. The level structure is quite nice, there is a certain feeling of slowly increasing difficulty curve that never goes into the extreme. If you are struggling with the original game, this one could prove to be a much better experience for a time being.

Here’s an actual video playthrough! Is LR19 evolving for the better? I wouldn’t bust your bowling balls over that idea!

The running momentum of this game is pretty interesting. You can regain its full potential during the middle of a jump, which, to a certain extend, is way generous than what most other clones tend do with it. I also like the way the author addressed the issue with the deadly bouncing [koopa] shells, which you can exterminate once you land on them again past the initial kick. There is only a single power- up in this game, namely the classic mushroom that gives you size and extra hit. The game doesn’t give it to you often, which makes it a pretty appreciated occurrence. Extra lives are easy to obtain, what with coins all over the place, though actual extra 1- UPs are not as common. There aren’t any special enemy types, this game keeps itself to the classic variety. The character sprites are pretty and the extra bits of animations to their movements adds even more to their general appeal. The music isn’t very memorable, but it’s pretty relaxing, making it perfect for an afternoon study- tea session.

My final thoughts – It’s OK. I personally enjoyed it!

Dream World [Watara Supervision] – Psychic Bootleg

Around a month ago, I was not even aware of the existence of Watara Supervision. I stumbled upon a compilation of all the games on the system while browsing randomly through videos on YouTube. At first, I wasn’t all that impressed with it, but was still a bit curious and willing to give it a chance. Eventually, I started seeing titles that were pretty much bootleg versions of some of the most popular games for the time. The whole look of the system reminded me a lot of the old Asian handhelds that I used to play as a child. They were my gateway into the world of video games! They were the sparks that ignited this passion in me, which even to this day, still burns brightly! Finally, I saw it… “Dream World”… The game, the final kick in the nuts that sold me on to the whole system.

I was really happy to learn that the emulation for the Watara Supervision is quite decent. A certain person was also kind enough to provide me with every existing ROM for each game on the system. There are around 50- something or so in total, not a huge number overall. I thought to myself that it might be a good idea to try and do every single one of them. I know I had similar plans for the CD-i as well, but that system does not have the best emulation software available. Besides, there is little to no information for the games in the Watara Supervision library. So maybe after I’m done with most of the older volumes that I’ve been dragging now for years, I can do a new one just for this system and try to beat every game on it?

I’ve already done a complete playthrough of “Dream World” that you can watch on my channel:

“Dream World” is pretty much a bootleg of “Psycho World”, a game I tend to go completely crazy about, as well as all its different ports on other systems. I noticed the similarities right away – The PSY and HP bars and their position in the HUD. The main character who looked pretty similar to the one in the original game, especially with the way she attacks. Enemies drop power- ups in transparent spheres… The structure of the first level is pretty much a scrapped and watered down version of the one from the Game Gear version.

This game is pretty awful overall!

The PSY bar has only one function – Its drained a bit each time you switch between your different psychic power attacks. That being said, there is only one additional attack power that you can obtain – fire. This, along with HP refills are the only drops for enemies, which are pretty rare. HP refills you get once or twice per level, usually within’ a specific area. Sometimes they don’t drop at all, but the one drop HP refill tends to be pretty constant. Two is like getting an actual good Christmas present at the age of 30 that is not wool socks or razor blades. The fire attack I find to only drop in the second level. It does zero damage to normal enemies and only affects the second, third and fourth boss of this game. That’s right, there are only four, pretty short levels in this game. You need to carry the fire power all the way from the second level until the end. If you die once, it’s lost and it becomes virtually impossible to progress past any of the bosses.

The normal enemies tend to appear pretty quickly on the screen, but their patterns are quite simple. What makes this game hard is the issue with the controls. They are pretty sloppy and sluggish. I recommend never letting go of the fire button in order to keep a rapidfire barrage of projectiles always intact. This will save you from the constant enemy swarm and it is pretty much a MUST if you want to be able to deal with the first boss without losing too much HP. Beware of the dreadful bees! It’s really easy to get stuck into one and they will drain your HP in no time! It becomes especially tough in the last stage, where they tend to appear above the firing level of your gun. You have to time your shots well while jumping, because they can be pretty unresponsive, especially in situations like the one described above. The hitbox of your shots and the enemy sprites is pretty… weird. Enemies cannot be shot directly in the back, only the front and bottom are vulnerable. Depending on where they appear on the screen while getting shot, enemies can either die in one hit or take up to… three or so. I think this might also be relevant to the power- ups they drop. Well, the bee that drops the first fire power at least follows this theory to a certain extend, but even if I let it live for a second or two, there were times where it still didn’t drop anything.

The level design seems pretty bland and bad, with enemies being spammed all over the place. That is until stage 3 and 4, where the game has you perform some ridiculous tasks. In stage 3, you have to get over a huge hole by jumping on a flying bee a few times. If you fall, you get stuck with nowhere to go and suicide in the nearby waterhole is the only option. Do take into consideration that the controls in this game are pretty awful and that you take a huge HP drain per second while in contact with an enemy. Stage 4 has a long path filled with numerous enemies that seemingly, do not end at all. Once you bypass both of these challenges, you’ll be disappointed to find that they both lead to a dead end! What a jerk!!! The thing is, there are waterholes that lead you further into the level, bypassing the need to deal with these pointless tough areas. To find the correct hole was pretty much a trail and error, which is such a further downgrade for the game as a whole.

The boss fights are pretty simple, but damage is usually unavoidable, at least for the first two stages. The third boss does not even attack you unless you approach him! He just flails his hands in one place, begging you to just turn off this awful game and rethink your life. The forth boss is just a reuse of the second one, though when you enter the room, you are out of his reach. Once you kill the final boss, the floor bellow you collapses and your HP bar slowly drains out, leading you to an inevitable game over. I’ve done some additional research on the whole room:

O. If you manage to go to the far right side of the screen after the boss dies, the game will immediately issue you a game over screen.

OO. You can jump on the bear boss and stay on him, though life would still be drained from you.

On another note, I replayed the game again for the sake of getting 10K score points, just for show. It’s an awful game, but in a pretty interesting way. Obviously, a little effort was put into it, with a pretty obvious rush towards the end. It also uses pretty cheap means in order to prolong its play time and stale any potential progress. Still, it’s pretty fun to play a bootleg Psychic World clone where you get to fight a bunch of animals, who seemingly managed to escape from the local Zoo.