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The First Video Game You Ever Played
Murder Dog, NES.
Background:
"Murder Dog" was the PAL only sequel to the hit Japanese game "Hayashi no Gaia: C.R.Y.S.T.A.L". Development team Kagomi attempted to make a game which would corner the burgeoning western market, however the game's contents and atmosphere were considered too horrifying at the time and it never saw widespread release.
Characters:
Murder Dog: Protagonist Murder Dog is a high-ranking officer in the Cactus City police force. A copy of the original design document makes references to him fighting a large-scale drug operation, however the actual gameplay seems to consist exclusively of Murder Dog arbitrarily killing and eating random Cactus City residents while spraying blood from his eyes and emitting unsettling 8-bit squawking noises. Poor translation has left the game's plot undecipherable, but we do know that Murder Dog vehemently drags on an animated cigar before speaking and that his comments make frequent reference to a "blazing wheel". His character design is primarily centered around two glowing blood-red eyes, which Kagomi apparantly believed would humanize the character.
Susan Atari: Referred to in the game manual as "Murder Dog Top Pooch Companion", this character is completely absent from the actual game apart from an animated Game Over sequence where she removes her dress while turning into a skeleton. Some commentators believe this section to have been stolen verbatim from failed Kagomi hentai game "Cockroach Whore".
Black Danger: The chief antagonist and end boss of each stage. Black Danger is primarily depicted as a Murder Dog sprite painted black and covered in animated flies, although the game manual inexplicably used for his headshot a poorly-scanned picture of the cover to Grace Jones' "Nightclubbing" album. The appearance of this character ingame will automatically destroy both the game cartridge and the console it is played on.
Goofs & Trivia:
- When Murder Dog returns from the dead in Level Two, he was originally meant to quip "Hot Enough For Ya". The translation mysteriously replaced this with a string of swearwords.
- Entering the Konami Code at the title screen plays a cutscene where Murder Dog kills and eats an old lady.
- Murder Dog cartridges contain significant amounts of incredibly toxic chemicals, leading to some to suggest their existence as part of an aborted chemical weapons program. They are consequently illegal in every country.
- If Murder Dog remains still long enough, he will drown on the blood which pours from his mouth and face.
Background:
"Murder Dog" was the PAL only sequel to the hit Japanese game "Hayashi no Gaia: C.R.Y.S.T.A.L". Development team Kagomi attempted to make a game which would corner the burgeoning western market, however the game's contents and atmosphere were considered too horrifying at the time and it never saw widespread release.
Characters:
Murder Dog: Protagonist Murder Dog is a high-ranking officer in the Cactus City police force. A copy of the original design document makes references to him fighting a large-scale drug operation, however the actual gameplay seems to consist exclusively of Murder Dog arbitrarily killing and eating random Cactus City residents while spraying blood from his eyes and emitting unsettling 8-bit squawking noises. Poor translation has left the game's plot undecipherable, but we do know that Murder Dog vehemently drags on an animated cigar before speaking and that his comments make frequent reference to a "blazing wheel". His character design is primarily centered around two glowing blood-red eyes, which Kagomi apparantly believed would humanize the character.
Susan Atari: Referred to in the game manual as "Murder Dog Top Pooch Companion", this character is completely absent from the actual game apart from an animated Game Over sequence where she removes her dress while turning into a skeleton. Some commentators believe this section to have been stolen verbatim from failed Kagomi hentai game "Cockroach Whore".
Black Danger: The chief antagonist and end boss of each stage. Black Danger is primarily depicted as a Murder Dog sprite painted black and covered in animated flies, although the game manual inexplicably used for his headshot a poorly-scanned picture of the cover to Grace Jones' "Nightclubbing" album. The appearance of this character ingame will automatically destroy both the game cartridge and the console it is played on.
Goofs & Trivia:
- When Murder Dog returns from the dead in Level Two, he was originally meant to quip "Hot Enough For Ya". The translation mysteriously replaced this with a string of swearwords.
- Entering the Konami Code at the title screen plays a cutscene where Murder Dog kills and eats an old lady.
- Murder Dog cartridges contain significant amounts of incredibly toxic chemicals, leading to some to suggest their existence as part of an aborted chemical weapons program. They are consequently illegal in every country.
- If Murder Dog remains still long enough, he will drown on the blood which pours from his mouth and face.
What are you working on now?
Trying to make RM2k3 battles that aren't boring and awful. At first I tried to use skill switches and common events and monster party event sheets to sort of bypass all the generic algorithms and have more control over / fun with things including little announcement boxes (phillip made a sad face! mome beast was unaffected) but it wasn't really working. I'm just trying for some kind of balance with regular skills and things and relegating everything else to a special MYSTERY command which makes mysterious things happen.
Spambots now commenting on game pages
bump or whatever but there's a whole bunch in the Paul Moose In Space World page for some reason http://rpgmaker.net/games/1732/ as well as hexatona's Ghost Voyage review http://rpgmaker.net/games/1694/reviews/815/ . I guess they come in clusters or it's the same guy or something but just letting you guys know
Paul Moose In Space World
ahaha what the heck guys youre breeding like rabbits here. is there a spambot equivalent to HOBO SIGNS (safe house / empty forum / mean dog) or are you all the same person or what.
You Decide - Stay or Go?
So how do you like your backstory?
I don't really like either of them and kind of think stuff like that should just exist in the background without being openly articulated. Like you just see the effects of it all without having to deal with pedantic fake history garbage or flashbacks or whatever the fuck, which reduces the world and characters in the game from uh stuff which has the slight incomprehensibility of the real into just some boring list of completely meaningless details. It emphasizes how constructed everything is, I think, and it's basically about showing off how much work you've put into it when really your job as designer is to keep that shit to yourself and orchestrate it all as quietly as possible from behind the scenes. I guess an example of what I mean would be Frank in the film "Blue Velvet" where he obviously has some horrible stuff in his head but you only see glimpses of it, in is eyes or some sudden flash of anger or some seeming non-sequitor, and it makes it a lot more interesting and powerful than just some generic cause-and-effect backstory garbage.
I'm not really arguing that ignorance is bliss or whatever and that explaining things robs them of their power (the mirror stole my souuuuuul) but I do think it's important to recognise whether this kind of explicit worldbuilding stuff actually adds anything important to what you're trying to produce and whether giving the flying eyeball monsters on level 3 some elaborate backstory about genetic experimentation is going to add to their effect or reduce it. Uh, basically I think that doing worldbuilding and backstory right consists of just showing the player bits and pieces and little details to add up into a cohesive and hopefully compelling whole in the mind of the player. These bits and pieces might be part of a huge in-depth structure which you've mapped out in every detail but I think it's important to realise that sometimes revealing this structure comes at a cost of evocativeness (a word??) and overall effect.
I'm not really arguing that ignorance is bliss or whatever and that explaining things robs them of their power (the mirror stole my souuuuuul) but I do think it's important to recognise whether this kind of explicit worldbuilding stuff actually adds anything important to what you're trying to produce and whether giving the flying eyeball monsters on level 3 some elaborate backstory about genetic experimentation is going to add to their effect or reduce it. Uh, basically I think that doing worldbuilding and backstory right consists of just showing the player bits and pieces and little details to add up into a cohesive and hopefully compelling whole in the mind of the player. These bits and pieces might be part of a huge in-depth structure which you've mapped out in every detail but I think it's important to realise that sometimes revealing this structure comes at a cost of evocativeness (a word??) and overall effect.
What are you thinking about right now?
I'm listening to the rpg maker 2003 rtp music and uh has the "dimension" track always sounded like early eighties new york mutant disco because i don't remember this at all
Marrend's Review thread
Marrend's Review thread
The Astonishing Captain Skull is an adventure game, not an RPG, but give it a shot if you want . . . I GUESS.