Graphic design is my passion

Category: Gaming

  • My Breath of the Wild experiences

    Just want to chronicle a few of the moments that made Breath of the Wild special to me.

    Spoilers ahead!

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    Combat Tutorial

    I was terrible when it came to combat early on.  I just spammed attack while taking a lot of damage.  It felt clumsy, like I just woke up after 100 years or something.

    It was enough to progress with the story, enough to carry me to Kakariko Village.  I go straight for the shrine to unlock fast travel, and I get the most helpful shrine challenge: a combat tutorial teaching me how to jump attack, sidestep, and block.

    I loved it.  It was perfectly timed too — a couple hours in after messing around on your own.  You have enough skill to scrape by, but now you’re ready to take on the massive adventure.

    And guess what? You’re in Kakariko Village, where you learn of the backstory and your quest to restore the Divine Beasts.  I feel bad for those who didn’t manage to go here first.

    Death Mountain – Hell Run

    Much, much later, like three main dungeons down later…

    Yes, I climbed Death Mountain without realizing fireproof elixirs existed

    Lost Woods

    Figuring this out on your own without a guide is massively rewarding.  Move the camera around, you’ll see something that will guide you.

  • My Death Stranding experience

    Spoiler Warning: Spoilers up through Chapter 9 of Death Stranding.

    Shit gets real.


    End of chapter 8. You’ve reached the edge of the world map, but your objective marker is even further out in the tar belt. What do you do?

    Guess what, the game was priming you for this lateral thinking puzzle all along. What happens when you get inevitably captured by the ghosts?

    You get stressed out by BB’s cries coming out of your controller. The landscape gets covered in tar, and time-shifted building rise up to provide you cover.

    Buildings rising up out of the tar… fuck it, let’s intentionally get caught here. That surreal battle landscape suddenly becomes the way forward. Awesome! Solving this without a walkthrough was very rewarding.


    The lead-up to the Chapter 9 boss is something out of a shmup.

    Chiral Density increasing rapidly. Contact imminent. Combat preparations strongly advised.

    The ten-story humanoid BT is just like fighting a Metal Gear. It’s rad.


    Finally, after beating that boss, Higgs poofs away to the beach with Amelie in tow. Your mission objective is get to the beach, but how?

    You start to walk back to the start of the map when Sam starts asking himself “how do I get to the beach?”

    You know the answer, so you set back to the safe room expecting a cutscene to advance the story, but nope.

    The game wants you to select the Fragile fast-travel option. It’s such a simple thing, but making the player press that button instead of just automatically playing a cutscene makes that feel more rewarding.

  • Metroid (NES) Lua script for FCEUX by Neill Corlett

    This Lua script developed by Neill Corlett adds some quality of life features to the original Metroid.

    The developer’s site no longer exists, so I’m uploading a copy here to help more people find this.

    Gameplay altering features

    • Equipment menu on pause screen: You can now collect both the wave and ice beam and toggle between them, a la Super Metroid. They are both saved in passwords as well.
    • Maximum energy tanks increased from 6 to 7
    • You now start with full health and missiles

    Helpful features

    • Minimap and large map on pause screen, with mouse tooltips (click on elevators to navigate between areas)
    • Item % on pause screen
    • Time counter
    • Countdowns on broken blocks
    • Max missiles display
    • Clear time and item % on ending
    • Popup boxes on powerups
    • Mouse input on password screen

    Download the FCEUX emulator from http://www.fceux.com/web/home.html