The Mezunian

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

Luigi’s Mansion — Original vs. Dark Moon

Dark Moon is an anomaly o’ a sequel for me: most sequels fall into 3 categories:

  1. Is very similar to its predecessor, but much better or worse.
  2. Is very similar to its predecessor, but hardly different.
  3. Is completely different from its predecessor & much better or much worse.

Dark Moon is odd in that it feels like a Luigi’s Mansion — it doesn’t depart too much — but doesn’t feel too derivative, nor does it feel like it’s much better or much worse. It just feels different, but while still keeping to the main formula.

Gameplay

I’m bewildered by the main point made by those who prefer the original, not ’cause I don’t share the sentiment — I do — but ’cause it’s hypocritical, as the issues they claim Dark Moon has are also in the original.

The main complaint is that Dark Moon worsens the nonlinear, exploratory feeling by making it mission-based. The problem with this is that the original didn’t do a great job o’ that either. People complain ’bout the missions ruining exploration in Dark Moon ’cause they interrupt your exploration to push you back to E. Gadd’s & make you start back @ the start ’gain. They also complain ’bout how Dark Moon has each mission o’ a mansion generally focus on a different part o’ the mansion, making it feel linear. ’Cept the original does the same thing: it splits the game into 4 “missions” that focus on 4 different parts o’ the mansion: the 2nd floor, the 1st floor, the 3rd floor, & the basement. After the boss o’ each “mission”, you’re forced to return to E. Gadd’s, & then you’re sent back to the start, which is mainly a hub to the other parts o’ the mansion. This isn’t an exaggeration, either, as the length o’ the entire 1st game is ’bout as long as each level in Dark Moon — so each part pretty much is like a mission.

Nor was the mansion in the original as nonlinear as some blinded with nostalgia claim: while there were a small few o’ portrait ghosts you could skip, & a few secret areas, you had to explore most o’ the areas & fight most o’ the portrait ghosts, & you usually always did them in the same order as you usually needed to beat a portrait ghost to get a key to get to the next, & so on.

Thus, I agree with the sentiment, but disagree with the conclusion, & am still mixed: while we could say that Dark Moon wasted potential by not improving on the original’s weakly-done exploration, those who prefer the original forget that it failed @ being all that exploratory itself.

There are a few ways in which Dark Moon was inferior to the original, but none o’ them are as big as the nonlinear problem, nor inherent in the mission system. The 1st is that you can only save ’tween missions, while the original let you save any time you caught a boo or encountered a Toad, a bewildering decision for a handheld game. I blame the recent unfortunate fad o’ creating “difficulty” by borrowing bad design decisions from ol’ games. People complained ’bout games during the N64 & GameCube era being too easy, & such games also generally saved all the time ( Mario 3D games would save after every star or shine, for example, making game o’er borderline pointless ), & then games started to turn toward becoming much harder, & 1 o’ the “techniques” was trying to make game o’er threatening ’gain by limiting saves, such as in New Super Mario Bros. ’Cept like most challenge techniques from the NES era, this is a lazy, cheap attempt @ difficulty that was only done back then ’cause it wasn’t as practical to have easy saving ( or saving @ all )1.

The 2nd problem is the way the game constantly interrupts you so E. Gadd can tell you exactly what to do, insulting your intelligence. This is a bit mo’ linked to the exploration problem, as it constantly takes you out o’ the game & tries to micromanage what you’re doing. It is also, sadly, a fad that has been burgeoning in the last decade or so. However, it’s not intrinsically linked to the mission system.

Sometimes the portrait ghosts had mo’ creative puzzles for defeating them than the ghosts in Dark Moon, but Dark Moon had some interesting puzzles o’ its own, & we’ll save most o’ our discussion on the portrait ghosts for the “aesthetics” section.

Dark Moon improves on the original in other ways. It has collectible jewels that actually improves exploration o’er the original. 1 o’ the problems with the original is that there’s not much to do other than to fight ghosts & maybe get money — & most o’ the money is in annoyingly rare & sometimes random golden ghosts. A’least Dark Moon’s golden ghosts are consistent. Unfortunately, Dark Moon’s jewels fall into “Super Mario Sunshine Syndrome” & have some jewels only appear on certain missions, which forces you to explore most places many times just to make sure the game doesn’t jape you. I’d recommend trying to explore a while, & then once you get bored, just read a walkthrough; nobody will care whether or not you found them on your own, since nobody cares whether or not you can do well in a baby game like Luigi’s Mansion — this isn’t a competitive game like Super Smash Bros. Melee or Fire Emblem.

Dark Moon is also less harsh on punishing you for mistakes. In Dark Moon you can permanently fuck up a mission, but you can always retry it. In the original, you can easily permanently fuck up the entire game, forcing you to restart the entire game if you’re going for a good score. Granted, getting the best score in the original is mo’ a bonus, whereas the rankings in Dark Moon are right in your face.

I also thought Dark Moon handled Boos better. Finding them is actually a puzzle, whereas in the original they were just in some random thing in almost every room. Having only 1 Boo per mission is also less repetitive & boring than the original’s whopping 50 Boos, with 1 in almost every room.

Dark Moon also has that weird rainbow flashlight thing that reveals secret things, which is cool. It’s unfortunate that it doesn’t have the fire, water, & ice shots that are in the original, but Dark Moon does still make clever use o’ fire, water, & ice, & I think the rainbow flashlight’s better.

Dark Moon also had better bosses, though the original’s weren’t bad. Fake Bowser is a lame cock-tease compared to the fight gainst King Boo in Dark Moon, divided with races through a twisted hallway. Boolossus, though they got his name wrong in Dark Moon, was also better in Dark Moon, ’cause he had a train. The spider boss had clever scenery puzzles, the clock-based boss was a creative idea, & then you have the possessed armor. In general, the original’s bosses were mostly just dodging & attacking, while Dark Moon’s had mo’ a puzzle aspect to them. Luigi’s Mansion was always better @ puzzles & exploration, not action, so that’s definitely an improvement.

Dark Moon also has escort missions with Toads, which many people predictably criticize, but I didn’t think they were that bad. That Toads aren’t that hard to bring ’long, & unlike most escorts, they actually do give you abilities you don’t otherwise have, such as being able to shoot them places. Plus, I love the squeakiness o’ their shoes. I’ve ne’er been a huge fan o’ Toad, so I was surprised that I actually found them endearing in this game.

In general, I must say that Dark Moon probably had the best gameplay, which isn’t a rare belief. However, I agree with the sentiment that those few who defend the original’s gameplay & think that a 3rd Luigi’s Mansion could easily best both if it truly did the “1 big mansion, lots o’ freedom & exploration” thing. The original was simply too small & short & simply limited you too much to succeed @ that any better than Dark Moon.

Aesthetics

This is where most people agree… but not so much with me. E’en people who prefer the gameplay o’ Dark Moon lament its s’posedly inferior atmosphere & aesthetics.

The original was a bit mo’ horror, while Dark Moon is mo’ cartoony. The original is much darker & everything looks mo’ dusty & grayer, while Dark Moon is very colorful, with lots o’ neon colors. & while Dark Moon mostly has cute, cartoony ghosts, the original had freakier, mo’ human-shaped portrait ghosts.

I’m mo’ mixed than most people. I actually think Dark Moon looks gorgeous & like how colorful it is. It sort o’ reminds me o’ Scooby Doo: it’s not scary, but it’s stylish.

That said, I do prefer the portrait ghosts to the generic Pac-Man ghosts in Dark Moon — ’cept Ghost Dog: Ghost Dog is a great new pet & I write fan fiction ’bout it & Luigi’s further adventures all the time. I’m not sure how someone couldn’t, since, I mean, c’mon — they’re generic Pac-Man ghosts, while the portrait ghosts have a variety o’ strange designs.

This ties into the original being mo’ “horror” than Dark Moon. The original is somewhat creepy, not only in its general look, but also in the implications for how some o’ the portrait ghosts became ghosts — including babies & young children. The original dealt with the subject o’ death much mo’, including a clever point where a portrait ghost that had been on your side for most o’ the game finally just lets you suck her up in what must be 1 o’ the easiest portrait ghosts to beat ’cause she wants to rest in peace. Meanwhile, Dark Moon doesn’t deal with the subject o’ death much & nobody truly thinks ’bout where the Pac-Man ghosts came from ’cause they’re too cartoony. It also has a lot, lot mo’ slapstick, which isn’t truly all that funny, but not truly all that bad, either.

But the main focus is the area. In this case, I may have to prefer Dark Moon. The original doesn’t look bad, but there’s just not as much variety: that’s the advantage Dark Moon had by having multiple mansions, a chance to mix the o’erall haunted theme with jungles, sand, & snow.

Ironically, though, I feel like Dark Moon becomes mo’ horror near the end while the original becomes mo’ cartoony. King Boo becomes strikingly angry for revenge @ the end o’ Dark Moon, while the Fake Bowser fight in the original where you make it lose its head — including it sometimes putting it on backward & running round crazy — is just silly.

& this is going to sound silly, ’specially from me, but Dark Moon had better writing & a better story. Granted, neither are Kafka, & Dark Moon does lose points for constantly interrupting gameplay with E. Gadd’s gabbing; but Dark Moon’s plot made mo’ sense & actually had character development.

The original’s plot didn’t make much sense: Luigi wins a contest he didn’t enter & doesn’t suspect a trap, e’en though he knows he has enemies. Then, while he’s there, he learns that King Boo kidnapped Mario… ¿& then tricked Luigi into coming so he can save him? ¿Why not just trick Mario into coming & capturing him? ¿& why was it so easy to capture Mario, but not Luigi?

King Boo’s motive in Dark Moon made mo’ sense, albeit relied on the original a bit: he wanted revenge gainst the 2. In this case, it makes sense for him not to just capture Luigi as easily as Mario ’cause he wants to prove himself gainst Luigi. & Luigi isn’t just dicking round in a mansion ’cause he won it in a contest, but is trying to fix some moon thing to stop ghosts from wrecking terror on the world.

Luigi also has character development in Dark Moon: you can see him gradually become braver as the game goes on, & becomes mo’ comfortable with ghosts, ending with Luigi e’en adopting Ghost Dog as a pet @ the end. Meanwhile, Luigi doesn’t change @ all throughout the original: he’s stick scared shitless by what appears to be Bowser @ the end, which makes no sense, since he fought Bowser a million times. If anything, the sight o’ Bowser should’ve assured him since it ’splains everything mo’ than anything else why ghosts would be going after them.

Both games have great main themes, which are o’erused. I think I found Dark Moon’s a bit mo’ memorable, but prefer the original’s soundtrack as a whole. While Dark Moon has some good remixes — I recommend “Old Clockwork” & “Secret Mine” the most for both the main theme & “Old Clockwork” for the “Outlanding Interruption” theme — o’ its 2 good songs… I only remember those 2 good songs & the latter still sounds similar to the 1st, whereas the original has that wicked but sadly underused song that plays while tallying up ghosts after an act, that other great, underused song, the song that plays when the portrait ghosts 1st talk to you, the song for catching a boo, Bogmire’s theme, &, ‘course, the credits theme.

But that’s all minor. In general, I’d consider Dark Moon slightly better in terms o’ gameplay & the original slightly better in terms o’ aesthetics; & ’mong the 2, I’d consider Dark Moon slightly better, but not by much.

What’s mo’ interesting is that there’s still room for expanding on the goal that both were s’posed to serve — a huge mansion rife for free, nonlinear exploration — in a 3rd game.

Posted in Video Games

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XXX

Freaky Forest

Well, a’least OpenShot worked ’nough for me to be able to make this video… But then YouTube decided it didn’t want to understand how to process videos anymo’, & also decided that it should just completely erase the uploaded video, too ( wouldn’t e’en show up in “Video Manager” as a “…” video, like usual ).

Part o’ me wanted to do mo’ with this level, but then ’nother part o’ me reminded myself that these levels are s’posed to be 15 – 30 second romps without midway points. As the video shows, the speed challenge is 22 seconds, but if one goes after all the collectibles ( the gem challenge for this level requires you to get all o’ them ) & messes up the final part a million times like I embarassingly did the 1st recording, one can take as long as a minute & 40 seconds or so. I s’pose that’s a good balance.

Like usual, the main gimmicks are ripped off from ’nother game — in this case, both are from Wario Land 3: dodging & hopping off birds is from “Forest of Fear” & the ghostly fading in & out is basically just the fading in & out clouds in this game’s “Cotton Candy Clouds”, which came from Wario Land 3’s “Above the Clouds”1, though I’d say “Ghostly Grove” ( which is a much better name than “Freaky Forest”, but I didn’t want to be too much o’ a thief ) from Donkey Kong Country 2 was mo’ an inspiration.

I do kind o’ like the pathway this level goes through. Looking through my other levels, I was shocked by how oft they are just straight horizontal lines going from left to right. Though, now that I recall, I think I used this same general pattern o’ going right a li’l & then going leftward the rest o’ the way in “Milky Mountains”. I think I originally planned to have a key up on that cliff to the left & then have you come back down & go farther right past the underground hole to use the key, perhaps to enter a mansion or something, but decided that’d o’ercomplicate the level. I also had the idea o’ having rapidly spawning zombies like in Ghosts ’n Goblins, but rejected that for the same reason. There are a lot o’ things I could do with a halloween theme, & I’m still thinking ’bout making it its own theme, if not for the fact that I already have too many themes.

Finalizing the art for what are s’posed to be crow enemies was odd. As mentioned, they’re clearly based on Wario Land 3’s bird enemies, but I didn’t want to ripoff their entire graphics, too, so I looked @ other sources, including real crows, & in doing so I noticed how bizarre it is to have birds just floating in air, without e’en flapping their wings ( 1 thing I did ripoff from Wario Land 3 is that the crows raise their wings to indicate that they’re going to charge forward ). So I added a li’l 2-frame propeller ’bove the crows’ backs, which I found somewhat amusing — winged, flying animals that also have redundant propellers.

The ghosts in the underground section, which are basically just larger Eeries from Super Mario World, are based on a creature from Boskeopolis Stories: a “kappa-obake”, which is a pun off kasa-obake. While the latter is a 1-eyed umbrella ghost with a large tongue & a human foot, “kappa-obake” is the same, but a raincoat ( 合羽, pronounced “kappa”, is an archaic word for “rain cape” or any similar clothing one wears in the rain ) ’stead o’ an umbrella ( ’cept I forgot the foot ).

I have mixed feelings ’bout the background. You can tell it’s handdrawn by how tacky it looks. I also think I resized them a bit, which probably didn’t help. Then ’gain, they have a kind o’ Commodore 64 look to them that I like. I also thought ’bout filling in with black the outlines & inside o’ the trees so that the flashing lightning doesn’t show through them or the farther-back trees don’t show through the nearer trees; but then, I also kind o’ like the look o’ the flashing background going all the way into the trees.

The flashing background involved a li’l code change that was surprisingly easier than I expected. Originally, the flashing backround was some hardcoded thing for any map that had a bg_color # o’ 7; now I changed it so that there’s some mathematic formula used on any bg_color 7 or larger, allowing for flashing ’tween any 2 colors o’ the palette. So bg_colors 7 – 12 have color 1 as the background, but flashes to colors 1 – 6, 13 – 18 has color 2 as the background & flashes to colors 1 – 6, & so on. Or something like that; ’twas actually a while since I changed it. I believe getting these 2 backgrounds colors from that 1 # uses the same 2 formula I usually use: “x = n % w” & “y = floor( n / w )”, ’cept “x” is the 2nd background color & “y” is the 1st, & “w” is the color limit ( 6 ). So 13 would flash from color 2 ( round down 13 / 6 to 12 / 6, 2 ) to color 1 ( since 12 / 6 evenly, 13 leaves 1 remainder ). That sounds ’bout right. Color 0 should be ignored, since it’s always just transparency.

An extra graphical detail ( you could call it a hack ): in the underground section, the bottom-most ladder block isn’t actually a ladder block, but uses a BG block with a ladder o’er the rocky background so that the grass block can go o’er it. That way the grass still goes o’er Autumn, but the ladder is still ’hind her. This works fine since it’s impossible for Autumn to grab a ladder without standing, so she has to be touching the block ’bove that, too, & thus will always be interacting with the ’bove block when touching the bottom block & able to climb.

Speaking o’ the rocky background, you’ll probably notice that that’s just a copy o’ the inside rock walls o’ the mine tileset, but with only 2 colors.

1 final interesting note: the tall tombstone @ the very end is actually a sprite, simply ’cause ’twas both easier for me to make & mo’ efficient. It’s easier since it meant I just needed to make 1 immensely simple sprite class, rather than 24 block types; mo’ efficient not only ’cause it doesn’t bog down any other woods levels with 24 extra block types only used for this 1 particular level, but also ’cause 1 sprite is mo’ efficient than 24 blocks.

Your blood will curdle @ how inefficient & buggy this horrifying code is

Posted in Boskeopolis Land, Programming

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XXIX

Flush Flood

I still don’t know when I’ll e’er be able to make “The Minus Touch”’s video, but a’least we have “Flush Flood”. Granted, I messed up a bit in editing it: @ the end it shows the gem score having been achieved, though the achievement o’ such is ne’er shown in-video. Would’ve been nice to show off, too, since it’s very hard to do. I have an inkling that I did it off-camera & didn’t want to have to try doing it ’gain.

I like the dynamic o’ this level’s difficulty: being outrun by the water doesn’t kill you itself, but if you let it get ’head too much, you’ll have no chance o’ catching up with the surface before drowning. It required a lot o’ fine-tuning to get right, & involved programming in a bit o’ rubber-banding on the water’s end. I don’t remember the exact #s, but it’s speed varies depending on its relative position to you, with a max & min so it can’t just race upward if you’re way ’head or doesn’t just stop if you’re too low.

’Cause you want to race ’head o’ the water, anyway, getting the time bonus isn’t too hard, as shown in the video. It’s getting all the gems that’s hard, since many o’ them are just slightly out o’ the way. Originally, they were all e’en mo’ out o’ the way, but I wanted to make as many o’ them as I could possible to get, while also keeping the level somewhat difficult e’en if not going for any gems, so I can’t allow the player to detour too much.

This level is where this code belongs

Posted in Boskeopolis Land, Programming

Sim Theme Park

( Or Theme Park World to Europeans ).

Nostalgia has a strange way o’ making games look better than they probably were. For instance, as I’ve mentioned in previous articles, while I have nostalgia for games like Sonic 3D Blast & Sim Tower, I wouldn’t find playing them much fun. What’s stranger, though, is when nostalgia seems to both make a game fun in remembrance & fun in still playing it now, e’en when one can’t figure out why.

Much like Sim Tower, there’s not much to Sim Theme Park. You have 4 levels, 2 unlocked @ the start, 1 unlocked by getting 3 keys, & the last unlocked by getting 5 keys ( unlike many games, these keys don’t magically disappear after unlocking a level, so that’s 2 mo’ after unlocking the 3rd level ). Keys are unlocked by getting 3 Golden Tickets, which are gotten by “DOING GREAT THINGS”, as your personal Navi tells you.

I should talk ’bout your personal Navi. I ne’er knew his name, though Bullfrog Productions Wiki says it’s “Buzzy” in parentheses. All I know is that I always thought he looked like a black ant & that he sounds kind o’ like Dick van Dike. He pops in on the bottom right corner every second you breathe to tell you info that’s either useful or useless, so he’s actually better than Navi. He’s all right. Be prepared to hear a lot ’bout how “she’s ’bout to blow” or how you could get a golden ticket if you could “squeeze just a few mo’ customers in”, though.

European fans apparently have high regard for the European version’s British voice actor, since he’s apparently somewhat well-known, but I have nostalgia for the American version & his hammy “YOU CAN GET GOLDEN TICKETS BY DOING GREAT THINGS”.

Back to the levels, since they’re some o’ the most interesting part o’ the game. In truth, the gameplay changes ’tween levels aren’t that different. There’s just slight changes, like a few types o’ stores & sideshows that appear & don’t appear, which you start out with & how soon others can be unlocked, & how many & how few o’ different types & sizes o’ rides & “features” there are. Most differences are cosmetic.

The 2 you start with are “Lost Kingdom” & “Halloween World”. Though the former is the 1 the game starts you on on the menu, I remember playing the latter 1st, & generally play it 1st, ’cause, ¿who would rather play some dumb green & brown dinosaur land when you could play a spooky night halloween theme park?

The 1st new level you unlock is “Wonderland”, which is also grassy, but with a bit more o’ a focus on nature & with a bit mo’ whimsy. It’s basically a superior version o’ “Lost Kingdom”, & I oft go far as to play it before “Lost Kingdom” as well, since it’s not too hard to get 3 keys in 1 level.

The last level is “Space Zone”, which is the most different, taking place on a purple planet, with an obvious focus on space & technology. This difference makes it mo’ exciting to finally unlock — a’least when you’re still a li’l kid & that feels like an accomplishment.

Most o’ the game is as you’d expect from a sim game: you go round building rides, shops, & other attractions, trying to balance customers’ fun with your funds. You also have staff you need to hire: janitors to keep the place clean; entertainers to be useless; security guards to stop the li’l shits from being li’l shits; mechanics to fix rides that break every second & cause Dick Ant Dike to tell me, “UH O. LOOKS LIKE A RIDE BROKE DOWN. BUT DON’T WORRY: A MECHANIC’S ON THE WAY”. Sometimes the ant guy will give you challenges, usually to sell a certain # o’ products before a certain # o’ days transpire, which usually means building a few more o’ those shops & lowering the price $10 or so.

It’s through researchers that we get the most interesting part o’ the game. Rather than starting out with everything you could buy, the game forces you to research most o’ it. This involves hiring researchers & waiting. You get some choice o’er what to research & what to prioritize, but not much else. Most o’ it is just waiting. Still, it’s quite exciting when you get a new thing to build.

Honestly, building all the stuff’s the only part interesting ’bout this game. They did make the aesthetics interesting in this game. It’s fun to see the different looks o’ the shops in different levels — from Dracula to a bumble bee for the balloon shop — or the different rides they have, such as a ladybug spinner or 1 o’ those bouncy rides that’s a brain or a plate o’ Jello. In fact, the game gives you a ticket for building everything, which is when I’d always consider the level “beaten”, since like most sim games, a level only “ends” when you choose to return to the level select.

You could say the simplicity is 1 o’ its bonuses. I actually just recently tried Rollercoaster Tycoon 2, since everyone says it’s the best, but it’s just a clusterfuck o’ confusing, terrible UI. Nothing better than starting by building a burger shop & putting a path right up to its front, only for the game to tell me no one can reach it — though on-screen you could see visitors walking under it by some alien magic. I also hated how it tried to force objectives on me.

Anyway, the greater focus on rollercoasters is a loss for me, since I always found them to be the most annoying thing to build in Sim Theme Park, while Rollercoaster Tycoon 2 made building the entrance & exit o’ any ride annoying, much less anything mo’ complicated.

Then ’gain, maybe Sim Theme Park is confusing for new players, too. Plus, I have to admit it seems like Sim Theme Park ripped off Rollercoaster Tycoon heavily. It e’en seemed to have researching new attractions & e’en mo’ customization options than Sim Theme Park’s already hefty customizations. The Rollercoaster Tycoon games also have far mo’ level themes. I can see why someone mo’ experienced with these games would prefer the Rollercoaster Tycoon games & would find Sim Theme Park underwhelming in the same way a SimCity 4 fan may find the original SimCity boring.

Sim Theme Park actually had a game that came out before it, just Theme Park, which I’ve ne’er played, & the only thing I know ’bout it is its creepy game o’er screen. It also had a sequel, Sim Coaster ( Theme Park Inc. in Europe, Theme Park Manager in Australia ), which I did play, but don’t remember too much. All I remember was that it had a snow level, & only had 3 levels.

O yeah, & it has some pretty good music, though damn long. I’d recommend Halloween World’s & Wonderland’s.

Posted in Video Games

Questionably Relevant Content Is a Great Way to Cover a Lack o’ Updates

If anyone remembers those Nasrin stories I published here almost a year ago, they now have their own website… sort of. That also has some new stories that I wrote o’er the last year but ne’er bothered to publish like many other things.

& since I’m talking ’bout other stuff I’ve been doing ( ¿isn’t that all this blog is, anyway? ), there’s this short story series I’ve been doing for 5 years whose website I recently ( read: 4 months ago ) overhauled & a microstory series based on random prompts that I started doing daily ‘gain this month.

In my defense, I have been doing things, it’s just that I haven’t been finishing them, which is the trick. For instance, I’ve finished 2 levels for Boskeopolis Land, but am still trying to record “The Minus Touch”, but am failing, ’cause Ubuntu likes randomly making programs stop working, or maybe it’s just linux video-editing programs. I may have to resort to using screenshots, since, to be honest, I hate video-editing, anyway; but this bugs me, since ’twas a pain beating “The Minus Touch” so that I could record a successful run in the 1st place.

Expect 2 editorials ’bout video games before the end o’ the month. I thought last October would be my worst, but 2017 nadirs as always.

Posted in My Crimes Gainst Art, Nasrin

October Friday 13 Sonnet

Accompanying music:

Lemon drops on milky clouds

bound this wistful field above

pewter lakes — ¡but wait! ¡Look now!

¿How’d this specter enter such

verdant film now ill, when it

wasn’t there before. Before I

eat my harvest, fix on this

ray of sunlight staged for sore eyes.

Superstitions won’t sway trees;

what a day to buy tea leaves —

October Friday 13.

Posted in Metered, Mezunian Sonnet, Poetry

Royal Purple Sky Sonnet

Saw outside a lonely time

shadow firs are teasing me

breezily. Their scents make pine

every time all kinds, seasoning.

Under skies as pure as opal,

bright night dimmed by grim surroundings,

worse by wind, won’t hush, but yodels.

Houses still for nature’s crowning.

For my birthday, I would like

tons of air a year for life —

swear to heart won’t waste this time.

Posted in Metered, Mezunian Sonnet, Poetry