Lone 'Coon Productions

Independant Creativity - the Best Kind

Majesty's Musings

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Return of the Golden Ratio

Posted by supercomputer276 on February 1, 2011 at 7:10 PM Comments comments (0)

If you take a look down at the bottom of this page, you'll see one of my older articles around there showing my explaination of the "fan-to-comic" ratio of Smack Jeeves comics and what the ratio was for all of my comics at that time. Well it's been a month shy of two years since then, so let's see how everything stacks up now!

(If you want to read any of these comics, make you way to the Webcomic Gallery.)

Tails and His Inverse Universe
Sparse updates as always, and this remains one of my more well-received comics. I should probably work a little on this, if only to resolve a three-way battle between Tails, Shade Man, and an Eggrobo.

Authortastic 2.0 (current leader)

Did more sign up when an accouncement of a new version of Authortastic went up, or was it the hope I'd actually show the climatic battle between SC and DC. If only because of the hole in G.O. canon, perhaps I should...

The Mind of SC276

Trailer Park of Authors (current leader)
Again, this one falls on me to finally conclude this long-dead beast, leading into the rest of the Game Over canon. I'll be sure to keep that in mind...

Outside the Kirby one below, this has the highest increase in ratio. For the love of me, I haven't the slightest clue why.

Miles Prowler Private Eye
The first loss on this list. Guess one guy just couldn't wait, since I haven't updated this thing in years. Not that I blame him...

Sonic Author Partners (co-author)

Still dead. Still better off forgotten.

The Superkirbies
The ratio is inversely proportional to the number of comics, so when they go up, the ratio goes down. Definately the largest loss in this list.

Astro Clown
And here's the first of the comics that were created after that last entry. I suppose it's reasonable. I've got around a half-dozen others written out, but I dunno when I'll get around to it. First, finding the notebook...

Kirby battle arena MK 2 (co-author)

Reboots do not help anybody, you lazy asses that can't live up to your mistakes. These are the only situations where the ratio is not an accurate measure of a comic's quality, because the previous comic's fans are still there or sign-up for the new one. This could very well be a good comic if there were more comics to fix the ratio, but I've done all I can / care to do right now, and the creator needs to pull his weight.

Mushroom Bowl: Season 1 Grand Championship
Since the comic's ended, I seriously doubt this number will change anytime in the forseeable future. I'm cool with that.

I dunno what to say here. I feel this comic isn't as subject to the ratio as the others, but I can't say why.

All the Myriad Ways

Posted by supercomputer276 on January 16, 2011 at 12:43 PM Comments comments (0)

I'd like to take a moment to talk with out about possibility.

It's my firm belief that, in some form or another, nothing is impossible. If there is something that is impossible in this world, such as, say, a handheld portal-creating device or a giant talking TV-obsessed gecko, then there exists a world where it is possible.

Yes, I believe that video games are a window to another universe. But not just video games, no; books, too, and movies and television. All peeking in at other worlds where wonderous things can happen... because in those universes, it can. The possibilites that crop up when fictional worlds are just as real as ours, but just exist in other universes, is quite staggering.

The Myst line of games takes that idea and runs with it. There are infinately many ages (as the different universes are called). When you try to make a change to a Description Book to "edit" the age, depending on how big the edit is (like, bigger than a falling dagger or something), you're not changing the age itself, but simply changing the universe the book links to so the age on the other side does match.

Which brings me to what I really wanted to talk to you guys about: an abandoned alternate-universe concept called Game Over MYSTery. It's just what it sounds like: Game Over + Myst. But lemme tell ya, it was a sad alternate universe. Since I lack the sufficient means outside Garry's Mod and Hammer to create anything I really needed for this storyline I created when I first got into Myst, I'm going to put all the ideas I had for here and hope you enjoy it. Hold tight; this is a long one.

The story starts when SC goes to Earth while Jiggy hunting and finds an abadoned D'ni ruin, with a library including a few Linking Books. He takes notice of one in particular, named "Blackland," and takes it along with the Jiggy back to Mt. Majesty and shows it to Elizabeth. Over the course of the following week, SC and Elizabeth research the book and the D'ni.

At the end of the week, Mt. Majesty is struck by a tremendous earthquake. The entire mountain comes down. By Linking through to Blackland, SC and Elizabeth are the only survivors... except DemonComputer, who in this continuality, as he originally was, was sealed inside Panchico, who manages to escape with Panchico's death. As he was watching SC's research, he makes his way to the D'ni caverns in New Mexico and there starts gathering textbooks and materials to learn the Art for himself and go after his weaker self.

After several failed attempts, he finds a Prison Book among the textbooks holding what appears to be a young orange hedgehog lady. Using the power of the Crystal Ztar Rod inherient within him, he manages to release her back into the wide world. She calls herself Tamany Hall (yes, this is where the character started out), and she was formally a D'ni but imprisoned in a slightly faulty Prison Book after a massive accident that mutated her. She tutors him in the Art and in the process ends up falling for him for rescuing her. (Poor original Tamany...)

Meanwhile in Blackland, SC and Elizabeth are trying their best to cope with the loss of the Game Over and settle down on the small orange rocky island that is Blackland, even getting romantic with each other. However, Blackland's Linking Book survived the quake, so DC and Tamany invade and capture them. They are spirited away to SC's first stable age, the marshy prison world of Soulwood. They're held there for two months, kept starving and tortured mercilessly for DC's amusement. Eventually, SC manages to use a bit of power he got before the story from the Millennium Ring (...yeah, long story) to copy the knowledge of the Art from DC's mind to his. He and Elizabeth sneak into DC's living quarters and find a blank book, where SC hopes he remembers exactly what was in the first book and creates a new link to Blackland, which they both escape through.

Once back, SC manages to set up defensive measures to prevent DC from invading again, then teaches Elizabeth the Art so that she can get away if she is seperated from. He finds she takes to it quite naturally, and manages to write up new ages impressively well, including managing to easily create Linking Books to most anywhere she's already been.

And that was just the first four of about ten or so chapters (this was intended as a sprite comic). Further adventures included DC's second age and established home front, Coalcastle (a black mountain peak sticking out of the ocean), and Tamany attempting to seduce him by going around naked. The eventual goal was the discovery of what caused the destructive earthquake. Not too much was thought of it beyond the starting point when the concept was abandoned. Here's the list of all the ages that were involved in the concept, with descriptions from my original notes:

  • Blackland: This desolate island was actually a pre-existing age. Orange with the lack of life, it is almost arrow-like in shape. The shore is flanked with high mountains except for the penensula where it is barren. An old classic red-and-white lighthouse sits on the end of the penensula, which is strange as the dock is on the opposite side of the island. The only other buildings are a large one-room house and an elegant library building where several linking books are held. Because several of the Ages linked to in the library are Ages linked to or created by SC or Elizabeth, rumor is they were once trapped here by DC until they mastered the Art so they could escape.
  • Soulwood: DC's first stable Age is a marshy mist-shouded forest devoid of animal life save a few small birds. The forest is flooded partially with water that has the properties of super strong quicksand; once you step in, you ain't steppin' out no matter what you try. The area is navigatable by traveling across steps from giant tree stump to giant tree stump. DC designed this Age as an inescapable prison and place of merciless torture. There are three distinct areas in this Age: the Lockhouse, where prisoners live when not eating or being tortured, under constant threat of the floor opening up and the marsh swallowing them whole; the Mess Area where prisoners are fed a strange odorous substance that can barely be described as food; and the Torture Chamber carved out of the largest tree where prisoners are subject to a lifetime of pain in a matter of seconds by various means, including an Iron Maiden, a stretching table, and a hi-speed tickling machine. While there is a bookroom located within this Age that DC installed for backup and emergency situations, it is so far out of the way and inaccessable that the prisoners don't even know it exists.
  • Coalcastle: DC's second stable dimension is a huge black mountain that sticks out of the ocean. It's riddled with caverns and tunnels carved out by unknown forces, although they seem to be man-made. DC has transformed this peak into a gigantic black fortress where he stays the most often compared to other Ages; he keeps his main library here as well.
  • Dreamgear: A robotic age that SC and Elizabeth wrote together. At several spots along the walkways are sets of computers and machinery called a Dream Station. With these devices, visitors to the Age can enter a dream state and appear in the a dream environment, a sort of combination of both virtual reality and hypnotism. People at the same Station at the same time enter the same dream environment. While the computers that operate the Dream Stations are nearly tamperproof, users can still experience bad dreams. A crew of androids man and maintain the computers all over the Age. There are a few rumors about how the technology of this world is used and how it works; one is that SC and Elizabeth once used the Dream Station to simulate sleeping together before deciding whether they should do so for real.
  • Rainbowglen: This large grassy island somewhere in a temprate zone is always bright and sunny. This was the first Age Elizabeth wrote about with the Art. The flowers, bushes, and trees produce candy-like fruit of every variety and there is always a rainbow in the powder-blue sky. Elizabeth says that this Age has always cheered her up; even just looking at it through the linking panel in its book gives her relief.
  • Diamondcastle: Created by Elizabeth by rewriting a copy of DC's Coalcastle linking book, this Age is the polar opposite of its original version; it is a castle carved out of a white mountain sticking out of the sea. This is SC and Elizabeth's Age away from home after Blackland. The master bedroom contains two large thrifty beds, although Elizabeth's is not always used every night. No one is sure whether this is because she is out in other Ages on some nights or sleeps with SC on occasion instead.
  • Havensea: A beach-like island in the middle of a beautiful blue sea, this tropical resort of an Age was written by Elizabeth. This is a cresent-shaped island dotted with palm trees, with the large patch of water within the cresent circle a deep lagoon filled with marine life. There is a small sturdy shack on the island where linking books are kept.
  • Poisonlagoon: DC's third stable Age, this is another swamp-ridden world similar to Soulwood; the only difference is that there's no fog and the ground is only slightly damp. There are some mud nuts in this Age where DC stays; some are on platforms on stilts that stand on the muddy ground, while the others are treehouses or on platforms build in the trees, forming a network of planks similar to Channelwood. The water is infused with a unique brand of poison (injected by the slightest touch) that doesn't kill, but causes feelings of severe pain all over the victim's body that never ceases until they natually die. The pain starts five hours after infection. The biggest concentration of this poisoned water is a large basin a short distance way from the village that is home to a special breed of alligator that is immune to the poisoning effects of the water (that, or they do not express the pain they are feeling) and every member of this species has a bad attitude (which may be a result of the pain if they feel it).
  • Cardshark: An Age shared between SC and Elizabeth, the island here consists only of a large casino filled with all types of gambling games. The currency used is the deuce, gold coins that can be found in oysters off the coast like pearls are on Earth.
  • Digital: SC and Elizabeth wrote this Age to resemble the theory of cyberspace. With a constantly moving green and black background and multiple floors of flat planes, it's quite a sight. Visitors can move up and down by riding the red plane elevators.

So yeah, this is where Tamany Hall came from (thus why she used to be the Mystic Division Head and is the Game Over's expert on interdimensional travel). She got reworked into the main Game Over line when MYSTery was cancelled.

And y'know something? In the quantum way of it all, perhaps even though this story was abandoned... that doesn't mean it didn't happen somewhere.

Review: Epic Mickey (Wii)

Posted by supercomputer276 on December 16, 2010 at 10:54 PM Comments comments (0)

When Warren Spector signed on for this game, he said "You know, this is probably impossible, we're probably going to fail." Did they? ...A little.


Category: 1 Player Action-Adventure/Platform

Developer: Junction Point

Publisher: Disney Interactive

Release: 2010


Ladies and gentlemen, the world's biggest shout-out. Epic Mickey stars Mickey Mouse as he discovers Wasteland, a world created by Yen Sin for forgotten Disney characters (which looks a hell of a lot like Disneyland; who's forgotten Disneyland?). While being mischievous with the sorcerer's paint brush, he accidently creates and unleashes the Phantom Shadow Blot upon the model world, ruining it. Several years later, the incident long forgotten by Mickey, the Shadow Blot drags him into Wasteland for the purposes of obtaining Mickey's Heart, a measure of the love of the general public; without a Heart, no one can escape Wasteland. Attempts by the Mad Doctor to extract the Heart are foiled by the interference of Oswald the Luckey Rabbit, the first resident and previous leader of Wasteland) and Gus the Gremlin (one of several characters from an unreleased WWII short) and Mickey escapes. Having absorbed some of the Blot onto him during being dragged there, Mickey (aided by Gus as this game's exposition fairy) must find a way to escape back to the real world, and that might require the help of a certain forgotten half-brother...


The primary theme the gameplay builds itself around is duality and choices. Mickey is equipped with the magic paint brush previously mentioned throughout the game. This brush can release two fluids: green thinner, which removes cartoon objects (generally brighter in color compared to inert matter); and blue paint, which restores thinned objects (which make their non-presence known through faint brownish outlines). There are side quests to complete, items to find, and plenty of NPCs to talk to and enemies to kick (or befriend) the butt of, but when you get to certain junctures, you're left with a choice. Many of these junctures present themselves in the form of the game's bosses, the first of which is Small World's clock tower (REVENGE!!). There is (most of the time) no third choice. You use paint, you use thinner, or you go home (although, to be clear, you can use whatever you want at any time). Choosing either of these paths not only changes the results of the ending, but has the more immediate effect of affecting things like what sidequests are available. In-between the main 3D action areas are the Travel Maps, 2D platformer segments that take their design from classic Mickey cartoons (and three Oswald shorts).


The game has several good points. The gameplay itself is fairly solid, and really knows how to do a lot with the basic paint-thinner concept. The ways you can play with the environment to defeat enemies (such as thinning a bridge out from under an annoying Beetleworx enemy) prove creative. The music isn't particularly exemperary, but it's notable; when you have "Small World" for boss music and it works, you're doing something right. It's impossible to get everything in one go due to the nature of the game (you're not allowed to reenter stages after you've played them), but you get a new game plus after you've won (or so I've heard; I only managed to get through three bosses before having to return the game). Finally, the game's plot is one of the more unique ones I've seen in a video game, creating a world of forgotten Disney characters, both previous stars such as Oswald and bit characters like... the majority of NPCs, and making good use of them that matches fairly well when they were on the screens.

However, I have to thin the cover on the bad things, if you get my drift. The camera can be annoying at first, although it's easy enough to get used to with practice (and by using the C button instead of the Control Pad). There are a few holes in the plot that don't match with actual Disney history; the two instances that come to mind are that Oswald's career continued after Disney left Universal (although I'm not surprised this part was left out) and that first regular Disney cartoon character was Julian the Cat from the Alice Comedies (although he wasn't so much a star as Alice was). Some of the areas can get extremely dark, making it impossible to see and having to navigate by throwing out paint/thinner as a radar. The Travel Maps connecting the game's main hub to the two mini-hubs get repetitive quickly and show no signs of ever changing. Some of the things you have to do, especially when you're trying for the best ending, can get maddening; attempting to find the three flowers for a bouquet actually had me questioning how paint was better than thinner while I was going nuts looking everywhere. But what really bites me the most is that, unless you're targeting an enemy, you can't fire paint/thinner behind Mickey without moving the camera due to the way the fluids are aimed, even splashes. This makes painting/thinning areas between Mickey and the camera a little more difficult than it should have. It's more an annoyance than anything, but still.

Comparisons to Kingdom Hearts are not inevitable, and as I have yet to play any KH games aside from a snipplet of Chain of Memories, I will not be making any.


Ultimately, this game is rather hard to place. While I would definately want everyone who was around to experience Oswald's prime to check this out, that category doesn't often intersect with people with the skills for the more hardcore platform elements. Ultimately, this is a good game well worth anyone's time, especially for the Disney fans.


Paint the world up, or thin it dry? That's your choice. And that's the point.


Concept: 9 / 10

Oswald shows himself for the first time since Woody Woodpecker hit the scene and is all the better for it. One of the best stories in video games despite its minor errors. The unlockables are also pretty good, including an original Oswald cartoon!


Graphics: 8 / 10

High-end graphics don't tend to impress me, and that's no different here. But it looks pretty dang well considering the system's comparitivly lower specs.


Sound:  8 / 10

I don't find any of the soundtrack particularly memorable, but there's nothing particularly bad about it either.


Playability:  8 / 10

The camera could stand to swing around a little faster, and the aforementioned aiming-beind problem, are the only snags I hit playing this game. Otherwise, it's good.


Entertainment:  9 / 10

There's a ton of value to this game and it's well worth exploring... except for those two Travel Maps.

Replay Value: medium high

Since it's impossible to get everything in one go due to the nature of the game, you get to start again with all the collectibles you got before when you beat the game. I don't think you'll mind that.

Overall Rating: 84%

The Acara in the Mirror, and Why We Write About Her

Posted by supercomputer276 on December 4, 2010 at 4:15 PM Comments comments (1)

NOTICE: This entry was originally written as an article for the Neopian Times on Neopets. As they seem to have discarded it, it will instead be posted here. This article was written for that audience.


I have always been a dedicated Neopian Times reader, enjoying the various comics and stories it has had to offer for a good long time. Indeed, I believe my knowledge into the art of writing and literature more than makes up for my lack of physical prowess and Battledome experience. My thanks must go to all the people who take the time out of their busy days to entertain the masses in exchange for nothing but the pride of a job well done.


However, in recent days, I have noticed a tread in the Times stories as of late. Perhaps it is all in my mind and I see it only because of my selective choices in the content I peruse, but it could just as well not be. And that tread is the inclusion of one certain Acara known to the world as Vira.


Vira is a special case in the halls of the Gallery of Evil because she has one quality few of the others possess: no one is entirely certain just what she does, as she has never done anything particularly spectacular as of this writing. Dr. Frank Sloth invents stuff and tries to take over the world in order to mutate all Neopets into more “perfect” forms. In direct competition with him is Hubrid Nox, a Chia in a vampire costume that raises armies of ghosts to serve his every whim and has recently been caught toying around with magic stuff he doesn't know everything about and turning faeries into stone. Eliv Thade, meanwhile, haunts his own abandoned home and traps those unable to solve his anagrams to stave off the pain of his own head eating itself with madness. And let us not forget the memorable plot villains such as Lords Darigan and Kass, Captain Scarblade, Razul, and the Darkest Faerie.


And Vira? All that is known about her is that she was a vain Acara that wanted to be the most beautiful thing in the world, and after a run-in with an unknown force began hunting down other beautiful pets using magical hand mirrors; even what she does to her targets is uncertain, although common theories include beauty removal and mind control, not to mention possibly both. The only other certain thing is her occasional random challenges to Battledome opponents. And yet she holds a position in the Gallery of Evil despite, comparatively, doing nothing. She has even yet to make a single appearance in a Caption Competition as non-plot villains occasionally do (although that could just be because she doesn't photograph well) nor an episode of Defenders of Neopia (that I am aware of).


But perhaps it is because of this uncertainty that appeals to writers such as those that pen the Times. Since so much about her is blank, there's plenty for creative writers to fill in. I've seen more than one origin story for Vira that adds details to what is known and sheds light on her life before her transformation. I certainly cannot claim credit for these ideas, although I am slightly jealous that I did not think of these first! Although many speculate a Dark Faerie turned Vira into what she is today, more one story proposes that Vira found a magic mirror that was cursed with its own dark sentience in some form or another, without apparent faerie involvement of any kind. Another proposes that Vira is, in fact, a disguised fallen Light Faerie that had trapped Neopets, including the original Acara that was believed to have become Vira, in a dimension in her mirror. Yet a third places her at a subservient position in a shadowy group with the purpose of suppressing the influence of mind-readers in Neopian society and in fact describes her as a Mutant Acara (Acaras do not yet have the ability to be colored Mutant as of this writing, although if they did end up looking like Vira, I would most certainly not complain). Stories also differ as to whether Vira was her name all her life or she adapted a new one following her ascent to villainhood. Her color beforehand is usually Yellow and if some of the illustrations for Times stories are any indication the Neopets Team confirms this as true, although Faerie isn't unheard of in order to justify her leathery wings. Her transformation is usually portrayed as tragic and involuntary, although exceptions exist.


Although all accounts have their large differences, they can also share certain elements. Virtually all Vira stories (or at least the ones I have read) that show her at work have one element about her in particular: she can only do her nasty stuff to you if you look in one of her mirrors. The moment you make eye contact with your reflection, you're toast. Averting your eyes and avoiding looking in her mirrors prevents her from using any magic on you. Of course, then you'd have to deal with her poisonous dagger. Or perhaps she has more than one, and maybe it or they are winged and can fly on their own; the sources vary on the subject. Some accounts say that anything she touches becomes poisoned, although I personally do not believe this since there has been no real lack of flowery fields around since she first became known. That and if she could sicken and de-beautify things in that matter, the mirrors would be redundant.


Vira's stomping grounds are also rather ambiguous. Accounts of her having a Neohome are few and far between. Common theory is that she generally resides in forested areas, although whether this indicates the Haunted Woods or perhaps a greener forest such as those around Neopia Central, Meridell, and Brightvale is still heavily debated. To me, the latter seems more likely, as another certainty is that she seeks out beauty in others whether persons or objects, which the Haunted Woods highly lack. However, there is no evidence she owns any sort of home or base, like Nox's castle or Sloth's space station or even Balthazar's hut. This housing situation is in fact reminiscent of that of the Shadow Usul in that both seem to live in the wild, simply wanderers without any true spot to call home. Unlike for the wild and more animal-like Shadow Usul, however, it does not seem to be an ideal a living plan for Vira, in which her face she is constantly trying to make beautiful is continuously exposed to the elements, and troubles finding a steady meal three times a day is never good for one's figure. Only she knows why she doesn't establish a more permanent lodging for herself. Among the best theories as to why is that she is constantly running away from something, perhaps from her past. Another is that she has no need for a home, as she has no possessions aside from her mirror and any other mirrors she creates to tempt Neopets with, and being made with magic they require virtually no resources. Of course, not owning a home in order to deny furious pet owners a place to attack with torches and pitchforks is also a valid hypothesis.


What makes Vira particularly stand out, at least to me, is that she is a rare female non-faerie villain. The only other members of the Gallery of Evil that fit that description are the Shadow Usul (although her Neopedia article tries its best to avoid assigning a gender, a “her” does slip through), Morguss, the Court Dancer, and Masila, only the first of which didn't premiere in a plot and didn't disappear following its conclusion. Although there are other villainesses outside the Gallery, such as bounty hunter Ylana Skyfire and Defenders of Neopia opponent Lady Frostbite, none of them have achieved the level of public attention that Vira has. Perhaps it is because she is an ever-present threat in everyday Neopian life. Ylanda only goes after people that other people pay her to go after, who knows what Frostbite's been up to lately, and as stated the other three non-faerie villainesses in the Gallery of Evil are missing in action. Vira, on the other hand, could be watching you right now, hidden in those innocent-looking bushes in your front yard, as you read this article, dagger poised to throw right at your chest.


Given that I am starting to lose track of what I'm talking about, let's bring this to a close. For being a relatively enigmatic figure, Vira is actually fairly well-known. Along with our beauty and minds, she captures the imagination of Times writers. With an open past even by villain standards and a rather clear m.o. to act as a starting point, Vira has proven her worth to writers time and time again. Whether or not she would be flattered to hear how often she is used in the Times stories or whether it'd just motivate her to burn the Times' office down is just one of the many mysteries surrounding her.


Hubrid Nox recently got his chance to break out from his war with MAGAX that received little attention from the majority of Neopia when he was framed for turned all the faeries to stone. Could a similar chance for Vira be approaching?

Sly as a 'Coon

Posted by supercomputer276 on September 25, 2010 at 10:44 PM Comments comments (0)

In case you completely missed the whole site revamp, I've changed my site around from Mt. Majesty, the Internet home of the Game Over and general video game fansite, into Lone 'Coon Productions, a more personal site through which I showcase my works, Game Over or no. The name pulls from my fursona change a few months or so back from former author avatar SC to an anthropomorphic raccoon, and my tendancy to do everything by myself. For those wondering about Game Over Productions, that'll still be used for my fanworks, but the Lone 'Coon title will take priority for original works.


So you might be wondering, "SC, why did you change the site? It was fine the way it was." Well it wasn't, and I'm writing this to say why.


I'm not ashamed of the Game Over storyline. Believe it or not, there are people who enjoy reading my ex-avatar's exploits, and I'm going to keep writing them. I still have a ton of ideas in the works, including two different wham episodes. It's becoming a well-established fictional universe.


However, Game Over is not my only idea. I've had loads of ideas for all kinds of stories that are completely seperate from it. However, the old site, being a video game fansite, often didn't let me express those ideas because they didn't fit my own guidelines. I've moved on in a sense; I'm not all about Game Over anymore, and I needed a new site in order to branch out. The new site exhibits stuff I've made regardless of other elements in it.


Besides, the site was getting old and the whole user-submitted-material angle that I shamelessly copied off Lemmy's Land wasn't working out. Only four different people besides me had material on Mt. Majesty. One is frankly too naive for his own good, one I had to ask online to get (although it was my first encounter with FanFiction.net), one seems to have left the Internet permanently, and the last still has the material here because due to circumstances I'm the only person with a whole copy of the story (abiet with a few of my own modifications because she has no grasp of the rules of grammer).


There's still three things I need to do to completely finish the transition:

1. Add in my other stories from other places, such as my trilogy of Lucy the Cat fanfics and the first Stuffed Animal Crackers prose from DA.

2. Update the Fakedex so it speaks of Lone 'Coon instead of Mt. Majesty.

3. Completely bring the Game Over Info page up to date so it more or less matches its TV Tropes page.


So, that's the plan. Hope you enjoy the new site!

Genius! (written July 11, 2010)

Posted by supercomputer276 on September 9, 2010 at 1:19 AM Comments comments (0)

One day not too long ago, I was browing through TV Trope's Wild Mass Guessing pages for various video game series I had interest in. One of these was WarioWare's, and one of the theories was that the majority of the series's main cast were geniuses as defined in a tabletop RPG game, Genius: The Transgression (its TV Tropes page). This game (a fan-made gameline to a tabletop RPG called World of Darkness, neither of which I would've found out about otherwise) is a composition of all things mad scientist, and relates the tales of geniuses (normal humans touched by what is known as Inspiration) who create wonderous technological marvals by channeling Mania. To say it's deep and complex is a heavy understatement; you can find the online sourcebook through the TV Tropes page.


I'm bringing this up because, when I think about it, SC has shown many signs of being a genius (for the record, the word "genius" in the game is never capitalized).


I mean, think about it. It would certainly explain how the hell he could've made the CET-XX and its accompaning program when he was only fourteen and a half. No one, not even him, pretends to even know how any of his many creations work. And you can't mass-produce Wonders (the creations), which explains why SC doesn't bother trying to sell any (although he can create several plothole containment shells fairly reliably), since regluar people can't even touch Wonders without them going haywire. The only violation I can think of at this moment (I'm still reading through the sourcebook myself) are the lack of resources he had available to him early on and the fact that in order to build really complex Wonders and keep them able to stand up reliably for more than a minute takes much longer than SC would ever have the patience for. And then there's this idea running around in my head of SC opening his own bar in Onieplugmitt selling his own brand of beverages...


With that in mind, how would SC look like in a Genius: the Transgressions build? Let's look at the elements:


Catalyst: the character "classes" that determine basic abilities

SC would most likely, out of the five Catalysts, be a Neid, the Catalyst of Banishment. Remember, his initial reason for conquering the world was so his schoolmates would stop calling him names and teasing him. Neids have a tendancy toward mind control, one of SC's favorite things to use. I've yet to read the section on Neids, but as I understand it, SC fits quite well here.


Foundation: approach to mad science

This one is a bit more difficult; although he has a few shades of the other foundations, especially Navigator, SC seems to stick mostly with the Reformed Society of Progenitors. These guys are into Mad Biology, which SC has considerable experience in what with the CET-XX program.



Including, but not limited to: the CET-XX and its construct-creation program, and arguably all the creatures created from it including the Core Corps; the Plothole Portal launcher and plothole shells; Boombox; the Cell Shades (both versions); and the Interdimensional Warp Pipe. The G.O. Wand / GO-yo wouldn't count, since Wonders are technological and not magical in nature.


Interestingly enough, if SC is a genius, than that would make the Core Corps all Beholden ("Igors," they could be summed up as), since they're the only ones besides geniuses that can handle Wonders without breaking them, once their souls developed (allowing them to ascend from simply being Wonders). Although they can operate on their own (Calcutta Joe and Sparkz being the more obvious examples, having had many independant adventures between them), they all truly rely on SC for purpose, especially the ones besides Sparkz and most especially Panchico (who was designed for that purpose anyway).


It seems SC doesn't quite fit the full gameline, but its rather eerie how well he does fits, doesn't it?

Split Paths (written 3-22-2010)

Posted by supercomputer276 on March 25, 2010 at 3:53 PM Comments comments (0)

During this past week or so, I read about the webcomic Sonichu on TV Tropes (trust me, DO NOT look it up until you finish reading this). Given what I read there, I'm not willing to go look up anything else about it beyond reading the first few subchapters redrawn by someone who is a very good artist.


To summarize: the comic (supposedly) centers around a Pikachu-Sonic hybrid called Sonichu (appropriately enough) and his life in CWCville. He has a girlfriend, a Raichu-Amy fusion named Rosechu, and eventually several kids. Eventually other hedgehog-Pokemon hybrids come about and the city's mayor, the avatar of Christian Weston Chandler, eventually takes focus as he battles the forces of evil against enemies based on the trolls that plauge him, which is what made the webcomic so notable outside of So Bad It's Horrible given his reactive behavior so out of touch for reality he's an Anti Role Model for autistic people. It just gets worse from there; read the TV Tropes page and you'll see what I mean.


Why am I bringing focus to this if it's so bad even I won't read it? I'm certainly no troll; every time I've done something that could resemble troll behavior, it was in a fit of anger and I've come to regret it as soon as I've cooled down. No, the reason I'm even bothering to mention this monstrosity of a comic and the battles surrounding it is because after reading the TV Tropes page and some thinking, I came to a realization that could be summed up as follows:


"Holy shrapnel, that could've been me!"


Perhaps some explaination is in order.


My situation to Chris is faintly similar. I'm autistic (I have no idea where on the scale I am though; I've heard "high-functioning," but that's not important). I make some webcomics (sprite as opposed to handdrawn, but that's not important either). I'm more or less not moving out of my parent's house and also a little chubbier than I care to admit. My webcomics have also had problems with trolls; for those that followed by SJ career (aka none of you), Last Maverick was the most prominent of these along with a few others.


But there is where the path splits.


I reacted badly at first. You can look through the archives for Mind of SC276 yourself and find the original comic that had something similar to how Chris reacted, using trolls as enemies (I've since changed it, and I sure as hell won't be putting it back up). However, I realized that constantly getting angry at these Internet guys wasn't going to get me anywhere so I made myself calm down. I used their claims of being part of Anonymous to make jokes instead of war, starting to improve at not feeding trolls, and moved on with my life. I'm currently a college student, I know my limits, and generally I'm doing pretty good.


Chris, however, reacted badly constantly. He kept creating comics that attacked the trolls. It and the white noise surrounding the comic, CWCki, Encylopedia Dramatica, and several YouTube accounts have proven that Chris is so pathetic beyond salvation it's hilarious. He's a hypocrite, spoiled, lazy as hell (and that's coming from me), feels the incessent need to state how much he hates gays (except for lesbians), is more than willing to unintentially prove that he knows nothing about pretty much anything above middle school level, takes offense at people just wanting him to update regularly, and his works contain so much excessivly sexual material TV Tropes warns you to keep the Brain Bleech within arm's reach. And the worst part is in spite of the excessive use of Rule 34 done by him, he thinks his comic is still for kids! And he thinks he can make money off of it too by calling it a "parody!" He's currently living completely off of welfare checks in a house so messy if the Virgina authorities saw the tape they'd burn the house down and his dad is known as the "Internet Lumberjack." Again, read the TV Tropes page; there is no way I could possibly describe how utterly ridiculous this whole thing is. Such as how the noise surrounding the comic has more tropes than the comic itself.


And to think that I'd be stuck in a similar situation to this poor bloke if I had let my anger run away with me. It is... really very very humbling and a bit of a relief to know I managed to avoid such infamy. Sure, I like to roll with No Such Thing as Bad Publicity, but I'd also like to be known for what I intend to do and do well, such as my Wario fangame, original games including one I'm working on now, and Stuffed Animal Crackers. I could stand to be a little less lazy; I'm planning on starting on the Grand Championship "writeup" for the Mushroom Bowl on spring break and get to drawing a few pictures I've been meaning to do for a while now. I've avoided the pit, but I'm still skirting the edge, and I gotta drive straight if I don't want to fall.

Review: Sonic Unleashed (Wii)

Posted by supercomputer276 on October 17, 2009 at 11:49 AM Comments comments (0)

Everyone flips a coin; one side has a sun icon, the other side has a moon icon. Everyone else gets sun; I get moon.


Category: 1 Player Action/Platform

Developer: Sonic Team

Publisher: SEGA

Release: 2008


Sonic Unleashed is Sonic Team's latest attempt to grasp at straws with the character they're named after. The plot of the game is Eggman blowing up the planet into seven chunks to unleash the powerful Dark Gaia from the planet's core. As a result of the power unleash, Sonic transforms into a big hairy werewolf-esque monster whenever he's not exposed to sunlight. He then assists a small flying dog-like creature he names Chip who lost his memory while also working to restore the power-drained Chaos Emeralds and repair the planet.


Many critics speak highly of the day stages. To quote the review from IGN: "These stages, which regularly shift from 2D to 3D perspectives, are executed so well, in fact, that I feel they not only successfully capture the frantic pace and addictive play mechanics of the long-gone classics, but surpass them." A short time later the reviewer declares the day stages "undeniably great".


Excuse me? Are we both playing the Wii version here? I'd hate to debunk IGN's review given how much respect I have for the site, but the fact that they say the Chaos Emeralds were scattered when Sonic actually has them for the entire game (just drained of power) leads me to believe they weren't paying as much attention as they should. There's also the point that there technically aren't more night stages than in other versions; each continent has one big night stage just as big as the day stages; it's that the Wii version splits them into managable chunks in the form of acts (this is more apparent in the later continents, such as the jungle one and EggmanLand, where you can see the beginning of the next act just past the Goal Ring). Topping it all of, contrary to their claims, rankings in day stages are based on time alone and not how many rings; that's the night stages they're talking about. But I'm digressing; I'm reviewing Sonic Unleashed, not bashing IGN for not paying attention to detail.


Sure, the night stages have their problems, but at least they're playable. It is impossible to steer precisely or even decently when going at Sonic's high speeds in the 3D segments; that's the problem Sonic has had since going 3D, period. This might not seem like much of a problem during the main runs, but some missions, such as the ring-gathering ones, which are required by the game to get the day half of the continent's Planet Tablet, require this God-level skill. Maybe it was just the second-long input delay I had due to my new TV, but that still doesn't mean the stages aren't aggrevating as hell. They had the whole lane-shifting thing; if the day stages were entirely made of that like a combination of Secret Rings and a Guitar Hero highway, they might actually work. That's the 3D segments; the 2D ones are better, but not as interesting as they could have been; the only challenge seems to be holding the control stick in the right direction.


Contrapositively, the night stages suffer from a few problems, such as inability to control the camera (vital in the exploration parts of the night stages), trouble dashing and jumping when I wanted to, and Sonic running everywhere when I'm just slightly tilting the control stick (a problem in both types of stage), but the only that really bothers me (besides "werehog" literally meaning "man-hog" which Sonic already is) is that the Werehog is basically just Knuckles with noodles arms. Anyone remember him? The big red strong gullible guardian of Angel Island? The night stages were made for him! Sonic Team probably could've finally succeeded in saving Sonic if gameplay consisted between controlling Sonic, who would run the day stages like he does here, and Knuckles, who would take on the tougher platforming segments and brawl with enemies, instead of just having one guy do both (I am reminded of a Japanese folktale I read recently, The Happy Hunter and the Skilled Fisherman).


Turning to the parts in-between stages, I love the Gaia Gates. The concept doesn't fit the overall Sonic feel, but the concept of a series of interconnected hubs in general is pretty dang cool, and the day/night puzzle rooms in the side chambers that require some clever thinking to get bonus items and extra lives are the kind of thing that occupy well-made independant games (the parts where the game pauses just to let Chip tell you what is required to open the door could've been avoided by having that displayed above the door itself; it's a video game, after all). The towns themselves, well, I don't dislike them, but they don't really add all that much to the experience.


Making up for the slack of both types of stage are the boss fights. The boss fights during the day, against Eggman's massive machines, fix everything that's wrong with the day stages. Sonic automatically follows the path, allowing you to focus on fighting the boss. My main problem with these stages is the painful instant-kill series of jumping pads during the Egg Lancer battle (which was probably only a pain due to my input delay). The night boss battles are also pretty good, with my main complaint here getting stuck against nothing while trying to circle during the Dark Gaia Phoenix battle (which could've been solved by adding camera control); the final Werehog battle against the Egg Dragoon is just plain awesome and an actual joy to play (although my enjoyment may have stemmed off of finally clearing EggmanLand's day stage).


Overall, I walk on the dark side compared to everyone else. The night stages aren't Sonic, but they play well enough that the day stages pale in comparison. There's no outstanding glitches, just a few frustrating design choices that pull it down with the rest. Thankfully, however, they don't pull it as far as Sonic's other recent console titles. If Sonic Team can find where this game really shines, then they just might save Sonic yet.


Concept: 7 / 10

The story's decent, if seemingly retconning many past games in the series, and has a few interesting twists, but with only four classic characters in the whole game, period, the game seems to completely drown in humans.


Graphics: 8 / 10

Nothing impressive, but nothing bad. Everything looks pretty good.


Sound: 9 / 10

Music is appropriate and generally awesome (especially the Gaia Gate theme), and sound effects are good and appropriate. Voice acting is also good.


Playability: 5 / 10

Night stages have a few glitches, while day stages are just plain impossible in the 3D segments.


Entertainment: 4 / 10

The only thing that kept me playing this game when I crashed was my gamer pride. It has its good points, but it just falters most everywhere else.


Replay Value: medium low

There's plenty of unlockables and extra missions, but the joy of the unlockables (art, music, cinematics, and "documents") ultimately isn't worth the pain of collecting them all.


Overall Rating: 66%

A Look at Sonic in Two Parts

Posted by supercomputer276 on July 29, 2009 at 4:03 PM Comments comments (0)

Part 1: My View on Eggman v Robotnik

Let's set up the groundwork here: in Japan, the main antagionist of the Sonic was named "Dr. Eggman". Always have been, always will. However, trying to avoid choking on a copyright (on a Beatles song, no less) when they were trying to compete with Nintendo, Eggman was renamed Dr. Robotnik in the English localizations. In recent times, I've heard many old-school fans want Eggman to go by his last name instead of his nickname already (canonically, his full name is Doctor Ivo "Eggman" Robotnik, with Eggman being a nickname of sorts). Also, right now, I'm leaving out the Archie comics even though he's still called Robotnik there in spite of the constant Eggman references, since it's appparent to me no one cares about them, at least not in this context.


On the surface, this works. "Robotnik" is a sinister-sounding name and is, in fact, the Chezk (SP?) word that the English word "robot" comes from. Given that the good doctor uses robots and machines as his primary gimmick, having him named after the source word fits. Sounds appropriate, right?


So did Proto Man's internal energy problem being caused by giving Mega Man the Energy Balancer in Mega Man 6. It worked on the surface too. But when you look deeper, it stopped working. So does this.


My main point is this: do you people know what the word "robotnik" actually means? It's the Chezk work for "servant", after the first appearence of robots in a stage play where they acted as such.


So you guys are arguing to basically name the main villain "Dr. Servant"? Does that really sound like the best idea to you? It doesn't to me.


Maybe it's just me. The reason I didn't ask my parents to get me a Dreamcast and Sonic Adventure when I was a kid, which led to me eventually getting into the Nintendo 64, was not because the main villain was being called a "stupid" name; I saw a small sign advertising it and immedately took offense to Sonic's redesign. "What's he doing with green eyes?! They're supposed to be black!" Not my exact words, but the spirit remains. (I had a similar reaction when I first heard of Mario Party 4.) However, I've come to accept the newly-designed Sonic and his crew, along with the Eggman name (although interestingly enough, my strategy guide for Sonic Adventure DX still calls him Robotnik).


You can call the doc whatever you want. Me, I'm still gonna call him "Eggman".

Part 2: What I Believe Will Save Sonic

Here's a few ideas for what I think Sonic Team needs to do that will actually, well, help Sonic suck less.


1. Sonic R 2

By this I mean, a Sonic racing game where Sonic, y'know, runs. The entire time. During the Saturn period of the original game, the only characters that had any impact on fans were Sonic, Tails, Knuckles, Eggman, and maybe Amy if you had actually played Sonic CD (maybe Metal Sonic too, but that's fairly questionable). Tails Doll and Metal Knuckles were added in just to make it seem like there were more options. However, since then (and to the gripes of some fans), the supporting Sonic cast has grown exponentially. Certainly enough for a racing game. It'd be interesting to see if Jet is just as fast on his feet as he is on Extreme Gear, that much I know. Now suprisingly, I sorta enjoyed Sonic Riders: Zero Gravity after I played it for a while (probably because I had the instruction booklet and could learn the controls before playing it, unlike its predessesor which I rented, but probably because there wasn't a bleepin' fuel gauge this time), but that still doesn't mean a Sonic foot race wouldn't be interesting.


2. Make Eggman the final boss again

From Sonic Adventure onwards or maybe earlier, at least as far as the consoles are concerned, Eggman's role has deminished greatly. Sure, most of the time he's the main villain, but he's never the final villain. Having a 3D Sonic game where Eggman is the final boss (Giant Egg Bot mark whatever, I don't care at this point) would help the good doctor get back the spotlight he so rightfully deserves.


3. Team Chaotix spin-off game

And I don't mean a action-platform game, no. They were rebilled as detectives in Sonic Heroes (I don't know about Shadow the Hedgehog and don't intend to find out), so let's have them be detectives starring in their own mystery-adventure game. It'd be interesting to see a Sonic game in the game canon that doesn't necessarily have Sonic in it. Each of them has something unique that could be used to aid in solving mysteries. Espio could spy on suspects unseen with his ninjutsu, while Charmy can squirm through small tunnels where the others can't fit, and Vector can use that huge snout of his to sniff out clues and his strength to bust open barriers. There could even be some directed combat scenes where you beat up the perpetrator's goons so you can arrest the true criminal. And, just to make it feel like it fits in Sonic somehow, other characters in the series could cameo or even play a part in some cases. Example: some valuable jewels have gone missing from the local museum and evidence found at the scene indicates Rouge the Bat (natually). However, it turns out she's being framed, and she hires the Chaotix to clear her name (of this case, at least). Recent Sonic games have some interesting storylines, so why not make a game that focuses on story for once? And the clincher: episodic releases. Telltale Games does it and look how well they're doing. There could be a series of five episodes or so released over the period of a few months, and along with the seperate stories for each case, there could be a bigger plotline behind all of them that culumlates into an extrodinary climax in the last episode. Now tell me that doesn't sound like a winner!

Not Exactly GOLDEN Ratio, But...

Posted by supercomputer276 on February 21, 2009 at 11:10 AM Comments comments (0)

Whenever I'm browsing Smack Jeeves and see a recently updated comic that catches my eye, the first thing I check is what I call the "fans to comics" ratio. Calculated by dividing the number of people that have faved the webcomic to the number of individual comics, I believe that the ratio is a good measure of webcomic quality. Sure, there are a few exceptions, but generally if you have more than one fan for every comic you post, you're doing something right y'know?

So for fun, let's use the ratio to test all the SJ comics I'm a part of and see where it gets us.


Tails and His Inverse Universe
Fans: 40
Comics: 26
Ratio: about 1.538; 158%
My initial comic and apparently one of my better ideas, with a little more than one and a half fans per comic. Shame I can't seem rouse myself into making more even though I have the next several storyarcs in the pipeline.


Authortastic 2.0 (current leader)
Fans: 86
Comics: 300
Ratio: 0.28666...; 29%
Hm. I figured for a comic as big as Authortastic, the ratio wouldn't be so low. I don't expect it to be over one, since that almost never happens with author comics. But I did expect it to be a little higher. I suppose I wouldn't be surprised if some people unfaved this; the last storyarc was... ick.


The Mind of SC276
Fans: 43
Comics: 95
Ratio: about 0.4526; 45%
What would be the ratio if I could get the Vacation on Myst Island panels into one comic...? Subtract six comics, add back one, and... 0.4777... Not that much higher, huh?


Trailer Park of Authors (founder)
Fans: 122
Comics: 260
Ratio: about 0.469; 47%
A little higher than Mind of SC, but not much. I suppose it could be worse.


Fans: 50
Comics: 62
Ratio: about 0.80645; 81%
Maybe I could boost the number of comics if people were serious about the tripe they send that they have the nerve to call "email," instead of one stupid cliched line and a signature. Seriously, I don't want Strong Bad Emails, I want Strong Bad-esque emails.


Miles Prowler: Private Eye
Fans: 51
Comics: 13
Ratio: about 3.923; 392%
Whoa. o_O I know this one would be pretty big, but I didn't know it would have nearly four times the number of fans as number of comics in spite of the lousy backgrounds. Man, it's a shame that ideas for this comic don't come often. Maybe I should focus on this for a while and see what I can come up with.


All your Comic are belong to Us (co-author)
Fans: 28
Comics: 52
Ratio: about 0.538; 54%
Yeah, this comic died so long ago, it's not really worth talking about in any sort of detail.


Sprite Database (co-author)
Fans: 11
Comics: 16
Ratio: 0.6875; 69%
Given the multitude of sprite comics around SJ, a Wiki-like database for all of them was pretty much doomed to fail.


Sonic Author Partners (co-author)
Fans: 35
Comics: 119
Ratio: about 0.294; 29%
OK, this one is understandable. The concept was pretty stupid in the first place, and I know I wouldn't mind of this one festered a little at the bottom of my profile.


The Superkirbies
Fans: 30
Comics: 12
Ratio: 2.5; 250%
A few impulse comics and this turns out to be my second most popular serial. Who would've thought?


Kirby battle arena (co-author)
Fans: 13
Comics: 36
Ratio: 0.36111...; 36%
Maybe once I get a chance to make a battle this thing will get a fair chance.


Results: Only three of my webcomics have a ratio above 100%, which is an indication of a good webcomic. Now what do they have in common? They're solo-author and don't include SC. What does this mean? That I need to focus more on my fanfic writing 'cause SC has no future in the webcomic business.