The Return of Talking Time

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  #901  
Old 05-11-2017, 10:29 AM
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oh hi hyperventilation, I didn't see you there
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  #902  
Old 05-11-2017, 10:40 AM
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... having not played this game, I can only assume there's some reason you can't just stand on one of the blocks, or pause at all to aim your next jump.
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  #903  
Old 05-11-2017, 10:54 AM
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the level is long and the heart-sapping time limit is strict
and the blocks only move once you jump off them
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  #904  
Old 05-11-2017, 10:58 AM
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the level is long and the heart-sapping time limit is strict
and the blocks only move once you jump off them
Is there anything stopping you from jumping in place and letting the block catch you, then?
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  #905  
Old 05-11-2017, 11:01 AM
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Yeah it isn't solid when it's moving
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  #906  
Old 05-11-2017, 12:23 PM
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Wonder Boy: Monster Land | Westone | Arcade | 1987





Here's a little something that didn't end up fitting into my last Monster Land post.
I watched this for ten straight minutes and the poor little guy never reached the top
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  #907  
Old 05-11-2017, 04:15 PM
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... and your feet are Luigi-at-his-worst slippery, and this is in the dungeon where leaving a screen the wrong way warps you way away from where you were.

The day Wonder Boy 3 became available, I switched to a system of playing 2 through up until the last dungeon, then shutting it off and switching to 3, on the logic that story wise I was still getting a complete playthrough.
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  #908  
Old 05-11-2017, 08:35 PM
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The funny thing is, that part's not even bad in the arcade original. You still have to know what to do, but you'll never just fall through the platform you're jumping from like when you've done something to make the Master System version angry. And if you do fall, you just have to kill all the enemies in the previous room again, unlike on Master System where you have to restart the entire maze.

Anyway...


Kaizō Chōjin Shubibinman Zero | NCS | Super Famicom | 1997





I guess this is just something I do now.
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  #909  
Old 05-12-2017, 02:51 AM
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The worst part on SMS is the screen transitions, so vertical scrolling probably reduces the frustration.
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  #910  
Old 05-12-2017, 03:05 AM
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Man, I'm so grateful there's a dedicated repository of Kishi Posts now, rather than just sometimes stumbling upon them like gold nuggets in the hard pan.
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  #911  
Old 05-12-2017, 07:14 AM
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Wonder Boy: Monster Land | Westone | Arcade | 1987


Wonder Boy in Monster Land | Sega | Master System | 1988




Or, as it more often goes:



Hope you don't mind the intrusion on your thread, Kishi. I had the materials from my LP lying around.

Last edited by Yimothy; 05-12-2017 at 07:32 AM.
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  #912  
Old 05-12-2017, 07:25 AM
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Man, I'm so grateful there's a dedicated repository of Kishi Posts now, rather than just sometimes stumbling upon them like gold nuggets in the hard pan.
This thread is 31 pages of gold nuggets. (Except for the coal nuggets that occurred a few times in antiquity, but those were not from Kishi. Refer to the tags.)

Kishi: That Shubibinman gif got me wondering. Where did that "haughty female character laugh" originate in Japanese media? It's always presented exactly like in that gif. I'd have to guess it's one of those Tatsunoko series but I could imagine it goes back further than that, too.
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  #913  
Old 05-12-2017, 08:20 AM
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It's always presented exactly like in that gif. I'd have to guess it's one of those Tatsunoko series but I could imagine it goes back further than that, too.
You can find examples of it in novels from the late 1800s.

With infinite time, you could maybe do an exhaustive search of all extant recorded media to find the earliest remaining voice acted example, but it would probably just be the first example in recorded media of a trope that existed in stage productions. Melodramas written with vernacular dialogue from the Edo period are a possible origin point, but it could also be much earlier... Edo would maybe the first extant example, because an explosion of print culture lead to it a large amount of materials reflecting popular culture (as opposed to just high culture, or the occasional bit of low culture that remained by happenstance).

Last edited by estragon; 05-12-2017 at 08:31 AM.
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  #914  
Old 05-12-2017, 08:42 AM
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I would read an essay about the history of the ojousama laugh, possibly even a short book
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  #915  
Old 05-12-2017, 10:38 AM
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Hope you don't mind the intrusion on your thread, Kishi. I had the materials from my LP lying around.
I'll allow it this once. People need to know about those platforms.


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With infinite time, you could maybe do an exhaustive search of all extant recorded media to find the earliest remaining voice acted example, but it would probably just be the first example in recorded media of a trope that existed in stage productions. Melodramas written with vernacular dialogue from the Edo period are a possible origin point, but it could also be much earlier...
This playlist has two hundred examples, but I think they only go back to the '90s at the earliest (and they're only from games and anime). Infinite time is right.
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  #916  
Old 05-12-2017, 10:41 AM
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Originally Posted by Kishi View Post
This playlist has two hundred examples, but I think they only go back to the '90s at the earliest (and they're only from games and anime). Infinite time is right.
Why am I not as surprised as I thought I'd be that there is a playlist for the ojousama laugh.
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  #917  
Old 05-12-2017, 10:42 AM
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Wow! Good intel. Laughing ojousama laughs in eternal space.
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  #918  
Old 05-15-2017, 11:23 PM
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Puyo Puyo Tsū | Compile | Arcade | 1994





"Puyo Puyo...this many."
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  #919  
Old 06-13-2017, 03:42 PM
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Puyo Tsu is one of mankind's greatest triumphs.

It's rude of me to enter in here with a request in tow, but would you happen to have an animation of the twitching eye from the opening (and other bits) of Breath of Fire II?
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  #920  
Old 06-18-2017, 09:15 PM
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So I don't know if this is allowed or not, but Kishi's been hard at work in my Sonic 3 Complete LP and the idea of these not being cataloged in his GIF thread for future reference is DOWNRIGHT UNACCEPTABLE so...

Sonic & Knuckles | Sega | Genesis | 1994
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Originally Posted by Kishi View Post
It's probably fair for final bosses to defend themselves against game-breaking super forms. Sonic 2 gets around it by not giving you enough rings to get there, S3&K accounts for it by requiring a super form to even show up, and Big Arm simply dunks you.


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Quote:
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GEE I HOPE NOBODY READING THIS LP RESPONDS TO THIS POST WITH A BUNCH OF BEAUTIFULLY ANIMATED GIFS OF KNUCKLE'S EXPRESSIVE LITTLE ANIMATIONS THAT WOULD JUST BE AWFUL.





























As you may have noticed, when you're not playing as Knuckles, he uses a different color palette with a pinker shade of red and yellow socks. For some reason, when he's in Hidden Palace, the bright red parts of his shoes (and tongue) also look like brown mustard. For Sonic 3 Complete, the ROM hackers changed this so Knuckles always has the same palette as when he's playable, because of course they did.

Also, I never you could get a reaction out of Knuckles in Sky Sanctuary by ducking next to him. (And before I captured his "exhausted" pose, I never noticed his mouth is hanging open, either.) I love that I can still learn new things about this game.



EDIT: IT KEEPS HAPPENING
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Originally Posted by Kishi View Post


What a great final boss, too. Surely nothing could follow up such an impressive spectacle!
Quote:
Originally Posted by Kishi View Post



The Doomsday is a lot tougher if you're Super Sonic instead of Hyper Sonic, since you can't press a button to dash around the screen. The good news is you can hang back and get as many rings as you like before trying to advance on Eggman.





For some reason, it's important to me that the name of the zone has the word "the" in it. It's not Doomsday; it's The Doomsday. I guess the fact that no other zone title is like that, combined with the fact that it's the last one, lends it a certain gravitas.



And speaking of gravitas, thanks for calling out the music. It's easily one of my all-time favorites.





This also might be the prettiest zone in the game to me—which might sound strange given it takes place in the cold expanse of space, but there are a lot of great color choices at work. Bright yellow Super Sonic, bright red Eggman, bright green Master Emerald, bright blue planet...all popping out from the contrast with the pitch-black view of space. It's a great example of how the Mega Drive could produce some bold hues even if it couldn't display a whole lot of them at once.



Last edited by BEAT; 06-21-2017 at 01:27 PM.
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  #921  
Old 07-02-2017, 05:59 AM
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Quote:
Originally Posted by Hazama Kuro View Post
It's rude of me to enter in here with a request in tow, but would you happen to have an animation of the twitching eye from the opening (and other bits) of Breath of Fire II?
Don't worry about it. I'm happy to make a fan happy.


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  #922  
Old 07-02-2017, 08:57 AM
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Yikes
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  #923  
Old 07-02-2017, 09:35 AM
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Don't worry about it. I'm happy to make a fan happy.


Arguably the highlight of the entire game. Right there at the beginning!
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  #924  
Old 07-02-2017, 10:17 AM
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I've never been clear on whose eyeball that is; the vertical orientation implies it's Barubary, the text implies it's either St. Eva or one of his priests, and the general design of the eyeball looks reptilian enough to be the dragon gate.
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  #925  
Old 07-02-2017, 01:36 PM
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Originally Posted by Octopus Prime View Post
I've never been clear on whose eyeball that is; the vertical orientation implies it's Barubary, the text implies it's either St. Eva or one of his priests, and the general design of the eyeball looks reptilian enough to be the dragon gate.
"Give yourself to God. Pray to God! Praise God! You must become God's strength..."

Of course that didn't work out so well when it's told to a 6 year old.
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  #926  
Old 07-02-2017, 04:12 PM
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So Kishi, I know you're a horror game kinda guy. Any chance you might do an animation of Bobby Barrows' li'l jumping dance from the Super Famicom Clock Tower? aka Clock Tower: The First Fear on PSone.
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  #927  
Old 07-02-2017, 06:02 PM
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Quote:
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Don't worry about it. I'm happy to make a fan happy.


St. Eva bless you.
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  #928  
Old 07-02-2017, 08:19 PM
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Originally Posted by MetManMas View Post
So Kishi, I know you're a horror game kinda guy. Any chance you might do an animation of Bobby Barrows' li'l jumping dance from the Super Famicom Clock Tower? aka Clock Tower: The First Fear on PSone.
Sure. I like Bobby.




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  #929  
Old 07-02-2017, 08:37 PM
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Sure. I like Bobby.




Thanks, Kishi. ^_^ Bobby has some great li'l sprite animations for various situations. It's a shame the direct sequel went 3D, 'cuz Jennifer and the Scissorman had a lot more character in pixels.
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  #930  
Old 07-03-2017, 06:31 AM
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is this dork scarry?
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game art , go home you're drunk , in the original japanese , madmachine is a pervert , ohgodmybrowserisdying , pixel art , popitlikeitshot.gif , sprite art , thx kish

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