RA Invasion [Part 15] – Quality of invasion changes

win98

It’s been a while, but here we are with another RA Invasion post. Since I’ve started streaming, I’ve been feeling quite good about my work, mainly in terms of having actual source for solidifying its quality. Looking back on how I manage during streams, I feel like my play style tends to be pretty rough and unpolished most of the time. However, while that might be the case, the instances of improvement do tend to shine quite well despite that and it’s something that I’ve never manged to observe before. To be fair, I like watching people improve, it gives me a great motivation to do so myself. Watching my own streams does that as well, as weird as it might seem. “Ah, so I can do that…” is what comes to mind more than often, which overall leaves me with an impression that where video game difficulty lies, it’s just a matter of time for one to adapt.

Among a fair number of games that I’ve cleaned up in the past few weeks, I did a few new ones recently. Clean up and old revisions… I don’t really mind putting them over stuff like the Omnistone stream and even maybe doing them during the weekend. They are fun and I feel pretty comfortable when it comes to streaming my activities with them. I don’t know why…

Lala the Magical [NES]

A recently released NES homebrew game, “Lala the Magical” is a short, but pretty good platformer. I really like the sprite work in this game and the level design in general. The controls are pretty good and the game puts up a decent challenge. Among the usual run and jump, you also get to summon platforms underneath yourself once you go past the first level. The game really does a good job of getting the best of that ability. The levels are pretty linear and usually, progress from room to room is done via unlocking doors by finding a switch for them. The plot of this game is pretty laid back, where a witch named Lala gets bored with studying and instead, submits into thievery in order to be able to go sight seeing and looting ancient gemeralds. It’s all good in the end and everyone is fine with that, all is forgiven with a game of poker. Well, not really. Lala’s design is pretty lewd, I can’t hold myself over pointing that fact. Deliciously lewd! There is something very appealing and relaxing about the stages themselves. They feel like actual locations that I would like to visit? Maybe it’s just my nostalgia for the NES kicking or maybe the game is just that good? Who knows?

The platforms that you summon underneath you flicker for a bit, before they disappear. What I don’t like about that is that sometimes the flickering doesn’t occur or the platform loses visual appearance as it starts to flicker and in both of those cases it screws with your timing.

In the second stage, if you run out of time, you won’t lose a life and on your next try, the BGM for the level will change. The soundtrack of this game is pretty nice, especially both tracks of the second level. I really enjoyed listening to those.

I would really love to try more of the games that the Mojon Twins made. There is also a DOS Lala the Magical…? Gotta check that for sure at some point…

Windows 98 [NES]

Windows 98 DONE!

I did this one on stream as a sort of practical joke? I don’t know what to say about it really. It’s a Chinese unlicensed… can it be even called a game? I’ve had fun with it, so maybe? Despite navigating through several menus and images, there is not much to this one. What more could there have been to this, really? Thus, we end this post with lots of questions to which we don’t need answers to. Have a great weekend!

LR19 Stream Schedule 2020

Yuame Burg

Eastern European Standard Time (GMT+2)

Monday 6.00 AM – 12.00 : Retro Achievements /ANY/

2.00 PM – 8.00 PM : Omnistone Journey

Tuesday 6.00 AM – 12.00 : Entry /ANY/

2.00 PM – 8.00 PM : Omnistone Journey

Wednesday 6.00 AM – 12.00: Retro Achievements /ANY/

2.00 PM – 8.00 PM : Omnistone Joruney

Thursday 6.00 AM – 12.00 : Entry /ANY/

2.00 PM – 8.00 PM : Omnistone Journey

Friday 6.00 AM – 2.00 PM : Omnistone Journey

Saturday: Rest/ Game Challenge /ANY/

Sunday: Rest/ Game Challenge /ANY/


Apart from what I usually focus on, there is also the addition of the Omnistone Journey project. It’s a recent thing that I’ve been thinking about, regarding as to how I want to handle League of Legends as a whole.

The project goal would be to win as many ARAM mode games as possible, using the Omnistone keystone only. Along the way, this will also set additional things up for me in terms of obtaining all champions and potentially, a level 5 for each of them. I am not sure at this time if I want to do something with the level- up system. A goal of reaching level 1000 seems kinda nice…

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Apart from the Omnistone Joruney streams, I am prone to end early the others if the goals for them are reached. For a time being, I am willing to settle for doing one site award for RA streams. As for the entry one, I would do so as long as I beat the game with all LR19 regulations being covered.

RA Invasion [Part 10] – Return to Puzzle island

moai

A pretty short but satisfying RA Invasion weekend, where I beat a game that I’ve been meaning to for quite a while now. I’ve piled up on a lot of games recently that I either haven’t touched or spent enough time on. Worst part is that a lot of them were generous gifts from some pretty nice people and I don’t want to make them feel down for neglecting their gifts. That’s why I think that for a time being, I am not going to add new stuff, until I clear at least 80% of the titles that I currently have on my machine. That goes for my RA entries as well, so there is also the possibility of me dealing with less games per post, given that the difficulty rises or the game itself is long in terms of play time.

Moai- kun [NES]

Moai-kun DONE!

“Moai- kun” is a pretty underrated puzzle- platformer for the NES by Konami. It’s like “Boulder Dash” meets “Nuts & Milk”, a combination that works surprisingly well. There is the issue with having to get used to how far your weak jump can get you and the game kind of requires you to be a bit more precise in your platforming. Jumps don’t have to be exactly pixel perfect, but doing them as closer to the edge of a platform as possible is a must. Of course, mastering the ability to actually do jumps from exactly the edge lets you shortcut on a decent number of levels. As a whole, levels are one screen big only and honestly, 75% of them are pretty simple. The puzzles revolve mostly around pushing and piling up rocks, either to clear or create a path. It’s nothing too complicated and there isn’t too much room for error, which lets you find the proper solution quite easily. First few stages of this game do a pretty good job of teaching you as much about the mechanics of this game as you need to know, really. The game follows the idea of having a difficulty curve composed of throwing a few hard levels in between easier ones, that are there to let you take a breather. I really enjoy this way of handling a difficulty in a video game. There are lives in this game, but you earn extra one after completing a level. It’s pretty easy to stock up on a decent amount and even if that’s not enough, there is still a password system that one can use. This is probably the first retro puzzle game featuring extra lives that I’ve played, where the developers knew how to handle their distribution along with the overall game difficulty. There is a decent variety of enemies in this game, but luckily, you have the means to deal with them, even though your attack is pretty short ranged and needs a bit of a good timing. As you progress into the game, there aren’t a lot of additional gimmicks for you to handle, but the ones that you encounter still freshen up a playthrough quite well. The ice levels are actually fun and enjoyable and the fire breathing Moai heads in the last few levels can be threatening, but they are still pretty impressive in terms of presentation.

For me, the biggest issue with this game was level 34. Every other time when I’ve tried to beat this game for other entries, I would play this game up to that level and give up there. This time I spent a good 20 something lives and once I managed to solve it, it felt really satisfying. This game handles both platforming and puzzles reasonably well and I’m glad I finally managed to finish it.

Also, that one RA achievement for this game, where you have to beat level one in ten seconds. Honestly, I don’t think I could have done it with my current setup, AKA a keyboard. I TRIED FOR A GOOD 30 MINUTES TO DO IT… It just seems impossible. Maybe I could have asked my friend to lend me his controller, but why even bother him, when I can just turn rapid fire on? Still, the achievement feels a bit out of place, but then again…

…lots of other sets have abominations like that as well. It’s not something new and surprising, yes?

RA Invasion [Part 7] – Dream Schedule

ra suffering

Due to work, I’ve been trying to implement a new sleep schedule in my routine.  RA weekend is not the best time for me to try and adjust to new changes in my life style, I haven’t been able to concentrate or keep my motivation level uptight to cover the usual number of entries that I tend to go after, usually. That’s not really a bad thing, as this schedule might just be the answer for me to turn things around and reach a perfect balance between work and LR19 related activities. Sacrifices needs to be made sometimes for a better good. It’s not that there are no alternatives around it, this is just more optimal and rewarding overall… at least for a time being.

I did revisit “Super Mario World” this weekend. Decent achievement set, though a few achievements do stick out. That tends to be the case with most sets really. 75% of the achievements would usually cover full game completion, while the rest would involve additional goal that inspire change in the overall play style. I can see most people being put off by this, especially with games where the achievement developers would like to increase the difficulty for one reason or another. It all comes down to how much you like the game in the end and how much of your time it’s worth.

I was trying to do “The Powerpuff Girls” games for the GBC. While only one of the games is on RA right now, I do want to cover all titles, since they do connect to each other, what with one being able to trade cards in between and obtain unique passwords from clearing each game. Those passwords can’t be used in the same game you obtained them from, but rather, in the others. I did clear the “Bad Mojo Jojo” successfully, but alas, I had no time to do so with the other two. I will do them eventually, though I am a bit sad that I didn’t had the pleasure of doing so this weekend…

Barbie: Ocean Discovery [Game Boy Color]

Here’s yet another game composed of mini- games, starring our beloved, famous and beautiful character Barbie, from the series – BARBIE!!! This one is unique because getting to the mini- games is a bit of an annoyance, at least until you unlock the shortcuts to them in menu. Other than that, I would say that the games are… I guess they are interactive enough. There is also quite the adventurous plot, by which I mean the good old “Find a map and look for treasure” trope. I don’t know, some people are into it, even at the age of sixty- five. I’ve searched for treasure before. I’ve also managed to find one. Not all that exciting of an activity really, but maybe that’s due to the fact that an old lantern is not near the value of an actual gold coins, gemeralds or a diary full of ramblings…

Is it though?…

RA Invasion [Part 6] – Invade! Lazy Invader

croc

Not a very exciting RA weekend. Rather than playing, I spent most of my time lying on bed and thinking about games that I don’t want to play, along with my constant dreaded thought of “What if tomorrow something destroys the Earth? Everything Humanity worked so hard for over generations would be put to waste.” It’s not the best mood for one to be hanging on, but sometimes there are moments where we can’t shake off certain feelings, no matter if we managed to come in terms with them over the years of our growth.

Croc [Game Boy Color]

Alright, maybe there would be at least one good thing to our total obliteration – There will be no more “Croc” for the Game Boy Color and none of us will be tortured by this game anymore!

So this version of Croc is a 2D platformer. I do not know how well does Croc fare in his original 3D platformer games, but in this one he just sucks ass. The jumping is very fast and sharp. While moving and attacking an enemy, if you manage to defeat them, Croc won’t stop in his tracks, but rather, continue on for a while. Avoid doing that on baddies located near pitfalls! When it comes to said enemies, the hit detection is really awful. In contrast to these problems (/), the game answers with two easy solutions – Bland level design with low difficulty and extra lives everywhere! By everywhere, I mean that at the end of the game, I was already maxed out! One major issue for those who would want to lose a portion of their minds and go for a full clear of this game are the mini- games at the end of each level. You see, each level has these critters that you need to find and rescue, hidden all over the place. However, each level has one of them being the reward for completing the mini- game at the end, to which you only have access if you find all the BONUS letters! Those aren’t really all that well hidden, similar to the critters, but in case you fail to complete a certain mini- game, you’ll have to redo said level all over again! The most troublesome of the bunch is the sliding puzzle mini- game. The rest are fairly easy, though during your first introduction to them, you might find yourself being at disadvantage due to lack of knowledge regarding how does each one control or play.

Your health is represented by the collectable crystals, which grant you an extra life per each 100th. While that is fine and dandy, given that the game showers you with extra lives, you might be more interested in just keeping the number of the crystals high enough so you can tank through stuff, rather than reset the number for a mere 1- UP. The extra life would be meaningless anyways if you die a dozen of times after that, due to being unable to hold your ground against the enemies, who tend to move pretty fast and come off screen in a blast!

The reward for finding all critters is pretty lame, as the game just gives you access to all the mini- games that you’ve played… Wow!

Some of the bosses in this game are OK. They require a bit of thought and direct approach isn’t usually the answer. Even if you lose all your crystals to them, there is a small section before each boss that provides you with some for the fight. I think that the amount is fair enough, as it doesn’t give you all that much extra hits. However, there is still the issue with one reaching the boss with high amount of crystals carried over from another level. But hey! If you feel like this game is challenging for your own personal level, sure, why not?

I really, really hated the mine- cart section! Not the first time I’ve been disappointed by that type of level in a video game though!

Hammerin’ Harry: Ghost Building Company [Game Boy]

Hammerin' Harry - Ghost Building Company DONE!

A very fun action platformer, quite easy in general in terms of difficulty, though there are a few kinda’ tough parts that require a bit of learning. Also, featuring a boss that provides you with enough extra lives and health until you are full, right before the final level! That sure is something I’ve never seen before in a game and I am enjoying this idea quite a lot, especially given that the final level is not really a walk in the park, at least not on your first initial run.

I like how the plot is represented as a movie in a cinema, where people are watching the events unfold. Gen-san Harry has to save his girlfriend from all sorts of Ghosts ‘n Goblins this time around, which… managed to fit in with the whole construction theme quite well. You get to fight a haunted giant Nail, demolish a ghost blimp, part by part and eventually, bring destruction to the ghost making machine itself. Of course, given that this is a [HORROR] themed game, at the end it is revealed that EVIL NEVER DIES!

It’s quite an entertaining twist of events and it made me think about how silly this type of endings are in actual horror movies. Despite the fact that I’ve seen those a billion times, I don’t find them boring or outdated to this day.

But the machine keeps reviving ghosts and the game doesn’t really comes to a halt… I wonder if there is a secret to it that no one has found yet? Maybe a certain combination of buttons could unlock a secret New Game + or something? I highly doubt it though.

This game is a pretty good entry in the Gen-san Harry series. In general, I think Hammerin’ Gen-san is pretty underrated and overlooked. Maybe it’s because it’s not as fast paced as other games and you need some good timing against some enemies?…

How old are Harry and his girlfriend anyways?… HMM…!