All 250 entries from this year’s My Famicase Exhibition – Meteor’s showcase of cart designs for made up Famicom games – are now available for you to click through and enjoy! This is way more convenient than opening a million tabs from Twitter’s #famicase hashtag, and you can get a better sampling of the contributions from Japanese artists. Plus, there are descriptions for all of the concepts, though you may need to open Google Translate for some.
The designs we featured above come from Anna Dittmer, イイヌマ, ヤマダユウス型, 廸, NEKONOKO, イズ, Dima Goryainov, rayzones, Chris Furniss, and Liam Higgins. You can see all of the cartridges on display at Meteor’s game shop and gallery in Nakano, Tokyo until May 13.
► THE NEW CLUB TINY IS HERE Support Tiny Cartridge!
en.wikipedia.org/wiki/Family_House_(game)
Family House (also called the Family House Prototype) is an unfinished horror-adventure game for the Playstation 2. The game was pitched to Capcom in 2004 by a company called Video Interactive, though no public information exists of any such company, and the true creator of the prototype is unknown. [Citation Needed] Capcom were initially interested in the game, but after a number of erratic phone calls with Video Interactive’s representative, Capcom ceased any further contact with the company, and have rarely mentioned the game in any capacity. [1] An unfinished build of the game, along with a word document consisting of the game’s story and concept, was released anonymously onto the internet in 2016. [2]
According to the included word document, the protagonist is a young woman who, after the death of her mother, returns to her childhood home to meet with her estranged father. When she arrives home she finds a note from her father saying that he will back soon, and happily mentioning something he found in the attic, an old Famicom-like game console and a stack of games. However, while the protagonist recognizes the system from her childhood, the games are unfamiliar to her. She decides to play them to pass the time while she waits for her father to return, but finds they are cryptic in tone and have eerie connections to her life. The full game would have alternated between the player controlling the protagonist exploring her old home town and playing various fake Famicom games, which would include clues pointing to a larger mystery going on in the town.
The unfinished prototype only features the house to explore and two incomplete Famicom-esque games. These games include “Dark House,” a horror-themed adventure game similar to Uninvited and the other MacVenture games, and “Mindreader,” a simple fortune teller style program. The house featured in “Dark House” seems to have a layout similar to the protagonist’s childhood home. It is unknown if “Dark House” and “Mindreader” were official names or simply placeholders. Other games were planned, but not outlined in the word document.
Along with the two original games, the game data includes ROMs for Makaimura (Ghosts 'n Goblins) and Rockman (Mega Man) for the Famicom. It is unknown if they were included for testing purposes or if they were planned to be used in the final game. Some have speculated they would be featured as playable cartridges, included for the sake of immersion rather than having any bearing on the plot. [who?]
I will never stop posting Link’s Awakening-adjacent content on this site. Shout-outs to Nintendo Wire for producing this video demonstrating what the Switch release could look and sound like on a Game Boy Color:
If you’ve somehow missed it, make sure to check out this ambitious Breath of the Wild mod that allows you to explore the world as Zelda – this one will actually be playable eventually!
BUY Breath of the Wild: Expanded Edition Guide, BOTW Link Nendoroid
Oblique Strategies is a deck of cards designed to help artists break up an art block. Each of the 100+ cards contain a possible action to take or a new way of thinking about a creative problem. They were created by artists Brian Eno and Peter Schmidt in the 70s and have been updated with various new editions over the years.
This is a port of that deck of cards for Game Boy, for some reason.
It was made by me, Nicky Flowers, as a way to learn how GB Studio works. Turns out it works pretty well! I boot up the ROM on my DMG when I get stuck working on music or coding or really anything where I'm creating stuff. I hope you might find it useful too!
Today is my day off so i decided to do some summer cleaning, and i found a box of my old SNES cartridges in my crawlspace, haven’t looked at them since high school. Has anyone heard of this one? It has to be a weird bootleg but i’ve never seen it before. It won’t play, just goes to a black screen with ambient music playing. Kinda spooky.
ICE WARS was a fantastically-popular vector scan game, featuring a thinly-veiled representation of the Soviet invasion of the Aleutian Islands early at the start of what became World War Short. It was also the game that turned struggling Vectorpoint into a major power in the field of arcade gaming, sponsoring three sequels, as well as the spin-off game SNOWMOBILE CARNAGE, one of the only vector-scan games ever to be rated AR for graphic violence. A tamer set of graphics was included on some supplemental ROMs, but they proved to be so unpopular that they were discontinued (and it’s one of the cases where the more-restricted version of the game ended up commanding higher prices on the collector market).
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Obviously ICE WARS is based on BATTLEZONE (1980), itself a fantastically-successful tank simulator (and one of the first realtime 3D games). It’s also an amazing technical achievement given the computing power of the time. The designers, Ed Otberg and Owen Rubin did so much to conceptualize digital space and set out basic rules for gaming within it.
I learned a lot in the process of making up these screens and designs (themselves based on vehicles created for the Microgame ICE WAR (1979) by the eponymous Elohrir, though I wonder if that designer turned out to be someone else.) Probably the biggest lesson was that games like BATTLEZONE are really dominated by negative space. You don’t shoot at the vector lines, because your target lies in-between them.
Apple Quest Monsters!
Over 50 lovingly crafted sprites and descriptions of monsters from a non existant RPG, inspired by my childhood love of reading strategy guides for games I never played.
4 of the monsters here previously appeared in my Guide to Ghosts.
I spent a lot of time on each monster, so I hope you enjoy reading them!
Buy on itch.io here!
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A collection of epistolary fiction about video games that don't exist
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