Tuesday, July 21, 2015

Project 12: Chrono Trigger Sprites Update


I'm making progress on the Chrono Trigger Sprites!

He exists!

The first stage of the project I've been working on is to make all the sprites at 1x1 scale to see what they look like and how to build them. As you can see above I've made a 1x1 Chrono and I thought I would devote this post to talking about how I put it together.

Planning the Sprite


One of the things I was unsure about at the beginning of the project (and some of what slowed me down putting things together) was how to make sure that I had reasonable bead colours for all of the colours in the sprite.

I started working on colour matching by separating out all the colours into big visible blocks and then making a spreadsheet with the names of the Perler beads I thought would best match. I separated the colours of the original sprite using GIMP, since I've never used photoshop, but basically any utility that lets you select by colour will do. I picked a colour from the sprite, drew a box of it in another picture then blanked out all the pixels of that colour.

I did the matching in what is probably a dumb way. I basically held beads up to the screen until I thought they were about right. As I mentioned, I've purchased most (it turns out) of the bead colours currently offered by Perler, so I felt I had a pretty good ability to match things.

This is the colour block I used, although I given how much time I spent switching between the colours and the spreadsheet, I've labeled each of the blocks right on the picture. (I'm keeping that in mind for the future).

Why do purple and brown get double the space? I have no idea, sometimes past!me just doesn't leave good enough notes.

To help sort out which beads are which colour I have created colour separated sprites. I've also thrown in the hex code for the sprite colour, the bead colour I matched that to and included some notes on how good the match is.

I didn't do this originally, but I think it may prove helpful in the future. If I were to produce these on a large scale, it might help to create templates for beading. To produce these sprites, I took each colour in the sprite and then blanked out all other sprites. (The sprites should all align to go back together again, but it took me a little while to get the process in, so take them with a grain of salt).



Sprite PartHex ColourPerler ColourNotes
The Original!------
#402038PurpleThis colour is purple, even thought it's basically used as dark grey. I thought it might look odd, but in the end it looks good in the finished sprite. 
#281820BlackThis is close enough to being black that black looks just fine.
#b80038RustRust is a little darker and a little browner than the true colour, but it seems to be a pretty reasonable substitution in the finished sprite.
#580000BrownBrown is a good match here.
#f88800ButterscotchButterscotch is maybe a touch dull, but seems to be a pretty good match.
#a8a870CremaCrema seems to match the beige colour used here.
#f88068PeachPeach is a little lighter than the colour in the sprite, but seems to be close enough.
#083838Parrot GreenThis is a bad match really(Parrot Green is much much brighter than the colour), but a good colour I think. I especially like it as Chrono's eyes.
#f8c898SandIn the finished sprite this looks a little bit too close to the peach skin tone. I might go for something a little lighter.
#307070Dark GreyThe sprite colour is much more green than the grey, but I think this balances the brightness of the parrot green as the main body of Chrono's clothes.
#50d0e8TurquoiseThis looks like a great match to me.
#50f8b8ToothpasteThis one also looks like a good match.
#ffffffWhiteAnd white of course matches the white, I've shown all the white pixels here in purple.


Once I got that done, I got distracted. I actually finished that part of this job more than a year ago, but then didn't get around to actually putting things together until recently. This has made a few things more complicated and I'm especially short on justification for the colour matching.

Anyway after letting most of a year pass, I finally got on to...

Building the Sprite



So a little while ago I sat down to see how to actually put together the sprite.



 

The first day of work was quite slow. I'm used to the the big fields of the Super Mario Exclamation Blocks, which simply need you to figure out where your edges are and then you can turn your brain off and lay out beads. Here each line has a lot of different colours. I tried to find trails of colour to put in,  so that I'd find landmarks to construct around so that I didn't get lost.

I found while working on it it was also very hard to see any of the pattern emerging. I had to sit back and cross my eyes. In the second and third images you can pretty clearly see Chrono's head and arm, but as I was putting it together it was tough to see. (Why does he have three eyes? Oh, that's his sleeve.)

I ended off the first day about here. With his head and upper body done. The second day's progress went a little faster because there was less colour variation and the sword makes a good landmark to be able to figure out how far down the sprite you are. The harrowing part was adding the second board to bead from and then not messing things up as I went over the gap (which is really not a problem, but I'd never done it before.


Overall it took me two days (maybe 4 or 5 hours total) to bead out the sprite. It was definitely hard than the coasters, but it wasn't awful.

Next it was time to fuse the beads, although I ended up having a small problem first. It turns out its probably safest move the two halves separately, or better yet to put down a board for both halves to sit on.



Fixing the sprite was a little bit of an ordeal because I had to figure out which parts of the pattern were messed up. Fortunately I managed to keep all the beads in the same place, so everything I had had to go back somewhere in the sprite.

Before fusing I also noticed that there were a couple of spots where there was a bead by itself (with only one neighbour. I figured these would be hard to fuse properly, so in each of these three places I added a black bead to support.



Finally I was able to fuse. Unfortunately my iron doesn't have a temperature setting, just a cloth setting, so I can't tell you how hot the iron was other than "cotton". I still don't have a great intuition for fusing, knowing how long it's going to take for the beads to melt and how long the beads should melt to stick together and look their best.


The fuse was ok, although not all I could have wished for. Structurally I'm happy, the sprite is strong and doesn't flex, wobble or feel weak anywhere. I think it could look a little better in the evenness of the melt, but that's not the end of the world. More practice will probably help.

Success of the Sprite


So generally I'm really happy with the sprite. It came out strong and I think it looks really good. My primary concern with the colour plan was that the purple around the outside would be too extreme, but I think your brain automatically ignores it when you see it against a back ground. Alternatively you could easily make the purple parts of the outline dark grey or black.


As you'll notice there's one major problem with the Chrono sprite. He's not that flat on the bottom. I knew this would be trouble while I was putting the sprite together and I thought about building a shadow under his left leg to make him level. Two other options were to make a background for him to stand level on or to make a stand that can hold him up this way. I'm going to stick with the given sprites for the rest of this experiment, but when I get onto stage two I'll revisit and think about how to make them stand better.

Anyway, in the end, I'm happy. I have a good looking sprite kicking around and every time I see it I'm pleased. From here I'm going to make all of the PCs at this 1x1 scale before moving on to bigger ones in phase 2. I've started work on the next one, as I hinted to twitter and I'm happy with the project.


Friday, July 17, 2015

Blog: Favourite YouTube Videos (Volume 96)

In this volume of my favourite YouTube videos, it's time to learn, celebrate and totally creep ourselves out.

  • First, Hank Green takes some time to tell us what he learned at VidCon 2013.
  • Next, Geek and Sundry celebreates some awesome cosplay at AnimeExpo 2013.
  • Finally, to get the hair on your arms a little exercise, Mr. Smooth McGroove covers the Super Metroid Prologue Theme. 

Friday, July 10, 2015

Blog: Favourite YouTube Videos (Volume 95)

In this volume of my favourite YouTube videos, we take a ride, think some thoughts and forge a sword.

Tuesday, July 07, 2015

Blog: Favourite YouTube Videos (Volume 94)

In this volume of my favourite YouTube videos, we face the the distant past, travel and the love we hold for our family and friends.

Friday, July 03, 2015

Blog: Favourite YouTube Videos (Volume 93)

In this volume of my favourite YouTube videos, we geek out about stuff! (I know right, what a surprise!)

  • It's Comic-Con time, at least it was back in 2013 when I favourited these two videos from tested.com. First we have Adam and Jamie's panel from SDCC (hosted by Wil Wheaton) where they talk for an hour about what keeps them interested and what they want to do.
  • Next Adam talks to Will and Norm on Still Untiled about how SDCC 2013 was for them all.
  • Finally, not from tested but still super cool, Laura Shigihara sings the "Lament of the Highborne" from World of Warcraft.

Tuesday, June 30, 2015

Blog: Favourite YouTube Videos (Volume 92)

In this volume of my favourite YouTube videos, we defeat Gannon through the power of "HEY LISTEN", learn how much it costs to know what the weather in San Fransisco and make cool ideas real.

  • First, AttackingTucans and Josh Jepson, together as Versus, present the (Abridged) story of The Legend of Zelda, Ocarina of Time. It's a little ... rude, but it's entertaining. Also, beware spoilers for Ocarina of Time, but on the plus side I don't need to replay OoT now.
  • Next, on Computerphile, Professor Brailsford takes time to explain how much you can compress information when you absolutely positively need to know what the weather in San Fransisco is, but it's terribly expensive to send each bit.
  • Finally, Hank Green talks about four real-world advancements made based on works of science fiction on SciShow.

Tuesday, June 23, 2015

Blog: Thoughts on The Legend of Zelda: Twilight Princess

I had so much fun playing The Wind Waker, that I started playing The Legend of Zelda: Twilight Princess right afterwards. Unfortunately  I didn't find it to have quite the fun and the charm of it's predecessor. It's a good game, but I think it's a bit of a reactionary swing to try to make a game that was darker and "more like Ocarina".

From GameFAQs user Tropicon


As always with my thoughts on video games, there will be spoilers for The Legend of Zelda: Twilight Princess below. Also note that I played the Wii version, so I will be grumbling about motion controls.

Things I Liked


Sadly, while the game was fun, there were not a lot of things I really liked while playing Twilight Princess. I'm not sure how much of that is that I feel like it's a low point between Wind Waker and Skyward Sword (maybe it needed an alliterative title...).

Though it's a little silly, one of my favourite parts of the game was canoeing. It's not a mechanic that's used very much, once in the main story and after that only in a side quest, but it feels surprising intuitive and fun. I think I also like the idea of Link having to take more and different modes of transportation as he travels around the world.

The game was effective at conveying a sense of being lost in the Lost Woods. Simply taking away the map you've been relying on for the majority of the game and then connecting the areas in the woods using paths at different altitudes (you always have to go up or down) makes it much harder to track where you are. You're also kept distracted by a constant enemy that follows you rather than is tied to the rooms of the dungeon. I thought it was effective and a good idea.

The final boss fight of the game was good and was probably the strongest fight in the game. The phase where you fight Puppet!Zelda is a little cumbersome, but generally feels like you're being given a fair chance (although it's a lot slower than other Zelda games because of the motion controls).

The fight against Boar!Gannon is pretty good. I like using the bow to stun him, but I found that there were a couple of problems with the camera during this part of the fight. I also found that they might have changed up the fight mechanics a little too quickly since I usually figured out what was going on just as they changed to the next things.

The horseback fight was epic but was frustrating to play.  The one-on-one sword fight against Gannondorf was very good and felt like the best fight in the game. I felt like I was matched against an opponent as strong as I was and I felt like there was a genuine, uncheated challenge.

This Link, is ready for business - From GameFAQs user Sitchey


Things I Didn't Like


The motion controls were the thing I most consistently didn't like in Twilight Princess. Everything feels wrong and feels like it's the motion controls were bolted on (which they were, since this was supposed to be a Game Cube game). The "swing as button press" problem was prevalent throughout the early Wii era and generally makes the game feel like you might or might not have made the right motion at the right time.

Even the pointing controls are not that good. I found a lot of the time it was very difficult to actually point at the thing I wanted to point at. Sometimes it felt awesome and I was able to hit an enemy with the bow and arrow from a great distance, but often enough I just tried to aim while my reticule bounced around the screen. I may also have gotten used to being able to move and shoot while playing the HD remake of Wind Waker, so having to stop and aim also annoyed me.

I also found that the Z-targeting still doesn't work that well. The game and I seem to disagree on what was the most threatening things were and which one I should fight first. I think the game's reliance on swarms of enemies also caused this since you'd have to Z-target through a lot of little things to get to the one big one that you might want to fight.

I think the "special attacks" were also not as well implemented as they were in Wind Waker (or at least as they were in the HD remake). In the attack where you roll behind the enemy in Wind Waker you automatically stopped right behind the enemy, in Twilight Princess you often end up rolling most of the way around the side and out of the range where you can attack the enemy from behind. I think this was an effort to give the player more control, but it ends up making it harder to play the game.

Of course the smartest creature in the Zelda universe is part chicken. - From GameFAQs user BlueGunstarHero


The other place where a little assist from the game would have been nice is in jumping off edges. There were several times where I was trying to jump from one platform to another or to step out onto a rope and I was angled wrong and fell to my death. A little assist from the game would have been nice, even if the Wii (or I guess the GameCube) wasn't powerful enough to animate the little steps I loved in Ni No Kuni.

Aside from the control problems, Twilight Princess is really really padded out. The game took me around 50 hours to complete and I don't think that the game has enough real content to justify that time. Fighting is slow, especially when you're a wolf. They send in swarms of enemies. There are enemies that have to be killed using two different weapons. They put big chest full of tiny amounts of Rupies at the end of long dead ends in dungeons. Set pieces respawn when you leave and return to an area. They insist on tell you every time you start the game how much the different colours of Rupies are worth (bug or feature, you be the judge). Even the most basic part of a Zelda game is stretched out: you find five pieces of heart instead of four.

The padding got so bad during the Sky Temple that I just about quit playing the game. It took me three evenings to get through because the design required so much switching between items and so much mindless busy work going from one area to another. I also ended up going back though the temple to make sure that I didn't leave any pieces of heart behind only to discover that the hard to reach chests held Rupies that I couldn't use.

Zelda games, in general, have a problem with knowing when and how to end. You can usually defeat the last boss 15 hearts and 3/4s of the bottles. Is it worth it to get 100%? Sometimes that can be the fun, but I found especially with Twilight Princess it just never felt rewarding to try. Do I need 120 bombs? Probably not.

Things I Noticed


The biggest thing I noticed about Twilight Princess is that it really needs an HD remake. There are some places in the game where you're shown the beautiful vistas (especially in the desert and the mountains) but then everything else looks blurry and aliased. Similarly I think switching to full dual-stick control, like in Wind Waker, would make a lot of the play more pleasant. The palette of the game is also quite dull ("Call of Duty: Hyrule" brown) in a lot of places, and a little more vibrancy to the world would also improve the game.

It's just a little muddy, it's still good! - From GameFAQs user Casoonie


Another thing that an HD remake might help with is the animation. Link and Gannondorf are really well animated in the game play and the cutscenes at the end of the game, but Zelda isn't. Link and Gannondorf will have an interesting interaction and then Zelda will get a gasp of dull surprise. Simillarly in other parts of the game, Link looks great and moves fairly smoothly through the environment, but the NPCs look blocky and uncoordinated. If there ever is an HD remake I hope they brighten everyone up.

The game also has a problem with how power strong Link is. Basically Link is too strong for most of the enemies in the game. To compensate for this they add more enemies to the fights, which is either not challenging, or becomes unfairly challenging since one enemy's unbreakable block animation will protect another and there's nothing Link can do to fight back. This shows up particularly with the Darknuts where fighting two or three or five of them gets unfairly difficult. It also shows up in the horse combat sections, where the challenge comes from dealing with so many attackers that you can't see hot to defend yourself.  They were much better at handling combat difficulty in Skyward Sword.

I think it's interesting that this is the "darkest" Zelda. There's a lot more explicit death than in most of the other games (The Zora Queen actually tells you "I was executed"). I think a lot of this was to combat the feeling some people had to Wind Waker being too "kiddy". On the one hand I think it's interesting to see slightly more adult themes taken on in a Zelda game, but honestly I think it's the kind of things where you could split into two IPs, retaining lightness in Zelda and handling more complex or adult themes in a new IP. That being said, I don't think Nintendo is actually that interested in making games for grown-ups.

One part of the game that doesn't feel either for kids or for grown-ups, is the way gender and sexuality are handled in the game. I was particularly bothered by one scene in the game where Renaldo confides in Link that he's terrified of Temla because she flirts with him. If there were any other references to flirting or sexuality in the game, this could just a reaction by a religious man to a flirtatious woman, but it is pretty much the game's only reference to sexuality.

Beyond this, a lot of the female character's designs seem to be more for the sake of teenaged male interested than driven by character. The two instances that particularly bother me were the Great Fairy and Adult Midna. In the case of the Great Fairy, we're usually (in other games) expected to understand that her power and her magic and her strength of personality are so strong that Link is simply in awe of her. Here, the way she's portrayed feels significantly less powerful and I was left feeling that the whole depiction of her was very juvenile. In the same was Adult Midna is revealed with a pan up her body, which again feels juvenile when compared to her story and why she's able to transform from her imp form back into her "true" self. (Also interesting that no other Twili seem to have breasts, or any other distinctive body parts, for that mater).

I did think that the character of Zelda was handled very well here. Generally Nintendo is pretty good about having Zelda be at least a somewhat active participant in the world (since Ocarina of Time), but often at some point in the game she gets captured through some moment of weakness. Here, that still happens, but it's part of an active choice on her part. She gives up her powers to restore Midna's. That being said, Zelda could still be a much more active protagonist of the game, but at least her absence isn't strictly due to the need to find a maiden to rescue.

While we're looking for protagonists of the game, I'm left with a question: Why isn't Midna the protagonist of the game? You can probably actually categorize her as the protagonist since she's the one who drives the plot and makes all the important decisions. Link is just along for the ride.

Our Hero. - From GameFAQs user Tropicon


Consider the same game as presented, but shown from Midna's point of view. The Queen, cast out of her kingdom, struggling to save another kingdom, while gaining the power she needs to fight off the evil invaders. That just sounds like a more interesting game to me. I think that couples with the feeling that you could split this and have a new, more grown up IP.

Finally I've decided that Link needs a pet cat. This came to me while I was standing in Link's house early in the game (and I think for the last time). Link tends to be an outsider in the Zelda games and while I understand the appeal of the orphan on the hero's journey, I think the games could all be improved by giving him a reason to care about the world. 

Things I'd Include in a Game


The biggest thing I'd take from Twilight Princess in canoeing, or at least I'd like to take different modes of transportation that break up the game in interesting ways. Still I think the most fun I had playing Twilight Princess was falling down that river. Maybe I need to get out more.

Beyond that I like the amount of space you get in Twilight Princess. I like that going from one place to another is a significant journey. I'm not sure you need to implement it in quite the way they have. I occasionally felt frustrated when I was sent back and fourth across country and I think a lot of that had to do with the little fights they put in to "keep it interesting". I think you don't need quite as much physical space as they used nor as much "interest", but I do like having significant journeys in a game.

Final Thoughts


Twilight Princess is fun.  I think compared to some of the other Zelda games, it makes you work too hard to get at that fun. I also think it's a game where they tried to make something more mature and ended up splitting the direction of the game. For now, at least, it's the Zelda game I'd least like to go back and replay.



Friday, June 19, 2015

Blog: Favourite YouTube Videos (Volume 91)

In this volume of my favourite YouTube videos, we can have a dream, a laugh and a journey!

  • First, Brentalfloss shares an original composition with us. 
  • Next, Wil Wheaton's son Ryan Wheaton was on an episode of Table Top. His interview is good and it's nice to see such a great family dynamic, but mostly ... well you really should just watch it.
  • Finally, if you need music to walk over green hills to, CalebElijah covers Colour of the Summer Sky from Secret of Mana. Now if you'll excuse me it's time to go get too hot working in the garden, then go hide in the basement and play Secret of Mana.

Monday, June 15, 2015

Blog: Favourite YouTube Videos (Volume 90)

In this volume of my favourite YouTube videos, now that we're started, maybe it's time to start.

  • First, take a second to relax, and take dip in the ocean with Mr. Smooth McGroove, covering Aquatic Ambiance from Donkey Kong Country.
  • Next, let your drive build, with CalebElijah covering Powel from Seiken Densetsu 3.
  • Now, it's time to begin with Ze Frank's Invocation for Beginnings. As I mentioned before, I'm not sure how I didn't start here, but here we are now. Are you all seated comfortably? Then, let's begin. Your pencils are sharp enough.

Friday, June 12, 2015

Blog: Favourite YouTube Videos (Volume 89)

In this volume of my favourite YouTube videos, we push through all our barriers!

  • First, we can fight through anything, so long as we have Mr. Smooth McGroove preforming Decisive Battle from Final Fantasy VI behind us. This one gives me chills and I think that's a mix between my own Super Nintendo memories and just how nicely 16-bit music fits Mr.McGroove's style. 
  • Next, we can journey anywhere, so long as we have Mr. CalebElijah preforming Diddle's Organ from Legend of Mana behind us.
  • Finally, we can do anything so long as we work together. This video is from the Calgary Stampede and shows a little of the work that had to be done to get the Stampede back up and running in less than a month after the flood of June 2013. 

Tuesday, June 09, 2015

Blog: Favourite YouTube Videos (Volume 88)

In this volume of my favourite YouTube videos, we learn about ourselves, listen to some beautiful music and then set out on an epic quest.

  • First, Charlie shares some revelations he's had about how to have fun at parties (and other things).
  • Next, CalebElijah covers a very beautiful song from The Legend of Mana.
  • Finally, we have Lucahjin's Let's Play of Suikoden II. I missed the Suikoden games when I was younger, so I was fascinated by this game that had most of everything I wanted in an RPG. So now, inspired by this Let's Play, I've started down the path of playing these games (in order, which becomes FREAKING EXPENSIVE if you want the disks ... which I do).
    As always with her "serious" Let's Plays, Lucah is very informative and fun and I always find her "serious RPG voice" soothing. If you have the time, or need something for the background I really recommend watching this series.

Friday, June 05, 2015

Blog: Favourite YouTube Videos (Volume 87)

In this volume of my favourite YouTube videos, we check for the edges of the world, the edges of our hearts and think the very deepest of very tired thoughts.

  • Ever wonder if the universe was a simulation? Well, keep your eye out for the edges... as Mr. Safety demonstrates here.
  • Next, Cory (Mr. Safety) hangs out with his niece and gives us all the warm fuzzies!
  • Finally, Hank Green is very tired, but he has thought thoughts. 

Tuesday, June 02, 2015

Project 14: A Walk Through the Station

This is the first of 6 sketch stories, where I write a very short story that briefly describes a scene or a feeling. It's the first time in a very long time that I've published any writing, so please be kind.


Project Update Post

As always I seem to get behind on projects, but in the last few months I've managed to start picking things up again. So I'm going to reorganize my deadlines again today and reorganize a few of the projects.


  • Project 5 - SNES Coasters
    • I have actually gotten as far as beading and fusing my new larger format test coaster. Now it needs a backing and then I'll give it a test for a little while to see if it develops the same cupping that the smaller ones. 
    • I'm going to try to get the backing on in the next week and then I'll test it for a month or so.  I'm going to set the deadline to see if I make more / bigger ones on July 17, 2015.

  • Project 12 - Chrono Trigger Sprites
    • I've finally made some progress. Last night in fact I actually spent about 2 hours beading the beginning of a 1x1 Chrono sprite. This is giving me a chance to see what works and how the colours look (little problem there, but I'll give a longer update once I get everything done).
Coming together.
    • Progress is happening so I hope to have the 1x1 sprite and update done by June 23, 2015.


  • Project 14 - Sketch Fiction
    • I originally was calling this flash fiction, but based on the lack of ... plot in the stuff I've been writing I wasn't sure if flash fiction counted. I ran across an article on "sketch fiction" which I'm repurposing as a term for what I'm turning out.
    • As you might have guess from the above, I have actually written a bit. I have one sketch done and ready to go an others "in the pipeline". I'm going to try to do six sketches in the next little while, rather than one a month like I'd originally posted. I'd like to try to have all six posted by August 1, 2015.

  • New Projects
    • I have two (and a half) new projects I've either started or would like to start. I'll put up proper posts for them soon. 

Friday, May 29, 2015

Blog: Favourite YouTube Videos (Volume 86)

In this volume of my favourite YouTube videos, we spend some time making films.

  • First, we see Jenny Bingham's slightly dangerous method for learning lines. Anything to keep us from having to memorize King Lear.
  • Next, I think it's time for a spot of tea, with The Tea Chronicles, Charlie McDonnell's first short film. Charlie set off to make five short films (this, OFFLINE, Strangers in a Bed, and Our Brother (1 & 2)) in 2013 and this is where he started. 
  • And since that is a touch intense, let's end with Charlie's making of for the Tea Chronicles to cool off a bit.

Tuesday, May 26, 2015

Blog: Thoughts on Secret of Mana

Last year I returned to one of my favourite games of all time, Secret of Mana. It was one of the first RPGs I played on the Super Nintendo and it's one of the games that has stuck with me the most since. I have played it at least half a dozen times and started it up more often than that. It's one of those games where I spent hours looking for all the secrets and all the ways to break and bend the game. My nostalgia goggles for this game are pretty strong, so I may be biased in my assessment, but I still think is one of the best games ever made.

Secret of Mana - GameFaqs user PeTeRL90


Secret of Mana is also a game that has influenced my creativity. The first time I thought about writing fan fiction it was for this game (it's long lost, no way to find it, don't ask). It's also the game that has influenced how I would like to make an action RPG in the future. While it doesn't do everything perfectly, it's a very well executed game and I think it has a lot to offer when thinking about creating video games.

As always with my thoughts on video games, please expect spoilers for all of Secret of Mana below.


Things I Liked


I love the style of Secret of Mana. The game's music is astoundingly good, and is used to great effect to reinforce the feelings the player should have as they play. Early in the game you start out, after being ejected from your village, walking through green hills, fighting killer rabites and mushrooms and getting thrown into passing goblins' stew pots and the music is light and sets a tone of setting out on an adventure. Later, you'll walk through caves and forests, visit terrifying ruins where cults are absorbing the souls of the villagers and temples where you find surprise allies.

Don't trust its cute looks. That rabite a killer! - GameFaqs user MagicianMayLee


Later in the game, when you're the only one who can save the world you have to fight though the heart of the enemy's castle. Then you have to find your inner reserves in the pure lands  the power you need to fight though the enemy's psychedelic flying fortress and then you have to fight the terrifying final boss.

Visually the game also supports these feelings. Sprites area always big and bright and you're never left wondering where you are or what you're supposed to fight. The game gets darker as it goes on and you leave the Ghibli hills heading to more intense areas, but it always looks like you have an adventure in store everywhere you go.

Beyond its style, Secret of Mana also shines when it comes to combat. It's incredibly satisfying to be able to step into an enemy who's charging at you and knock a bunch of big orange numbers out of them. The timer that has to recharge between hits is slow by modern standards, but I still like the flow of attack, wait, attack, wait. Using the charged attacks also feels good since you're able to channel tension into making a stronger attack knocking more numbers out and frequently simply slicing through your enemies like they weren't even there. Playing through this recent time I was probably quite over-leveled but I certainly enjoyed being able to take down all those enemies that gave me trouble as a child.

It's time to fight! - GameFaqs user Storm Shadow

One aspect of combat that I particularly like is the use of status ailments. You can be poisoned, confused, immobilized, frozen, or set on fire. They're all immediately identifiable and you are as able to inflict them on your enemies as they are on you. Poisoned, frozen and on fire form a trio, when poisoned you lose health, when frozen you can't act and when on fire you lose health and can't act. They form a basic set of conditions to make combat more interesting without leaving you confused about what's happening and why.

The confused status effect is interesting since it changes the inputs on your controller, so if you're careful and organized you can still cope, but you always end up out of control for a second or two as you re-adjust, when first confused and then again when you stop being confused. Immobilization also fun since you're immobilized by being tied to a balloon, but you can still attack.

The game is also very good about managing tension, particularly by using frequent boss fights. I like this because you always feel like the skills you're developing fighting the little enemies are paying off. You also have a reason to save your magic, knowing that there will be something big to fire it at soon. It also helps pull you through the game since there's always an interesting fight on the horizon.

Secret of Mana also uses (pioneered?) the ring menu. Rather than having to go out to a menu, it's nice to have items, powers and even system options just pop up around your character in game. The icons are easy to identify and other than having trouble remembering where the rings are in relation to each other (do I go up or down to get the items?) I find it to be really fast to get heal up and jump back into combat.

I also like the characters in the game, both the playable ones and the NPCs. They might not be as well developed as in a lot of later games (more on this in the Things I Noticed section), but there's a lot of charm to them all. I recognize that this is probably the aspect of the game that my nostalgia goggles distort the most, but I still find that I'm invested in them. I want to see the good guys survive and do well and I want to take down, or redeem the bad guys. Characterization has certainly been done better but the number of NPCs I still remember, years after playing the game feels very high compared to a lot of other games.

Secret of Mana is one of the first games I can remember with 3 player co-op. While I didn't get to do it too often, being able to play the game with friends was great and it certainly made a lot of things easier when you were able to work with a real person. It's a pretty common element of gameplay today, but back then it was another factor that made me love this game.

Other than the game, I also happened to own  the Prima Player's Guide (picked when it got discarded at the Library, after having borrowed it on and off for years). While I didn't need it to play through the game, I love the way it's written as a story of the characters journeying through the world (going on that adventure). It makes the technical information of how to get past problems in the game more fun. It has a bunch of concept art which also helped me get into the world. Best of all it had maps, stitched together out of the screens of the game which I absolutely loved, because it gives you a sense of the world. It was great being able to see where I had adventured all at once.


    





Things I Didn't Like


The largest problem with Secret of Mana is the balance of the magic powers. Because of the limited amount of MP you have, you tend to limit your use of magic power to bosses, but your magic only levels up when you use it. Beyond this, you're limited in how much you can level up your magic based on how many mana seeds you've visited in the story. This results a lot of the time in your magic not being as strong as you'd like.

You probably don't actually need very high magic levels, but it's difficult not to want them to be as high as possible. It's simply nicer to have the ability to beat enemies more easily, it's not really necessary, but it's nice to be able to take down the final bosses in fewer hits than if you need to hang around and fight them "properly". The magic also gets cooler animation the higher the level it has, at the fourth and eighth levels and then an extra boost when it's fully powered up. It's simply nice to have the cooler magic effects, even though there's no real use for them in the game.

I'm going to set that flower on fire. WITH A FIRE DRAGON! - GameFaqs user Tropicon


The result of this is that if you do level up your magic, you're usually not doing it at the pace of the story and end up standing in a place where you can cast spells as quickly as possible to gain XP and then recharge your MP to start again. This is not exactly the most fun way to power up, and it's a bit of a shame that it seems to be at least somewhat necessary.

Another problem the game has is that despite having a wide selection of weapons to choose from, there's no real reason to pick a weapon over any other. There are differences in reach and very slight differences in power. Having at least some factor where different weapons recharge more quickly would definitely make the game more interesting or at least give you more reasons to try something out. Also having different weapons interact differently with different enemies would be interesting. Don't punch the electric thing use your javelin, don't use a boomerang on that living tree, get your axe.

Armour is worse than the weapons since new armour only increases your defence. It's boring, generally expensive and never feels interesting, especially since your characters appearance never changes. It's also not implemented well, it's several trips into the menu to see what defence you have, then buy the item, then equip the item then sell the old item. The number of times I screwed up the process is surprisingly high causing me to buy more of an item then I needed then have to sell it back afterwards.

As with weapons it would have been nice to see some variety in armour. Being able to put on heavier armour to fight the big hulking boss, or light armour to move quicker, or magic armour to stop the magic guy you have to fight. Having types rather than just "stronger" would have made that part of the game more fun, though it's a limited problem in the game.

The last part of the game that I didn't like was the party AI. They're ... dumb. The number of times I got a party member hooked on the other side of the stairs is so high I can't even tell you. I'm glad that they don't solve it the way a lot of games do by having the characters disappear and then reappear beside you, but there are definitely points where I've had to very carefully wiggle my way around to get us all unhooked and moving again. It would be nice if the path finding was a little more advanced.

There are controls for the AI, they're just limited. - GameFaqs user MagicianMayLee


Beyond the path finding the AI's contribution to combat is also not quite what you'd like. The game does let you set whether they should be aggressive or defensive, but having an AI with a better understanding of what you need to fight and how to fit into the timing of the game would be nice. Still for the time on the SNES I guess this is about as good as we could expect in an action RPG.


Things I Noticed


I have mixed feelings on the story in Secret of Mana. On the one hand, it's enough to pull you through the game and give you enough reason to go and explore the world and see what there is to see. On the other hand, the story is not terribly original and in fact seems to be split into several relatively disjointed parts.

And an adventure begins. - GameFaqs user KeyBlade999


The first part of the story is the hero's journey, from finding a rusty old sword, to unleashing monsters onto the world, to getting banished from his village, to journeying around the world gaining power and friends until he's able to defeat the great evil. For the first half of this game there's a lot of story to keep you moving, but in the second half you're basically running back and forth because a bird told you to (and it turns out that you actually don't even have to talk to Sage Joch, you can just go do the temples with no story at all).

The other part of the story is the fight between the "good guy" countries and the evil empire. This is somewhat tied into the first story, but it's tangential to the things you're doing. You're helping fight the good fight, but only when you're in the right place at the right time.

Then there are the weird side stories, which aren't side quests, they're part of the main journey. Like that time when Santa Claus steals a Mana seed to make people believe in Christmas again. Or when the not-terribly effective Scorpion Army kidnaps one of the elemental sources of magic and uses it to heat a small town in the middle of the ice land.

That's not to say that the story isn't good. I like it. It's interesting. But it is disjointed. All of these pieces are pretty cool, but there's very little stitching them together other than the fact that you happen to be there and smacking the enemies is fun.

A large part of the reason for this is that the game was significantly cut down during it's creation and then the story was further trimmed due to translation constraints. While I'm having trouble finding actual documentation of what was cut, Secret of Mana was originally slated to be the first title for the SNES-CD add on. This would have allowed the game to be much larger and have significantly more space for graphics and music. The original game would also have had a more branching story line. Based on the Wikipedia article, the cuts seem to have generally caused the story to be a lot more restricted and not as dark as the developers had originally wanted. It also seems to have caused some of the technical problems the game has when there are too many things on screen all at once.

Additionally the game was translated into English in only 30 days by a very new translator. Beyond the problem of having only a limited amount of space to put text, due to the fixed width English font, there were also a lot of problems even getting a unified script for the translator to work on. This seems to have reduced the nuance and characterization even further than the change from the SNES-CD.

It's disappointing to lose so much of plot of the game and further to lose the nuance and characterization. It would have been interesting to see the much more complete story, and I would have been happy to get to spend more time in the world. It's also disappointing to realize the points where you don't get to see the real emotion from the characters in the game (for example I had never even realized that there was supposed to be a love triangle between the girl, Phanna and Dyluc).

You'll notice all the hair on your arms stand up - GameFaqs user noidentity

I will say that I don't mind having the game not be as dark as they may have been intending. That's not to say that there's anything wrong with a dark game, and because I haven't seen what they wanted to produces I can't speak to it. But I think there are not enough games that combine strong game mechanics and good storytelling with a lighter story. I think there's a space in the market for serious games that are no so dark as a lot of game makers would like to develop. It's a hard balance to maintain.


Things I'd Include in a Game


Of course the number one thing I'd love to include in a game is music like Secret of Mana has. Beautiful, carefully composed, well produced music would be nice, but more to the point, I want to have evocative music that supports the theme of the game, both of the game generally and of the areas, the characters and the actions. Certainly when I get the chance, I would love to bring in a great composer to work with.

If a cave man asks you if you want to travel by cannon, YOU SAY YES! - GameFaqs user VinnyVideo


I love the sense of adventure of Secret of Mana. I love the way the game gives you a feeling of a safe harbour and an unknown destination. You always have to be careful, but there's always something to see. There may be times when the things you see aren't even really related to the quest your on, but they're just something to pique your interest.

More technically, I like the way the status ailments work in Secret of Mana, and I like that they're equally applicable to you an your enemies (and useful both ways as well). I also like have clear understandable imagery that indicates how you're afflicted and possibly how long it's going to last.

Finally I like the way the skills work. I didn't put points into being good with the sword, I got good with the sword because I used it a lot. It's a pretty common concept in RPGs, but it's still the way I like to see talents improve through game play.


Final Thoughts


I think Secret of Mana is one of the best games on the Super Nintendo. Actually, I think Secret of Mana is one of the best games on any platform. There are a few things that mark it as old, combat is slow and the story is a touch thin, but I think these are easily over come and not playing this game is skipping over a classic.

Replaying this game I thought a lot about how important the balance between game play and story telling is. I was always happy when the game switched me from one to the other. "Oh good, I get to go kill more monsters." "Oh good, I get to see more of the story." I think Secret of Mana has a good balance and it kept me interested even though the story is linear and you can't change it as you play. I think from a game creation view, this is a good platform to begin on. As you add more story, more choice or more gameplay elements make sure that you keep the fun balanced.

Friday, May 22, 2015

Blog: Favourite YouTube Videos (Volume 85)

In this volume of my favourite YouTube videos, we look at the heavy, the light and the (hopefully) very small.

  • First, John Green explains the situation in the United States leading up to the Civil War. Not only is the subject mater interesting but I also think that this is one of John's finest pieces of oratory.
  • Next, Jack Conte covers Daft Punk's Doin' it Right. I love how you can see how Pomplamoose grows out of his music and Nataly Dawn's. Also this video is just plain awesome and then Jack talking about Patreon is also plain awesome.
  • Finally, Professor Brailsford expands on compression in this video from Computerphile.

Friday, May 08, 2015

Blog: Favourite YouTube Videos (Volume 84)

In this volume of my favourite YouTube videos, we save the world (twice!), look at how to make a movie look great forever and then we burn things in the coolest way.


  • First, we have SuperJeenius's Let's Plays of Golden Sun and Golden Sun: The Lost Age.

    I'm not sure I made it clear ever, but this series of blog posts is based on all of the videos I've favourited and sometimes me-from-the-past seems set to make my job harder. This volume has been one of the problems where that's been the case. I found a bunch of videos in the list and I don't know why I liked them, so a lot of them got tossed. Then I had Episode 37 of Golden Sun: The Lost Age, which is interesting but makes no sense being halfway through the second game. So I don't know what me-from-the-past thought about this video or why it ended up in the favourites.

    I can say that both Let's Plays are very good and SuperJeenius's style makes a Let's Play very entertaining and engaging. So I'm going to throw the playlist for the first game in here and leave it up to you if you make it all the way to Episode 37 of the second game.
  • Next, Adam Savage talks with Will on Still Untitled about the special effects on Blade Runner and why almost nothing else measures up.
  • Finally, we get some slow motion action watching what happens when you drop embers into liquid oxygen, from Brady Haran and the team at Periodic Videos.

Tuesday, May 05, 2015

Blog: Favourite YouTube Videos (Volume 83)

In this volume of my favourite YouTube videos, we look at the unexpected. Canada and the US don't have a straight border, and the barking dog actually bounces. Also we unexpectedly channel Hello Internet.

  • First C.G.P. Grey, has an interested in weird boarders and even though it seems simple, the Canada-US boarder is a weird one. 
  • Next Brady Haran has a video on Periodic Videos about one of the cooler demonstrations that they do at the University of Nottingham, the Barking Dog and how it doesn't work at all the way they thought it did. First we have the video itself then he shows the behind the scenes of how the video was made.

Friday, May 01, 2015

Blog: Favourite YouTube Videos (Volume 82)

In this volume of my favourite YouTube videos, we get musical, argue with ourselves and then soar to greater heights.

  • First, we have two entries in the ongoing chap-hop fight between Professor Elemental and Mr. B The Gentleman Rhymer. At some point I think I had a grasp on which videos were in response to which, but now we just have these two which are (as you might guess from the post) my favourites. Either way it seems these two have been at it a long time.
  • Then to calm down a little, let's go with Brentalfloss (and some of his fans) to help Mario get to a date with Peach.

Friday, April 24, 2015

Blog: Favourite YouTube Videos (Volume 81)

In this volume of my favourite YouTube videos, we ask some questions about the nature of the universe.

  • First, what happens if you combine the awesomeness of the Duck Tales Moon Theme and Smooth McGroove? Well you get a lot of awesome in one place. Possibly enough to look at the asymptotic limits of awesomeness. 
  • Next, what happens if Kristina Horner and her roommates get a bunch of costumes really cheap? This... apparently.
  • Finally, what happens if the Internet talks about video games. Well lots of stuff, but here RinryGameGame looks at all the over analysis that happens.

Friday, April 10, 2015

Blog: Favourite YouTube Videos (Volume 80)

In this volume of my favourite YouTube videos, we get stron, get angry and then get calm.

  • First, Mr. Smooth McGroove would like you to know about his strenth. His STRENTH. His SUPER HUMAN STRENTH. 
  • Next, Hank Green is angry. Angry about 17 different things at the same time. So he takes four minutes to let us all know.
  • Finally, Brady Haran does an experiment while walking out of the earth's atmosphere. His trip to Everest Base Camp offers a chance to illustrate how the boiling point of water drops as you go up in altitude (even if the Professor has some critiques on his technique). It also offers one of the most beautiful and calming views of our earth.

Tuesday, April 07, 2015

Blog: Favourite YouTube Videos (Volume 79)

In this volume of my favourite YouTube videos, we look at the Internet from its GIFability, its weight and its smoothness.

  • First, Gunnarolla has noticed that Tessa Violet and Nanalew are so GIFable and he wrote a song about it.
  • Next, Michael Stevens from VSauce talks at TED-Ed, looking to answer the question, how much does a video weigh and looking to see what asking that question means to us.
  • Finally, for those of you who might have though that Mr. Smooth McGroove only communicates through the medium of video game sound tracks, he disproves this notion communicating through the medium of talk-singing.

Thursday, April 02, 2015

Blog: Favourite YouTube Videos (Volume 78)

In this volume of my favourite YouTube videos, we open our minds, feel the magic and try to bring down our evil overlords.

  • First, Hank Green went and had a talk to a bunch of rad people about their sexuality.
  • Next, Smooth McGroove takes us back to the magic mystical land of Zeal, singing the Corridors of Time.
  • Finally, if you want to experience some real tension, Wil Weaton plays The Resistance with a bunch of very cool actors on Table Top.

Project 24: Blog HTML Generator - Introduction

 I’ve been having a lot of fun with my new book tracking infographic. Doing things like making a word cloud of authors and a grid of titles...