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Okay, hello everyone. You're listening to Pixel Project Radio, a
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video game discussions and analysis podcast. My name is Rick.
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I'm your host as always, and today we talk Tomba
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or Tomby, the first entry in the Tomba or Tomby Duology,
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and the soul games put out by Whoopee Camp, the
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studio behind Tomba or Tony up Top. As always, I've
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forgot to thank the patrons. The patrons are the folks
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that keep my Tonby's rebbed up and going. And if
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you want to know what that means, you can head
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to patreon dot com slash pixel Project Radio. You can
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see what we've got on offer. There are tears for free,
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tears for not free if you're feeling extremely generous, and
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we'll talk more about that in a little bit. I
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want to introduce my co host for today, first timer
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on the show. Wanted to reach into the nepotism bag.
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I went into the PPR family. Wanted to find another
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PPR member, another handsome gent, another fine, silky, melifluous voice.
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So today we've got Georgie Belifluis. I love that, and
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there he is. We've got Georgie from Press Pause Radio.
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How's it going, buddy, I'm doing great, dude.
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I do love the role out there because essentially went
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Tomba or Tomby if you nasty, so.
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Definitely dig that. Do you know?
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Like there's no concrete reason as for why they made
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that localization change, However, there is a suspicion to it.
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Are you familiar with that suspicion?
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No, I'm not so.
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In Italian Tomba is the translation for tomb so I
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assume because with pal Markets they're catering to the European
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region as a whole, which includes Italy. I think to
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take that into consideration, that's where they went ahead and
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put in the change.
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All right, listeners, you heard it. We've got a real
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expert here and we're both very excited to talk about
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this game today. Speaking of this game, if you are
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a member of the Patreon and again free not free,
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whichever you're feeling, or if you're a member of the
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Free Discord, it's only free. You can still give me
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money if you want to join. It just won't get
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you anything. You may have heard a recent episode where
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I said that the show is going to do. The
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show's going to undergo a few changes, small changes. It's
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not going to change the show fundamentally, but one of
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the changes is adding in a little more of these
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games that aren't hyper story based. That's solely pragmatic so
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I can keep doing this long term and not burnout
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because it's just me back here on the managerial end.
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But also, some of these games have some terrific jumping
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off points, and that's one of the reasons I wanted
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to pick Tomba for today. Partly because of nostalgia. We'll
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get into that in a moment, and partly too, because
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I think there are a lot of interesting discussions to
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be had based on gameplay and presentation, especially once we
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get into the meat of what this is. So speaking
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of what the hell is Tomba or Toby, If you're nasty,
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let me tell you I'm Rick, I'm your host, or
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I'm not going to finish their joke, all right, dude,
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Tomba the titular Tomba. He is a pink cared wild
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child back from an era when George of the Jungle
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meant something. I haven't heard of him in a long time,
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but at any rate, he is a sort of semi
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feral child who spends his days harassing the evil pigs
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and eating meat relaxing. This is a two point five
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D platformer that's got elements from various other genres. Metroid
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Vania's not that they were called that at the time.
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Puzzle adventure. We're going to get into that too.
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I just think of Jeremy Parrish and Sharky. Well, Sharky's
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out of the game, but Jeremy Parish in fact all
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funny enough because he's come full circle too, limited run
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publisher that's currently responsible for the modern distribution of Tamba,
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but
Load full transcript
back in the halcyon days of one up that
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metroid Vania actually came out between him and Sharky. Sharky
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is the one who should be credited, because Jeremy wanted
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to go with Castle Royds. And it's just so funny
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that fucking term really took off.
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That actually segues pretty nicely into our personal histories. I
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don't I'm not a big Metroidvania guy myself, so I
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know a lot of folks have strong opinions on that nomenclature.
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I you know, sober Quet by any other name still
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sounds as pretentious whatever you want to call it. Metroid
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Brainia adventure game. I don't care. I don't I'm not
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really huge on those. Outer Wilds is the closest I
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think that I've gotten to one of those that really
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hooked me. But as far as personal histories and overall
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thoughts on the game, I had Tomba two as a kid,
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tons of nostalgia for that game, tons of love. But
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I've never played Tomba one, so I wanted to program it.
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That's part of the reason. Of course, I knew that
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you were into that game as well, so I wanted
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to ask you on. So tell me a little bit
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about your history with Tomba. When did you first encounter it,
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if you want to talk about the sequel a little bit,
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if you want to talk about your feelings about the
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PlayStation one.
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By all means, so, I was a Saturn kid, but
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at some point, hell yeah, but at some point I
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was able to get my hands on a PlayStation, mainly
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through the aid of my step brother. And if there
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was around the time that we got it, if there
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was one game that really just caught her eye. And
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it's funny, I always laugh when people say that they
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don't recall Tamba, or like it's something that slipped past
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their radar because like from what I remember, and this
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is just a kid in California with a game magazine subscription,
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which is a big crux of it, but also with
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cable television, this game was heavily marketed, like super pushed,
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like it had its own series of play stash on
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commercials that just I remember having a bunch of like
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seniors or elderly folk in a neighborhood with fucking doled
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out pink hair, and the whole gimmick behind the commercial
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is that they like they just got hooked on Tomba
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a bunch of game magazine adverts saying bacon isn't just
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for breakfast anymore. Like Tamba was heavily advertised, so like
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it of course when you see gameplay of it and
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like two point five D traversal, like just quick snaps
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of the commercial. Yeah we wanted it. We ended up
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renting it quite a bit through Blockbuster before finally securing
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like a copy, So I still have my childhood copies
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of both one and two.
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And yeah, nice, those are worth a pretty penny right now,
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civ Last I checked, they were just north of one
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hundred bucks.
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Oh yeah, they used to be way more thankfully. The
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redistribution of the game digitally and most recently new updated
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enhanced versions with physical release is through the boutique publisher
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Limited Run, have greatly diminished some of the original value
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that the original copies for PlayStation held. And that's a
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good thing. We remember. It's a good thing. These aren't
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investments you fucking chose. These are video games.
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Yeah, we've got a strong We have a small but
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strong camaraderie of folks in the discord who are very
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passionate about collecting, of which I used to be a member.
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I don't I don't really do that a whole lot anymore.
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How I played this, I guess that gets into how
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we played this. I played this well on my CRT,
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on my PlayStation through x station. I have not had
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much experience. Well, I have not had any experience with
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the remaster. I watched some gameplay online. I have more
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to say about that when we talk about the music,
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that's the biggest thing that I noticed personally. What about you?
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Did you play this on original hardware as well? Yes?
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Not only so.
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I actually play this game at least once every couple
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of years, along with Shenmu, which is another like diehard
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favorite of mine.
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I'm doueling and most.
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Recently, my most recent playthrough was the Special Edition and
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I really enjoyed it.
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However, there I.
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Got my copy for the PlayStation five, and there were
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of course some unfortunate bugs that snuck pasture. The switch
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version was the most ill optimized of the sort, so
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I would really bum for the folks that got that,
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but I believe some post patches were to address that.
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The most egregious issue was a trophy issue. Tamba like
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the meat and potatoes, and very heart of Tamba is
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making sure that you round all of your corners, dot
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your eyes, and cross your t's in completing and collecting
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or just finishing all the various tasks and objectives in
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the game. And of course you would expect trophies to
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reward you for that effort. However, despite you doing it
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in game, the trophies wouldn't prop So it was a
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couple of months where Limited Run have to work with
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Sony R and D to prove another patch to send
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out and patch games that did complete the necessary objectives
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that would then reward the trophies. So I had a
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completed ass game with no platinum and that really ruffled
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my gillies. So, man, that is such a bummer. It's
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fixed now, so now it's there. It's just you know, sure.
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So we do have a couple of community forum correspondents
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for today before we get into that. If I add
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anything in post, if I find any new interesting information,
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if I want to chime in with anything else, you'll
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hear this sound that'll signify that future me is talking.
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Just so we don't get our wires crossed. And while
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I have the floor a couple of things. This episode
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won't be a beat by beat sort of deal. It
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just isn't that kind of game. I knew it would
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be a good one, though, because so much conversation about
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gaming and gaming design in general could bloom forth from it,
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and boy did it. Ever, we may have gotten a
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bit long in the tooth. Also throughout the episode, I'm
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gonna sprinkle in some of the music from the remaster
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that is the special Edition. I think both OSTs have
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their pros and cons. We talk all about that later.
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We also talk about, and you're gonna hear it how
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the soundtrack is a lot of looping, short, little forty
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five to seventy five second cells of sound you'll hear it.
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You'll hear it. It'll be great now to take us
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back into the show proper. Here is another one of
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the sounds you might hear as I exit and hand
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it back to past me, a sound I collected from
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the full sound library of the game Tomba, found on
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internet website YouTube dot com. Now, speaking of the community forum,
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if you're new to the show, the community forum is
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a channel in the discord where I post what we're
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talking about games, maybe a topic every now and then,
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and the good community members can give their thoughts. We
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read them on air. You write them, I read them
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with great responsibility, you know how it goes. Shout out
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to these two as well, because my forgetfu Last didn't
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post this until the morning of recording, five hours beforehand,
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and we had two folks come in really clutch, one
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of them being Poppy, the Keaton Discord regular quiz master Extraordinary.
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Here's what Keaton has to say. Whimsy such whimsy. Loved
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the look of this one, only rented at once, but
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really enjoyed it. I think whimsy is a pretty good
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adjective to describe this one. It's pretty apt.
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Yeah, And like I know, I'll get more into it
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as we start talking out and hashing out like the
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crux of the game. But as I've gotten
older, I
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really believe that the main inspiration behind Tamba in Fujiwara's eyes,
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because he was the director, lead designer, Like the dude
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was the boss Hog all puns intended for this game.
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The main inspiration I hold to my heart true for
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Tamba is the original dragon Ball. Like everything about Tamba
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screams Goku. The objectives, the various towns and worlds that
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you visit and how you impact and interact with them
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just screams early serializations of dragon Ball.
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Like.
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The only thing that's genuinely missing to really make that
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comparison apt is the lack of a Boma analog. But
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I believe that there's some other support characters that kind
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of fill in that gap.
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Oh yeah, you can really see it in different art elements, primarily,
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at least for me, the proportions of the facial features obviously,
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the way they draw the hair on Tomba, the way
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that they draw the reptiles, like the like there's a
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pterodactyl on this, I'm pretty sure, and oh yeah, like
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those in general, not so much the eyes, but it
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is the proportions very very a Curatriyama inspired most definitely.
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And I would say new Wakira Toriyama because fucking Tamba
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be shredded. If you look at some of that original
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like official Mangeka art, like motherfucker, you can. You can
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shred some chi some fucking straight Gouda across the maps,
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like boy, howdy do some belly shots off of that?
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Motherfucker.
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Yeah. A lot of a lot of people don't know this,
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but that was cut content. I know you had mentioned
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you have some cut content to talk about a little
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bit later, but they were going to have a eighteen
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plus DLC functionally first DLC back on the PS one.
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Can you believe it? Where you get some nsfw TLM. No,
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I don't know if I can make that joke. I
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don't know how old Tomba is.
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We're going to like he's ambiguously like early twenties. That
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that's that that I mean, that's how Japan gets away
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with it.
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So sure, and on that note, let's keep going. Uh
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we we have one more community correspondence from newer correspondent
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Genoe Child, who I have to shout Genova's child out
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because They turned me on to a drink that I
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am drinking right now on Mike. You're gonna hear me.
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M M, listen to that, the sugar free red Bull
255
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iced vanilla berry. It is so delicious. Thank you, Genova's Child.
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Here's what they have to say. As a former feral child,
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I loved playing Tomba, a strange nineties artifact of its
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time that yet again put pigs in the villain seat.
259
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See also Star Fox sixty four and Hogs of War.
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I can't tell you if it was a great game,
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especially by modern metrics, but I can say that it
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was an interesting one, and that's what kept me playing.
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Wait wait, wait, Angry Birds also made the bad guy's pigs.
264
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Is this like a subconscious bias that trickled down from
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Animal Farm? Possibly it's not editorializing. That's Genova's Child wondering that.
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You know, the nineties had a lot of different renditions
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of pigs and villainy. Do you remember fucking Barnyard Commandos?
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Uh No, Actually I have no idea what that is.
269
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So Barnyard Commandos was another toy Line cartoon property that
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was trying to capitalize on the popularity of teenage mutant
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Ninja Turtles. It had like a very short lived cartoon
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that was meant to vehicle the promotion of these really
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like advanced in not very well articulated, but like kind
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of like the same proportions of Street Sharks action figure.
275
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It's all done by playmates, and yeah, it's just pigs
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versus sheep. You know they're also wearing like Army fatigue
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and bandan as.
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It's crazy.
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Just YouTube Barnyard Commandos if you want to know why
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some of us in our age are the way we are.
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And also YouTube Street Sharks while you're there,
not because
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it's related, but because Georgie brought it up and I
283
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fucking love Street Sharks. Let's talk a little development of
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this game. Tomba or Tomby originally released in Japan first
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in December of ninety seven. Christmas Day, came to North
286
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America the following year in July, and the EU that
287
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next month in August. As always, full list of credits
288
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on the wiki, b IMDb, or in the game credits
289
00:16:21.279 --> 00:16:24.879
when you beat it, which just in full disclosure, I
290
00:16:24.919 --> 00:16:28.759
did not. I'm of note. You're going to see the
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following names. This was developed by Whoope Camp published by
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them as well in Japan. Sony handled the publishing in
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North America. The Whoopee camp logo screen is practically load
294
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bearing for my memory. It's been there for so long
295
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and just so it's stuck in your head too. One
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name you're going to see a whole lot associated with
297
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Tomba is Takuro Fujiwara, who is the creator, creator and
298
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also has credits as the director, the producer, the designer,
299
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and the artist. You might also know Fujiwara from Ghosts
300
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and Goblins and Ghouls and Ghosts as well as some
301
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others like Darkwing Duck and I believe he was the
302
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producer for Resident Evil. Is that right, Georgie.
303
00:17:16.640 --> 00:17:23.599
Yes, he was a major force alongside Hinjibakami, Kijinafune and
304
00:17:23.720 --> 00:17:27.160
all the other usual suspects over at Capcom. And yeah,
305
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his big seat at the table came from Ghosts and Goblins.
306
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After the words, however, he's been mainly he mainly worked
307
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in a more of a support for role. But yeah,
308
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his other big contribution was for the original Resident Evil.
309
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And then at some point he definitely left just because
310
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he felt creatively stifled and thought that he had the
311
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chops to kind of go alone and bring a vision
312
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that he had to mind with Tomba, like this was
313
00:17:58.119 --> 00:18:01.799
definitely like a passion project that was doing within him
314
00:18:01.880 --> 00:18:03.759
for years most definitely.
315
00:18:04.039 --> 00:18:06.000
Yeah, Yeah, that's what I had seen as well, that
316
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he just wanted to make his own ip, his own
317
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let me stop using corporate speak, his own creation, and
318
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didn't feel like he could do that. But no stranger
319
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to difficult games, especially in the retro scene what we
320
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now see as the retro scene. Somebody that worked with
321
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him quite a bit is the composer on Tombaharumi Fujita.
322
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She did a ton at Capcom throughout the eighties and nineties,
323
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just a few of them Ghosts and Goblins of course,
324
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Chippendale Rescue Rangers, Punky Skunk, Mega Man three. She also
325
00:18:37.799 --> 00:18:41.160
worked a ton with Yasuaki Fujita as well.
326
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Lots of star power here, and it also really goes
327
00:18:44.720 --> 00:18:49.000
to show that when he did make this departure, the
328
00:18:49.039 --> 00:18:53.960
man still did so absolutely under professional circumstances, like there
329
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was absolutely no animosity. And even then, like the most
330
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recent collaboration between what Becamp and Capcom came the form
331
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of Goals and Ghosts Resurrection, which a lot of people
332
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did not realize until the credits had leaked that like
333
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Fujuwara like was there and that it is the most
334
00:19:14.279 --> 00:19:17.000
recent example of what we can't branding. That kind of
335
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inspired a lot of folks to like go in terms
336
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of the potential return of Tamba, and I'm.
337
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Glad that it did. I don't know him. I'm gonna
338
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say this on Aaron. Folks listening in the future are
339
00:19:32.759 --> 00:19:34.319
just going to have to trust me that my opinion
340
00:19:34.359 --> 00:19:38.359
may have changed, but I do think that you know,
341
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this was reviewed at the time pretty favorably by critics.
342
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It wasn't a failure in any sense of the word,
343
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but fans like the sales that it did not sell
344
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nearly well. I was reading that a lot of folks
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were surprised that they announced the sequel given the sales
346
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of the first one, and the sequel Tomba two did
347
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by most metrics, outdo the first one, but neither performed
348
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excessively well, and that's you know, I can't imagine that
349
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wasn't a major contributor to woo Be Camp deciding to
350
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the
hang up their jackets.
351
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Well, Tom, but both of both of the original tombas
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were Sony published, and while they didn't necessarily have a
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commercial success to really bolster like an additional work or
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development on the property. As you had mentioned, it did
355
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definitely see critical success. I mean at the time Game
356
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Stages or what would later become IGN had awarded the
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game I believe in eight point seven, which was again
358
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pretty and I wouldn't say like remarkable, Like it's not
359
00:20:42.680 --> 00:20:45.119
that rare. They did give some high numbers, but for
360
00:20:45.200 --> 00:20:49.960
a brand new property that was as experimental as Tomba was,
361
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it was still something and like it had like a
362
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I believe a fairly high. I think I got a
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flat out eight from game Spot as well. So, like
364
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I believe alone and Sony's Eyes was enough to green
365
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light like work on the sequel.
366
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And of course.
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I don't recall if this was around the time that
368
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Bernie Stoleer kind of stepped into PlayStation management. I believe
369
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kind of the impetus on what would later shift and
370
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transition the sequel Tomba two into a more three dimensional scape.
371
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Interesting and in that listeners, we're going to talk about
372
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that once we get to I think the presentation.
373
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Yeah, Bernie was super anti two D so and that's
374
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primarily why the Saturn didn't get a lot of its bangers,
375
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is because dipshit did not consider it to be a
376
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worthwhile investment or of a you know, software that would
377
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accurately showcase or demonstrate like the superiority of the Saturn
378
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just by the visual presentation of things moving from a
379
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left and right to dimensional plane. So I'm fairly certain
380
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he that idiotic mindset over to Sony when he later
381
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started working with them.
382
00:22:06.680 --> 00:22:09.359
It is always so interesting to hear some of those
383
00:22:09.839 --> 00:22:12.400
radical takes, well, radicals may be a bit strong of
384
00:22:12.400 --> 00:22:15.680
a word, but some of those more contrarian takes, especially
385
00:22:16.279 --> 00:22:19.759
decades ahead in time to see how things actually played out.
386
00:22:20.000 --> 00:22:23.160
Like I can understand being in the moment and maybe
387
00:22:23.200 --> 00:22:26.839
feeling that way, but in a present lens Man, what
388
00:22:26.960 --> 00:22:30.720
a strange What a strange hill to die on?
389
00:22:31.799 --> 00:22:33.480
It's just a weird thing because it's I don't think
390
00:22:33.480 --> 00:22:38.920
it's a sensation or necessarily a concept that translates in
391
00:22:38.960 --> 00:22:42.759
the last twenty years of video games, Like you have
392
00:22:42.839 --> 00:22:47.640
to look at stuff like Mega Man X to Mega
393
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Man Legends and the years between that we're looking at
394
00:22:52.039 --> 00:22:54.920
ninety one to ninety five. That's a four year gap.
395
00:22:55.519 --> 00:23:01.160
So in terms of trying to really just pontificate the
396
00:23:01.720 --> 00:23:06.880
leap and the acceleration of video game tech and advancing
397
00:23:06.920 --> 00:23:11.920
that and then and then showcasing and demonstrating what's possible,
398
00:23:14.039 --> 00:23:19.559
kind of you know, sitting back and reinvent, reinvading, innovating
399
00:23:19.680 --> 00:23:24.680
or reinvigorating like older, like more tired concepts may not
400
00:23:24.920 --> 00:23:30.039
exactly sell across like just how fast video games are advancing,
401
00:23:30.400 --> 00:23:34.039
and yet now within the last twenty years, like in
402
00:23:34.519 --> 00:23:37.960
all regards nearly not just in concept, but like in
403
00:23:37.960 --> 00:23:43.640
in visual and just performance tech. You can argue there's
404
00:23:43.640 --> 00:23:46.119
almost a little bit of a sagnation to where like
405
00:23:46.279 --> 00:23:50.240
the last two generations all show marginal differences that are
406
00:23:50.240 --> 00:23:55.160
only really set apart by like frame rate, and I
407
00:23:55.400 --> 00:23:58.759
would say scope more than anything else, and that that
408
00:23:58.920 --> 00:24:02.359
wasn't the case back then. So that's the only thing
409
00:24:02.400 --> 00:24:04.319
I can think of as far as like trying to
410
00:24:04.519 --> 00:24:08.680
really capitalize on, like you're selling something as cutting edge,
411
00:24:08.799 --> 00:24:12.839
So why would you show off like things that people
412
00:24:12.920 --> 00:24:16.759
have already seen to some extent in just a lower fidelity.
413
00:24:17.160 --> 00:24:20.559
Sure it's in video games. They're an interesting medium, especially
414
00:24:20.599 --> 00:24:23.039
for folks our age. I mean, you're a tiny bit
415
00:24:23.079 --> 00:24:26.359
older than me, but even still both you and I.
416
00:24:26.440 --> 00:24:29.640
We were practically there for in when the medium was
417
00:24:29.680 --> 00:24:33.880
in its ncency, and like so many mediums that become
418
00:24:33.920 --> 00:24:41.519
successful artistic mediums, that is the beginnings, the exegesus of
them.
419
00:24:42.000 --> 00:24:44.799
That's when you see a lot of really rapid development.
420
00:24:44.880 --> 00:24:46.759
And like you said, yeah, now we're kind of in
421
00:24:46.799 --> 00:24:51.240
this artistic stagnation. Well no, we're in this technical stagnation.
422
00:24:51.400 --> 00:24:57.279
And man, that's a whole different conversation that I actually
423
00:24:57.319 --> 00:24:59.079
would love to program on the show at some point.
424
00:24:59.160 --> 00:25:02.240
So I appreciate knowing that you have thoughts on that.
425
00:25:02.400 --> 00:25:22.000
Actually, Oh yeah, me and my fucking wallet, Jesus.
426
00:25:29.079 --> 00:25:32.039
Before we jump into the art style and the visual
427
00:25:32.119 --> 00:25:34.279
presentation of this, I want to give a little teaser
428
00:25:34.319 --> 00:25:36.119
of something we're going to talk about in the mechanics.
429
00:25:36.359 --> 00:25:40.079
There are two really really nice well three, but two
430
00:25:40.119 --> 00:25:42.039
that I've linked in the show notes, really really nice
431
00:25:42.079 --> 00:25:46.920
interviews from Fujiwara, one from ninety seven when Tombo was contemporary,
432
00:25:47.319 --> 00:25:50.920
and one redone by the PlayStation Blog right around the
433
00:25:50.960 --> 00:25:56.079
time that the remaster released, which, by the way, just
434
00:25:56.319 --> 00:26:00.599
to keep everything on the level and honest. The special
435
00:26:00.720 --> 00:26:04.319
edition published by as you said, Georgie Limited run July
436
00:26:04.480 --> 00:26:07.960
of twenty twenty three. That was on all contemporary systems
437
00:26:08.000 --> 00:26:11.960
at the time. Oh except for Xbox of course, Sorry Xbox.
438
00:26:12.319 --> 00:26:18.920
That was done through limited runs Special Engine, which yeah, yeah,
439
00:26:18.960 --> 00:26:22.160
which I think is just basically a souped up emulator.
440
00:26:22.640 --> 00:26:25.319
Quick quote from Fujiwara. We're going to get into this
441
00:26:25.480 --> 00:26:27.880
with another quote a little bit later, but his passion
442
00:26:28.440 --> 00:26:31.000
comes from what he calls action games, and I think
443
00:26:31.000 --> 00:26:33.880
this is very fascinating. Here's a quote of what he said.
444
00:26:34.359 --> 00:26:36.799
He says, quote, if we'd only made this game feel
445
00:26:36.839 --> 00:26:39.960
good to people who have always been playing action games,
446
00:26:40.079 --> 00:26:43.160
then I think that those who haven't would be stuck thinking, yeah,
447
00:26:43.200 --> 00:26:45.880
action games are too difficult, or I can't do this.
448
00:26:46.400 --> 00:26:48.359
If the speed is too fast from the start, then
449
00:26:48.440 --> 00:26:50.680
just the idea of jumping from one point to another
450
00:26:50.759 --> 00:26:54.119
will be difficult. People tell me action games are too difficult,
451
00:26:54.319 --> 00:26:56.319
So it's starting to seem as though the number of
452
00:26:56.359 --> 00:26:59.160
people who are able to play them is getting smaller.
453
00:27:00.200 --> 00:27:04.759
Quote he conceives. Fujiwara does of Tomba as an action game,
454
00:27:04.799 --> 00:27:06.880
and he goes on to give his definition a little
455
00:27:06.880 --> 00:27:09.599
bit later. That's just a little teaser though, for when
456
00:27:09.599 --> 00:27:11.559
we get into the mechanics for now, I want to
457
00:27:11.640 --> 00:27:15.000
unpin that pin that we previously pinned testing my plos
458
00:27:15.200 --> 00:27:17.720
is real great there and talk art style and some
459
00:27:17.799 --> 00:27:21.200
visual presentation. This game is beautiful. I mean there's really
460
00:27:21.240 --> 00:27:24.160
no two ways about it. This is a beautiful.
461
00:27:23.640 --> 00:27:27.440
Game, absolutely, and I think it really showcases some of
462
00:27:27.480 --> 00:27:31.920
the technical performance of the PlayStation in terms of its
463
00:27:32.000 --> 00:27:38.640
texture wrapping, which you'll absolutely see once the cameras starts
464
00:27:38.680 --> 00:27:44.640
panning through a dioramic pan which again is mechanically digetic
465
00:27:44.680 --> 00:27:48.440
to the whole conceit of its two point five D setup.
466
00:27:49.000 --> 00:27:51.680
Because as far as I in term, like he's done
467
00:27:51.759 --> 00:27:55.279
multiple interviews and I want to believe there was one
468
00:27:55.319 --> 00:27:59.160
other point, I think maybe he revisited this thought process.
469
00:27:58.920 --> 00:28:01.160
Like at a more mod review.
470
00:28:03.039 --> 00:28:07.559
He wanted to kind of create a balance that yes,
471
00:28:07.799 --> 00:28:13.839
action is the main crux, but exploration would be something
472
00:28:14.279 --> 00:28:17.920
that would suddenly be forced upon a player. Like he
473
00:28:17.960 --> 00:28:22.640
purposely set up certain obstacles or problems to be cryptic
474
00:28:22.720 --> 00:28:25.799
enough to where players will hit a wall, will have
475
00:28:25.880 --> 00:28:30.079
to search within their inventory, and will have to bump
476
00:28:30.119 --> 00:28:32.359
and grind against every nook and cranny, And he wanted
477
00:28:32.359 --> 00:28:34.039
to challenge that space and where it wouldn't just be
478
00:28:34.119 --> 00:28:38.680
left and right, but also forward and backward and kind
479
00:28:38.720 --> 00:28:43.720
of making use of that concept within a two point
480
00:28:43.799 --> 00:28:48.599
five D style that is used solely through like rendered sprites,
481
00:28:48.680 --> 00:28:51.880
and like it's a weird rendering too, because it's not
482
00:28:52.039 --> 00:28:56.680
like some of the agi tech that we would see
483
00:28:56.920 --> 00:29:01.319
like initially pioneered by Rare with Donkey Kong Country and
484
00:29:01.400 --> 00:29:04.880
Killer Instinct. But it's got like a variation of because
485
00:29:04.920 --> 00:29:07.480
like I mean, we've seen other like fully rendered
games
486
00:29:07.559 --> 00:29:11.440
like even as from like several other developers like S
487
00:29:11.480 --> 00:29:15.759
and K with Prehistoric Isle two. I believe you mentioned
488
00:29:15.799 --> 00:29:18.839
Punky Skunk. There's like some rendering there. It's one of
489
00:29:18.880 --> 00:29:22.960
those things that I believed, especially within the display tech
490
00:29:23.000 --> 00:29:28.839
at the time through CRTTVS kind of gave developers more
491
00:29:29.519 --> 00:29:33.839
freedom to create the illusion of three dimensions, especially through
492
00:29:34.000 --> 00:29:37.920
round or spherical concepts and designs, and which you're going
493
00:29:37.960 --> 00:29:39.559
to see a lot of that in Tamba.
494
00:29:40.039 --> 00:29:41.960
And that's the crux of it. It is all an
495
00:29:42.000 --> 00:29:45.000
illusion through the presentation and through the use of depth,
496
00:29:45.480 --> 00:29:49.880
and I think in Tomba one especially this succeeds to
497
00:29:50.160 --> 00:29:54.119
varying degrees throughout the game. It's inconsistent in that way.
498
00:29:54.200 --> 00:29:57.200
I think it mostly succeeds. It's just very noticeable when
499
00:29:57.200 --> 00:29:59.839
it doesn't. To that end, to the idea of a
500
00:30:00.000 --> 00:30:01.960
two point five D I want to talk a little
501
00:30:02.000 --> 00:30:04.920
bit about that, but first here's another quote. This is
502
00:30:04.960 --> 00:30:09.039
from the great site Schmuppilations, from the nineteen ninety seven
503
00:30:09.079 --> 00:30:12.839
interview that Fujiwara gave. The question was put to him,
504
00:30:13.119 --> 00:30:15.400
it's hard not to get the feeling that you've given
505
00:30:15.440 --> 00:30:18.400
yourself a big challenge here, especially with a side scrolling
506
00:30:18.440 --> 00:30:21.039
action game like Tomba, which in today's market has the
507
00:30:21.039 --> 00:30:24.039
odds of becoming a big hit stacked against it. Fujuara
508
00:30:24.119 --> 00:30:27.680
responds thus, he says, quote, you're right. These days, there's
509
00:30:27.720 --> 00:30:30.119
an increasing number of games where you can move around
510
00:30:30.200 --> 00:30:33.960
in full three D. However, the TV in TV games
511
00:30:34.640 --> 00:30:36.880
is a part of the experience, and I think two
512
00:30:36.920 --> 00:30:40.359
D presentation is fundamental to that. I feel like two
513
00:30:40.440 --> 00:30:42.400
D is able to let players feel the fun and
514
00:30:42.480 --> 00:30:45.359
excitement in a straightforward way. If you want to call
515
00:30:45.400 --> 00:30:47.680
it a challenge, then sure it's a challenge. But rather
516
00:30:47.759 --> 00:30:50.680
than letting three D graphics determine what we were able
517
00:30:50.720 --> 00:30:53.200
to do, I guess you could say we decided to
518
00:30:53.240 --> 00:30:57.880
prioritize making something that's really genuinely fun. That's one reason
519
00:30:58.039 --> 00:31:01.400
we went
with two D. Quote there. He does go
520
00:31:01.519 --> 00:31:04.599
on to say in an interview about Tomba two just
521
00:31:04.599 --> 00:31:07.640
two years later in ninety nine, right before Y two K,
522
00:31:08.039 --> 00:31:11.400
that they weren't able to really do what they envisioned
523
00:31:11.599 --> 00:31:14.279
in Tomba one. They just didn't quite have it to
524
00:31:14.359 --> 00:31:17.599
that end. I do think Tomba two, if we're just
525
00:31:17.720 --> 00:31:21.680
strictly speaking of the way it uses depth and that
526
00:31:21.799 --> 00:31:24.920
sort of three D environment, I think most would call
527
00:31:24.960 --> 00:31:25.880
it more successful.
528
00:31:26.160 --> 00:31:26.319
I have.
529
00:31:26.519 --> 00:31:30.160
Frankly, I'm more partial to the art style in Tomba one,
530
00:31:30.599 --> 00:31:34.480
especially when it comes to Tomba himself. But your mileage
531
00:31:34.519 --> 00:31:35.799
may vary there. That's a taste thing.
532
00:31:36.519 --> 00:31:37.519
Yeah, And like this is.
533
00:31:37.480 --> 00:31:42.000
A really weird sort of era in experimenting with that
534
00:31:42.079 --> 00:31:45.440
and this around the time. Like the proximity of release
535
00:31:45.519 --> 00:31:49.880
between Tamba and Klonoa is fascinating because like they released
536
00:31:49.880 --> 00:31:53.039
within months of each other, yet they went in completely
537
00:31:53.039 --> 00:31:58.359
different directions yet there in terms of intersecting planes and
538
00:31:58.519 --> 00:32:03.279
how the background and foreground and basically interface for gameplay
539
00:32:03.720 --> 00:32:08.079
completely vary from that of Tamba, and where I believe,
540
00:32:08.319 --> 00:32:10.799
while fascinating in of itself because you still have to
541
00:32:10.839 --> 00:32:13.680
take everything in scope of what's seen in the foreground
542
00:32:13.680 --> 00:32:18.759
and background into consideration with Clinoa, it pales in comparison
543
00:32:18.799 --> 00:32:24.000
to how Tamba evolved that concept because at some point
544
00:32:24.319 --> 00:32:29.079
and like again, it is genuinely fun, but as far
545
00:32:29.240 --> 00:32:33.000
as experimentation and kind of just doing what you can
546
00:32:34.480 --> 00:32:38.680
the game direction and I believe Fujuwara just really really
547
00:32:38.720 --> 00:32:42.839
wanted to make things cryptic, almost sometimes to a fault
548
00:32:43.240 --> 00:32:46.440
is there's not a lot of carrot in the stick,
549
00:32:46.680 --> 00:32:50.400
Like there's like hints of a carrot and ideas that
550
00:32:50.519 --> 00:32:54.200
are presented to you, but then you really have to
551
00:32:54.240 --> 00:32:57.279
play around and familiarize yourself, which is why, like yes,
552
00:32:58.000 --> 00:33:02.720
I believe that the biggest thing that hurts Tamba is
553
00:33:02.839 --> 00:33:06.359
its low replayability. Like I just love it because it
554
00:33:06.400 --> 00:33:08.960
brings back the fuzzies and it's great and like there's
555
00:33:09.000 --> 00:33:11.720
still fun to be had and there's still things that
556
00:33:11.839 --> 00:33:16.920
can change or whatnot. But once you are familiar with
557
00:33:17.200 --> 00:33:20.880
the ebb and flow and and what to do and
558
00:33:22.240 --> 00:33:26.720
which event to prioritize, uh, it is a very streamlined
559
00:33:26.799 --> 00:33:29.440
venture that if anything, the only thing you can do
560
00:33:29.480 --> 00:33:32.119
from that point is challenge yourself to speed run it,
561
00:33:32.480 --> 00:33:37.720
which really goes back to the skill based acumen of Fujiwara.
562
00:33:37.960 --> 00:33:41.160
And like a lot of the arcade titles and Ghosts
563
00:33:41.160 --> 00:33:44.000
and Goblins included, that he you know, made his bread
564
00:33:44.000 --> 00:33:44.559
and butter on.
565
00:33:45.039 --> 00:33:48.240
The cryptic aspect is a big point of friction with
566
00:33:48.279 --> 00:33:52.240
a lot of people, myself included. I can appreciate it
567
00:33:52.279 --> 00:33:55.279
in theory, but in practice throughout the game there were
568
00:33:55.319 --> 00:34:00.160
points where it was just needlessly frustrating. And unfortunately that's
569
00:34:00.240 --> 00:34:03.519
kind of why Tomba and Tomba two sit in that
570
00:34:04.599 --> 00:34:08.039
in that bin in my mind that's full of games, music,
571
00:34:08.079 --> 00:34:12.920
TV shows, whatever that I do love, I just don't
572
00:34:12.960 --> 00:34:15.400
want to revisit, if that makes sense. I love the
573
00:34:15.400 --> 00:34:18.519
memories that I have with them, I love thinking about them,
574
00:34:18.880 --> 00:34:22.440
but going back to do it, especially with Tomba, can
575
00:34:22.519 --> 00:34:24.239
sometimes feel like a bit of a chore. And some
576
00:34:24.280 --> 00:34:26.519
of that for me with Tomba one did in fact
577
00:34:26.559 --> 00:34:29.039
come from the way that they use the two point
578
00:34:29.039 --> 00:34:31.599
five D environment, and I want to talk about that
579
00:34:31.719 --> 00:34:35.239
super quickly. So two point five D that can be
580
00:34:35.440 --> 00:34:38.559
defined differently by different people. It's a very vague and
581
00:34:38.599 --> 00:34:42.719
sort of nebulous term. The way that Tomba functions Tomba one,
582
00:34:42.880 --> 00:34:46.280
I should say that is kind of truly what I
583
00:34:46.320 --> 00:34:50.079
consider to be two point five D. It's largely two
584
00:34:50.199 --> 00:34:53.320
D in its presentation there you know, there are no
585
00:34:53.480 --> 00:34:56.320
three D models like in Tomba two, for example, or
586
00:34:56.400 --> 00:35:01.000
a Clockwork Night maybe as a maybe is another good example. Maybe.
587
00:35:01.559 --> 00:35:03.840
But it is absolutely a two point five D game
588
00:35:04.119 --> 00:35:05.360
mechanically and presentation.
589
00:35:05.760 --> 00:35:09.079
So it's largely two D in the
sense that Tomba
590
00:35:09.119 --> 00:35:11.000
is a two D platformer. You're going left to right,
591
00:35:11.039 --> 00:35:13.920
that sort of thing. But they utilize depth, so you
592
00:35:13.960 --> 00:35:17.000
can go into the background, you can jump into the foreground,
593
00:35:17.760 --> 00:35:20.639
and that creates, as you said earlier Georgia, as we
594
00:35:20.679 --> 00:35:23.880
had both alluded to, and as Fujiwara intended, you get
595
00:35:23.880 --> 00:35:27.840
this illusion of a larger three D world. That sort
596
00:35:27.880 --> 00:35:29.920
of creating those illusions was a big part of the
597
00:35:29.960 --> 00:35:33.159
creativity in these earlier days when folks still have the
598
00:35:33.280 --> 00:35:35.840
vision you know that they do today. It's not like
599
00:35:35.880 --> 00:35:38.679
people back then weren't as creative, but they were butting
600
00:35:38.800 --> 00:35:41.760
up against the constraints of what they were functionally able
601
00:35:41.760 --> 00:35:43.840
to do with technology. So you got a lot of
602
00:35:43.840 --> 00:35:49.840
these really clever workarounds and as as everybody has said, illusions.
603
00:35:50.360 --> 00:35:55.920
But however, with that ambition does come sometimes there's a
604
00:35:55.960 --> 00:35:59.079
feeling that they want They had so many plans that
605
00:35:59.159 --> 00:36:02.599
sometimes so they just couldn't execute on them so well.
606
00:36:02.880 --> 00:36:05.039
And the depth thing is a good example in Tomba
607
00:36:05.199 --> 00:36:07.639
it's and they fix this to their credit in Tomba
608
00:36:07.719 --> 00:36:12.320
to it's just not always clear when you should or
609
00:36:12.480 --> 00:36:17.840
can jump from background to foreground or foreground to four
610
00:36:18.119 --> 00:36:21.880
further ground. You know where you are to the back,
611
00:36:21.920 --> 00:36:24.079
where you are to the front, It's not always clear,
612
00:36:24.119 --> 00:36:28.800
and in fact sometimes it is really ambiguous. Strangely enough,
613
00:36:28.920 --> 00:36:34.400
the opening area has one of the less obvious examples
614
00:36:34.440 --> 00:36:36.320
of how to do it. Like you can clearly see
615
00:36:36.360 --> 00:36:39.360
pigs in the back, there is there's a fence separating
616
00:36:39.679 --> 00:36:43.920
the foreground from the background. That's obvious, but it isn't
617
00:36:44.400 --> 00:36:48.920
entirely obvious where exactly you jump over there. There are
618
00:36:49.159 --> 00:36:54.320
much clearer examples moving for moving further, moving farther into
619
00:36:54.360 --> 00:36:57.119
the game. And that's that's part of what I mean.
620
00:36:57.239 --> 00:37:00.239
That's that's not the most egregious by far. I mean,
621
00:37:00.280 --> 00:37:03.400
they're that opening area actually by and large serves as
622
00:37:03.400 --> 00:37:06.400
a really good tutorial telling you how to play the game,
623
00:37:06.960 --> 00:37:10.079
both through signs and PCs and kind of just letting
624
00:37:10.119 --> 00:37:13.000
you safely experiment in a low stakes environment. In that way,
625
00:37:13.039 --> 00:37:16.599
it's it's a very good opening. But that four ground
626
00:37:16.719 --> 00:37:20.480
background inclusion, that idea of depth that makes two point
627
00:37:20.519 --> 00:37:23.719
five D two point five D, if you ask me,
628
00:37:24.880 --> 00:37:31.320
wasn't handled necessarily. It was handled clumsily throughout. Sometimes it
629
00:37:31.400 --> 00:37:35.519
was great, sometimes it was very effective. Sometimes. Another area
630
00:37:35.519 --> 00:37:38.599
that I'm thinking of is that goddamn mansion, the Haunted Mansion.
631
00:37:39.199 --> 00:37:41.199
Sometimes not so much. I don't I don't know if
632
00:37:41.239 --> 00:37:43.840
I'm off base with that. You have so much more
633
00:37:43.880 --> 00:37:47.119
familiarity with this game and with these retro games, so.
634
00:37:47.719 --> 00:37:51.880
The mansion is unfortunately, like I believe, some of the
635
00:37:51.920 --> 00:37:55.840
more opt to so, especially when you progress in the
636
00:37:55.880 --> 00:37:57.960
game to the point where the curse is lifted, and
637
00:37:58.000 --> 00:38:02.679
that does affect various paths that can open and intersect
638
00:38:02.719 --> 00:38:06.800
within the mansion, as well as the various abilities that
639
00:38:06.840 --> 00:38:11.760
Tomba can obtain to progress further, such as swimming right.
640
00:38:11.840 --> 00:38:14.880
But to your point, and this is me putting on
641
00:38:14.960 --> 00:38:19.039
my tinfoil ass fucking Devil's Advocate, like I'd be cooking.
642
00:38:19.079 --> 00:38:22.119
I'd be cooking my fucking bubble goose here. So bear
643
00:38:22.159 --> 00:38:24.519
with me, all if it seems far fetched, All right,
644
00:38:25.000 --> 00:38:30.039
whatever to your point in regard to the ambiguity and
645
00:38:30.159 --> 00:38:35.239
in the cryptic nature of whether you can interface within
646
00:38:35.320 --> 00:38:41.480
the early setting of that starting area, I believe that
647
00:38:41.519 --> 00:38:46.760
there was some intention behind that ambiguity, only because a
648
00:38:46.840 --> 00:38:50.760
big part of Tomba in really emphasizing like the nature
649
00:38:50.800 --> 00:38:53.960
and breadth of his world, is that you would you'll
650
00:38:54.000 --> 00:38:54.719
need to backtrack.
651
00:38:54.800 --> 00:38:55.800
It's a metroidvania.
652
00:38:56.440 --> 00:39:01.159
So I believe that basically create eating a little bit
653
00:39:01.199 --> 00:39:04.639
of an artificial wall and then putting players in a
654
00:39:04.639 --> 00:39:09.880
position to where they understand, oh, this is what I do,
655
00:39:09.920 --> 00:39:13.159
because at some point when you reach that ending plane,
656
00:39:13.800 --> 00:39:17.199
you will come across a canyon that you can gradually
657
00:39:17.199 --> 00:39:20.119
climb
upwards because you are literally walled off from proceeding
658
00:39:20.159 --> 00:39:24.039
any further to the right. And then realizing that, oh,
659
00:39:24.199 --> 00:39:26.960
there is a small little camera pan that like just
660
00:39:27.440 --> 00:39:28.960
subtly hinted that I could do this.
661
00:39:29.559 --> 00:39:31.280
I vaguely remembered seeing.
662
00:39:31.000 --> 00:39:34.559
That at that initial house in the beginning, as well
663
00:39:34.599 --> 00:39:37.760
as I wonder if that piece of wall at the
664
00:39:37.880 --> 00:39:40.239
very start of the game by the mailbox would allow
665
00:39:40.320 --> 00:39:42.760
me to do so, and sure enough it does. I
666
00:39:42.880 --> 00:39:45.199
feel like a lot of the ebb and flow of
667
00:39:45.280 --> 00:39:49.119
the game is trying to recognize or hold on to
668
00:39:49.360 --> 00:39:54.440
various points and landmarks that you may have not figured
669
00:39:54.440 --> 00:39:57.760
out from the initial start, and then getting the contextual
670
00:39:57.800 --> 00:40:01.440
clue at a later point incentive that hey, I should
671
00:40:01.440 --> 00:40:04.119
revisit that, and a lot of time that's exactly what
672
00:40:04.159 --> 00:40:06.840
you need to do. So I believe that there's some
673
00:40:06.920 --> 00:40:11.519
intention behind that, and yep, well no, no, the only
674
00:40:11.519 --> 00:40:13.480
thing I just wanted to put is in terms of
675
00:40:13.639 --> 00:40:18.679
two point five D. I don't believe also that it
676
00:40:18.760 --> 00:40:23.880
was a direction that was done from It was not
677
00:40:24.039 --> 00:40:29.400
born from the concept of technical constraints like three dimensional
678
00:40:29.440 --> 00:40:33.440
games were absolutely possible and we're done. I just do
679
00:40:33.559 --> 00:40:38.840
not believe that in the public mindset. And again you
680
00:40:38.920 --> 00:40:42.239
have to really like zoom in around the time that,
681
00:40:42.360 --> 00:40:45.320
like aside from Super Mario sixty four and some other
682
00:40:45.440 --> 00:40:48.880
notable examples, like the concept you know in a public
683
00:40:48.920 --> 00:40:53.239
space was still very new and trying to do something
684
00:40:53.519 --> 00:40:58.679
that was driven like on an engine of uh doing,
685
00:40:58.960 --> 00:40:59.960
and I remember.
686
00:40:59.840 --> 00:41:00.920
Like, what was it.
687
00:41:00.960 --> 00:41:04.199
I believe Bill of G ANDC podcast kind of like
688
00:41:04.480 --> 00:41:08.119
made the term apparent was the FedEx Quest, because that's
689
00:41:08.159 --> 00:41:10.559
a lot of that in this game too. Doing that
690
00:41:10.639 --> 00:41:13.360
in a world that feels larger than it is, I
691
00:41:13.400 --> 00:41:19.800
think it's easier to translate into a dynamic where depth
692
00:41:20.000 --> 00:41:24.840
is more controlled and and something that's better able to
693
00:41:24.880 --> 00:41:28.199
translate to a public that's still
getting used to the
694
00:41:28.239 --> 00:41:32.119
fact that games are advancing to this. So I believe
695
00:41:32.159 --> 00:41:36.119
it was done with just accessibility in mind and kind
696
00:41:36.159 --> 00:41:39.519
of recognizing the times and where you know, we're We're
697
00:41:39.519 --> 00:41:43.400
not there yet in a public capacity for three D games,
698
00:41:43.440 --> 00:41:46.559
not entirely. So if I really want to deliver my vision,
699
00:41:46.599 --> 00:41:48.079
I should try it through this approach.
700
00:41:48.880 --> 00:41:53.960
Yeah, yeah, and I apologize I probably misspoke, as as
701
00:41:54.000 --> 00:41:56.760
I tend to do that. That's not what you what
702
00:41:56.800 --> 00:42:00.199
you had just said, that's not entirely off base from
703
00:42:00.239 --> 00:42:02.559
what I was trying to hint at. And then of
704
00:42:02.599 --> 00:42:06.719
course too, I mean Fujiwara said it himself. Where what
705
00:42:06.800 --> 00:42:08.800
are to say in this quote? That's one reason we
706
00:42:08.840 --> 00:42:12.079
went with two D. We've decided to prioritize making something
707
00:42:12.079 --> 00:42:14.519
that's really genuinely fun. It also sounded like that was
708
00:42:14.960 --> 00:42:18.159
sort of just his preference, you know, and that's there's
709
00:42:18.320 --> 00:42:21.559
there's something there too. I mean, you can't account for taste,
710
00:42:21.559 --> 00:42:27.159
et cetera, et cetera. But letting him slash, letting creatives
711
00:42:28.239 --> 00:42:32.440
work within the confines that they enjoy, rather than say,
712
00:42:32.480 --> 00:42:35.840
forcing him to make a three D game to quote
713
00:42:36.000 --> 00:42:39.599
determine what he what they were able to do. I
714
00:42:39.599 --> 00:42:43.119
think you're gonna get a better result. So my apologies.
715
00:42:43.119 --> 00:42:44.840
I definitely did misspeak there.
716
00:42:45.360 --> 00:42:47.159
Oh no, dude, that's my bad.
717
00:42:47.199 --> 00:42:51.159
I apologize, but me no, no, I don't apologize. No,
718
00:42:51.519 --> 00:42:55.239
in this semi fictionalized version of the podcast, and me
719
00:42:55.280 --> 00:42:57.840
as a character, and I have future knowledge because I
720
00:42:57.880 --> 00:43:00.679
am from the future, and like all people of the future,
721
00:43:01.119 --> 00:43:03.800
I am superior to the past and its peoples in
722
00:43:03.880 --> 00:43:05.280
every conceivable way.
723
00:43:06.239 --> 00:43:08.960
I just wanted to make sure that because like it.
724
00:43:09.079 --> 00:43:12.320
You know, there's a confluence of whether or not like
725
00:43:13.039 --> 00:43:17.719
games were designed for the sake of like technical limitations,
726
00:43:17.719 --> 00:43:21.119
and it's not always the case. Sometimes there's definitely a
727
00:43:21.159 --> 00:43:26.679
more creative reasoning behind it. We've seen plenty of examples,
728
00:43:26.719 --> 00:43:31.679
like as early as ninety four, of games expanding or
729
00:43:31.800 --> 00:43:36.920
experimenting with three dimensional space untethered like dude, as early
730
00:43:37.000 --> 00:43:42.079
as fucking Highlander for the Atari Jaguar CD like it
731
00:43:42.519 --> 00:43:47.920
was there, it wasn't necessarily done as well or as
732
00:43:47.960 --> 00:43:52.519
polished as later examples, which is like, that's that's the
733
00:43:52.559 --> 00:43:55.880
whole gist of it, like kind of working within a
734
00:43:55.920 --> 00:43:59.440
scheme that makes sense both, you know, from a development
735
00:43:59.519 --> 00:44:01.440
standpoint and a player standpoint.
736
00:44:02.000 --> 00:44:05.360
Most definitely, Yeah, I'll tell you how, I'll tell you
737
00:44:05.400 --> 00:44:08.400
the roadmap. My brain went to misspeak in the way
738
00:44:08.440 --> 00:44:11.559
that I did. First of all, I was just like, well,
739
00:44:11.840 --> 00:44:13.480
two point five d's in the middle of two D
740
00:44:13.559 --> 00:44:15.679
and three D, and I just chose not to think
741
00:44:15.719 --> 00:44:18.960
more about that. But also, you know, and I think
742
00:44:18.960 --> 00:44:21.559
we've both said this too, and I think Fuji are
743
00:44:21.599 --> 00:44:26.880
hinted at it honestly or doze in these interviews their vision,
744
00:44:27.239 --> 00:44:30.519
his vision, their vision. It was just I think they
745
00:44:30.559 --> 00:44:33.559
realized they just couldn't do it in the current environment
746
00:44:33.599 --> 00:44:36.159
of three D, and rather than making something you know,
747
00:44:36.360 --> 00:44:39.559
that they weren't proud of, They're like, well, let's let's
748
00:44:39.599 --> 00:44:42.360
do something closer that's maybe in two point five D
749
00:44:42.559 --> 00:45:01.519
and also very very cool, so cool. Before I forget too,
750
00:45:02.280 --> 00:45:05.159
this is kind of a pivot. I wanted to touch
751
00:45:05.199 --> 00:45:10.679
on you it use the adjective intention. There is an intentionality.
752
00:45:10.679 --> 00:45:13.000
This is something I argue with myself back and forth on.
753
00:45:13.360 --> 00:45:15.599
I agree. I think food you are and his team
754
00:45:16.199 --> 00:45:19.559
are asking a lot of players, or not asking a lot,
755
00:45:19.599 --> 00:45:21.679
excuse me, putting a lot of trust in the players
756
00:45:21.920 --> 00:45:25.119
to see those clues as they're moving forward, and then saying,
757
00:45:25.119 --> 00:45:26.880
oh yeah, I remember back in the beginning and I
758
00:45:26.920 --> 00:45:28.400
couldn't get up there. I wonder if I could do this,
759
00:45:29.000 --> 00:45:31.880
And oftentimes that's exactly what they're wanting you to do.
760
00:45:32.440 --> 00:45:35.480
I think one of the end I agree with that,
761
00:45:35.519 --> 00:45:37.159
by the way, like I think that is valid. I
762
00:45:37.159 --> 00:45:40.360
think that's a really cool I think that is a
763
00:45:40.400 --> 00:45:43.679
good thing to do to put trust in your players, viewers, readers,
764
00:45:44.079 --> 00:45:49.440
whatever your audience isn't dumb. You know, they're generally speaking,
765
00:45:49.440 --> 00:45:51.559
they're going to be on the same level, if not,
766
00:45:51.920 --> 00:45:54.400
you know, sometimes a little more a depth than you
767
00:45:54.519 --> 00:45:56.960
are whoever you happen to be in that creator sense.
768
00:45:58.199 --> 00:46:01.199
But part of me that argue with that is that
769
00:46:01.440 --> 00:46:05.079
a lot of that backtracking is pretty significant. Like you,
770
00:46:06.239 --> 00:46:09.639
you are going to be expected to catch something, whether
771
00:46:09.679 --> 00:46:11.719
it's an item like one of the evil Pig bags,
772
00:46:11.760 --> 00:46:14.519
to get one of the Evil Pigs or this, you know,
773
00:46:14.639 --> 00:46:17.039
scaling a cliff like you had mentioned, A lot of
774
00:46:17.039 --> 00:46:21.639
the times those revelations come and you're expected to sort of,
775
00:46:22.440 --> 00:46:24.079
I don't know, maybe that's a little too strong. You're
776
00:46:24.079 --> 00:46:27.719
expected to sort of backtrack across a pretty significant portion
777
00:46:27.960 --> 00:46:32.599
of the game to unlock these new areas, and I
778
00:46:32.639 --> 00:46:36.159
don't think that's inherent. Personally, I don't think that's a
779
00:46:36.199 --> 00:46:40.039
bad thing. I know some folks do. I think it's
780
00:46:40.039 --> 00:46:43.000
more of a taste thing and it's just not for me.
781
00:46:44.320 --> 00:46:46.400
But that's sort of how I argue with myself back
782
00:46:46.440 --> 00:46:48.000
and forth on this. I don't think it's bad game
783
00:46:48.039 --> 00:46:50.639
design in any sense of the word. I think what
784
00:46:50.679 --> 00:46:53.800
it comes down to is it's just not my favorite flavor.
785
00:46:54.360 --> 00:46:57.000
I think at its core, it's just, you know, you
786
00:46:57.079 --> 00:47:00.599
have to be cool with backtracking pretty significantly if you
787
00:47:00.599 --> 00:47:03.400
don't find bookoo uh, what what do you call it?
788
00:47:03.519 --> 00:47:05.719
Charity feathers, the the warp feathers.
789
00:47:06.199 --> 00:47:07.599
Well, there are charity feathers.
790
00:47:07.800 --> 00:47:11.119
Then there are also the old men bells and again
791
00:47:11.559 --> 00:47:16.679
plotting plotting points and then at some point through progression
792
00:47:16.840 --> 00:47:18.760
within the side quests, which again.
793
00:47:20.559 --> 00:47:21.719
It a lot of them.
794
00:47:21.800 --> 00:47:25.639
Yeah, are absolutely optional and and really have no crazy
795
00:47:25.719 --> 00:47:29.199
material impact on the game other than just completing a
796
00:47:29.239 --> 00:47:34.400
certain percentage, which you know, numbers make pewpew brain go upoo.
797
00:47:35.480 --> 00:47:40.360
Like there there is a satisfaction in you know, sometimes
798
00:47:40.360 --> 00:47:43.000
a journey over the destination. At least in my Hubble opinion,
799
00:47:43.480 --> 00:47:46.320
there there are quests that you can also fulfill that
800
00:47:47.199 --> 00:47:52.119
make fast travel through various checkpoints on the map even easier.
801
00:47:52.559 --> 00:47:54.519
And like I'm trying to, I don't know how much
802
00:47:54.559 --> 00:47:56.360
of the game we can really break down or discuss,
803
00:47:56.400 --> 00:48:00.360
because I do hope that the podcast inspires people to
804
00:48:00.519 --> 00:48:05.280
really check out the special edition. And like I would
805
00:48:05.320 --> 00:48:08.960
say that in terms of exploration, yeah, there are some
806
00:48:09.039 --> 00:48:12.440
annoying parts, but like again, I really feel like it's
807
00:48:12.480 --> 00:48:15.320
one of those things that's almost done by design. Like uh,
808
00:48:15.639 --> 00:48:18.320
I mean you can think of any open world literally,
809
00:48:18.400 --> 00:48:22.400
any like Citizen Kane ass game that comes to mind,
810
00:48:22.719 --> 00:48:26.280
any of them, They're all gonna come with their annoying
811
00:48:26.320 --> 00:48:31.440
section because again, like spectrum of feeling shouldn't always be
812
00:48:31.800 --> 00:48:35.320
good good good, Yeah, there should be annoyance, there should
813
00:48:35.360 --> 00:48:39.719
be friction. Uh. Operant of Time Water Temple, Banjo Kazuoi
814
00:48:40.360 --> 00:48:44.519
Clanker's Cavern or Rusty Bucket Bay, like and here in
815
00:48:44.599 --> 00:48:47.480
Tamba Haunted Mansion, like you can go on and like
816
00:48:47.519 --> 00:48:49.960
think of a think of your favorite game, there's always
817
00:48:50.000 --> 00:48:53.320
gonna be like a certain area or event of friction
818
00:48:53.400 --> 00:48:54.199
where you're just like.
819
00:48:54.159 --> 00:48:56.719
This shit sucks. God, I hate doing this. And that's
820
00:48:56.760 --> 00:48:57.159
the point.
821
00:48:58.760 --> 00:49:01.599
I agree with you in principle that friction is valuable
822
00:49:01.599 --> 00:49:04.960
and good. I just saw a thread yesterday in another
823
00:49:05.000 --> 00:49:08.719
discord that was very tedious to read of folks talking
824
00:49:08.719 --> 00:49:12.559
about friction in games, and man, I should have should
825
00:49:12.559 --> 00:49:14.920
have noted some down because it could have been good
826
00:49:14.920 --> 00:49:18.599
for this. But I do think friction can be very valuable.
827
00:49:18.599 --> 00:49:21.199
I think hostility can be very valuable. We just wrapped
828
00:49:21.280 --> 00:49:24.679
up an episode on Lisa the Painful, Lisa the Joyful
829
00:49:24.679 --> 00:49:29.000
Excuse Me, and that series is explicitly hostile towards the player.
830
00:49:30.000 --> 00:49:32.920
I don't think the friction here is intentional, though. I
831
00:49:32.960 --> 00:49:36.760
think the game. I think the design of backtracking, I
832
00:49:36.800 --> 00:49:40.400
think the
design of trusting the players to catch something
833
00:49:40.440 --> 00:49:43.280
the game is teaching you and remembering back, you know,
834
00:49:43.480 --> 00:49:47.559
an hour a day, back to what you were doing before.
835
00:49:47.639 --> 00:49:49.840
I think all of that's intentional. And I think that's good.
836
00:49:50.280 --> 00:49:54.320
I don't think the friction is intentional, and I think
837
00:49:54.320 --> 00:49:58.480
that's a very minor point, but I think it's worth articulating,
838
00:49:58.880 --> 00:50:01.800
especially because nowadays, and I don't know if you'll agree
839
00:50:01.840 --> 00:50:03.800
with me and join me in my old man yells
840
00:50:03.840 --> 00:50:09.920
at cloud rant, but I think a lot of I
841
00:50:09.920 --> 00:50:11.679
could phrase this in a way that makes me sound
842
00:50:11.719 --> 00:50:14.639
like a total asshole, like all gamers nowadays are soft,
843
00:50:15.480 --> 00:50:18.800
but I think there is such an aversion to feeling
844
00:50:19.440 --> 00:50:24.679
challenged in a way that isn't just strictly mechanical. I
845
00:50:24.679 --> 00:50:29.039
think there is, and this trends scends games too into
846
00:50:29.079 --> 00:50:32.719
like literature, especially in music. Oh my god, in music too.
847
00:50:33.519 --> 00:50:37.280
But I think modern audiences have a stronger aversion to
848
00:50:37.320 --> 00:50:41.119
friction and to working. I just cut it there. Make
849
00:50:41.159 --> 00:50:44.039
me sound like a crazy, fucking right winger. No one
850
00:50:44.079 --> 00:50:48.880
wants to work anymore. But I hope I'm trying to
851
00:50:48.880 --> 00:50:53.320
be too funny and too glib and I'm not articulating myself. Well,
852
00:50:53.559 --> 00:50:56.199
what I'm trying to say is that I think friction
853
00:50:57.199 --> 00:51:01.360
challenge and not that content and feel good, good good. Yeah,
854
00:51:01.440 --> 00:51:03.360
I think that is incredibly valuable. I'm with you one
855
00:51:03.440 --> 00:51:07.079
hundred percent if I'm understanding you correctly, and I think
856
00:51:07.159 --> 00:51:10.000
modern you know you are. I think modern audiences are
857
00:51:10.119 --> 00:51:12.519
are more averse to that than I think.
858
00:51:13.679 --> 00:51:16.880
In my opinion that I feel like that's why a
859
00:51:16.920 --> 00:51:20.679
lot of the games that are played, like there's an
860
00:51:20.719 --> 00:51:24.239
interesting point in where looking at some of the figures
861
00:51:24.320 --> 00:51:29.320
and data analytics for like how when is a game abandoned?
862
00:51:29.360 --> 00:51:32.559
At what point? Why is it abandoned, and then kind
863
00:51:32.559 --> 00:51:36.760
of examining the player journey from start to that point
864
00:51:36.760 --> 00:51:42.320
of abandonment, what sort of elements could have been involved
865
00:51:42.400 --> 00:51:46.719
or could have influenced that departure. You kind of got
866
00:51:46.719 --> 00:51:49.519
to look
at stuff like quality of life and like, yeah,
867
00:51:50.239 --> 00:51:53.760
Breadth of Fire for example, Like that's a game that
868
00:51:53.800 --> 00:51:56.480
could use quality of life in today's standards, there's I
869
00:51:56.480 --> 00:52:01.239
think we have now kind of acclimated ourselves to wanting
870
00:52:01.320 --> 00:52:06.079
to take advantage of gameplay that's that can work at
871
00:52:06.119 --> 00:52:08.559
a more efficient and more flexible pace, and some of
872
00:52:08.639 --> 00:52:12.159
us just don't necessarily have the time or energy to
873
00:52:12.239 --> 00:52:15.880
invest in it just because of like the increased toll
874
00:52:16.079 --> 00:52:18.599
on our day to day lives outside of video games.
875
00:52:19.719 --> 00:52:22.079
And you know that there could be discussion for that
876
00:52:22.119 --> 00:52:24.400
there because I mean, think of the player base that's
877
00:52:24.440 --> 00:52:28.000
sort of aged with the medium, and then you know,
878
00:52:28.239 --> 00:52:30.920
one thing that we never really look at is a
879
00:52:31.000 --> 00:52:35.880
younger generation and them revisiting older games and then them
880
00:52:35.920 --> 00:52:38.800
being able to parse, like there's a big point of
881
00:52:38.800 --> 00:52:41.440
contention on whether or not something's quote unquote aged well
882
00:52:41.639 --> 00:52:43.719
and the merits behind that, and that that could be
883
00:52:43.800 --> 00:52:46.000
like a whole different topic of discussion and of itself.
884
00:52:46.039 --> 00:52:51.599
But discussing like what quote unquote ages is just sometimes
885
00:52:51.639 --> 00:52:54.599
a little bit it's a bit pretentious because for all
886
00:52:54.639 --> 00:52:58.119
we know, in future generations and how play styles evolve,
887
00:52:58.639 --> 00:53:02.280
everything we could be doing could like feel like fucking
888
00:53:02.519 --> 00:53:07.199
spoiled milk to like generations beyond us. So kind of
889
00:53:07.199 --> 00:53:11.440
having that case of judgment on stuff prior in trying
890
00:53:11.440 --> 00:53:15.119
to reevaluate it from a present day lens versus the
891
00:53:15.199 --> 00:53:16.920
lens of what age.
892
00:53:16.559 --> 00:53:19.079
We were in mindset we were when we played it.
893
00:53:19.079 --> 00:53:22.320
It's difficult, which is why like discussions like this kind
894
00:53:22.360 --> 00:53:25.840
of parse and kind of just look at design for
895
00:53:25.880 --> 00:53:28.079
what it is and understand them.
896
00:53:27.880 --> 00:53:29.039
Like sometimes that's okay.
897
00:53:29.159 --> 00:53:32.360
It's like, yes, I believe you and I are on
898
00:53:32.400 --> 00:53:34.320
the same wavelength, and I think that a little bit
899
00:53:34.320 --> 00:53:37.239
of friction is okay, and being able to balance that
900
00:53:37.800 --> 00:53:43.280
to the quality of experience and how players feel by
901
00:53:43.280 --> 00:53:46.440
the end of their time with the game. Mileage may vary,
902
00:53:46.679 --> 00:53:48.920
but like it's important to kind of have that there
903
00:53:49.280 --> 00:53:52.679
in order to incentivize or encourage play, because you know,
904
00:53:52.800 --> 00:53:55.800
at the end of the day, video games started as
905
00:53:55.800 --> 00:53:58.559
a contest of skill. Not to say that that they're
906
00:53:58.559 --> 00:54:02.079
solely like that, but and then we all invent those
907
00:54:02.119 --> 00:54:05.519
little milestones. Even in a cozy game where there's literally
908
00:54:05.519 --> 00:54:10.280
no pressure, there's no shot clock, there's nothing other than
909
00:54:10.440 --> 00:54:17.960
like you putting upon yourself invisible metrics invisible I don't
910
00:54:17.960 --> 00:54:21.039
want to say obligate objectives, you're putting upon yourself like
911
00:54:21.679 --> 00:54:25.360
completely weightless objectives because you are challenging yourself at your
912
00:54:25.360 --> 00:54:29.079
own pace. That is going to be challenged on a
913
00:54:29.440 --> 00:54:32.519
spectrum skill entirely of your own. Choosing the game didn't
914
00:54:32.519 --> 00:54:36.239
even present that to you. So at the end of it,
915
00:54:36.239 --> 00:54:38.639
it's how we play and how we digest video games.
916
00:54:39.400 --> 00:54:41.519
I think some games definitely do it way better, some
917
00:54:41.880 --> 00:54:44.320
games don't, and some are broken in how they do it.
918
00:54:45.280 --> 00:54:48.159
And thankfully, you know, I don't think Tom was one
919
00:54:48.199 --> 00:54:51.679
of them and and like, that's why I don't want
920
00:54:51.679 --> 00:54:53.639
to try to get defensive. But I'm just like, I
921
00:54:54.039 --> 00:54:56.880
just want to make sure that criticisms lodge lodged at
922
00:54:56.920 --> 00:54:59.079
the merit of the game, because there is one big
923
00:54:59.159 --> 00:55:02.119
facet of the game that, as much as I love it,
924
00:55:02.199 --> 00:55:05.360
sucks and like is like one of the parts of
925
00:55:05.400 --> 00:55:08.320
the game that I believe is improved with the sequel.
926
00:55:08.920 --> 00:55:11.760
Oh, I and I hope I'm not making you feel
927
00:55:11.840 --> 00:55:13.360
defensive is the bigger thing.
928
00:55:13.400 --> 00:55:16.280
Oh no, no, you're not at all. I want to make
929
00:55:16.320 --> 00:55:17.719
sure that I don't come off that way.
930
00:55:18.199 --> 00:55:21.079
Oh sure, sure, no, I believe me. There are plenty
931
00:55:21.119 --> 00:55:23.559
of games that I like, books that I like, music
932
00:55:23.559 --> 00:55:26.800
that I like that aren't necessarily beloved. And I know
933
00:55:26.840 --> 00:55:28.679
what it feels like to get a little defensive, even
934
00:55:28.679 --> 00:55:30.639
if you don't want to, because you love something you know,
935
00:55:30.719 --> 00:55:33.039
and in some ways that is a reflection of who
936
00:55:33.079 --> 00:55:37.199
you are. Yeah, there
are so many good conversations to
937
00:55:37.360 --> 00:55:40.159
bloom out of this, and it's very exciting. I noted
938
00:55:40.159 --> 00:55:42.599
one down here at the top of our shared document,
939
00:55:43.400 --> 00:55:46.440
but this is awesome. I do want to say before
940
00:55:46.800 --> 00:55:49.480
I want to get into mechanics so as to not
941
00:55:49.639 --> 00:55:54.159
totally abandon Tomba and upset some listener base. But before
942
00:55:54.159 --> 00:55:56.800
we move from presentation, I do want to call out
943
00:55:56.920 --> 00:56:00.800
the colors, the color palette. It's very very pleasant. It
944
00:56:00.880 --> 00:56:05.599
works extraordinarily well on a nice CRT. I tried this
945
00:56:05.800 --> 00:56:08.840
on like a I don't know, like a twenty five
946
00:56:08.880 --> 00:56:12.440
inch RCA. I tried it on a thirteen inch PVM.
947
00:56:12.800 --> 00:56:16.639
It looks so good. It pops The colors well. Actually,
948
00:56:16.679 --> 00:56:20.320
I mean we're speaking about dragon Ball earlier. The colors
949
00:56:20.360 --> 00:56:23.960
aren't necessarily like super complex and blended all the time.
950
00:56:24.000 --> 00:56:29.679
They are very bright, simple patterns. Toba's hair bright, pink,
951
00:56:29.800 --> 00:56:33.239
his pants green, until you get different colored pants, pigs
952
00:56:33.480 --> 00:56:38.320
nice and pink, grass, beautiful green. It's it's pretty simple
953
00:56:38.360 --> 00:56:41.199
in that way, but it pops really well. It's something
954
00:56:41.239 --> 00:56:43.679
that kind of reminds me of like how arcade machines
955
00:56:43.719 --> 00:56:47.440
used to design their games just bright simple colors to
956
00:56:47.480 --> 00:56:49.280
grab the attention of folks that come over put the
957
00:56:49.320 --> 00:56:52.880
quarters in. Except you know, this isn't trying to attract
958
00:56:52.960 --> 00:56:55.239
you necessarily, but it still kind of does. When I
959
00:56:55.239 --> 00:56:57.320
see Tomba, I want to look at it, and there
960
00:56:57.360 --> 00:56:59.119
are there is some differences I don't know if you
961
00:56:59.360 --> 00:57:01.920
have experienced this, there are some shading differences that are
962
00:57:02.000 --> 00:57:06.039
very subtle in the Japanese and the Power North American
963
00:57:06.079 --> 00:57:09.119
releases that I can notice if they're side by side,
964
00:57:09.159 --> 00:57:11.599
But if you ask me to notice, like playing one
965
00:57:11.639 --> 00:57:13.400
today and the next tomorrow, I don't know that I
966
00:57:13.400 --> 00:57:16.800
wouldn't necessarily, you know, notice it too much, but they
967
00:57:16.840 --> 00:57:18.559
do exist. I saw it, I thought it was cool,
968
00:57:18.599 --> 00:57:19.719
so I thought i'd bring it up.
969
00:57:20.159 --> 00:57:23.320
Oh yeah, and like I think there again going back
970
00:57:23.360 --> 00:57:26.559
to the intentionality of the game that also, in my opinion,
971
00:57:26.639 --> 00:57:31.000
extends to the colors, because for all of the bright
972
00:57:31.119 --> 00:57:36.920
presentation in like the main cast or supporting cast of
973
00:57:37.679 --> 00:57:42.960
the world, there's a jextaposition in like what is a
974
00:57:43.119 --> 00:57:48.440
muted again for the diegetic purpose of drawing attention to
975
00:57:48.599 --> 00:57:52.639
something as a means to kind of drive a point
976
00:57:52.679 --> 00:57:56.360
of interest for exploration, and like, these are all things
977
00:57:56.360 --> 00:57:59.960
that again are are subtly done because there's no clear
978
00:58:00.199 --> 00:58:05.559
signpost that really just drives you to explore or examine
979
00:58:05.800 --> 00:58:09.119
like something initially it's it's all about kind of picking
980
00:58:09.119 --> 00:58:13.199
apart your environment, and a lot of that's done really
981
00:58:13.239 --> 00:58:16.840
well here I and you know, it's kind of also
982
00:58:16.960 --> 00:58:20.719
done in a sense where the game is entirely dependent
983
00:58:20.760 --> 00:58:25.639
on depth, Like I feel like this is something that
984
00:58:25.719 --> 00:58:29.719
I've seen or just examined from like Japanese art tastes
985
00:58:30.360 --> 00:58:34.400
for kind of presenting or showing a world, and like
986
00:58:35.119 --> 00:58:39.719
there there's a element of diorama like that's really put
987
00:58:39.760 --> 00:58:42.719
in and especially you see that, like, you know, referencing
988
00:58:43.280 --> 00:58:46.400
what you had just recently discussed with Bill in terms
989
00:58:46.440 --> 00:58:48.880
of three D dot game heroes, but even kind of
990
00:58:48.920 --> 00:58:53.159
going forward as more recent as a fantation.
991
00:58:53.400 --> 00:58:54.559
Have you ever played Fantasi?
992
00:58:55.000 --> 00:58:58.480
Oh man, goodness, gracious, it's been downloaded on my PC
993
00:58:58.599 --> 00:59:00.400
for ages. I just haven't had a chance.
994
00:59:01.079 --> 00:59:04.760
Yeah, but like being able to kind of showcase like
995
00:59:05.400 --> 00:59:09.760
something that has a visible entry point, in which case
996
00:59:09.880 --> 00:59:14.000
that being the front facing view and perspective that we're
997
00:59:14.039 --> 00:59:19.079
presented tamba in and then seeing layers upon layers, you know,
998
00:59:19.119 --> 00:59:24.800
the parallax colors make a really big difference in presenting
999
00:59:24.840 --> 00:59:28.960
the depth of something and being able to present something
1000
00:59:29.079 --> 00:59:33.719
front facing in front and center to kind of showcase
1001
00:59:33.880 --> 00:59:40.199
the distance that your brain kind of perceives, and being
1002
00:59:40.239 --> 00:59:45.320
able to then lead or otherwise provide areas of again
1003
00:59:45.920 --> 00:59:50.719
review access navigation and examination to kind of lead off
1004
00:59:50.719 --> 00:59:53.559
into more secret areas. Like again, going back to that
1005
00:59:53.679 --> 00:59:57.679
initial area near the end, there is a hidden path
1006
00:59:58.440 --> 01:00:01.800
that you wouldn't necessarily as sue at like cursory glance,
1007
01:00:01.880 --> 01:00:03.840
you kind of got to bump a little bit because
1008
01:00:03.840 --> 01:00:08.360
it shadowed off, But the presentation of the shadow does
1009
01:00:08.639 --> 01:00:11.079
kind of ellude that there's potentially more of a light
1010
01:00:11.159 --> 01:00:15.000
source that like is they kind of like it briefly
1011
01:00:15.039 --> 01:00:17.599
alludes that, hey, you know, I can keep going here,
1012
01:00:18.320 --> 01:00:21.880
and like a lot of that is absolutely carried by
1013
01:00:22.000 --> 01:00:25.679
the excellent palette that this game has used. And yeah, dude,
1014
01:00:25.880 --> 01:00:29.599
I have a JBC twenty seven inch D series, I've
1015
01:00:29.599 --> 01:00:32.480
got a Sony PVM twenty L five, I've got a
1016
01:00:32.519 --> 01:00:37.559
Sony eighty one Q, and I've actually is recently. It's
1017
01:00:37.559 --> 01:00:39.840
funny that you mentioned that I decided to boot up
1018
01:00:39.840 --> 01:00:44.920
the game on my PlayStation Classic through means that are
1019
01:00:45.119 --> 01:00:53.239
not necessarily savory on my Htmi Samsung CRTTV. And even then,
1020
01:00:53.400 --> 01:00:57.039
where like it's unevenly scaled because it's a fucking thirty
1021
01:00:57.079 --> 01:01:01.719
inch TV, it's still finds a way to like really
1022
01:01:01.760 --> 01:01:07.760
take advantage of its palette and really just renders like
1023
01:01:08.039 --> 01:01:08.840
so pleasantly.
1024
01:01:08.920 --> 01:01:11.920
So yeah, no at all the way. I couldn't agree
1025
01:01:11.960 --> 01:01:12.400
with you more.
1026
01:01:12.920 --> 01:01:16.599
And this is purely going off of very old memory.
1027
01:01:16.840 --> 01:01:20.440
But I don't remember Tomba two succeeding as well in
1028
01:01:20.480 --> 01:01:23.880
this regard. I could be misremembering completely. I could be
1029
01:01:23.960 --> 01:01:25.840
associating uh to.
1030
01:01:26.079 --> 01:01:30.519
It's definitely darker. Yeah, it's definitely darker. In like Tamba
1031
01:01:30.559 --> 01:01:33.639
two is far more polarizing because there are people that
1032
01:01:33.719 --> 01:01:35.519
some there's a lot of people that prefer it over
1033
01:01:35.559 --> 01:01:37.840
the original, and then there are some people that absolutely
1034
01:01:37.840 --> 01:01:42.079
detest it. And then some people just immediately wrote it
1035
01:01:42.119 --> 01:01:43.840
off because of like, oh, it's a three D game, Like,
1036
01:01:43.880 --> 01:01:45.639
it's not a three D game. It is still very
1037
01:01:45.719 --> 01:01:48.880
much a two point five D game. You're still moving
1038
01:01:49.039 --> 01:01:54.400
on two dimensional planes, except now everything is fully rendered
1039
01:01:54.440 --> 01:01:57.039
in a three D capacity or in a fully realized
1040
01:01:57.079 --> 01:01:59.679
three D world that if anything has been super limited
1041
01:01:59.719 --> 01:02:03.519
it it's kind of taken the concept of restraint for
1042
01:02:03.679 --> 01:02:07.639
challenge to a whole different level. And then like more
1043
01:02:07.639 --> 01:02:09.679
of the top down areas that are from the first
1044
01:02:09.679 --> 01:02:12.840
one are now fully realized in three D, so it's
1045
01:02:12.920 --> 01:02:15.719
again it's very much an evolution of the original but
1046
01:02:15.840 --> 01:02:19.639
still works to that same effect. And if anything, some
1047
01:02:19.679 --> 01:02:22.760
of the you know, points of experimentation have kind of
1048
01:02:22.760 --> 01:02:25.480
been removed because, as you mentioned, the areas of interest
1049
01:02:25.519 --> 01:02:28.000
to where you can interact with the foreground or background
1050
01:02:28.360 --> 01:02:32.480
are signposted. They're literally with floating arrows that give you
1051
01:02:32.519 --> 01:02:34.280
an idea. I'm like, okay, I can go this way
1052
01:02:34.360 --> 01:02:37.440
or that way, something that again the original Tamba did
1053
01:02:37.440 --> 01:02:40.119
not have. It's very much you kind of like, I
1054
01:02:40.159 --> 01:02:42.639
wonder if I can do Okay, I can, but I
1055
01:02:42.679 --> 01:02:45.639
like the arts. I like Tamba's design, I will say
1056
01:02:45.760 --> 01:02:49.760
in the second one because it does definitely recognize his
1057
01:02:50.119 --> 01:02:53.800
like fucking Toriyama ash shredded bod like that is very
1058
01:02:53.920 --> 01:03:00.320
much that his little goku ass son Gohan like you
1059
01:03:00.360 --> 01:03:21.079
can you can definitely sizzle some bacon on that Tourso so.
1060
01:03:21.159 --> 01:03:25.079
We talked around mechanics a little bit. There are some
1061
01:03:25.119 --> 01:03:27.920
more things to mention though. Fujiwara I had read that
1062
01:03:28.000 --> 01:03:30.119
quote earlier where he had mentioned action games, and he
1063
01:03:30.239 --> 01:03:34.320
kind of considers this an action game, and he expounds
1064
01:03:34.440 --> 01:03:39.239
upon that in the Schmuppilations Schmumplations interview. I always do
1065
01:03:39.280 --> 01:03:42.320
that because everybody does. Here's what Fujiwara says, and this
1066
01:03:42.400 --> 01:03:45.119
is a couple answers folded into one just for brevity.
1067
01:03:45.800 --> 01:03:48.880
He says, quote, it's the feeling of the action that's
1068
01:03:48.920 --> 01:03:50.760
really where it begins and ends for me. I mean,
1069
01:03:50.800 --> 01:03:53.199
there are lots of different types of action. For example,
1070
01:03:53.239 --> 01:03:54.880
you can think of side scroll where it's like Super
1071
01:03:54.920 --> 01:03:58.960
Mario Bros. As kind of being action games and fighting
1072
01:03:59.000 --> 01:04:01.679
games are by nature act games. Of all the different
1073
01:04:01.719 --> 01:04:04.800
games we have,
I think action is the most all encompassing.
1074
01:04:05.280 --> 01:04:08.159
In short, if you're required to move something on screen
1075
01:04:08.239 --> 01:04:10.760
in order to achieve a goal, that's an action game.
1076
01:04:11.679 --> 01:04:14.679
That's bold what the player wants to do. That was
1077
01:04:14.800 --> 01:04:17.639
editorialized by the way here, he continues, What the player
1078
01:04:17.679 --> 01:04:19.880
wants to do is reflect it in the character they
1079
01:04:19.920 --> 01:04:22.119
do what you want them to do. That kind of
1080
01:04:22.159 --> 01:04:24.519
situation of being able to perform the action the way
1081
01:04:24.519 --> 01:04:27.840
you want to is essentially what I wanted to achieve.
1082
01:04:28.559 --> 01:04:32.719
End quote. That's fascinating because I know, well, one, there
1083
01:04:32.800 --> 01:04:36.679
is the very obvious conversation here about how genres can
1084
01:04:36.719 --> 01:04:42.039
be very nebulously defined and sort of hazy, opaque and
1085
01:04:42.679 --> 01:04:45.199
et cetera. But I know a lot of folks have
1086
01:04:45.400 --> 01:04:48.880
problems with the physics in this game. I didn't necessarily
1087
01:04:48.920 --> 01:04:53.360
particularly the jump physics. I didn't necessarily I didn't think
1088
01:04:53.360 --> 01:04:55.280
it was that difficult to control at all. But I
1089
01:04:55.320 --> 01:04:58.440
have heard that as a critique that folks don't feel
1090
01:04:58.480 --> 01:05:04.039
like it control like a more precise platformer of the era.
1091
01:05:04.599 --> 01:05:06.280
I don't get that criticism personally.
1092
01:05:07.079 --> 01:05:10.199
I can see it a little bit. The momentum is tricky,
1093
01:05:10.400 --> 01:05:12.519
like it's definitely something that you have to acclimate to.
1094
01:05:13.400 --> 01:05:17.079
And while again I am fully used to it and
1095
01:05:17.159 --> 01:05:22.239
have mastered it objectively, I will say the clumsiest aspect
1096
01:05:22.559 --> 01:05:26.280
of its platforming in physics have to do with the
1097
01:05:26.360 --> 01:05:30.360
swinging action, because at any point that you are swinging
1098
01:05:30.440 --> 01:05:35.400
from posts that allow you to windmill towards other posts,
1099
01:05:36.239 --> 01:05:42.760
point of contact and trajectory and positioning is trickier than
1100
01:05:42.880 --> 01:05:45.599
hell if you don't know what you're doing. And often
1101
01:05:46.400 --> 01:05:50.000
again going back to the tutorial level or the early
1102
01:05:50.079 --> 01:05:55.280
area all stage and set over like precarious spikes that
1103
01:05:55.519 --> 01:05:59.119
will fucking take you out within touch of like I
1104
01:05:59.159 --> 01:06:03.760
believe it does, like two segments of damage like per contact,
1105
01:06:04.000 --> 01:06:07.000
like yeah, it's rough, Like I can see that even
1106
01:06:07.159 --> 01:06:10.079
killing like any desire for somebody to keep going, and
1107
01:06:10.559 --> 01:06:16.360
it only gets rougher when you go through Phoenix Mountain. Yeah,
1108
01:06:16.400 --> 01:06:21.239
but like once you have like a grasp on where
1109
01:06:21.280 --> 01:06:26.199
you can make contact and how you can aim and
1110
01:06:26.480 --> 01:06:31.320
sort of move because the secret is like other platforming
1111
01:06:31.360 --> 01:06:33.920
games that use similar mechanics, people are used to the
1112
01:06:33.920 --> 01:06:36.159
fact that, like the moment you make any sort of
1113
01:06:36.159 --> 01:06:39.119
physical contact, regardless of whether it be your torso, your feet,
1114
01:06:39.199 --> 01:06:43.280
et cetera, et cetera, that you would automatically magnetize to
1115
01:06:43.519 --> 01:06:47.400
that post rope, whatever the object may be, and then
1116
01:06:47.599 --> 01:06:51.519
move on. But Tamba is very matter of fact and
1117
01:06:51.599 --> 01:06:55.599
where you need to make the contact with his outreached arms.
1118
01:06:55.840 --> 01:06:58.199
They need to be the thing that touches the post
1119
01:06:58.280 --> 01:07:02.119
or rope. And when he jumps, I mean to, to
1120
01:07:02.159 --> 01:07:05.239
its credit, when he jumps, he fucking Superman's he goes.
1121
01:07:05.440 --> 01:07:06.880
Yeah, So like.
1122
01:07:06.880 --> 01:07:10.880
He it is very much something that you can kind
1123
01:07:10.920 --> 01:07:14.920
of attune your play around when you realize that, like
1124
01:07:15.000 --> 01:07:17.360
he jumps like that each and every time, so like
1125
01:07:17.519 --> 01:07:20.840
I know where to aim and steer that point of
1126
01:07:20.840 --> 01:07:24.559
contact that's needed to get that jump going. But aside
1127
01:07:24.559 --> 01:07:27.840
from that, no, it's it's that and then momentum there
1128
01:07:27.840 --> 01:07:31.159
are some wide gaps or areas where you need to
1129
01:07:31.440 --> 01:07:34.440
run and you don't get the run right away. That
1130
01:07:34.639 --> 01:07:37.039
is a skill that you need to learn, and the
1131
01:07:37.079 --> 01:07:41.559
modifiers involved with it can give you fucking full mastery
1132
01:07:41.599 --> 01:07:45.880
of the land and air, but also make you an unwieldy,
1133
01:07:46.079 --> 01:07:51.280
nascar ass fucking vehicle of destruction, mainly your own, because
1134
01:07:51.320 --> 01:07:54.679
you will steer around and move out of velocity that's
1135
01:07:54.800 --> 01:07:58.960
too hard to control, often throwing you right into enemies
1136
01:07:58.960 --> 01:08:04.000
who will make contact damage with you, hazards like fire
1137
01:08:04.360 --> 01:08:07.079
or whole bottomless pits, and before you know it, you're
1138
01:08:07.119 --> 01:08:09.000
fucking dead. So then you got to slow down and
1139
01:08:09.159 --> 01:08:11.519
kind of move with a little bit more planning and purpose.
1140
01:08:12.239 --> 01:08:15.199
Yeah, definitely not a Sonic style platformer where you can
1141
01:08:15.480 -->
01:08:17.680
just zip through and be mostly fine.
1142
01:08:18.039 --> 01:08:18.239
Yeah.
1143
01:08:18.239 --> 01:08:20.359
As oppose to the credit though, like you had mentioned,
1144
01:08:20.399 --> 01:08:24.399
the grappling onto ledges, which far and away was my
1145
01:08:24.439 --> 01:08:28.000
biggest point of frustration with movement. Unless you consider the
1146
01:08:28.239 --> 01:08:33.560
placement of enemies around, it's related to movement, But I
1147
01:08:33.600 --> 01:08:37.399
couldn't nail like jumping from ledge to ledge if you're
1148
01:08:37.439 --> 01:08:39.680
doing the windmilling like you had mentioned, I was not
1149
01:08:39.760 --> 01:08:42.279
able to consistently nail that unless I tried to land
1150
01:08:42.319 --> 01:08:44.479
on top of it and do like the video game
1151
01:08:44.560 --> 01:08:48.479
kind of free fall in super slow mode to either side.
1152
01:08:48.840 --> 01:08:52.039
I really couldn't get those unless I did that right.
1153
01:08:52.119 --> 01:08:54.640
And if you kind of like planko it like what
1154
01:08:54.680 --> 01:08:58.800
you mentioned and steer it to where you fall opposite
1155
01:08:58.960 --> 01:09:03.520
of your hand gradually like sliding into position to make contact,
1156
01:09:03.520 --> 01:09:05.960
you can do it that way too. It gets a
1157
01:09:06.000 --> 01:09:09.520
little bit more difficult when you get the grapple jack
1158
01:09:09.800 --> 01:09:13.800
item where you are then able to use that to
1159
01:09:13.960 --> 01:09:18.159
clip onto ledges points of interest like posts or even
1160
01:09:18.319 --> 01:09:22.279
flying enemies, and again kind of learning to maneuver that
1161
01:09:22.359 --> 01:09:26.960
and realizing that the it's super contact sensitive that you
1162
01:09:27.000 --> 01:09:29.439
make the point of contact with the grapple point of
1163
01:09:29.520 --> 01:09:33.520
the grapple jack. That's how you get around with platforming.
1164
01:09:33.560 --> 01:09:36.520
But that's the challenge of it because again other contemporary
1165
01:09:36.560 --> 01:09:40.319
games didn't necessarily demand like that much precision.
1166
01:09:40.920 --> 01:09:43.119
And to the design credit too, when it comes to
1167
01:09:43.439 --> 01:09:47.119
the flying through the air, the climbing, the jumping across stuff.
1168
01:09:47.399 --> 01:09:50.319
They I feel like they give you ample a number
1169
01:09:50.359 --> 01:09:55.159
of climbable, scalable surfaces like walls, you know, various parts
1170
01:09:55.199 --> 01:09:58.560
of I'm thinking of the like the flower seesaw plants
1171
01:09:58.600 --> 01:09:59.239
like in one.
1172
01:09:59.079 --> 01:10:00.920
Of the Earth, the mushroom forest.
1173
01:10:01.600 --> 01:10:04.560
Yeah, yeah, yeah, there, I mean, there is really no
1174
01:10:04.680 --> 01:10:07.159
shortage of those. There's actually there's really quite a bit
1175
01:10:07.199 --> 01:10:09.279
you can cling to, far more than I was expecting,
1176
01:10:10.359 --> 01:10:12.600
which is nice. Do not get me wrong, it is
1177
01:10:12.720 --> 01:10:16.279
it is very nice. What I do also appreciate and
1178
01:10:16.439 --> 01:10:19.920
also got a little frustrated by, if we're talking about
1179
01:10:20.680 --> 01:10:24.119
mechanics and so far as movement, is that the game.
1180
01:10:24.840 --> 01:10:28.399
The game gives you plenty of lives for the most part,
1181
01:10:28.560 --> 01:10:30.760
as long as you're not just trying to, like, you know,
1182
01:10:30.920 --> 01:10:34.399
beat the game quote unquote, you will pick up plenty
1183
01:10:34.439 --> 01:10:38.600
of lives. So death is not like falling down a
1184
01:10:38.840 --> 01:10:41.640
cliff or whatever chasm. It's not really the end of
1185
01:10:41.640 --> 01:10:44.880
the world for you as the player. Tomba's immortal.
1186
01:10:44.920 --> 01:10:47.119
In that way, you can game over pretty quickly.
1187
01:10:47.720 --> 01:10:50.000
That was That was The next point is that the
1188
01:10:50.079 --> 01:10:52.600
lives that I lost, the times that I lost the
1189
01:10:52.640 --> 01:10:56.520
most amount of lives were because I was trying to
1190
01:10:56.560 --> 01:10:59.439
do a jump and because I couldn't see where an
1191
01:10:59.520 --> 01:11:01.720
enemy would be and then suddenly, boom, there they are.
1192
01:11:02.079 --> 01:11:05.000
I get hit. Tomba has this knockback animation. When he
1193
01:11:05.039 --> 01:11:07.680
does get hit, that sends him back like a few
1194
01:11:07.720 --> 01:11:11.880
steps every time, and you cannot that just happens. And
1195
01:11:11.960 --> 01:11:15.600
those enemies, particularly in the Mushroom Forest, are just always
1196
01:11:15.960 --> 01:11:19.760
positioned exactly so they're gonna hit you. You're gonna do that
1197
01:11:19.840 --> 01:11:22.079
knockback animation, and it's gonna send you down into a
1198
01:11:22.279 --> 01:11:25.800
into a hole, into a cliff, and that's one life gone.
1199
01:11:26.119 --> 01:11:28.359
And yeah, you just start at the middle or not
1200
01:11:28.359 --> 01:11:30.640
the middle, you start at the beginning of that of
1201
01:11:30.640 --> 01:11:33.159
that screen. So it's not like you lost a ton
1202
01:11:33.199 --> 01:11:38.199
of progress, but that's gonna eat up a life, you know.
1203
01:11:38.920 --> 01:11:40.239
That was the frustration for me.
1204
01:11:40.920 --> 01:11:44.960
And unfortunately, like that, there are pain points because yes,
1205
01:11:45.000 --> 01:11:49.720
there's the Mushroom Forest, Phoenix Mountain, and those are more
1206
01:11:49.720 --> 01:11:52.960
of the skill challenges versus like the cerebral ones that
1207
01:11:53.000 --> 01:11:57.000
come later with like the hont Mansion and the jungle
1208
01:11:58.159 --> 01:12:01.640
and the Jungles. Honestly a mixture of both. I feel
1209
01:12:01.640 --> 01:12:05.319
like at this point, and again it doesn't clearly state this,
1210
01:12:05.560
--> 01:12:09.000
but this is where you kind of have to ask
1211
01:12:09.079 --> 01:12:12.479
yourself whether or not you want to like really go
1212
01:12:12.600 --> 01:12:15.560
raw dog it or if you want to take advantage
1213
01:12:15.640 --> 01:12:18.840
of the saving system that the game puts in place
1214
01:12:18.880 --> 01:12:22.239
through it signs and just save scum and where you
1215
01:12:22.359 --> 01:12:26.359
know that based on previous experience, all right, this area sucks.
1216
01:12:26.720 --> 01:12:30.560
So if I'm going to go through it, I'm gonna
1217
01:12:30.560 --> 01:12:33.079
need to save at the signpost here, and then that
1218
01:12:33.159 --> 01:12:36.000
way I can give it a few trial runs, and
1219
01:12:36.800 --> 01:12:38.600
once I get a better feel for it, I can
1220
01:12:38.600 --> 01:12:42.079
then load up from my previous save and then that's
1221
01:12:42.079 --> 01:12:45.159
also what makes special Edition really important. Special Edition offers
1222
01:12:45.199 --> 01:12:49.279
a flat out rewind, so it really mitigates a lot
1223
01:12:50.000 --> 01:12:54.159
of those incidences where you are sent to an untimely
1224
01:12:54.239 --> 01:12:57.039
death from knock back, or you didn't make contact with
1225
01:12:57.079 --> 01:13:00.000
a platform like you should have. That kind of really
1226
01:13:00.680 --> 01:13:05.079
make it far more accessible and far less tedious to navigate.
1227
01:13:05.279 --> 01:13:07.079
Tis is a great word. I want to if I'm
1228
01:13:07.079 --> 01:13:09.359
gonna die, I'm fine with it. I just wanted to
1229
01:13:09.399 --> 01:13:10.279
feel like my fault.
1230
01:13:10.760 --> 01:13:11.279
Yeah.
1231
01:13:11.520 --> 01:13:16.000
But again, these are very early growing pains, because when
1232
01:13:16.239 --> 01:13:22.199
you earn various new skills and items, platforming and maneuvering
1233
01:13:22.239 --> 01:13:26.279
becomes a whole heck of a lot easier. And you know,
1234
01:13:26.840 --> 01:13:29.960
Tamba still has like there's still things that you can
1235
01:13:30.039 --> 01:13:32.560
do to kind of mitigate that even from the early set,
1236
01:13:32.600 --> 01:13:34.479
like the Mushroom Force for example, I know exactly what
1237
01:13:34.479 --> 01:13:38.680
you're talking about, the miniature flower enemies that Tama's main
1238
01:13:39.439 --> 01:13:44.279
form of attack is to jump on top of an enemy.
1239
01:13:44.760 --> 01:13:47.520
And then once he jumps on top of an enemy
1240
01:13:47.520 --> 01:13:50.760
and fucking bites down, you then jump up and you
1241
01:13:50.920 --> 01:13:54.000
toss any me aside killing them in that throw. And
1242
01:13:54.039 --> 01:13:57.279
you even have control to aim that throw, so you
1243
01:13:57.319 --> 01:13:59.640
can use it as a way to take on like
1244
01:14:00.239 --> 01:14:03.680
enemy mobs and kind of mitigate crowd control. But you
1245
01:14:03.720 --> 01:14:06.720
can't necessarily do that with these flower enemies because they'll
1246
01:14:07.279 --> 01:14:10.840
unbloom their pedals to a sharp point and hurts you
1247
01:14:10.920 --> 01:14:13.800
on contact. So the only way around that is you
1248
01:14:13.840 --> 01:14:18.560
actually have another attack that you know, something I noticed,
1249
01:14:18.640 --> 01:14:20.399
especially if I watch long plays, a lot of people
1250
01:14:20.439 --> 01:14:23.239
don't really mess with all that much just because like
1251
01:14:23.640 --> 01:14:27.680
it doesn't kill, so people tend to forget that it's
1252
01:14:28.119 --> 01:14:30.640
like something that you can do. Tombad does have a
1253
01:14:30.720 --> 01:14:34.119
weapon known as the Blackjack. In fact, the evolution of
1254
01:14:34.159 --> 01:14:37.840
it I mentioned earlier the grapple Jack, makes it play
1255
01:14:37.920 --> 01:14:40.199
more of a vital role in gameplay because you're gonna
1256
01:14:40.279 --> 01:14:43.199
use it for platforming. That variation of it though, doesn't
1257
01:14:43.239 --> 01:14:47.000
really have attack capabilities, but your initial one, the Blackjack does.
1258
01:14:47.319 --> 01:14:48.239
It's a swing in mace.
1259
01:14:48.800 --> 01:14:51.279
It really puts it at a point where like you're
1260
01:14:51.279 --> 01:14:55.640
gonna have to stun these enemies and stun them to
1261
01:14:55.720 --> 01:14:58.079
a point where like you use that window of them
1262
01:14:58.159 --> 01:15:01.680
seeing stars to jump up, get some good footing, and
1263
01:15:01.800 --> 01:15:04.680
then dare yourself to like, you know, did I make
1264
01:15:04.760 --> 01:15:09.079
it in time to then plant another jump on top
1265
01:15:09.159 --> 01:15:11.840
of them before they you know, recover, and then go
1266
01:15:11.960 --> 01:15:15.359
into that stupid defensive spike thing that like fucking sends
1267
01:15:15.399 --> 01:15:19.840
me flying, but there are things around it. And I
1268
01:15:19.880 --> 01:15:22.279
think that goes right back to Fujiwara's roots of like
1269
01:15:22.800 --> 01:15:27.479
putting some bullshit skill test in the game and kind
1270
01:15:27.520 --> 01:15:29.359
of emphasizing like this is an action game.
1271
01:15:29.880 --> 01:15:30.840
H yeah.
1272
01:15:31.039 --> 01:15:33.399
I And like I said, I did not beat the game.
1273
01:15:33.439 --> 01:15:36.279
I don't think I got the grapple Jack, so I
1274
01:15:36.600 --> 01:15:39.840
can't speak to that. I noticed that too, Like I uh,
1275
01:15:40.159 --> 01:15:41.760
I forget if I told you this off MIC or
1276
01:15:41.760 --> 01:15:44.560
if I set it on air, because my memory is
1277
01:15:44.600 --> 01:15:47.720
Swiss cheese. But I did watch some of the what
1278
01:15:47.800 --> 01:15:50.119
do you call it? Special edition playthrough. I just wanted
1279
01:15:50.119 --> 01:15:52.039
to see what that was all about. And I did
1280
01:15:52.199 --> 01:15:54.960
notice that too. Folks forgot about that. I was kind
1281
01:15:54.960 --> 01:15:57.319
of the opposite, like I was using the heck out
1282
01:15:57.319 --> 01:15:59.960
of that thing. Because you can throw the black jack
1283
01:16:00.199 --> 01:16:02.479
and the boomerang and et cetera. You can throw that
1284
01:16:02.560 --> 01:16:05.960
stuff directionally and not just card Now you can go northwest,
1285
01:16:06.039 --> 01:16:09.000
you can go well, no, actually you can't jump and
1286
01:16:09.079 --> 01:16:11.800
throw down and at least in Tombo wine, but you
1287
01:16:11.920 --> 01:16:15.800
can throw at an upward angle, which is extremely useful
1288
01:16:15.840 --> 01:16:17.840
because if you've got a bird coming at you and
1289
01:16:18.520 --> 01:16:21.199
you want just to buy time, you can stun that
1290
01:16:21.319 --> 01:16:24.159
sucker with your blackjack by throwing it. Yep, the blackjack,
1291
01:16:24.239 --> 01:16:28.800
that is that's an extraordinarily useful tool. And I'm with you.
1292
01:16:28.920 --> 01:16:31.199
I saw folks, you know, just trying to jump because
1293
01:16:31.199 --> 01:16:33.359
like you said, it kills, and it's like, yeah, it kills,
1294
01:16:33.439 --> 01:16:35.520
but like you know, this is something more that you
1295
01:16:35.600 --> 01:16:35.840
can do.
1296
01:16:36.239 --> 01:16:39.119
Yeah, yeah, it's just weird because like it's I mean,
1297
01:16:39.199 --> 01:16:42.479
look at like Super Mario Brothers three. Mario's primary form
1298
01:16:42.520 --> 01:16:44.840
of offenses. He jumps on top of enemies. But then
1299
01:16:45.079 --> 01:16:50.640
when you get a power up like Fireflower or the
1300
01:16:50.760 --> 01:16:54.279
Tanuki leaf and you can like spin smash with your
1301
01:16:54.399 --> 01:16:58.119
raccoon tail or light some fucking goomba on fire. You'll
1302
01:16:58.119 --> 01:17:01.000
see players will start gravitating to words that as an
1303
01:17:01.039 --> 01:17:04.359
option of attack in addition to jumping, and so here
1304
01:17:05.039 --> 01:17:09.159
like that echotomy with a protagonist like Tamba who has
1305
01:17:09.520 --> 01:17:15.520
permanent access to both, yet because it doesn't automatically kill
1306
01:17:15.600 --> 01:17:18.039
on contact, they kind of just forget or just rule
1307
01:17:18.039 --> 01:17:18.640
it out of their mind.
1308
01:17:18.680 --> 01:17:20.079
I'm like, eh, whatever.
1309
01:17:36.680 --> 01:17:39.600
I had mentioned in an edit, I'm sure because I
1310
01:17:39.960 --> 01:17:42.600
forgot to mention this up top that you know, we're
1311
01:17:42.640 --> 01:17:44.000
not going to do a beat by beat for this
1312
01:17:44.239 --> 01:17:47.680
because it's just not that kind of a game. Before
1313
01:17:47.840 --> 01:17:52.119
we get to music and sound, there is something that
1314
01:17:52.239 --> 01:17:55.439
I think is mechanically relevant that we should talk about,
1315
01:17:55.520 --> 01:17:58.840
and that is a defining feature of what makes Tomba Tomba,
1316
01:17:59.239 --> 01:18:03.920
and that is the system, very much like the lifeblood
1317
01:18:04.079 --> 01:18:06.279
of this game, and there is a lot of them,
1318
01:18:06.600 --> 01:18:12.199
and the design philosophy behind it I really appreciate now
1319
01:18:12.840 --> 01:18:15.800
in the moment, I wasn't always having a grand time
1320
01:18:15.880 --> 01:18:18.239
with it, but that largely ties into the stuff we've
1321
01:18:18.239 --> 01:18:22.239
already talked about, like the ambiguity of or No we
1322
01:18:22.319 --> 01:18:24.880
didn't talk about that, the crypticness of what to do,
1323
01:18:25.600 --> 01:18:28.600
some of the ambiguity with looking in your event log
1324
01:18:28.920 --> 01:18:31.279
and the name of the event, like the name of
1325
01:18:31.359 --> 01:18:33.760
the quest is I can't swim, and it's like, okay,
1326
01:18:33.840 --> 01:18:35.560
that doesn't tell me what to do. You know, I
1327
01:18:35.640 --> 01:18:37.640
know what the goal is, but where do I go?
1328
01:18:37.880 --> 01:18:39.840
Or you know, stuff like that that was maybe not.
1329
01:18:39.880 --> 01:18:40.640
The best excitable.
1330
01:18:40.680 --> 01:18:44.600
But these goals, this is what these are what will
1331
01:18:45.039 --> 01:18:48.760
progress you through the story and give you all of
1332
01:18:48.880 --> 01:18:53.279
the side content. Fujiwara talks about these in that ninety
1333
01:18:53.319 --> 01:18:56.560
seven interview the questions posed to him. During the course
1334
01:18:56.600 --> 01:18:58.840
of play, multiple events will pop up at the same time,
1335
01:18:58.880 --> 01:19:01.439
and sometimes it's hard to know where start, and he
1336
01:19:01.520 --> 01:19:05.159
answers Fujiwara does, saying quote, Essentially, your big goal is
1337
01:19:05.199 --> 01:19:07.439
laid out for you, so you can focus on that,
1338
01:19:07.800 --> 01:19:09.760
but you can also start with any of the smaller
1339
01:19:09.800 --> 01:19:12.359
events that you think you're able to tackle. The decision
1340
01:19:12.439 --> 01:19:15.199
is completely dependent on the player, so you can start
1341
01:19:15.239 --> 01:19:17.359
with any event that pops up. You can start with
1342
01:19:17.439 --> 01:19:19.760
the easy ones and give up on the more challenging ones.
1343
01:19:20.159 --> 01:19:22.840
Of course, there are mandatory events which you must clear
1344
01:19:22.920 --> 01:19:25.000
in order to continue the story, so you can keep
1345
01:19:25.039 --> 01:19:27.279
progressing as far as you're able, and when you get stuck,
1346
01:19:27.479 --> 01:19:29.079
come back and see what else there is to do.
1347
01:19:29.800 --> 01:19:32.840
Ending that quote, and this is I'm just summarizing some
1348
01:19:32.920 --> 01:19:35.199
other stuff I read from him. One of the things
1349
01:19:35.239 --> 01:19:37.600
that he did that he was thinking about when he
1350
01:19:37.640 --> 01:19:41.680
designed it this way is player expression, and that's how
1351
01:19:41.760 --> 01:19:45.640
I'm describing it. How he described it is. You know,
1352
01:19:46.159 --> 01:19:50.560
you had mentioned replayability Georgie, and Fujiwara was thinking about
1353
01:19:50.600 --> 01:19:53.079
that too, And so far as you know, you don't
1354
01:19:53.119 --> 01:19:55.039
have to do most of these quests if you don't
1355
01:19:55.039 --> 01:19:56.720
want to, you can beat the game. But then if
1356
01:19:56.760 --> 01:19:58.760
you come back and you take the time to do them,
1357
01:19:59.039 --> 01:20:00.720
now you can beat the game a whole new way.
1358
01:20:01.039 --> 01:20:03.800
For example, you mentioned the running the animal dash. I
1359
01:20:03.840 --> 01:20:07.319
think it's called that is a missible upgrade. As far
1360
01:20:07.359 --> 01:20:10.319
as I know, you don't need it to finish the game,
1361
01:20:10.560 --> 01:20:12.079
or at least you didn't need it as far as
1362
01:20:12.119 --> 01:20:15.439
I got. And you get it one hundred feet from
1363
01:20:15.439 --> 01:20:17.439
where you start out. Technically, I mean you have to
1364
01:20:17.479 --> 01:20:20.119
get an item and then come back there, but it's
1365
01:20:20.159 --> 01:20:22.079
all done within that first area, and you can miss it,
1366
01:20:22.119 --> 01:20:24.520
and I did for a very long time, but I
1367
01:20:24.560 --> 01:20:27.680
went back and got it. What that does is it
1368
01:20:27.840 --> 01:20:30.479
gives the players greater expression on how they want to
1369
01:20:30.520 --> 01:20:32.359
beat the game. You can just go through and do
1370
01:20:32.479 --> 01:20:35.600
all the basics, or you can take the time to
1371
01:20:35.880 --> 01:20:38.520
go through these events do it, get the upgradeable stuff,
1372
01:20:38.520 --> 01:20:42.119
get new equipment, level up. There is technically a kind
1373
01:20:42.159 --> 01:20:45.720
of leveling system, and then suddenly you have new means
1374
01:20:45.960 --> 01:20:47.359
with which to get to the end of the game.
1375
01:20:48.439 --> 01:20:50.920
That's a player expression idea, and that's cool as hell.
1376
01:20:51.079 --> 01:20:52.079
I think that's awesome.
1377
01:20:52.520 --> 01:20:54.760
Oh yeah, that is awesome, And I'm sorry I just
1378
01:20:54.880 --> 01:20:58.560
wanted to kind of interject that I see what you
1379
01:20:58.680 --> 01:21:03.319
mean by missible, but miss because there there's about one
1380
01:21:03.399 --> 01:21:07.680
hundred and thirty seven quests overall, and there's actually two
1381
01:21:07.760 --> 01:21:11.119
of them, in my opinion, that fall under missible. And
1382
01:21:11.359 --> 01:21:14.399
when I think of missible, I think of you have
1383
01:21:15.159 --> 01:21:18.479
a invisible time frame in which you can complete it,
1384
01:21:18.800 --> 01:21:21.880
and if you move past that time frame, then you can't.
1385
01:21:22.079 --> 01:21:24.239
You can always get the animal Dash, you can get
1386
01:21:24.279 --> 01:21:27.359
the like before you even reach the end of the
1387
01:21:27.439 --> 01:21:30.840
game if you, for for whatever reason decide and and
1388
01:21:31.239 --> 01:21:34.680
actually at some point you may need to get it
1389
01:21:34.840 --> 01:21:37.439
at I want to say the animal dash is something
1390
01:21:37.520 --> 01:21:42.560
that like you're gently steered towards just because it works
1391
01:21:42.560 --> 01:21:45.880
as a catalyst with the character involved to do other
1392
01:21:46.079 --> 01:21:48.720
side quests that he gets involved with. But yes, no,
1393
01:21:48.760 --> 01:21:50.039
I know what you mean that there are events that
1394
01:21:50.119 --> 01:21:54.760
you can completely uh not even bothered with and reach
1395
01:21:54.880 --> 01:21:56.239
the end and hit the credits.
1396
01:21:57.000 --> 01:21:59.840
Yeah, I was using missible as a synonym for option.
1397
01:22:00.279 --> 01:22:04.600
You were using missible more appropriately, like with a timeframe.
1398
01:22:05.279 --> 01:22:09.680
There are two actually, and the weirdest thing is like
1399
01:22:10.159 --> 01:22:14.399
the parameters in which I've actually learned, you know, as
1400
01:22:14.439 --> 01:22:19.000
somebody who's very familiar, there is an invisible priority of
1401
01:22:19.520 --> 01:22:23.680
objectives to complete where if you accidentally complete certain objectives
1402
01:22:23.720 --> 01:22:27.239
ahead of this one, you'll even lock it out from accessibility.
1403
01:22:28.119 --> 01:22:32.800
That I'm referring to is the Yawn series of events
1404
01:22:33.000 --> 01:22:36.520
to where he is a character that you first run
1405
01:22:36.600 --> 01:22:39.479
into in the starting area because his main thing is
1406
01:22:39.560 --> 01:22:41.159
he's a ninja that hides.
1407
01:22:41.680 --> 01:22:42.039
Yeah, and.
1408
01:22:43.760 --> 01:22:46.239
At some point when you do find him, you then
1409
01:22:46.359 --> 01:22:51.039
run into his family through you know, curious means which
1410
01:22:51.079 --> 01:22:53.600
I won't specify, and where you need to deliver an
1411
01:22:53.680 --> 01:22:56.840
item to him in order to then open up other
1412
01:22:56.960 --> 01:22:59.600
series of objectives. So by missing out on that if
1413
01:22:59.600 --> 01:23:01.920
you don't get that opportunity, then you don't get the
1414
01:23:01.920 --> 01:23:05.039
opportunity to get the other items, and you are sool
1415
01:23:05.239 --> 01:23:10.159
you unless you load an initial save point of your playthrough,
1416
01:23:10.279 --> 01:23:12.960
you'll have to start over. So I found that interesting.
1417
01:23:13.039 --> 01:23:17.159
And what's even funnier about those series if you complete
1418
01:23:17.159 --> 01:23:21.680
them and everything's kosher, that's how you unlock them in
1419
01:23:21.880 --> 01:23:25.640
your subsequent playthrough into Tomba two. Tomba two will recognize
1420
01:23:25.640 --> 01:23:28.359
that you completed
those events and will only open up
1421
01:23:28.479 --> 01:23:32.239
continued events involving that character if you've done so. Otherwise,
1422
01:23:32.319 --> 01:23:34.439
those events and Tamba two are completely locked out and
1423
01:23:34.520 --> 01:23:37.800
again prevent you from getting one hundred percent. So if
1424
01:23:37.800 --> 01:23:40.199
you ever thought to yourself when you beat Tampa two,
1425
01:23:40.840 --> 01:23:43.359
what the fuck I did everything? Why do I have
1426
01:23:43.560 --> 01:23:46.199
like such a low that that's the reason you needed
1427
01:23:46.239 --> 01:23:50.079
to actually play Tomba one and finish it top to
1428
01:23:50.119 --> 01:23:53.119
bottom and get that full percentage, So that way you
1429
01:23:53.159 --> 01:23:55.720
would then get the opportunity to do other events in
1430
01:23:55.880 --> 01:24:00.520
Tomba two, which I find fucking fascinating. I love games
1431
01:24:00.600 --> 01:24:03.319
or concepts that like have carried that notion, like Banjo
1432
01:24:03.359 --> 01:24:06.199
Kazoo and Banjo tuy or the lock on tech of
1433
01:24:06.279 --> 01:24:10.479
Sonic three and Knuckles, like intersection of multiple titles to
1434
01:24:10.600 --> 01:24:15.640
create one wholesome experience is so fucking cool. But yeah,
1435
01:24:15.880 --> 01:24:18.920
I love the event system. I just I wish that
1436
01:24:19.000 --> 01:24:21.840
there was a little bit more, a little bit more
1437
01:24:21.880 --> 01:24:25.239
finesse around it, because for as flexible and is open
1438
01:24:25.520 --> 01:24:29.760
to player working as it is or you know, player
1439
01:24:29.840 --> 01:24:33.000
navigation and in player completion, when you have something as
1440
01:24:33.039 --> 01:24:35.119
glaring as that to the point where it does put
1441
01:24:35.199 --> 01:24:38.920
some caveats on how you go about things, you know,
1442
01:24:38.960 --> 01:24:42.199
I think that's a technical oversight that it didn't get fixed.
1443
01:24:42.199 --> 01:24:44.560
By the way, with special addition, it's still very much
1444
01:24:44.720 --> 01:24:44.960
like that.
1445
01:24:45.720 --> 01:24:47.920
I think, you know, I think desiring more finesse is
1446
01:24:47.920 --> 01:24:51.039
a fantastic way to put it, because this, I mean,
1447
01:24:51.119 --> 01:24:53.239
this complained for me. It's purely taste. Like I don't
1448
01:24:53.239 --> 01:24:56.000
think this is a poor game design decision necessarily, But
1449
01:24:56.560 --> 01:24:58.880
you know, I read some random Reddit comment and they
1450
01:24:58.920 --> 01:25:02.199
were like, yeah, you know, if you're ever lost, just
1451
01:25:02.439 --> 01:25:04.279
look at the description for the event, or look at
1452
01:25:04.319 --> 01:25:07.319
the description for the item. It'll give you a little hint. No,
1453
01:25:07.479 --> 01:25:10.479
it doesn't, what are you talking about. It's just like, oh,
1454
01:25:10.520 --> 01:25:12.680
I've got a dirty mirror. This is a mirror that
1455
01:25:12.720 --> 01:25:15.079
doesn't show a reflection question mark. That doesn't I mean,
1456
01:25:15.359 --> 01:25:17.239
that's a description of the item, but it doesn't help me,
1457
01:25:17.680 --> 01:25:21.039
you know, and the events are basically the same. That
1458
01:25:21.119 --> 01:25:23.479
comes down to a taste on your taste on whether
1459
01:25:23.600 --> 01:25:25.920
or not that level of cryptic is okay with you.
1460
01:25:26.319 --> 01:25:31.079
And that's fine. I would have loved it if I mean,
1461
01:25:31.119 --> 01:25:33.399
if we can continue using finesse, if that system was
1462
01:25:33.479 --> 01:25:36.840
just a little more fleshed out, and or oh, here's
1463
01:25:36.840 --> 01:25:39.920
a better one, and or the map worked a little better.
1464
01:25:40.359 --> 01:25:42.119
And I'm trying not to view this through a twenty
1465
01:25:42.199 --> 01:25:45.880
twenty six lens because that's completely unfair. But the map,
1466
01:25:46.520 --> 01:25:47.880
it's is not clear.
1467
01:25:48.039 --> 01:25:51.359
It works, I mean it's there, yeah, but like in
1468
01:25:51.520 --> 01:25:54.359
terms of like the pathfinding and where you're trying to
1469
01:25:54.479 --> 01:25:58.319
route along the especially around the Haunted Mansion area, and
1470
01:25:58.520 --> 01:26:01.520
when you later, like you you do a Dark Soul's
1471
01:26:01.600 --> 01:26:06.760
ass Miyazaki unlock of shortcuts that can make navigation a
1472
01:26:06.800 --> 01:26:10.239
little smoother, I feel it almost complicates it to the
1473
01:26:10.319 --> 01:26:12.840
point where like you'll even see like more veteran or
1474
01:26:12.880 --> 01:26:16.159
season players they'll they'll just stick with fast travel just
1475
01:26:16.239 --> 01:26:19.439
because at some point it's just easier to wrap your
1476
01:26:19.479 --> 01:26:23.159
head around and kind of plot your your next course
1477
01:26:23.199 --> 01:26:23.520
of action.
1478
01:26:24.439 --> 01:26:27.600
I don't think I found any of those, or wait, no,
1479
01:26:27.760 --> 01:26:30.439
I think is one of them, the do that takes
1480
01:26:30.479 --> 01:26:32.359
you on the boat all the way back to the beginning,
1481
01:26:32.760 --> 01:26:34.439
that doesn't give you a chance to say no and
1482
01:26:34.560 --> 01:26:36.319
made me extraordinarily angry.
1483
01:26:37.359 --> 01:26:40.560
So that is a shortcut, yes, But like so, there
1484
01:26:40.640 --> 01:26:43.199
is a shortcut in Bacchus Village that takes you straight
1485
01:26:43.279 --> 01:26:46.800
to the Mushroom Forest. So in the background, you know
1486
01:26:46.920 --> 01:26:49.399
that door that's just seemingly there. Yeah, that's a door
1487
01:26:49.439 --> 01:26:53.800
to Bacchus Village. So that's just Yeah, there's tons of
1488
01:26:53.840 --> 01:26:58.760
little there's another one Charity Fountain. It takes you to
1489
01:26:59.119 --> 01:27:01.000
another area of
Phoenix Mountain.
1490
01:27:03.479 --> 01:27:04.560
Yeah, and then there's.
1491
01:27:04.399 --> 01:27:08.439
Also the slide which takes you to where you're talking
1492
01:27:08.439 --> 01:27:12.479
about the boat trip, that gives you then access to well, no,
1493
01:27:12.600 --> 01:27:14.800
the boat trip is from Mushroom Forest to the left.
1494
01:27:14.840 --> 01:27:17.079
I'm trying to think of what the slide does. But yeah,
1495
01:27:17.119 --> 01:27:20.159
there's tons of little areas. There's a raft in the
1496
01:27:20.239 --> 01:27:24.439
jungle that also takes you back to the starting area's lake,
1497
01:27:25.359 --> 01:27:30.079
as well as the waterfall from the underwater city can
1498
01:27:30.159 --> 01:27:32.760
take you right back to the jungle. So there are
1499
01:27:32.840 --> 01:27:36.680
a bunch of little shortcuts once you unlock certain parameters
1500
01:27:36.840 --> 01:27:41.079
within the dwarf forest in where you can block the
1501
01:27:41.720 --> 01:27:46.640
underwater sewage plug, that can also route you back to
1502
01:27:47.079 --> 01:27:51.399
the jungle, I want to say somewhat, and that's the
1503
01:27:51.560 --> 01:27:55.159
entrance to Charity Fountain. There are little intersection points everywhere,
1504
01:27:55.319 --> 01:27:58.760
so again to your like, to the credit of what
1505
01:27:58.840 --> 01:28:01.600
you're trying to explain, the map can actually get way
1506
01:28:01.680 --> 01:28:04.880
more dense and way more complicated than you could ever imagined.
1507
01:28:04.960 --> 01:28:10.399
But thankfully that's why you are given an opportunity. And
1508
01:28:10.479 --> 01:28:12.479
I don't want to spoil too much, so I'll try
1509
01:28:12.520 --> 01:28:16.079
to be as optuse as possible. Did you complete the
1510
01:28:16.720 --> 01:28:17.600
missions with Baron?
1511
01:28:18.199 --> 01:28:18.479
I know?
1512
01:28:18.880 --> 01:28:20.119
Is that that's the dog right?
1513
01:28:20.640 --> 01:28:21.640
Yes, that is the doc.
1514
01:28:22.079 --> 01:28:24.279
I don't know how many there are. I got him
1515
01:28:24.319 --> 01:28:27.880
the help, the herbs, the medical herbs. I got him those.
1516
01:28:28.319 --> 01:28:31.079
But which by the way, I'm glad that you said that.
1517
01:28:31.119 --> 01:28:33.600
I did not want to forget this. There are NPCs
1518
01:28:33.640 --> 01:28:35.319
in this game that you can talk to, and you know,
1519
01:28:35.600 --> 01:28:38.960
they're funny npc ass things. You know, you come back
1520
01:28:39.000 --> 01:28:40.680
to the door village. Later on, you just talk to
1521
01:28:40.760 --> 01:28:43.760
this guy and he goes, you saved my son. We're
1522
01:28:43.800 --> 01:28:46.279
friends now, and that's it. That's funny to me. But
1523
01:28:46.359 --> 01:28:48.560
the first time you meet Baron, Baron is an injured dog.
1524
01:28:48.640 --> 01:28:50.199
You take him back to the door village. You give
1525
01:28:50.279 --> 01:28:52.720
him to the
local doctor. When you talk to her
1526
01:28:53.199 --> 01:28:55.880
as you're handing her off, she introduces herself and she says, yeah,
1527
01:28:55.920 --> 01:28:58.920
I'm a doctor, come back to me. Or actually, this
1528
01:28:59.039 --> 01:29:00.720
is before you give her the dog, I'm a doctor,
1529
01:29:00.800 --> 01:29:02.199
come back to me if you ever need to see
1530
01:29:02.279 --> 01:29:04.720
me for anything. And at the time, I had one
1531
01:29:04.800 --> 01:29:06.600
health so I was like, oh great, maybe she can
1532
01:29:06.640 --> 01:29:08.159
do like the old man does and she can heal me.
1533
01:29:08.439 --> 01:29:11.239
I talked to her the doctor mind you, and she goes,
1534
01:29:11.439 --> 01:29:14.760
I'm busy bother me another time. I'm like, you're the
1535
01:29:14.840 --> 01:29:19.319
doctor man. That was the time. But anyway, sorry that
1536
01:29:19.560 --> 01:29:20.000
I remember.
1537
01:29:20.079 --> 01:29:21.479
No, no, no, no, that's good.
1538
01:29:21.760 --> 01:29:24.359
It's so weird because like some NPC dialogue has such
1539
01:29:24.359 --> 01:29:26.760
an intent in others are just so lazy, like I
1540
01:29:27.239 --> 01:29:30.920
love that, like the old like farmer man who kind
1541
01:29:30.920 --> 01:29:32.479
of walks you through the whole time, just like what's
1542
01:29:32.520 --> 01:29:34.640
up in your pink hair? Dude, Yeah, like what is that?
1543
01:29:34.800 --> 01:29:35.239
Is it? Die?
1544
01:29:36.000 --> 01:29:36.039
Like?
1545
01:29:36.279 --> 01:29:36.720
What's up?
1546
01:29:37.199 --> 01:29:39.479
There are a lot of little video gamey flourishes like that,
1547
01:29:39.680 --> 01:29:42.920
like when you help the early early mission, you help
1548
01:29:43.000 --> 01:29:45.880
this one hundred year old man, the sprightliest of old
1549
01:29:45.960 --> 01:29:48.319
men that you find in this game. When you help them,
1550
01:29:48.479 --> 01:29:50.479
you gather his chicks and he's like, oh, thank you
1551
01:29:50.520 --> 01:29:52.239
for gathering my chicks, but where are they? And you
1552
01:29:52.439 --> 01:29:54.239
just barf them out of your mouth and he's like,
1553
01:29:54.600 --> 01:29:56.319
were you where were you keeping them in your stomach?
1554
01:29:56.399 --> 01:29:56.600
You know what?
1555
01:29:56.680 --> 01:29:58.600
Never mind? I don't want to know. And it's like, well, yeah,
1556
01:29:58.640 --> 01:30:01.439
it's a video game. Where else would he keep? It's
1557
01:30:01.479 --> 01:30:01.880
so good?
1558
01:30:02.119 --> 01:30:02.960
I do.
1559
01:30:03.159 --> 01:30:03.359
Yeah.
1560
01:30:03.439 --> 01:30:05.279
No, There are a ton of different moments like that.
1561
01:30:07.000 --> 01:30:09.720
But back to the point of Baron, and I won't
1562
01:30:09.720 --> 01:30:12.760
say much more. Completing Baron does reward you with a
1563
01:30:12.880 --> 01:30:15.119
much more accessible means of travel, and that's as much
1564
01:30:15.159 --> 01:30:18.159
as I'll say. Okay, but stuff like that, like you
1565
01:30:18.319 --> 01:30:21.439
do yield rewards. I will say that I think at
1566
01:30:21.479 --> 01:30:24.880
some point the ambitions of the event system kind of
1567
01:30:24.960 --> 01:30:29.279
got a little out of reach, and the like the
1568
01:30:29.439 --> 01:30:33.800
material gain from it didn't really go beyond like I said,
1569
01:30:33.920 --> 01:30:36.239
seeing a number go up because a lot of the
1570
01:30:36.359 --> 01:30:39.439
late game rewards, by the time that you get it
1571
01:30:39.840 --> 01:30:43.199
nearing the end, really have little to no effect on
1572
01:30:44.760 --> 01:30:50.760
your ability to get through the final end game then,
1573
01:30:51.199 --> 01:30:53.399
just like ignoring that they were there to begin with.
1574
01:30:54.439 --> 01:30:57.560
But yeah, I love the event system. I just believe,
1575
01:30:57.960 --> 01:31:00.479
and again kind of using the template of of Super
1576
01:31:00.560 --> 01:31:04.239
Mario sixty four to an extent in hinting or cluing
1577
01:31:04.359 --> 01:31:06.720
players on you know where to chase down the next
1578
01:31:06.760 --> 01:31:09.520
star when you choose the objective I think was the
1579
01:31:09.640 --> 01:31:12.840
kind of vibe that they were going for. But like
1580
01:31:13.000 --> 01:31:16.439
some of that shit was just asoteric as fuck, like
1581
01:31:16.720 --> 01:31:21.560
just flat out and it's not only just an action
1582
01:31:21.760 --> 01:31:25.239
of bumping and grinding against any potential point of interest,
1583
01:31:25.319 --> 01:31:29.800
it's talking to literally everyone, sometimes twice, sometimes three times.
1584
01:31:30.600 --> 01:31:33.960
Like another event involves you taking out monsters in the
1585
01:31:34.039 --> 01:31:38.039
mushroom forest, and it doesn't do the best job of
1586
01:31:38.159 --> 01:31:42.479
telegraphing that you're doing the right thing. Again, not to
1587
01:31:43.119 --> 01:31:45.199
I want to avoid playing, but I think I'd be
1588
01:31:45.239 --> 01:31:48.439
doing everybody a favor because this is this would require
1589
01:31:48.439 --> 01:31:51.079
anybody to go to fucking game facts. I'm sorry, but
1590
01:31:51.199 --> 01:31:54.479
there are two monsters. The only way to damage them again,
1591
01:31:54.520 --> 01:31:57.159
as we mentioned, the main form of tack jumping and hurling.
1592
01:31:58.000 --> 01:32:01.000
You have to throw the man into each other to
1593
01:32:01.199 --> 01:32:03.640
damage them both. And you'll kind of get that that's
1594
01:32:03.680 --> 01:32:06.439
the thing you have to do because the AI will
1595
01:32:06.439 --> 01:32:08.840
immediately kick in and be like, uh no you don't
1596
01:32:09.319 --> 01:32:12.840
and just fucking like dodge and swerve on the last
1597
01:32:12.920 --> 01:32:16.399
second and miss. So you have to get really really
1598
01:32:16.680 --> 01:32:19.600
tricky and and make
sure you can time your throws
1599
01:32:19.680 --> 01:32:22.800
and just the precise window. Uh but even when you
1600
01:32:22.880 --> 01:32:25.840
have the make contact once, they just sort of damage
1601
01:32:25.840 --> 01:32:30.159
and bubble about. There's no chime, there's no like Zelda, nothing,
1602
01:32:31.079 --> 01:32:33.399
So you don't know if that's the thing you have
1603
01:32:33.600 --> 01:32:35.880
to do. You have to do it three times, and
1604
01:32:36.039 --> 01:32:38.000
then that point you'll.
1605
01:32:37.840 --> 01:32:38.479
Hear the dun.
1606
01:32:42.119 --> 01:32:44.199
And the whole time you're just like the fuck, dude,
1607
01:32:44.239 --> 01:32:46.880
you nothing. You couldn't have even given me flavor text.
1608
01:32:47.800 --> 01:32:51.119
So again, there's moments like that that aren't great.
1609
01:32:51.800 --> 01:32:54.079
That's the that's the Monster Hunt quest. I think it's
1610
01:32:54.119 --> 01:32:56.319
titled right, yes, okay.
1611
01:32:56.079 --> 01:32:59.840
And which plays into several other quests. Again, if anything,
1612
01:32:59.880 --> 01:33:02.239
I I do love that everything is a spider graph.
1613
01:33:02.840 --> 01:33:06.159
Completing one quest sometimes just opens up.
1614
01:33:06.159 --> 01:33:25.720
Four more, all right, before we wrap it up, we
1615
01:33:25.760 --> 01:33:29.199
should talk music and sound, and I say sound because
1616
01:33:29.600 --> 01:33:31.239
this game you might not expect it, but it does
1617
01:33:31.319 --> 01:33:33.760
have voice acting. The voice acting is a little different
1618
01:33:33.920 --> 01:33:36.960
in the different variations. That's not the right word, the
1619
01:33:37.039 --> 01:33:41.600
different releases. I saw the US listed as quote full
1620
01:33:41.680 --> 01:33:44.319
voice acting. I don't know that that's the best descriptor,
1621
01:33:44.840 --> 01:33:46.920
but it does have the most of it, is that,
1622
01:33:47.159 --> 01:33:48.199
That's right, Georgie's right.
1623
01:33:48.680 --> 01:33:48.920
Yeah.
1624
01:33:49.359 --> 01:33:53.640
The voice acting is done primarily through the animation scenes,
1625
01:33:53.680 --> 01:33:57.079
which dude and I wish I knew more of the artists,
1626
01:33:57.119 --> 01:34:01.479
But again going back to like the moments that really evoke,
1627
01:34:01.720 --> 01:34:05.079
like this feeling of dragon Ball, it's definitely in these
1628
01:34:05.439 --> 01:34:08.359
animated scenes that kind of set the premise and tone
1629
01:34:08.439 --> 01:34:10.840
of why you're doing what you're doing in Tamba.
1630
01:34:11.960 --> 01:34:14.640
So my experience comes from Tomba two, which will factor
1631
01:34:14.720 --> 01:34:17.399
in into the music as well. Playing that game first,
1632
01:34:17.479 --> 01:34:22.039
that is, and Tomba two's voice acting is charmingly amateur,
1633
01:34:23.399 --> 01:34:29.119
very charmingly very amateur, and it's pretty similar here. Most noticeably.
1634
01:34:29.239 --> 01:34:30.920
So the first instance you're going to get of this
1635
01:34:30.960 --> 01:34:33.319
if you're playing the US version is when you meet
1636
01:34:33.319 --> 01:34:35.479
the one hundred year old man Tomba is going to
1637
01:34:35.560 --> 01:34:40.960
meet several increasingly older, strange men that have vast knowledge
1638
01:34:41.000 --> 01:34:43.039
and tell them what to do as one does. And
1639
01:34:43.119 --> 01:34:45.359
the one hundred year old man is the spriest of
1640
01:34:45.439 --> 01:34:47.279
them all. And when you meet him, he sort of
1641
01:34:47.399 --> 01:34:50.760
lays out what's going on with these pigs. The quote
1642
01:34:50.760 --> 01:34:52.520
is short, so I'm just going to read it. He says,
1643
01:34:53.159 --> 01:34:56.159
this was once a beautiful, peaceful land until seven evil
1644
01:34:56.199 --> 01:34:58.960
pigs came. They suddenly appeared and use their powers to
1645
01:34:59.119 --> 01:35:02.119
change this land to an ugly world. For some reason,
1646
01:35:02.359 --> 01:35:04.520
the evil pig seemed to be collecting gold. I bet
1647
01:35:04.560 --> 01:35:07.520
your grandpa's bracelet that was stolen by the evil pigs
1648
01:35:07.640 --> 01:35:10.079
was made out of gold too. The seven evil pigs
1649
01:35:10.119 --> 01:35:12.600
are hiding somewhere in this world. If you find them,
1650
01:35:12.800 --> 01:35:15.159
I'm sure you'll be able to find your bracelet as well.
1651
01:35:15.680 --> 01:35:19.760
Just remember be very careful. That's all. It is mixed
1652
01:35:19.920 --> 01:35:23.479
so low in compared to the music, and I think
1653
01:35:23.520 --> 01:35:26.000
it's also the way in which the voice actor speaks.
1654
01:35:26.079 --> 01:35:28.319
It is so hard to hear. I had to watch
1655
01:35:28.439 --> 01:35:32.640
this like three times in cut scene on YouTube after
1656
01:35:32.920 --> 01:35:35.000
I saw it in the game to even hear it.
1657
01:35:35.119 --> 01:35:38.439
So I want to insert that bit real quick. This
1658
01:35:38.880 --> 01:35:44.079
was once a beautiful, peaceful land until seven evil pigs came.
1659
01:35:44.600 --> 01:35:48.079
They suddenly appeared, and you need near powers to change
1660
01:35:48.119 --> 01:35:52.199
the land into a ugomular. For some reason, the evil
1661
01:35:52.279 --> 01:35:55.359
pig seemed to be collecting gold. I bet your grandpa's
1662
01:35:55.439 --> 01:35:57.760
bracelet that was stolen by the Komba pigs was made
1663
01:35:57.800 --> 01:36:01.199
out of gold too. The seven evil xhinding somewhere in
1664
01:36:01.319 --> 01:36:04.159
this world. If you's finding I'm sure you'll be able
1665
01:36:04.199 --> 01:36:06.680
to find your brace down as well. Just remember it
1666
01:36:06.840 --> 01:36:07.800
be very careful.
1667
01:36:09.000 --> 01:36:12.039
I will say that this was thankfully something that was
1668
01:36:12.079 --> 01:36:15.960
addressed in the special edition. So the sound balancing is
1669
01:36:16.119 --> 01:36:22.479
far more coherent. But yeah, I don't really understand, and
1670
01:36:22.560 --> 01:36:24.680
I wish I was a little bit more familiar with it,
1671
01:36:24.800 --> 01:36:27.119
and it's it's something that I kind of set to
1672
01:36:27.159 --> 01:36:29.000
the side. I'm like, I should learn more about it.
1673
01:36:29.720 --> 01:36:33.319
But just because this went on into the early odds,
1674
01:36:33.520 --> 01:36:37.279
even like Sonic Adventure too comes fresh.
1675
01:36:37.119 --> 01:36:40.279
To mind with like it's sound balancing so bad.
1676
01:36:40.680 --> 01:36:44.079
Yeah, the mixing, the active mixing especially, I think it
1677
01:36:44.159 --> 01:36:47.600
has a lot to do with it affecting the ability
1678
01:36:47.680 --> 01:36:52.279
to compress the the entirety of data. For the game
1679
01:36:52.359 --> 01:36:55.079
and like it like just that in and of itself
1680
01:36:55.159 --> 01:36:57.239
is also weird because I remember there was a lot
1681
01:36:57.239 --> 01:37:02.319
of controversy with like a specific Tiger Woods release from
1682
01:37:02.439 --> 01:37:07.199
EA not meeting the data quota uh for pressing the
1683
01:37:07.279 --> 01:37:10.359
game onto the discs, so they put dummy data, which
1684
01:37:10.560 --> 01:37:12.720
was a common practice, but the dummy data that they
1685
01:37:12.840 --> 01:37:15.680
put was the fucking pilot.
1686
01:37:15.399 --> 01:37:18.479
Episode of South Park, Oh my gosh.
1687
01:37:18.800 --> 01:37:21.199
Yeah, and it was accessible if you put the disk
1688
01:37:21.279 --> 01:37:24.319
in a computer, and it caused like a fucking big
1689
01:37:24.479 --> 01:37:28.319
old like controversy that required like the game to be
1690
01:37:28.439 --> 01:37:32.800
completely reissued redone. Uh, that's the only like conclusion I
1691
01:37:32.880 --> 01:37:34.960
can come up with when it comes to like sound
1692
01:37:35.079 --> 01:37:37.880
design and how that's done within the constraints of tech.
1693
01:37:38.640 --> 01:37:44.479
But yeah, thankfully there aren't a whole lot of instances
1694
01:37:44.560 --> 01:37:48.640
where you have to deal with poor sound mixing, like
1695
01:37:49.239 --> 01:37:52.720
and in the game sense, like within like the stage
1696
01:37:52.800 --> 01:37:56.079
themes and the sound effects, like that's all like very
1697
01:37:56.199 --> 01:37:58.920
well and done. But and yeah, there's there's no other
1698
01:37:59.039 --> 01:38:02.439
voice acting outside of these scenes, which I believe there's
1699
01:38:03.760 --> 01:38:08.039
really only three scenes. Well actually there's four scenes, but
1700
01:38:08.359 --> 01:38:11.479
there's only two of the four that have voice acting. Yeah,
1701
01:38:11.600 --> 01:38:12.800
it's not I want to say that.
1702
01:38:13.479 --> 01:38:16.760
Yeah, And you know when when we when we lovingly
1703
01:38:16.840 --> 01:38:20.159
bash on it for you know, being poorly mixed, amateur
1704
01:38:20.239 --> 01:38:23.560
voice actors, whatever, whatever, it's not. It doesn't detract from
1705
01:38:23.600 --> 01:38:25.239
the game one little bit. It's one of those things
1706
01:38:25.239 --> 01:38:27.079
where you hear it and you kind of laugh and
1707
01:38:27.520 --> 01:38:29.199
you're like, we were doing the best we could back then,
1708
01:38:29.840 --> 01:38:30.039
you know.
1709
01:38:30.319 --> 01:38:30.520
Yep.
1710
01:38:30.600 --> 01:38:33.600
But speaking of the best that we could, I genuinely
1711
01:38:33.640 --> 01:38:37.119
think the music is quite good. But this is interesting
1712
01:38:37.199 --> 01:38:41.039
to me because my first Toma experience was Tomba two
1713
01:38:41.439 --> 01:38:46.680
and being in the United States, Tomba two, the US version,
1714
01:38:47.159 --> 01:38:50.279
that is to say, the international version was done by
1715
01:38:50.319 --> 01:38:54.000
the composer Ashif Hakeek, who passed away a couple of
1716
01:38:54.079 --> 01:38:59.079
years ago now also did Crash Team Racing Nitro, among
1717
01:38:59.239 --> 01:39:03.880
among some others. Tomba two's soundtrack the international version is phenomenal.
1718
01:39:04.000 --> 01:39:07.520
It's one of my favorites on the PlayStation. It's extraordinarily good.
1719
01:39:08.279 --> 01:39:11.600
This and by the way, the Japanese version of Toba two,
1720
01:39:11.880 --> 01:39:16.640
shina Ozawa, this was done obviously by a different composer.
1721
01:39:16.680 --> 01:39:22.880
Even still, Harumi Fujita, I think she did a fantastic job.
1722
01:39:23.079 --> 01:39:27.479
I think this music has this sort of youthfulness to it,
1723
01:39:27.600 --> 01:39:31.319
like an excited youthfulness. It's playful, it's energetic. Something that
1724
01:39:31.359 --> 01:39:33.399
I wrote down that I was thinking as I was
1725
01:39:33.479 --> 01:39:36.720
just listening to the ost. I think, you know, back then,
1726
01:39:37.399 --> 01:39:41.199
especially like the mid to late nineties video games, back then,
1727
01:39:42.079 --> 01:39:46.560
the audience was mostly probably young boys, or you could
1728
01:39:46.560 --> 01:39:51.079
even just say young kids. And kids don't care about subtlety.
1729
01:39:51.319 --> 01:39:54.119
They don't care about refinement. They certainly don't care about
1730
01:39:54.199 --> 01:39:56.199
light motifs. They can't even pronounce that. They don't even
1731
01:39:56.239 --> 01:39:59.119
know which end of the sandbox to pen. They care about. Fun.
1732
01:40:00.079 --> 01:40:04.199
Music is fun. It's simple, it's singable, it's got life,
1733
01:40:04.439 --> 01:40:07.039
it's I mean, I'll read what I wrote. It's a hoot.
1734
01:40:08.720 --> 01:40:10.159
This is it's a blast man.
1735
01:40:10.520 --> 01:40:12.840
Oh yeah, absolutely funny enough.
1736
01:40:13.000 --> 01:40:17.039
Like my favorite theme out of all of the themes
1737
01:40:17.159 --> 01:40:19.800
in the game are the evil Pig themes when you're
1738
01:40:19.880 --> 01:40:22.760
in the boss fight, like just hearing like that cacophony
1739
01:40:22.800 --> 01:40:23.880
of horns and go.
1740
01:40:42.840 --> 01:40:44.720
There's a lot of and this is something they took
1741
01:40:44.760 --> 01:40:47.960
into Tomba two. I guess they took inspiration from Fujita.
1742
01:40:48.399 --> 01:40:50.800
A lot of pitch percussion in this you're gonna get
1743
01:40:50.800 --> 01:40:54.640
steel drums, you're gonna get in the rimbas xylophones. It's
1744
01:40:54.720 --> 01:40:57.640
that sort of it's celebration music. You know, this isn't
1745
01:40:58.199 --> 01:40:59.600
This isn't the kind of music you go to an
1746
01:40:59.640 --> 01:41:03.159
orchestra for. This is like everybody in town has gathered
1747
01:41:03.560 --> 01:41:05.880
and they're gonna play and have a good time. It's
1748
01:41:05.960 --> 01:41:06.520
really nice.
1749
01:41:07.279 --> 01:41:11.439
Yeah, I couldn't, I couldn't concur more. I again, there's
1750
01:41:11.600 --> 01:41:15.319
never like a bop that like kind of overstated's welcome.
1751
01:41:15.800 --> 01:41:19.920
There are standouts, like I will say that one of
1752
01:41:20.000 --> 01:41:24.880
the more Like epic is a little too strong, But
1753
01:41:25.039 --> 01:41:27.520
the one where a sense of adventure really sets in
1754
01:41:28.319 --> 01:41:31.800
is when you're first going through the stormy version of
1755
01:41:31.880 --> 01:41:37.319
Phoenix Mountain and just that that ascension that like effervescent
1756
01:41:39.359 --> 01:41:42.760
before it starts going into like the danger. Yeah, Like
1757
01:41:43.680 --> 01:41:48.560
there's definitely a whimsy in the composition of its music
1758
01:41:48.640 --> 01:41:53.800
and sound. And also I, if anything, always hold on
1759
01:41:53.880 --> 01:41:57.520
to the sound design of Tamba more than the music itself,
1760
01:41:57.680 --> 01:42:01.840
especially like all of the all the grunts and like
1761
01:42:01.920 --> 01:42:06.840
little yells at Tama does like he like it definitely
1762
01:42:07.119 --> 01:42:09.800
puts across like the belief that like this is just
1763
01:42:10.119 --> 01:42:13.119
this is some fair little boy just trying to make
1764
01:42:13.159 --> 01:42:15.960
the best of his situation. I definitely will say though,
1765
01:42:16.000 --> 01:42:19.760
that the presentation is all around great, and I think
1766
01:42:20.560 --> 01:42:23.439
even in terms of like revisiting it from the lens
1767
01:42:23.479 --> 01:42:26.800
of twenty twenty six as a thirty two bit game,
1768
01:42:27.119 --> 01:42:34.399
and like the blend of like old sixteen bit sensibilities
1769
01:42:34.439 --> 01:42:37.479
with thirty two bit tech. Again going back to the
1770
01:42:37.600 --> 01:42:41.119
use of texture wrapping, the use of polygnal against too
1771
01:42:41.199 --> 01:42:47.920
desprite rendering, and coupling that with a bubbly presentation both
1772
01:42:48.319 -->
01:42:55.119
visually and audibly. It definitely creates a balance, like you
1773
01:42:55.399 --> 01:42:58.279
will be able to perk your senses up when you
1774
01:42:58.479 --> 01:43:01.319
hear a certain track or or see a certain visual
1775
01:43:01.399 --> 01:43:06.319
or pan from the camera. That really does put across
1776
01:43:06.439 --> 01:43:09.039
like the wildness of thomas presentation.
1777
01:43:09.960 --> 01:43:13.159
Oh yeah, I totally agree with you. Going back to
1778
01:43:13.479 --> 01:43:16.560
you had said nothing overstays, it's welcome, and you also
1779
01:43:16.640 --> 01:43:19.279
mentioned the blend and thirty two bit I'm glad that
1780
01:43:19.279 --> 01:43:22.479
you mentioned those things altogether, because that's one of the
1781
01:43:22.560 --> 01:43:26.680
first things I noticed with the soundtrack. And by the way, yes,
1782
01:43:26.960 --> 01:43:31.199
the yells from Tomba are terrific. I love them. I
1783
01:43:31.319 --> 01:43:34.199
love hearing our little guy just screaming his head off
1784
01:43:34.319 --> 01:43:37.399
and yelling, having the time of his life while he
1785
01:43:37.600 --> 01:43:40.680
beats the shit out of pigs. I so this game
1786
01:43:40.800 --> 01:43:44.000
does with its soundtrack a classic video game thing. They
1787
01:43:44.079 --> 01:43:47.239
composed short loops. You know, every track on this album
1788
01:43:47.680 --> 01:43:51.199
is going to be like, I don't know, forty seconds
1789
01:43:51.319 --> 01:43:56.199
to seventy five seconds, ninety seconds absolute max. And the
1790
01:43:56.319 --> 01:43:59.199
idea is that they just loop, and that's fine. One
1791
01:43:59.279 --> 01:44:05.680
of the things is that not every track filled me
1792
01:44:05.800 --> 01:44:08.960
with happiness and joy and vigor and the idea of
1793
01:44:09.039 --> 01:44:13.920
communal merrymaking. Some of them were extraordinarily grading, and it
1794
01:44:14.039 --> 01:44:16.279
turns out they continue when you pause the game if
1795
01:44:16.319 --> 01:44:18.960
you're trying to take notes for a podcast. The chief
1796
01:44:19.039 --> 01:44:24.520
offender that drove me insane was the music that you're
1797
01:44:24.800 --> 01:44:27.840
hearing now, probably in the one hundred year old men's house.
1798
01:44:38.880 --> 01:44:42.720
It's a pleasant little melody. It's fine. But here's the thing.
1799
01:44:42.840 --> 01:44:44.800
One of the things that I love about this soundtrack too,
1800
01:44:45.119 --> 01:44:49.680
is that it's not overly refined and produced. This soundtrack,
1801
01:44:50.119 --> 01:44:54.920
this soundtrack, This track sounds like a middle school orchestra
1802
01:44:55.239 --> 01:45:00.000
playing this little theme. And overall, I think this sound
1803
01:45:00.159 --> 01:45:02.399
track benefits from that it benefits from the fact that
1804
01:45:02.520 --> 01:45:05.720
it doesn't sound like, you know, stodgy orchestra musicians sitting
1805
01:45:05.760 --> 01:45:09.039
down to play like arrangements of the Beatles. It no,
1806
01:45:09.199 --> 01:45:12.399
it sounds again, it sounds like regular people playing and raw.
1807
01:45:12.600 --> 01:45:16.079
It's the energy and the fun that matters. Killer love it. However,
1808
01:45:17.039 --> 01:45:20.359
when it loops to drive me specifically insane while taking
1809
01:45:20.439 --> 01:45:23.439
podcast notes, it's a special kind of hell to just
1810
01:45:23.560 --> 01:45:29.199
hear a repeated piscato string melody eight measures only repeated
1811
01:45:29.359 --> 01:45:35.840
ad nauseum by young, earnest little string players. It drove
1812
01:45:35.920 --> 01:45:36.439
me mad.
1813
01:45:37.199 --> 01:45:40.920
I'm really big on video game soundtracks. In fact, like
1814
01:45:41.119 --> 01:45:44.199
a whole other upset of my hobby involved with video
1815
01:45:44.279 --> 01:45:48.199
games is collecting soundtracks on vinyl. In terms of like
1816
01:45:48.359 --> 01:45:51.119
kind of looking at like, if I were presented an
1817
01:45:51.119 --> 01:45:56.560
opportunity to buy the soundtrack for Tomba, I would likely
1818
01:45:56.680 --> 01:46:00.199
get it just because I love Tomba, but it it
1819
01:46:00.319 --> 01:46:02.600
wouldn't be for the love of the music. If I
1820
01:46:02.680 --> 01:46:06.560
were to pick, you know which soundtrack I enjoy more,
1821
01:46:07.000 --> 01:46:09.680
it's definitely the second one. It's funny that you brought
1822
01:46:09.720 --> 01:46:12.279
that up too, because I thought you were kind of
1823
01:46:12.319 --> 01:46:16.079
transitioning into the drama that Limited Run ran into with
1824
01:46:16.720 --> 01:46:17.760
Tomatoo's release.
1825
01:46:18.439 --> 01:46:20.479
I was not aware that there was drama.
1826
01:46:20.960 --> 01:46:26.159
There was drama, So Tomatoo's release used the Japanese soundtrack.
1827
01:46:26.359 --> 01:46:28.760
Oh I do, yes, Yeah, but.
1828
01:46:28.920 --> 01:46:36.119
Like people were fucking mad and initially both Whoopee and
1829
01:46:38.039 --> 01:46:40.000
Limited Run We're trying to explain that, like this is
1830
01:46:40.159 --> 01:46:41.760
just due to licensing issues.
1831
01:46:41.800 --> 01:46:43.520
We're sorry, dude.
1832
01:46:44.640 --> 01:46:49.119
Everybody review bombed the game, like for user scores like
1833
01:46:49.239 --> 01:46:52.399
across Meta and Steam, to the point where I think
1834
01:46:52.399 --> 01:46:55.119
it was less than a week they patched in the
1835
01:46:55.479 --> 01:47:01.239
ashik soundtrack. So it is that beloved it. It immediately
1836
01:47:01.359 --> 01:47:06.840
instills like this, uh, this sense of wonder that like
1837
01:47:07.039 --> 01:47:10.960
really helped carry like the experience of Tama two. I
1838
01:47:11.000 --> 01:47:12.520
don't know if I can really say the same thing.
1839
01:47:12.600 --> 01:47:15.079
Like I like the song that plays in Village beginnings.
1840
01:47:15.199 --> 01:47:16.680
I like
the race track.
1841
01:47:16.840 --> 01:47:18.039
I do enjoy.
1842
01:47:19.319 --> 01:47:24.239
Like I mentioned Stormy Mountain variation and then also even
1843
01:47:24.279 --> 01:47:28.000
getting the wine and like the the like somber soliloquy there.
1844
01:47:28.600 --> 01:47:32.279
It's good music, but I think it's uh, it does
1845
01:47:32.399 --> 01:47:35.960
what it needs to do in complimenting. It doesn't stand
1846
01:47:36.039 --> 01:47:39.079
out Tamba two, it stands the fuck out and.
1847
01:47:39.159 --> 01:47:42.680
I wonder too. I'm just totally spitballing. I have not
1848
01:47:42.880 --> 01:47:45.399
thought about this. Please forgive me. This might be a
1849
01:47:45.560 --> 01:47:49.680
terrible take. But I wonder too if just thinking about
1850
01:47:49.680 --> 01:47:53.319
what I remember from Tomba two's soundtrack, and I hesitate
1851
01:47:53.399 --> 01:47:54.960
to say this, it does sound a little bit like
1852
01:47:55.199 --> 01:48:00.279
it maintains the energy and the like a phobic raucousness
1853
01:48:00.760 --> 01:48:03.880
of Tomba one, but it's just a little better composed.
1854
01:48:04.640 --> 01:48:08.640
And that's not a knock on Harumi Fujita. Composers, writers,
1855
01:48:08.800 --> 01:48:11.840
you know, artists of all stripes. I mean, this is
1856
01:48:12.000 --> 01:48:14.680
it's their job. Sometimes they have to put out work
1857
01:48:15.199 --> 01:48:17.119
for a paycheck, you know, and it's it's not that
1858
01:48:17.159 --> 01:48:18.720
they hate the work or that they're phoning it in,
1859
01:48:19.079 --> 01:48:21.399
but you know, you can't make everything your magnum opus.
1860
01:48:21.680 --> 01:48:24.600
And I imagine if they told Harumi Fujita, hey, like,
1861
01:48:25.000 --> 01:48:26.720
we need each of these to be no more than
1862
01:48:26.760 --> 01:48:31.079
a minute, maybe a minute fifteen seconds max, preferably loopable.
1863
01:48:31.600 --> 01:48:34.359
You know, this is for children. That's you know, that's
1864
01:48:34.479 --> 01:48:38.239
not gonna be like the Symphony Number nine, you know.
1865
01:48:39.039 --> 01:48:42.840
And I just wonder if they didn't give Tomba two's composer,
1866
01:48:43.359 --> 01:48:46.000
you know, the quite as much constraints. I don't know,
1867
01:48:46.079 --> 01:48:47.239
it just sounds like more freedom.
1868
01:48:47.840 --> 01:48:49.840
I you know, I really don't know.
1869
01:48:49.880 --> 01:48:52.920
And again it could just be a tech capacity because yes,
1870
01:48:53.119 --> 01:48:55.479
the fact that all the music does contain the trend
1871
01:48:55.560 --> 01:48:57.920
of seamless looping in short.
1872
01:48:59.359 --> 01:48:59.960
Short versus.
1873
01:49:01.279 --> 01:49:03.439
I don't know if that was done for technical reasons
1874
01:49:03.880 --> 01:49:07.880
or just because maybe it wasn't something that because I
1875
01:49:08.119 --> 01:49:11.479
will say the sound design definitely has more thought behind it,
1876
01:49:11.920 --> 01:49:17.239
and there I will dare say variability in like throughout
1877
01:49:17.319 --> 01:49:20.319
the playthrough start to finish than that of the music.
1878
01:49:20.399 --> 01:49:23.680
The music does definitely feel like an afterthought. But as
1879
01:49:23.760 --> 01:49:27.520
far as the reason behind that, who knows? Man, nobody
1880
01:49:27.600 --> 01:49:32.000
told fucking David whyse to like go ham on, like
1881
01:49:32.399 --> 01:49:36.479
the the revision of like an old Nintendo mascot being
1882
01:49:36.520 --> 01:49:40.680
a fucking gorilla on an island that's also named country.
1883
01:49:40.760 --> 01:49:45.119
But David Wise, he set fire on those sound chips
1884
01:49:45.199 --> 01:49:47.560
and like did so in such a way that is
1885
01:49:47.720 --> 01:49:50.800
still haunting people's tiktoks to this day. And they don't
1886
01:49:50.800 --> 01:49:55.239
even fucking know. They don't even know, So you know,
1887
01:49:55.640 --> 01:49:58.239
who's to say, like what the mindset of a composer is?
1888
01:49:58.359 --> 01:50:01.199
And like why they go about doing things the way
1889
01:50:01.239 --> 01:50:06.520
they do, but they can leave impressions. I will be
1890
01:50:06.600 --> 01:50:10.039
honest and say that, Like you know, the soundtrack is
1891
01:50:10.119 --> 01:50:12.199
one that doesn't leave the most, but I do still
1892
01:50:12.239 --> 01:50:14.840
have I still have some bops that I do enjoy.
1893
01:50:18.680 --> 01:50:34.479
I did.
1894
01:50:35.039 --> 01:50:36.960
Is it okay if I include one of the things
1895
01:50:37.000 --> 01:50:39.079
that I just don't like about the game, and I
1896
01:50:39.199 --> 01:50:41.680
promise I'll keep it brief because it's weird that we
1897
01:50:41.720 --> 01:50:43.359
didn't cover it in the gameplay section.
1898
01:50:43.680 --> 01:50:46.359
Before you do, I do just want to say real quick,
1899
01:50:47.039 --> 01:50:49.720
I do not subscribe to that opinion. I don't think
1900
01:50:49.720 --> 01:50:52.239
the music sounds like an afterthought. I do think it's
1901
01:50:52.520 --> 01:50:55.439
for what it is, for the constraints she was probably given.
1902
01:50:55.640 --> 01:50:58.239
I think it's pretty good. I also want to shout out,
1903
01:50:58.319 --> 01:51:01.199
if you don't mind among others, you had mentioned the
1904
01:51:01.239 --> 01:51:03.319
Evil Pig Boss music, which I also noted down to
1905
01:51:04.000 --> 01:51:07.640
also too using them both. Why not the Dwarf village
1906
01:51:08.039 --> 01:51:11.439
slashed the forest outside of that before the infection clears,
1907
01:51:29.680 --> 01:51:33.079
so terrific, especially the forest where there's like it's almost
1908
01:51:33.199 --> 01:51:38.319
like a like a Russian Polka kletzmer mash up kind
1909
01:51:38.359 --> 01:51:38.760
of deal.
1910
01:51:39.199 --> 01:51:39.359
Yeah.
1911
01:51:39.880 --> 01:51:43.520
Awesome, awesome, awesome, Bachus Village
also has great stuff clock tower.
1912
01:51:44.000 --> 01:51:46.399
Oh boy, there's some stuff that sounds almost like a
1913
01:51:46.439 --> 01:51:50.600
hoe down in here. Anyways. Yes, uh, that is all. Uh,
1914
01:51:51.119 --> 01:51:53.840
I just wanted to get that out there. Yes, what
1915
01:51:54.039 --> 01:51:55.760
did what did we gloss over?
1916
01:51:56.640 --> 01:51:58.640
I guess I'm gonna present in the form of question
1917
01:51:58.720 --> 01:52:01.960
And by the way, yeah maybe afterthought strong it just
1918
01:52:02.079 --> 01:52:02.920
it didn't stick out to me.
1919
01:52:02.960 --> 01:52:03.520
We'll leave it at that.
1920
01:52:04.319 --> 01:52:06.600
What did you think about the boss fights of Tamba?
1921
01:52:06.680 --> 01:52:08.359
Because in my opinion this is always a big point
1922
01:52:08.359 --> 01:52:09.840
of contention with anybody brings it up.
1923
01:52:11.079 --> 01:52:12.560
A little a bit of a letdown.
1924
01:52:13.119 --> 01:52:15.319
Yeah, it's poop from a butt, right.
1925
01:52:16.960 --> 01:52:19.439
It's they're just all the it's just all the same.
1926
01:52:19.520 --> 01:52:21.800
It's you just kind of grab them and throw them
1927
01:52:21.840 --> 01:52:23.720
and that's it's sort of it. It's not even like
1928
01:52:24.600 --> 01:52:27.560
I it does not feel I don't want to say
1929
01:52:27.600 --> 01:52:29.479
half baked, but I kind of do.
1930
01:52:29.560 --> 01:52:30.760
It doesn't feel satisfying.
1931
01:52:31.479 --> 01:52:34.439
Yeah, do you know why, like was that was that intentional?
1932
01:52:35.119 --> 01:52:37.279
And I'm trying to remember because I can't, like, I know,
1933
01:52:37.399 --> 01:52:40.039
we like to cite and so that's why this is
1934
01:52:40.239 --> 01:52:43.680
not something that I believe can be one sighted. But
1935
01:52:44.279 --> 01:52:49.560
in the various interviews or opportunities that Fujiwara had, like
1936
01:52:49.720 --> 01:52:52.760
interviewed about the game. I want to say, I remember
1937
01:52:52.840 --> 01:52:58.479
reading something that he felt that the process of locating
1938
01:52:58.640 --> 01:53:02.159
the pig bag and finding the pig door was like
1939
01:53:02.279 --> 01:53:04.880
an aspect of the boss fight itself, and that it
1940
01:53:05.199 --> 01:53:09.039
played into the challenge of said pig, and that's why,
1941
01:53:09.359 --> 01:53:12.079
like they all have there and even then, like not
1942
01:53:12.239 --> 01:53:14.399
all pigs fight the same or behave the same. Some
1943
01:53:14.720 --> 01:53:19.399
have like area of effect like screen attack, like screen
1944
01:53:19.479 --> 01:53:25.079
filling attacks, and some play then constrained arenas that make
1945
01:53:25.119 --> 01:53:27.520
it a little bit more annoying, but it's all the same,
1946
01:53:27.880 --> 01:53:30.199
grab them and toss them in a sack, and some
1947
01:53:30.479 --> 01:53:34.399
are definitely much easier than others. But it's very much
1948
01:53:34.479 --> 01:53:37.000
like I've noticed that when I did watch playthroughs of
1949
01:53:37.039 --> 01:53:41.119
the Special Edition, the rewind got abused, I think the
1950
01:53:41.239 --> 01:53:45.119
most during these fights, just because they people just wanted
1951
01:53:45.159 --> 01:53:49.159
to nail down the perfect throw and just kind of
1952
01:53:49.319 --> 01:53:51.560
end it before anything else, And I'm like, I find
1953
01:53:51.600 --> 01:53:53.680
that kind of sad. I'm like, dude, like this is
1954
01:53:53.680 --> 01:53:55.760
supposed to be like one of the more epic parts
1955
01:53:55.800 --> 01:53:58.279
of a video game, and like it's often like the
1956
01:53:58.359 --> 01:54:01.079
most like ugh, and I I can't, but you know,
1957
01:54:01.720 --> 01:54:06.800
not like I don't disagree. Yeah, even again, from start
1958
01:54:06.840 --> 01:54:10.119
to finish, from the very end, it's it's all the same.
1959
01:54:10.960 --> 01:54:13.199
I you know. I think that is a really bold
1960
01:54:13.319 --> 01:54:18.960
design strategy to say the process of finding the boss
1961
01:54:19.479 --> 01:54:21.600
is like a boss fight in and of itself. Like
1962
01:54:21.720 --> 01:54:24.479
the boss is the exploration. So I'm going to make
1963
01:54:24.560 --> 01:54:28.840
the boss, which is sort of colloquially known as the
1964
01:54:29.039 --> 01:54:30.920
challenging thing in a video game, I'm going to make
1965
01:54:30.960 --> 01:54:34.880
that less. So that's a very bold strategy and I
1966
01:54:35.000 --> 01:54:37.880
respect it. I just don't think it worked out the
1967
01:54:37.960 --> 01:54:40.000
way that he was hoping.
1968
01:54:40.399 --> 01:54:43.239
No, which is why the process is far more different
1969
01:54:43.399 --> 01:54:46.359
in Tomba tu and where like, oh these boss fights
1970
01:54:46.359 --> 01:54:47.520
actually feel like boss fights.
1971
01:54:48.079 --> 01:54:52.399
Yeah yeah, yeah, yeah, that was a bit of a letdown.
1972
01:54:52.520 --> 01:54:55.199
You're right again, it's more about the journey than the
1973
01:54:55.239 --> 01:54:56.560
destination with this game sometimes.
1974
01:54:57.720 --> 01:54:59.920
Yeah. I think that's a really clever way to put it,
1975
01:55:00.640 --> 01:55:04.520
especially with Tomba. The journey of going through each of
1976
01:55:04.600 --> 01:55:07.640
these events, of going through each of these locales, finding
1977
01:55:07.720 --> 01:55:09.920
the events that you would like to do, finding the
1978
01:55:10.000 --> 01:55:12.800
ones that you do not want to sync the time into.
1979
01:55:13.720 --> 01:55:18.239
I think that is probably what Fujiwara was hoping for
1980
01:55:19.239 --> 01:55:21.279
along with you know the idea. You know, it's fun,
1981
01:55:21.520 --> 01:55:23.600
the characters do exactly what you tell them to do,
1982
01:55:24.720 --> 01:55:27.880
action game style, you know like that. I think he
1983
01:55:27.960 -->
01:55:30.319
would be pleased to know that that was a takeaway
1984
01:55:30.359 --> 01:55:32.439
that you found and that I agree with you. I
1985
01:55:32.520 --> 01:55:34.439
think that is a large part of it. That's also
1986
01:55:34.479 --> 01:55:36.039
why we're not doing a beat by beat with this,
1987
01:55:36.279 --> 01:55:38.560
because I mean, we told you the story setup, and
1988
01:55:38.680 --> 01:55:42.239
the story payoff is you know, you get your bracelet back.
1989
01:55:42.279 --> 01:55:46.199
I mean that's the story. The game is exploring, the
1990
01:55:46.319 --> 01:55:49.479
game is being in the universe. I yeah, I think
1991
01:55:49.520 --> 01:55:51.119
that's a really great way to say it, and I
1992
01:55:51.359 --> 01:55:53.399
agree with you. I hope this does inspire folks to
1993
01:55:53.439 --> 01:55:57.720
go out and play it, whether it's emulated, remaster, special edition,
1994
01:55:58.359 --> 01:56:00.520
original hardware, if you really want to throw it down
1995
01:56:00.520 --> 01:56:03.880
one hundred plus bones, that's cool too. If you don't
1996
01:56:03.880 --> 01:56:05.720
think it's a great game, I think you will think
1997
01:56:05.920 --> 01:56:09.399
it is at the very least worth a playthrough. I
1998
01:56:09.479 --> 01:56:11.560
think you will at the very least see it as
1999
01:56:11.800 --> 01:56:15.000
a competent game. Even if you don't like the design.
2000
01:56:15.560 --> 01:56:18.359
It's an interesting game that will absolutely leave it impression
2001
01:56:18.439 --> 01:56:21.399
upon you when you're done playing it. Regardless of whatever
2002
01:56:21.560 --> 01:56:25.640
time you put you boot it up, whether you boot
2003
01:56:25.640 --> 01:56:27.920
it up in its prime, you boot it up this
2004
01:56:28.159 --> 01:56:31.000
year or any of the years into the next, you
2005
01:56:31.159 --> 01:56:32.960
will not forget your time of the game. And if
2006
01:56:33.000 --> 01:56:34.520
a game can do that, if it can leave you
2007
01:56:34.640 --> 01:56:35.520
feeling like that, it.
2008
01:56:35.600 --> 01:56:40.520
Did its job excellently, said Georgie. Boy. I think that
2009
01:56:40.680 --> 01:56:43.319
is a great way to end the episode. I hope
2010
01:56:43.359 --> 01:56:46.199
folks have liked this discussion went a little bit abroad
2011
01:56:46.239 --> 01:56:48.399
of Tomba, but I had a feeling it might and
2012
01:56:48.479 --> 01:56:51.520
I think it was pretty productive, and I think it's
2013
01:56:51.560 --> 01:56:54.680
going to spawn some new episode, new topic episodes out
2014
01:56:54.720 --> 01:56:58.279
of it as well, which I am fairly excited to
2015
01:56:58.880 --> 01:57:03.199
consider and talk about. Tomba is very fun. You should
2016
01:57:03.239 --> 01:57:05.840
check it out on my recondmendation. You should check it
2017
01:57:05.880 --> 01:57:09.680
out on Georgie's recommendation. And speaking of Georgie, this is
2018
01:57:09.680 --> 01:57:11.680
where I would
like to give you the floor and
2019
01:57:11.920 --> 01:57:14.960
let you tell everybody about what you've got going on
2020
01:57:15.560 --> 01:57:18.920
on your show. Well, i'll let you introduce it. You
2021
01:57:19.000 --> 01:57:22.239
do the honors, tell us about yourself, a little bit
2022
01:57:22.239 --> 01:57:23.279
about your PPR.
2023
01:57:24.239 --> 01:57:27.079
So my PPRS press Poge Radio. We've been active since
2024
01:57:27.119 --> 01:57:28.960
two thousand and nine, and if you like a dumb
2025
01:57:29.079 --> 01:57:31.720
video game podcast filled with fart jokes and old men
2026
01:57:31.960 --> 01:57:37.239
and the occasional other spectrums of gender and color and
2027
01:57:37.359 --> 01:57:39.920
everyone else, that we want to welcome this wide world
2028
01:57:40.079 --> 01:57:44.600
of video game fanatics, enthusiasts and other dipshits who like
2029
01:57:44.720 --> 01:57:46.640
fucking pushing buttons and things going.
2030
01:57:46.800 --> 01:57:47.199
This is that.
2031
01:57:48.039 --> 01:57:50.600
That's what you'll find With our website.
2032
01:57:50.600 --> 01:57:53.239
You can find us at www dot presspogeradio dot com,
2033
01:57:53.800 --> 01:57:56.439
and you can find us on nearly every podcatcher.
2034
01:57:57.159 --> 01:57:59.560
We talk about what we've.
2035
01:57:59.399 --> 01:58:03.640
Been playing of mostly, but also we do do full
2036
01:58:03.680 --> 01:58:06.399
fledged feature topic discussions, like what we did with our
2037
01:58:06.439 --> 01:58:09.000
most recent episode regarding Capcom.
2038
01:58:09.039 --> 01:58:09.600
Over the years.
2039
01:58:10.239 --> 01:58:14.000
We also occasionally go into games clubs and we do
2040
01:58:14.159 --> 01:58:17.319
have a few cooking that I'm absolutely trying to organize
2041
01:58:17.720 --> 01:58:21.319
with listeners and peers alike. You can find us on
2042
01:58:21.840 --> 01:58:24.920
our YouTube, where we also do short lots plays. We
2043
01:58:25.000 --> 01:58:27.119
actually have one that's been in the production can a
2044
01:58:27.159 --> 01:58:29.319
little longer than I like to mint, but Rick here
2045
01:58:29.359 --> 01:58:32.840
and I played through Virtual Fighter three TV for the Dreamcast.
2046
01:58:33.720 --> 01:58:35.720
We sat down and really got the chance to do
2047
01:58:35.840 --> 01:58:39.359
that Also on our website you can find reviews of
2048
01:58:39.600 --> 01:58:43.159
old and new games, but also editorials. As mentioned, we
2049
01:58:43.359 --> 01:58:47.119
are launching a new editorial feature called Dunion Rings and
2050
01:58:47.279 --> 01:58:50.880
where games that we complete to one hundred percent iota
2051
01:58:51.039 --> 01:58:54.079
of like No Stone Left Unturned, we talk about our
2052
01:58:54.079 --> 01:58:56.600
experiences there and I am doing one currently on Tamba
2053
01:58:57.319 --> 01:58:59.880
revisiting it. Thank you again, Rick for having me on.
2054
01:59:00.199 --> 01:59:02.640
And it's just I just love that you know, PPR
2055
01:59:02.760 --> 01:59:05.560
and PPR got together. It's been it's been one of
2056
01:59:05.560 --> 01:59:07.159
the Megan We're going to definitely have you back on
2057
01:59:07.359 --> 01:59:10.880
my dude, speaking of which, yeah, he We started off
2058
01:59:10.920 --> 01:59:13.800
the year with Rick on our holiday episode where he
2059
01:59:13.880 --> 01:59:17.560
guests started along with Kate Emily from No Small Games
2060
01:59:17.680 --> 01:59:20.319
and where we talked about like Xmas memories.
2061
01:59:20.800 --> 01:59:23.920
I yeah, I almost forgot about that. That was you
2062
01:59:24.079 --> 01:59:27.039
did me a great kindness and agreed to edit out
2063
01:59:27.239 --> 01:59:32.119
a very embarrassing, like ten second pause where I just
2064
01:59:32.199 --> 01:59:33.079
forgot how to speak.
2065
01:59:34.239 --> 01:59:34.399
Yeah.
2066
01:59:34.479 --> 01:59:36.680
I had a great time talking about the holiday memories.
2067
01:59:36.720 --> 01:59:39.760
One that's that is a really it's a very comfy
2068
01:59:40.319 --> 01:59:43.560
sort of conversation to have, and I really enjoyed talking
2069
01:59:43.640 --> 01:59:47.359
virtual Fighter. I have very little experience with virtual Fighter
2070
01:59:47.479 --> 01:59:51.439
three TB or three as it's known by me. And
2071
01:59:51.560 --> 01:59:53.039
if you do want to check that out, and I
2072
01:59:53.159 --> 01:59:55.399
encourage you to, it is a good show. You can
2073
01:59:55.720 --> 01:59:58.560
check it out in the episode description. All of your
2074
01:59:58.800 --> 02:00:03.199
pp R stuff is in the episode description. There's got
2075
02:00:03.279 --> 02:00:05.039
to be a better way to make that joke anyway.
2076
02:00:05.600 --> 02:00:08.319
You can find all of Georgie's links, all of Press
2077
02:00:08.359 --> 02:00:10.880
Pause Radio's links in the episode description. There will be
2078
02:00:10.920 --> 02:00:12.760
linked there. You can find links to our stuff as
2079
02:00:12.800 --> 02:00:15.520
well to the free discord server. You can hang out
2080
02:00:15.520 --> 02:00:18.119
there if you'd like. To the Patreon if you feel
2081
02:00:18.199 --> 02:00:21.720
so inclined and are feeling extra generous. Of course that's optional.
2082
02:00:21.760 --> 02:00:24.600
You don't have to. And that about does it for today.
2083
02:00:25.000 --> 02:00:28.359
Thank you everybody for sticking around and giving us your time.
2084
02:00:28.399 --> 02:00:30.760
We're very glad that you were able to join us today.
2085
02:00:30.800 --> 02:00:33.319
Thank you Georgie for the first and what I hope
2086
02:00:33.399 --> 02:00:36.159
is not the last time on the show. And that's
2087
02:00:36.159 --> 02:00:38.880
about it. We've bagged our last pig and we're gonna
2088
02:00:38.920 --> 02:00:42.880
hang up our bags here. That's what Tomba does. Sure,
2089
02:00:43.000 --> 02:00:46.760
why not? I don't know, man, I'm your host that
2090
02:00:46.840 --> 02:00:49.920
doesn't know. As usual, my name is Rick. As always,
2091
02:00:50.119 --> 02:00:53.079
thanks folks for signing off for now. We'll catch you
2092
02:00:53.119 --> 02:00:53.479
next time.
2093
02:01:01.960 --> 02:01:07.079
After that, the pier cafly for the total reported the
2094
02:01:07.680 --> 02:01:15.159
included SIS