Nintendo Rhapsody is an ongoing story about how Nintendo, and video games in general, helped me through some of the harder times in my life. Each chapter, known as a 'world' in Nintendo Rhapsody, is rather self contained with introductions and conclusions.
World 9-1: Little Boy Blue
Goalsoft had come a long way from its humble beginnings with Clickteam's Klik & Play. My initial goal of building a simple space shooter had evolved into so much more. Goalsoft had since undertaken everything from point and click adventures to turn-based RPGs. As the VP of Goalsoft and Chairman of RPGs, Marlon Castillo, wrote in his yearly press release for 2001, "We are expanding faster than ever before and have a vast community of visitors. In the future we will grow and grow and someday make professional games." That day would appear to have arrived. I had begun work on Space Ruckus: The Great Invasion, a modern 3D reboot of my very first computer game. It would be Goalsoft's ultimate test. Our first truly professional game. And it would be designed with a whole new group of developers. Mark, my fellow moderator and whimsical friend from Chris Cromer's AGI Message Forum, would serve as the game's assistant designer. Ass. designer for short. His expertise in the field of programming would almost certainly prove useful to the project. He had previously, and perhaps most notably, designed a series of desktop applications during his college years. A brand new chapter was just beginning, not unlike the school chapters that came before. Despite the ongoing pressures of game design, I would still find time for other things in my life. I continued to correspond with my middle school friend and pen pal, Melissa, through old fashioned letters of a handwritten nature. It was a joy to see something new in my mailbox every few weeks. We would come to find that we still had much in common. I also still found time to watch television on occasion. I had discovered a new program on the Discovery Channel that seemed to peak my interest. It was known as Mythbusters. Various myths and urban legends were put to the test by Adam Savage and Jamie Hyneman. They were my new science teachers. My very explosive science teachers. And of course, I would still find time to play the Nintendo GameCube. Mario Party 5 and Mario Kart: Double Dash!! had just recently joined my collection, and they would soon be seeing quite a bit of playtime. Especially once my nephews and nieces arrived for the holidays. Let the games continue.
The Grig Post
Welcome travelers!
The Grig Post is a thrilling,
high speed, turbulent type blog
that includes sharp turns,
sudden drops, and nostalgia,
lots and lots of nostalgia.
Warp Drive
Sunday, July 7, 2024
Thursday, June 13, 2024
Nintendo Rhapsody (World 8: Pros and Cons)
Nintendo Rhapsody is an ongoing story about how Nintendo, and video games in general, helped me through some of the harder times in my life. Each chapter, known as a 'world' in Nintendo Rhapsody, is rather self contained with introductions and conclusions.
World 8-1: Home Sweet Home Again
With my unceremonious departure from Cerritos College, and the apparent end of my school career, I fell back on that which I loved. My ongoing endeavors with Goalsoft. In January of 2001, I launched my first ever online magazine dedicated to Goalsoft. It was no doubt inspired in part by Nintendo Power. The Goalsoft MAG featured monthly interviews administered by Marlon with the various Goalsoft web staff, release dates for upcoming game projects, short stories, poems and one very controversial comedy column. The latter of which was hosted by Dave Smith. Goalsoft's resident comedy writer and beta tester. In the span of time between January and April of that year, I released Sword Quest III: Dimensional Drift, Super Israel World 2 and Swashblood Isle. I had originally intended to develop Swashblood Isle in Glumol, but the tools were unfortunately not made available until much later. I would instead use Clickteam's The Games Factory. Much like Klik & Play, it left something to be desired when developing traditional adventure games. Everything, as usual, had to be created from scratch. That included an inventory screen and dialogue prompt for every possible scenario in the game. Timers were used to tell the game whether or not an event could be triggered, and when and where to display an item. As a result of these limitations and improvisations, Swashblood Isle was more than a little rough around the edges. Clearly, I had an awful lot of free time on my hands. It certainly felt strange being out of school, but I still had a teacher or two in my life. I became rather hooked on TechTV, a cable network focused primarily on the computer industry. Leo Laporte and Patrick Norton hosted a late afternoon show known as The Screen Savers. They covered every computer topic one could imagine, but my favorite segments were the ones where they built custom machines for gaming and whatnot. It would be several years before I attempted such a thing of my own. With 2001 rapidly drawing to a close, I had just one thing on my mind. Nintendo's brand new disc-based console. For the longest time, it was known simply by a codename. Project Dolphin. A name that left quite a bit to the imagination.
World 8-1: Home Sweet Home Again
With my unceremonious departure from Cerritos College, and the apparent end of my school career, I fell back on that which I loved. My ongoing endeavors with Goalsoft. In January of 2001, I launched my first ever online magazine dedicated to Goalsoft. It was no doubt inspired in part by Nintendo Power. The Goalsoft MAG featured monthly interviews administered by Marlon with the various Goalsoft web staff, release dates for upcoming game projects, short stories, poems and one very controversial comedy column. The latter of which was hosted by Dave Smith. Goalsoft's resident comedy writer and beta tester. In the span of time between January and April of that year, I released Sword Quest III: Dimensional Drift, Super Israel World 2 and Swashblood Isle. I had originally intended to develop Swashblood Isle in Glumol, but the tools were unfortunately not made available until much later. I would instead use Clickteam's The Games Factory. Much like Klik & Play, it left something to be desired when developing traditional adventure games. Everything, as usual, had to be created from scratch. That included an inventory screen and dialogue prompt for every possible scenario in the game. Timers were used to tell the game whether or not an event could be triggered, and when and where to display an item. As a result of these limitations and improvisations, Swashblood Isle was more than a little rough around the edges. Clearly, I had an awful lot of free time on my hands. It certainly felt strange being out of school, but I still had a teacher or two in my life. I became rather hooked on TechTV, a cable network focused primarily on the computer industry. Leo Laporte and Patrick Norton hosted a late afternoon show known as The Screen Savers. They covered every computer topic one could imagine, but my favorite segments were the ones where they built custom machines for gaming and whatnot. It would be several years before I attempted such a thing of my own. With 2001 rapidly drawing to a close, I had just one thing on my mind. Nintendo's brand new disc-based console. For the longest time, it was known simply by a codename. Project Dolphin. A name that left quite a bit to the imagination.
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