ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
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For: I wanna be the Magnanimity
On the underrated vein of PomuRin’s most creative game, “Conscience”, Magnanimity is a solid and fun classic that is painfully unfinished. However, I still find it to be not appreciated enough by the community, considering my unpopular rating scale and the time this was conceived.
The game is quite Conscience-like in the way it concocts and amasses a respectable variety of environments from original video games like Kirby’s Dream Land for the Game Boy to Kirby Super Star Ultra for the DS. We also have Super Mario World, Kirby Super Star and Super Mario All Stars thrown in for good measure, as obligated and overused they might seem today; at least those are done in a better way than freaking Popularity.
The implementation of stages, bosses and gimmicks are cool, but the quality overall presents great variance. The lava stage, the one with Sagat as its boss for absolutely no reason, which had me laughing at the beginning to be honest, has standard screens and a gimmick that allows you to freeze fireballs. Also, we have the normal, generic and standard IWBTG stage, but what is a classic without it (except probably something better)? The Zombie boss is just whatever... There are some questionable decisions here and there, so expect no rhyme or reason.
Yet, this odd facet works in the favor of the game and keeps it fresh, unexpected and unpredictable: it’s better to go blind. Difficulty balance is not off, although you might experience some grinding with the later bosses compared to the overall adventure platforming.
This is the type of fangames that retains my favoritism for the adventure genre, and at the end of the day, that was the genre of the one that started it all. Yet, it is not a consistent experience overall, the last boss is really easy (and famous), and the latter combined with the whole unfinished business gives it a very anticlimactic “conclusion”. What a bummer.
For: I Wanna Possible
Like Needle Satan and countless other needle games, it consists of two stages with a few screens of needle each. Left warp gives a winter feeling and is a fan of corners. Right warp is neon-like and has the more creative-ish needle, but with one of the most intolerable, annoying and loud music choices for a needle. If we’re going to these extremes, I’d prefer the game to be silent. It is two screens but also the hardest warp by a dumb margin; the last jump of the last warp is pretty dumb difficulty-wise unless you immediately know how to cover that much of a distance. Personally, I would recommend playing the left warp and tossing this to the Recycle Bin.
Also, I could never see the clear screen because the game crashes. Everything I did was download the game and that’s it. Perhaps the error screen is the true clear screen.
It sucks.
For: I Wanna Be the Butterfly
Considering one thing takes to another, there are two main inspirations for the creation of Noesis: Butterfly, and Emperor. Butterfly is an adventure game like almost no other preceding it: borrowing the structure of many creators from ホネ。(End the Blood Festival, Buy the Crayon, White Cherry) and ていく (Device, Diverse) to 水鳥 (Competitor, Symmetry, Unknown, Make It Breaking Out), the guy that made us appreciate the meme-teor stream, vanish needles and challenged us to become the emperor, and that other guy that teamed up with the former guy to be the flower, make their duo peak adventure extravaganza. They take the structure from Unknown and Breaking Out, a structure that consists of evolving hubs and evolve into subsequent challenges, a universe that keeps expanding, and turn it into something of their own. The soundtrack throughout is absolutely fantastic and the production value is through the roof without overdoing it: for 2020s standards, it has aged like fine wine (even though I don’t drink).
The first hub has four main worlds:
-Red warp.- The most standard one, and the least fun due to its stupidly precise platforming; the first save is a good intro for this: there will be blood. The third screen, which is the second area of this world, is an infamous one as you are asked to shoot four switches in a row perfectly while falling and then do an A-jump. Then figuring out what to do with the moving spike is mysterious, but the trap after it literally makes your soul escape your body for three seconds. The fifth screen, which corresponds to the third area of this outer-space-like world, was the most difficult for me in the entire game and I don’t exaggerate: the ascending and descending water costed me 11% (rounded) of the total amount of deaths in the entire game, and do mind the game is very long. This screen, with all honesty, is AIDS. The seventh screen, which corresponds to the fourth area of this world, has two saves. The first required jump of the second save is unspoken of, but at least it gives you the proper align for the TAS landing. The last jump of the final screen of this world is also terrifying, but it looks more intimidating than it really is: if you have built the required memory muscle beforehand, you’ll pull it off correctly faster than you might think.
-Green warp: Trigger fiesta, but the first screen is the hardest by a ridiculous margin in the stage. The traps are brutal, and knowing what will happen does not tell you the very specific set of strats and inputs you must apply to pass the screen, and this applies even more to the very first save. Once past the two first screens, the game plays with terrific gravity and jumping gimmicks in screens 3-6 that amount for a fantastic experience. I found a funny glitch in screen 5 which allows you to walk in air infinitely, but the game still registers the shift inputs for jumping.
-Orange warp: For better or for worse, it happened: a v-string stage. Holy moly. Opening with 2 16px diagonals in a row, this stage obligates you to thing about your vertical velocity for making it through specific gaps. The precision is not the one you’re used to, as old fangames used to be ruled by 32px and 16px logic, but not here. It will be less memory muscle and more constant calculation. This stage is often hated the most by regular players, but the implementation is utmost effective: exploit the concept without being horribly unfair with it. Also, the song is beautiful and the overall atmosphere is engrossing.
-Blue warp: The Legend of Zelda time, with a fangame touch of its own! It’s a modest and short, yet fully fleshed out adventure quest within a greater game: puzzles, chests, items, secrets, and a map. Just, how? This is commitment for certain. Needle difficulty is lax as backtracks are required and you can sometimes take more than one route. It must be played to be fully grasped.
From here on, consider even heavier spoilers, as the rest of the game is encouraged to be played blind past this point at the least:
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A new warp opens, and you enter a sort of underworld, creepy and colorless, where you have to replay a specific screen of each stage and gather items again: it gives the feeling that something became unstable, and its balance must be restored. I love open lore like this. Achieving this leads to a Destination-like buildup to a ridiculous cherry boss, which I am pretty sure is a parody of all the fangames that relied on this type of boss, tilesets and the theme of Megaman 2. Obviously, this can’t be the end? What lies ahead now?
Everything was just the opening. To put it in a way, it was the typical intro scene of the game for background or context, except you were not an NPC in it: you played it. The intro theme plays, introducing the lore of the butterfly: Kid has a crush for Gigachad Mario but doesn’t care for Remilia Scarlet. Maybe he gay??? Maybe canonical sequel of GB?
The variety displayed from here onwards is outstanding: low gravity in a huge scroller area, jump gimmicks involving triggers, and a brand new, very different hub divided into two challenges. The left one is, literally a new hub that sections into three parts: a New Super Mario Bros. tribute, a shoot-the-target collection of challenges (where a significant portion of your playtime will be spent as you figure out optimal routing strategies), and a sensational collection of minigames with the rules explained beforehand. The game keeps expanding upon its original premise and places the stakes higher and higher, and all stages genuinely seemed as planned to be playable and offer something interesting rather than a “let’s see if this works” brainstorm of concepts, such as Make It Breaking Out. The minigames test your memory skills, aim, speed, needle skills (punishing you per spike touched), and much more! This is a terrific concept for actually being self-aware about your skills and how it is affecting gameplay per second. Out of all levels, the latter one has a boss. If it’s not memorable at worst, it’s creative at best. It takes some time figuring it out, but it plays more as a minigame than as a normal boss.
Finish the new hub, and an extra challenge appears: a race that will certainly remain with you. Reading the smaller sprites of the enemy and how they dance around you is weird and inconsistent. Nevertheless, it’s a recap of most of the previous challenges and does wonders at creating tension. The final moment of the chase is terrifically animated. You’re transported, then again, to the hub referenced beforehand. The right side remains. This right portal has a continuation of the aforementioned jump gimmick triggers section, and a brand-new hub, like the left portal had. This one has five challenges.
For this right-side hub, my humble recommendation is: if you wish to have a true sense of final boss, as the game doesn’t really have one because it is more focused on being an adventure game of many ideas as trials and took less care of a climactic rendition for an adventure story, then take the upper teleporter last.
-Left teleporter is a creative crossover between Who Wants to Be a Millionaire’s three lifelines, and the fangames based on numbered, individual jump / needle challenges. This has a boss that I think is more a parody on how many fangames use the Suki Suki Suki bouncing cherry of LoveTrap as a boss than anything else, since it is the second type of boss in this game (the one in the Mario stage was more relevant).
-Right teleporter takes you to a Megaman stage. It’s brief and quite uninspired unlike many other fangame attempts to bring this concept to life, even if it’s not the core idea of the fangame such as Be the Rockman (take the secret challenges of Be the Overlord, for example). Also, the main save is really long. In spite of this, the boss works really well as an original concept instead of dodge and shoot, or memorize and dodge.
-Downwards left teleporter is nothing special: trap screens with only one notable gimmick. The real meat is the scoreless cherry avoidance. Fun to do, but might be tedious for some.
-Downwards right teleporter is the most generic and I would personally take this first. It consists in many generic screens with Kirby’s music in a heavy Carnival fashion that has a counter for every screen: either how many jumps you do, or how many pixels you’re moving left or right. The latter has a big opportunity window, but the former is stricter, as there’s only one way to do every screen. Boss is, well, Kirby, and has the quality of 2011 aqua’s fangames in average. Also really easy.
The top teleporter has the only vocaloid avoidance of the game and will be the second highest grind after the shoot-the-target one imo: Meiko. Much of it is pattern, which can throw some people off, and save for the long intro you can’t skip, attacks are in perfect sync and the balance between pattern and RNG is just fair. Pattern segments can be too precise at times, but they will never change, so it’s up to you to find the blind spots. The entire avoidance has the infinite jump gimmick and there are no platforms, utilizing the entire screen at its advantage, and yes, you will go throughout the entire screen. In short, it’s fun, creative and surpasses the memorable Rin “Benzen” avoidance of Flower.
After this, you’re taken to a final platforming section which is just the epilogue and lighter in difficulty, and the structure is bizarre as heck in the best way. Here, the game throws all the bizarre jokes in for good measure and finding the true exit becomes a task. It’s no daunting task as the game knows exactly what you will try to do and has a special trap or joke prepared in there, so it even gives you the feeling of hopefully not missing any. This is the epilogue of all times.
As a conclusion, the game is unique and most of the ideas work splendorously; the quality gap between Flower and this is pretty much doubled. Every continuous expansion the game makes will make you go “there is more!” instead of “please just end”. The inert underworld version of the first hub was great and just the intro for the grand variety that lied ahead. The game does consider you can go to any hub in any order, so this results in several difficulty curves being all over the place. These are minor observations and I am no game creator in any way, but if I could change the pacing and order of the game instead of giving too much freedom, I would lock the right warp of the third hub (the one after everything goes colorless underworld mode) and make it available until the left one is completed. Then, when you enter the right one, I would leave only the four teleporters at your sides visible and make the top one (Meiko’s) visible once you pass all four to give a feeling of a final boss. Anyway, this still can be done by yourself in this way, and for those willing to do it in a different order, well, what can I say?
Immediate favorite. If you haven’t played this, change that stat now!
For: I Wanna be the 256
Homie 128-Up is back with lessons learned and a more solid difficulty balance and progression. The game still begins brutally and is not devoid of traps; it focuses more on triggers and makes them more obvious, although this often comes with the price of paying with many trollish deaths, so this is also getting the “trap” tag. Stage 1 still has dumb guessing games: First screen, if you do the gate, the minispike will move, as it’s obvious; second screen of the same first stage, if you touch the perfectly still brown platforms, they will move! Etc...
The third stage is the most interesting one overall, as it plays with the concept of backtracking. I wish it scrolled horizontally, but you don’t have to backtrack through the same spots you went through. So, considering what seems to be possible routing, you should try that road first and see if it works. Unlike many parts, the screen transitions here are sometimes unfair as you might die.
For the life of me, stage 4 used a Crash Bash song and I was cheering. Green stage looks bad, but I couldn’t stop thinking about this, as brutal as it was. Also, stage 5 punched me in the face with featuring the song of my favorite track of Sonic Riders for the PS2. Awesome sauce! I enjoyed the Sonic-Riders pink stage. Stage 5 is when things get exponentially harder and when the game begins competing with RZ in terms of difficulty: it’s horribly precise. Your first major grinding will be done here. The substantial backtracking begins here as well, but at least it speaks favorably for the thought that went into the level design. Second screen of stage 6 has the brilliant idea of ending a long, hard save with a 9-jump: this is uncanny to the second save of Stage 5 of RZ (although I’ll grant RZ makes you do two and upside down).
The last stage is a foreshadowing of greater things to come in the sequel. It is also the most brutal for many (2nd hardest for me). Add some inverted gravity water sections with triggers since the very first screen and you’re in for a blast. The third save is unforgiving from the opening maneuvering you have to do, an unfriendly screen transition, many intended 16px gaps and triggers that are traps. This is where I began to suffer the griding more than enjoying the increasingly creative level design. Third screen has one of the bs moments of the first game: “See this diamond? To the naked eye, if you do it, you’ll most probably die and it’s useless, but do it anyway: it’s necessary for progressing through the stage”. Even when you do the diamond successfully the first time, you have no idea what will happen and die anyway, but it’s the only way to find out. What’s the logic of treating the player like this?
Now, I still have to be honest: the final screen is a near-masterpiece, and the best moment in the entire trilogy (yes, including 512): it’s a harsh endurance test, but balanced, intuitive, heart-pounding and challenging. There are no unpleasant surprises, no triggers that have to be activated in a random wall in North Korea so you can come back to the screen and progress. The screen keeps changing after you go to a dead end, indicating exactly where to go next: purely trigger needle. Inverted gravity is used correctly, and there’s a lot of tension and calculation involved. The second vine in the middle is the toughest jump in the screen, but you know exactly what you must do. It’s the perfect setup for the final boss.
The final boss, Super Galaxy Man, has less visual challenge than the predecessor of 128, making the endurance boss a fun ride. It’s a refreshing take after so much freaking needle. It’s more memorable for better reasons than the final boss of 128 and is perfectly readable: no unfair shenanigans to blind you temporarily after a long attempt. It’s you and your reflexes vs. the boss. Classic theme also.
Concerning the difficulty, in average, I found this as difficult as RZ. It’s unreasonably hard. I had a very similar amount of deaths in both games, but there are two effects I think cancel each other out numerically: I did RZ more than a year ago, with less skill than today, but there is no luck boss. On the contrary, this boss is the total opposite: it’s even kind of trivial for some reason (maybe because the main purpose of the game is still to be trigger needle).
Thanks for making.
For: I wanna be the 128
“Guess which random space to go to by dying many times: the game.”
128-Up applies his username to a fangame, the dream of all auteur(?). This is the first real attempt to create a Rukito-like game. Despite the variety and playtime this game aims at giving, I dislike this one very much.
The core problem is that it never decides between being a trigger game or a trap game (I don’t know why the trap tag hasn’t been applied as it is quite shameful in this department unlike the sequels: fake blocks, alternate paths, etc.). Traps can be memorized and that’s fine-ish, but the triggers are horrendous. The most intuitive way to handle a trigger game, which must not necessarily be a trap game, is to open a new path or activate a mechanism that transforms the screen at least marginally, or in the best of cases, reshapes it to a way that is not even considered as backtracking anymore. The game fails miserably at this.
It starts looking really bad from the first stage (perhaps it’s forced tradition, like all forced Stan Lee cameos in every Marvel film, may he rest in peace), and this is where the trigger problem begins, but I’ll get back to it later. The second stage looks really cool and this is where you realize the emulation of Rukito is real, but with a distinguishable stamp. Then the third stage, which is vine-heavy, comes back to an annoying Microsoft Pain green with a dark blue background. Visual style is not consistent and that original in its attempts to create soothing brand new appealing stages.
You can get over this: fangames that are deficient visually can more than compensate this with the platforming, and this was something very real in the early 2010s. However, the trigger implementation is, to put it mildly, stupid. As mentioned, triggers should be intuitive, but the problem begins even in Stage 1 where several spots could be tried after a long save to see if anything freaking moves. Take the second save of the first screen (no lie) as the first example. The first jump is quite tight. You might be trying to activate something in the ground, but nope, you have to go to the middle block. Fine, you see something moves. It worked: it required a very weird jump in the very first screen (no difficulty curve in this game; even Rukito had them). Now let’s go to beneath the two spikes with their tips colliding; there’s a small space beneath. Go. Yes, it works. A spike moved. Let’s go there. Cool, worked also; something opened on the right. The following moment is dumb: a spike opens to take you to a place that leads nowhere. It’s a 16px gap with nothing above. Should I try left? Should I try right? I did try right since there was no roof. Nope. It was left, but I died. It’s not obvious; sometimes it’s a guessing game.
There are two main ways to solve this:
-Close all alternate possibilities and have a single clear one
-Indicate with a marker what wall you should randomly touch or what 32X32 space you should go to
This bad trigger problem is ALL OVER the game, creating unnecessary difficulty. However, I’ll mention the three most infamous examples that scarred me:
-Screen 3 of Stage 5 (yellow pyramid-like stage): it’s an underwater race against the clock (which you of course activate by “almost doing” a random gate that exists because it exists. The road is obviously closed by spikes, so good luck finding the triggers, to keep opening the road. Some of them are even 16px wide. It’s nonsensical.
-Save 2 of Stage 6 (red stage): this is the worst example of them all. I had no idea what to do. There’s a vine on the left wall; I kept exploring everything in that area because it was the obvious thing to do, at least for me. What you must do is stupid: jump over the completely useless and random spike on the far right wall (you must go through a 16 px space of course) and hug said wall double jumping as high as possible. And I mean, very high. This will intuitively deactivate the minispike on the previous left wall you were trying and will obviously remove the upper road once you run away from the floor trap. What in the world?!! Shamefully, this was the moment I had to use an online guide and this moment is beyond me.
-Save 2 of Stage 7 (gray castle-like stage): after doing the double diagonal in the middle of the screen, a spike opens, but the jump is impossible. Naturally, one must activate a new trigger that is... where? It’s a leap of faith. Well, let’s fall down. No? Ok, maybe try going through the diagonal and over the three spikes: perhaps one will move. No? Well, it’s the block beneath me even if I’d immediately die. Completely obvious!
Honorable mention goes to the water section of Stage 7 also.
Final boss Mushroom Mecha is fun, but the background choice can make you confused with what hurts you and what doesn’t. It has many phases, so be prepared for an endurance test. I am not a fan of the huge light made in the fifth phase to blind your view completely, making it a luck game pretty much more than a reading one.
If you finished this game, play the sequels; they do up the standards progressively.
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