The Mezunian

Die Positivität ist das Opium des Volkes, aber der Spott ist das Opium der Verrückten

Die Schreibaufforderung

by Seventh Sanctum Writing Prompt Generator

Her life is essentially the story of Dante.

It will be Thursday, the day of wanderlust.

It will be July, the month of unemployment, everyone knew that.

Torture sanity as long as you are screaming.

It will be winter, the season of infamy and howling.

She is always a woman, which was really terrible.

You can kill an airline disaster.

It will be the day of education, the day of poverty.

There is a story about how drug addiction will be like crying.

If you don’t know about the tavern, then it is time.

Posted in Poetry, What the Fuck Is this Shit?

WarioWare, Inc.: Mega Microgame$! (& Twisted!)

While there are some games—like Earthbound &, rather recently, Wario Land 3—from my childhood for which there seem to be many who share my oddly high sentiments, this doesn’t seem to be the case for WarioWare, Inc.: Mega Microgame$!. While everyone else seems to chuck it off as a mindless game to play during brief breaks1, I remember it blowing my mind, artistically, when I 1st played it.

This is probably ’cause it reminded me so much o’ the aforementioned coffee can that changed my destiny fore’er. There was just so much ’bout WarioWare that felt creative & surreal, but would feel like such a loss if missing. ‘Twas as if each microgame were an isolated game piece thrown with a bunch o’ other, unrelated game piece.

& the art styles would vary wildly: a black & white lineart game wheerin you aim a finger into some disembodied nose would be followed by a photorealistic game wherein you crush an apple with an uncanny-valley real-life Wario hand, & then followed by a game wherein you lead a lightning bolt from a cartoon fish through a maze in a black void to a flat, abstract city, & then followed by 8 seconds o’ Balloon Fight. The 8 second ditties that acted as music were similarly varied, & full o’ strange noises. (I have a collection o’ minigfs files for all o’ Mega Microgame$‘s ditties in a folder that I like to play on shuffle sometimes). WarioWare just felt like 1 o’ those games that was hard to experience fully: there was always some strange detail lurking in some obscure corner. For instance, ¿you e’er notice how when you highlight Kat & Ana’s story mode level that sometimes—only sometimes—it’ll play this weird whispering sound? ¿What was up with that?

I think WarioWare: Twisted! is probably best o’ the series, since its gimmick seemed to have the fewest bugs—save a few times when the gyro sensor would get misaligned—& had the most content, with a ton o’ souvenirs that are probably the closest a game could e’er get to the game-pieces-in-the-coffee-can experience I had before. ¿Who wouldn’t enjoy being able to spin one’s Game Boy Advance to slice carrots, cakes, & cars into shreds on a grater? It’s too bad Twisted! was ne’er released in Europe, nor has it yet been released on the Virtual Console—which is especially a shame, since it should work perfectly with the screen controller.

That said, Mega Microgame$! was the 1st I played & thus had the greatest impact on me. This was especially the case since, like many o’ these Game Boy Advance games, I 1st played a Japanese rom before it came out in the US, & thus had the added confusion o’ not e’en knowing what the action commands meant. It’s important to note that when I 1st started playing it, I wasn’t e’en sure what the game was. I remember that beforetime I only read some brief mention o’ it having minigames on TMK2 without e’en seeing a single screenshot yet.

The only downside is that once one has gone through the experience o’ 1st discovering each microgame, one can ne’er experience it ‘gain. I s’pose that applies to every game; but this one seemed to exemplify that mo’ to me than any other.


Footnotes:

[1] Perhaps this was ’cause, in fairness, WarioWare sold quite well & was well known, whereas Wario Land 3 was mostly forgotten & Earthbound famously bombed. The latter 2 needed bones to be thrown.

[2] Holy shit, ¿can you believe that site’s already 19 years ol’ & still running?

Posted in GBA Tribute, Video Games

L’ho visto nella stella

Courtesy o’ Free Vintage Illustrations, who are not affiliated with the rest o’ this nonsense.

& there I saw him, & there I waved to him. ¿You can’t see him there, on that star?

No, not that 1. Not tha—that 1. Yes, that there. #943,143,610,689,219,003,236, or as The Grand Almanac o’ Stars calls it, «Marissa Robertson.» ¿Can’t you see him there?

Yes, it may look tiny, but from his perspective it’s quite roomy. Yes, it’s quite bright, but from his perspective it provides ample light for books—light needed to read such tiny, & yet such complex ligaments, that comprise the letters o’ his language—a language o’ o’er a million different letters, each representing not only its own word, but also its own phrase, so that paragraphs are compressed into a few characters, & Anna Karenina fits into a slim 150-page book.

Yes, it’s daytime, & yes it’s cloudy. But the stars ne’er hide. Heathens have cast such slanders gainst the stars & their master, the Afternoon Moon, but they are wrong. They’re just not looking hard ‘nough. But the time shall come when the stars & the moon rule all, & the sinful sun shall be smitten @ last, with the moon keeping its golden light for itself, for all eternity.

Posted in What the Fuck Is this Shit?

to mix coffee & booze & tea

makes me grease

up in the bucket I let spill trills ago.

I ran out o’ the greasy chemicals with which to fill this shit,

legit,

¿or is it just fabricated?

¡Say it!

¡It’s the law!

¡Say’s the law!

Money’s time,

& all time gets spent on ‘ventuallies.

¿What makes 1 ‘ventually better than the others?

¿What makes plum jellies ‘bove the worth o’ butter?

So many things to flow all around,

like bliss, & fat, & clams, & oven mits.

I’m an occult.

¿& what do you spend your ‘ventuallies on,

but tea & booze & coffee

or coffee & booze & tea

or booze & coffee & tea

or booze & tea & coffee

or tea & coffee & booze,

but ne’er tea & booze & coffee—

that’d be wacky.

It’s cold, though.

¿How’d you know there’s nothing new under the Afternoon Moon?

¿O, where did you get that from?

¿What friends have you made fool with?

Ah, I know where you read that…

So I try to stir harder

the lucky pot that holds every ingredient in the world,

to sift those that taste spiciest

& leave out those that are too ricy,

to do

Senior Estadounidense’s Delightful Stew.

¡What a funny-looking peasant!

I am a Socialist, Smurov.

(No, not the lowercase kind, ¡you filthy prole!)

const int NUM_O_LINES = 256;

for ( int i = 0; i < NUM_O_LINES; ++i )

{

std::cout << “There ain't no justice—(¡Justice!)” << std::endl;

}

& I’ve left ‘hind my keen Dr.

& my theory general

to be uselessly bombed in combat

to give into the philosophy o’ the sad-faced, shell-fleshed crabs,

o’ the caged rats—

«You’ve already played that DVD, Steve,

& it ne’er worked for all your 5 Zanzibari rupees.

Maybe the sauce would seep into every baggie

if you’d just leave.»

I’m an Anarchist, Smurnov.

const int NUM_O_LINES = 2560;

for ( int i = 0; i < NUM_O_LINES; ++i )

{

std::cout << “¡That's how greatful I am!” << std::endl;

}

I lived on my feet,

I sat on my feet,

I ate my chili without grated cheese,

but didn’t e’en sneak you a single speech bubble—

¡Too much trouble?

¿Too many double faces!

I lived on my face,

I sat on my face,

& didn’t e’en arrogantly show my gratefulness

when you praised my speedy Lorraine kitsch.

I’m a Nihilist, Smirnoff.

I was wrong,

& I was wrong since the beginning o’ the bong,

so said my mother in legend…

look closely @ the diagram to see the legend…

I’m a Magical Socialist, Blue Moon.

But we must return to the chemicals I want,

we must return to the bucket & not the box,

not the pot,

left ‘hind like a chalk outline’

left on the space-age street on which we all drive by,

where the strawberry pancakes are long gone

& left me without a throat to sing the rest o’ this song.

I’m a Post-Democratic-Republican-Liberal-Modernist-Progressive-Anarcho-Rasputinist-Socialian, Smurov

Go all the way

to KARAOKE NIGHT, ¿eh?

«(DUH, DUH, DUH)

You think you got us #’d…

(DUH, DUH, DUH)

but we will strike like thunder…

(DUH, DUH, DUH)

We’ll fucking strike like lightning…

(DUH, DUH, DUH)

& be exactly as exciting…

(DUH, DUH, DUH)

& now you say we’re grime…

(DUH, DUH, DUH)

say we’re a coconut without a lime…

(DUH, DUH, DUH)

Well, you need to realize…

(DUH, DUH, DUH)

that grease ne’er dies—

¡Fight!»

I’m a Schliferpus, Smurtov.

No, I’m solo fuckin wit yo, habanero.

Posted in Poetry

Wario Land 4

Wario Land 4 is 1 o’ those games I’ll admit I love mo’ for its atmosphere than its gameplay, though its gameplay is certainly great—albeit, the game is rather short @ only 18 levels. It had a dark, urban strangeness that reminds me o’ a less heartfelt Earthbound. I think the fact that I 1st witnesses it @ round 4 AM influenced my association, for I don’t think any game captures that feeling I may have only made up myself o’ a groggy early waking in the late after-midnight1.

In fact, I consider its soundtrack full o’ samples o’ strange voices shouting, “¡HURRY UP!” traffic noises, cat meows, & childish laughs to be more o’ a spiritual successor o’ Earthbound‘s than Mother 3′s, & to be probably the best o’ all the GBA soundtracks. Like Earthbound‘s music, these songs seem to be full o’ so many strange details that it’s impossible to keep track o’ them all, lending it a mysterious feel.

The map theme demonstrates this the most. It’s such a long & complicated song for a song that’ll only play ‘tween choosing levels. A mash o’ low grungy music & rather high-pitched spacey sounds, this song isn’t e’en consistent on whether it wants to have a catchy melody or being a jarring cacophony o’ strange noises that makes it e’en mo’ disjointed than consistent cacophony.

Crescent Moon Village” I love for being the best representation o’ urban nights, mixing the high-pitched weal o’ nighttime wind with the heavy bass rock you’d faintly hear from a passing car.

Toy Block Tower”: Much like Earthbound, Wario Land 4 balanced its soundtrack’s dark songs with very chipper songs, & this is the most chipper ‘mong Wario Land 4‘s, fitting the most chipper o’ levels. This level & its music are like walking out o’ the hushed night into a brightly-lit 24-hour store that ne’er seemed to tire.

“Hotel Horror” is a jazzy song on the surface; but like most WL4 songs, it has those strange sound effects that make it eerier—in this case, mainly the noises from what can only be described as a windy drum, starting as an elongated blow that sounds somewhat like an airplane passing by, & then becoming chopped up into mo’ forceful beats.

Soft Shell” is soothing mall music that plays in soothing bonus areas. I change what I said ’bout “Toy Block Tower”: this is the brightly-lit 24-hour shop.

But we can’t talk ’bout Wario Land 4‘s soundtrack without mentioning the “sound test,” unlocked song-by-song by collecting CDs from each level. Those who have read much o’ this blog (I’m sorry) would probably guess that I’d love such a disarray o’ irrelevant sound experiments—visualized through a neon-backdropped screen flashing ‘tween random images, such as the Game & Watch guy with headphones, a photorealistic strawberry zooming in & out, & some real human cosplaying as Wario. Some o’ them are actually songs, such as the aforementioned “Soft Shell,” & “Mr. Ether & Planetaria”; but most are just collections o’ noises, such as 1 which is just a buzzing fly that is finally smitten, a sleeping guy snoring, heavy mechanical heartbeats, hushed whispers, &, my favorite, an epic o’ some guy waking up to go out & walk to the store to buy something, & then walking back home, all depicted through speechless noises.

The graphics were similarly strange, though mo’ in a cartoony grotesque way than in a “¿What the hell is this?” way. Zombie Wario wasn’t just a stereotypical dark blue version o’ himself with tattered clothes & dark eyes, but was made up o’ neon rainbow goop that splashed all o’er. Puffy Wario had mo’ exaggerated cheeks than in the previous entries. The animation was also quite smooth.

How level progress was measured was also rather creative: rather than a simple goal @ the end, one’s goal was to collect various objects, hit a switch, & then race back to the start before time (& then one’s coins) ran out. The key ghost named Keyzer was needed to unlock the next level & all 4 corners o’ the gem is needed for all 4 levels per zone were needed to unlock that zone’s boss. It’s interesting ’cause most games have levels wherein “beating” it is plain, black & white; but here it’s messier. Obviously we can’t say that just hitting the switch & returning to the beginning warp “beats” the level, ’cause it creates no progress: you’re right back where you started. ¿But is getting the Keyzer sufficient? It is for the 1st few levels; but if one wants to fight the boss—& therefore progress to the end o’ the game—one must collect all o’ the gem corners. Since it’s required to beat the game—rather than the CD, which is just useful for hearing the aforementioned weird-ass music in the “sound test,” or any money—one could argue that the level’s not truly beaten—as opposed to completed, which would require the CD & collecting 10,000 coins for the golden crown—’less the gems are collected, too.

Wario Land 4 also lets one try all o’ the zones but the last in any order one wants, including going back & forth ‘mong zones. This is hardly the 1st game to do something like this; but it’s still a plus, nonetheless.

That said, though its music, graphics, & general atmosphere are better than its predecessors, it’s gameplay is inferior to Wario Land 3‘s. It’s much shorter & its levels are much less complex than 3’s, which had a much funner goal system derived from 4 different colored pairs o’ keys & chests per level, which unlock items that unlock other chests & so on.


Footnotes:

[1] WarioWare, inc.: Mega Microgame$!, which I shall discuss soon & I 1st discovered @ a similar time o’ day & in Japanese, as well as having a similar soundtrack (some songs & sound effects are flat-out taken from this game, & the whole soundtrack’s done by the same guy), comes to a close 2nd.

Posted in GBA Tribute, Video Games

morgen

I don’t want to go to work tomorrow.

I don’t want to not want to go to work tomorrow.

I ne’er want to not go to work tomorrow.

But tomorrow always threatens tonight

& frightens them ‘way,

leaving no one to protect the days,

till they, too, ‘scape from me.

¿Now where will I find the time to breathe?

Posted in Crazy, Poetry