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Today, we give the Amiga some love with its 'Sonic killer'; the one, the only, Zool. Originally released in 1992, it was later ported to MANY systems and even received a modern remaster. Can you say candy sponsorship in a game? Get your lollies ready!
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[00:00:00] There is no Dana, only, you know, today on...
[00:00:26] Hello and good week to everybody!
[00:00:29] That's a normal phrasing for sure.
[00:00:31] It is just the two of us this week, myself and Sinistar here. How are you doing, sir?
[00:00:39] I am doing well. I'm glad it's Friday.
[00:00:42] That's a good thing to be glad about.
[00:00:46] How about you?
[00:00:47] I am glad I'm done with Minish Cap.
[00:00:52] Did actually finish it so that nobody could tell me I had to finish it for to understand if it was good or not, because I've heard that argument before.
[00:01:00] Well, isn't this the one in... I don't remember if it was us discussing it or if it was in the Discord in one of the channels where you said,
[00:01:10] I finished it and if there's more past the credits, I'm gonna miss it?
[00:01:15] Yeah.
[00:01:17] Nice.
[00:01:18] I finished it and then there was more and I was like, nope, there's more.
[00:01:23] And there was one more fight.
[00:01:25] And then after that, like then I got credits and I was like, if there's more, I'm done, but there was not.
[00:01:31] It saved the file after that and let me go back and do things, but yeah, I wasn't doing that.
[00:01:38] Anyway, moving on.
[00:01:42] This week we are talking about a platform game that I was actually personally not very familiar with before we did this.
[00:01:52] From 19... when did this come out?
[00:01:56] 92, I think.
[00:01:57] 92.
[00:01:58] Let's see.
[00:01:59] I've got my mind palace up here.
[00:02:02] 92 was the original release.
[00:02:05] All right.
[00:02:06] This came out originally for the Amiga.
[00:02:08] We're talking about Zool, Z-O-O-L.
[00:02:11] That's right.
[00:02:13] Now I do remember this game to a degree because when it came out, this is one of those stories about my uncle.
[00:02:21] This was one of those games that he was super jazzed about because he had an Amiga and he always would talk about for like a couple of months.
[00:02:31] This was his game that he would just mention every time I saw him.
[00:02:35] And I don't know, I just never bothered to rent it for the Genesis or the Super Nintendo and I think both were available at my local rental shop.
[00:02:47] I was going to say, did you see this in your rental shop?
[00:02:50] Yes.
[00:02:51] Okay.
[00:02:52] Because I don't know that I ever did, but once again, I'm not...
[00:02:56] I wasn't a console kid, although I came into consoles for Super NES and I don't remember this game.
[00:03:05] I came about this game later when I was looking up the Amiga, top whatever, right?
[00:03:12] Yeah.
[00:03:14] I remember seeing the magazine ads for this.
[00:03:17] I remember seeing the box on the shelf just never was something that I was like, yeah, I got to play that.
[00:03:24] And it's... I don't know if it was just something about it that didn't pull me in or what.
[00:03:30] It seemed a little, maybe to me, a little generic.
[00:03:34] Like since it was designed to compete with what Mario and Sonic and the like.
[00:03:40] And you know, I already had my generic.
[00:03:42] I had Arrow the Acrobat on Super Nintendo.
[00:03:44] I didn't need more generic platformer.
[00:03:46] Okay.
[00:03:47] Okay.
[00:03:48] Nice.
[00:03:50] Well, it's funny that you bring up, you know, whether this was supposed to be a competition for...
[00:03:56] Not be A competition, but B competition for Sonic or Mario.
[00:04:01] I mean, this was trying to create a franchise character.
[00:04:04] But when I looked this up, when I looked up the information on this, there is a promo picture on MobyGames of a magazine ad that says...
[00:04:18] Let's see here.
[00:04:19] What does it say?
[00:04:20] It says, bad news for hedgehogs.
[00:04:23] So, I mean, I think that was the target, right?
[00:04:29] Was the Sonic in particular.
[00:04:31] Yeah, I mean, the game moves very fast.
[00:04:34] So I understand that.
[00:04:36] It is wild to me that I want to say this game was initially developed by one guy and the art was done by one more person.
[00:04:44] Really?
[00:04:45] I think that's what I read.
[00:04:47] Okay.
[00:04:48] I could be wrong.
[00:04:50] It was around that time, so I'm sure it was a pretty small team just the same.
[00:04:56] It is four people that have credits, by the way.
[00:04:59] Four people.
[00:05:00] Okay.
[00:05:01] Yeah.
[00:05:02] Now, whether or not, I mean, the code was one person was code.
[00:05:06] Who was that?
[00:05:07] Was that Gary Allen?
[00:05:08] George Allen.
[00:05:09] George Allen is what it says.
[00:05:11] Yeah.
[00:05:12] I remembered his last name and the first letter.
[00:05:14] Yeah.
[00:05:15] Right.
[00:05:16] Right.
[00:05:17] Yeah.
[00:05:18] And then you have somebody that did graphics.
[00:05:19] I mean, that makes sense.
[00:05:20] Somebody that did maps and then somebody that did music.
[00:05:23] It wasn't, there was no like multiple people on any of these.
[00:05:27] It was one person to one task.
[00:05:30] Code, level design, music, art.
[00:05:33] Uh-huh.
[00:05:34] Exactly.
[00:05:35] All right.
[00:05:36] Exactly.
[00:05:37] Yeah.
[00:05:38] Well, whoever was on music absolutely nailed it.
[00:05:42] Oh, yeah.
[00:05:43] The music in this game is spectacular.
[00:05:45] Like it's the stand out to me.
[00:05:47] Yes.
[00:05:48] Now, this is something since you open this door, this is a,
[00:05:54] this was a anomaly really toward the Amiga more than any other where,
[00:06:02] you know, there was no, you know, multiple channel or I guess there were
[00:06:07] multiple channels, but basically the way that they worked is a lot of
[00:06:12] these games you got either music or you got sound effects.
[00:06:16] And this was one of those games and where it gets even worse is there
[00:06:22] was the initial release.
[00:06:24] There was no design music per level.
[00:06:27] You went into the, into the options.
[00:06:29] You selected that you wanted music instead of sound effects and you
[00:06:32] selected the music that you played the entire time through.
[00:06:36] You picked one track.
[00:06:38] Oh man.
[00:06:41] That's the tracks were fantastic, but you picked one.
[00:06:47] I'm trying to see what else this guy maybe did that I am familiar with.
[00:06:54] It looks like he did a lot of stuff that was originally designed for
[00:06:59] Amiga.
[00:07:00] Oh, he did Top Gear two.
[00:07:02] Okay.
[00:07:03] Top Gear two had good music.
[00:07:04] Yeah.
[00:07:05] Alone in the dark, the new nightmare.
[00:07:07] I think that was the dream cast one.
[00:07:10] Okay.
[00:07:11] All right.
[00:07:12] So he has, he has some, he has some, some chops.
[00:07:16] He has some chops to call forth.
[00:07:19] Yeah.
[00:07:20] I've played a few of these games and remember some of their music.
[00:07:23] So.
[00:07:25] Pat felon or felon.
[00:07:28] I'm felon.
[00:07:29] We're going to feel.
[00:07:30] I think I think it's feeling high about called him felon.
[00:07:35] But yeah, the main theme is absolutely a banger in this game.
[00:07:41] And that is across pretty much like I tried.
[00:07:46] So you gifted me a copy of.
[00:07:50] Redimensioned.
[00:07:52] Correct.
[00:07:53] Which is on steam.
[00:07:55] So I played that one.
[00:07:57] I played it on Game Boy Genesis, Super Nintendo and Master System.
[00:08:02] And that main theme is in all five of them.
[00:08:05] And it's in all renditions.
[00:08:07] It doesn't sound exactly the same, obviously, but I mean, even
[00:08:10] sometimes the pacing of the song is different, but it's a banger
[00:08:14] and everyone like even on the Game Boy, it sounds rad.
[00:08:18] That's awesome.
[00:08:21] I, you brought up the Game Boy.
[00:08:23] I watched a play video of the Game Boy version and it loses
[00:08:29] so much of the speed.
[00:08:32] It does, which I'm not opposed to.
[00:08:36] I actually, I don't hate the speed in this game, but it can be frustrating.
[00:08:42] And after playing for a while, I figured out why the speed is frustrating.
[00:08:49] Now have the same idea, but go ahead.
[00:08:51] Okay.
[00:08:52] So this is a game.
[00:08:53] Think a game that does move as fast as Sonic moves.
[00:08:58] Like at his fastest, but like all the time.
[00:09:02] There's almost no ramp up for speed.
[00:09:05] Sonic's got a zero to 60 of like three seconds.
[00:09:10] Zool has a zero to 60 of like three quarters of a second.
[00:09:15] Right.
[00:09:17] And so you're, you start a little bit and then it's instantly
[00:09:21] boom.
[00:09:22] And the problem is the camera does not keep Zool in the center.
[00:09:27] He runs in the direction on the screen that you're going.
[00:09:32] So you lose some of that peripheral vision that you kind of need.
[00:09:37] And yeah, I know the Sonic games do that too, but when they do it,
[00:09:41] it's generally you're going so fast.
[00:09:43] It's a spot that's designed to be fast and not screw you over.
[00:09:47] Whereas this entire game is designed to screw you over.
[00:09:50] I was saying that's my complaint is you get Sonic speed.
[00:09:55] As you mentioned, you get Sonic speed at speed.
[00:09:59] Right?
[00:10:00] There's there's so little ramp up.
[00:10:02] And then this game is like the worst of blind jumps at Sonic.
[00:10:08] At Sonic.
[00:10:09] Yeah.
[00:10:10] I had that problem a lot.
[00:10:12] I want to say in the Genesis one, um, it was just blind jump after
[00:10:18] blind jump.
[00:10:19] You you have to make a leap of faith multiple times in a row at
[00:10:24] some points where you're just like, I hope this is how fast I need
[00:10:29] to be going and where I need to end up.
[00:10:31] Right?
[00:10:32] And you know, sometimes it's a leap of faith because you can't
[00:10:35] see what's below you.
[00:10:36] Right?
[00:10:37] Sometimes spikes.
[00:10:38] Yes.
[00:10:39] If they're going to be, you don't know if you need to go
[00:10:41] fast enough to clear the spike pit or slow enough to not fall
[00:10:45] in the spike pit.
[00:10:46] Right?
[00:10:47] And so you don't know that otherwise it's leap of faith jumps
[00:10:51] of just off screen jump and land on a platform.
[00:10:55] And a lot of times the first try, you might miss it and fall.
[00:10:59] And then you'll be like, all right, well, I guess I have to go
[00:11:02] back all the way around and try again.
[00:11:05] Now there are on a timer.
[00:11:07] Yes.
[00:11:08] But there are checkpoints.
[00:11:10] So yeah, I did figure that out.
[00:11:13] They're activated differently in some of the versions for some
[00:11:16] reason.
[00:11:17] I want to say the Genesis and Super Nintendo are pretty forgiving
[00:11:21] where you run up, just shoot a bullet through it or touch it
[00:11:25] and it flips.
[00:11:26] Right?
[00:11:27] And now you've got the checkpoint.
[00:11:28] I did learn that the Game Boy one has the checkpoints.
[00:11:32] So here's an interesting thing.
[00:11:35] The first way I tried this game was on the Game Boy.
[00:11:38] Nice.
[00:11:39] That was the first one I fired up like, OK, let's set the
[00:11:42] bar low because I'm going to start with the Game Boy version of a
[00:11:46] multi-platform ported game.
[00:11:50] Right.
[00:11:51] And I didn't realize a lot of the mechanics.
[00:11:55] So I wasn't having a bad time, but I kept coming up short on
[00:11:59] trying to get to the end of the stage.
[00:12:02] So finally after, I don't know, four or five lives, I was
[00:12:06] like, all right, I have a feel for this.
[00:12:08] Let me switch platforms.
[00:12:09] OK.
[00:12:10] I did switch platforms.
[00:12:12] I think that's when I tried Redimensioned.
[00:12:15] So I went from Game Boy to like the modern accessible one.
[00:12:19] Right.
[00:12:20] And it was hugely different.
[00:12:22] Uh-huh.
[00:12:23] And I actually liked the new take on it that's got the double
[00:12:28] jump and all that.
[00:12:30] And we'll come back to that in a bit, but it's a lot more
[00:12:33] accessible and player friendly.
[00:12:37] Yeah.
[00:12:39] So then I started jumping into the other one, Super Nintendo
[00:12:42] Genesis and Master System.
[00:12:45] And they all have their pros and cons.
[00:12:48] Weirdly, I hate the Super Nintendo version.
[00:12:54] Not for any other reason.
[00:12:58] Well, the Genesis has this issue a little bit, but not as
[00:13:01] bad as Super Nintendo.
[00:13:04] But it's so damn busy to look at.
[00:13:08] Oh, OK.
[00:13:10] Visual assault on your senses.
[00:13:12] You can't tell what's an enemy, what's foreground, what's
[00:13:15] background.
[00:13:16] There's just so much happening.
[00:13:18] And it's all very similar color palettes.
[00:13:21] OK.
[00:13:22] And so I was struggling to like spot an enemy in the mess
[00:13:28] of like little things that are in the foreground and
[00:13:30] background.
[00:13:31] And then the background is highly detailed.
[00:13:33] And it's just all the same color palettes.
[00:13:35] So everything's just moving.
[00:13:37] Right.
[00:13:38] I hope I don't die.
[00:13:42] All right.
[00:13:43] All right.
[00:13:44] So I played mostly the Amiga version, which of course is
[00:13:49] the original and to give a little to give a little background
[00:13:52] to our listeners on why we decided to talk Zool.
[00:13:58] We we when we started coming up with ideas for this
[00:14:02] week's episode, it kind of was like, should we give
[00:14:05] the Amiga a little love?
[00:14:07] And we started talking about multiple Amiga titles.
[00:14:10] And then we ended up starting to talk about, you know,
[00:14:13] platformers and then we started to we brought up Zool.
[00:14:18] So I have to I have to I have to, I don't know,
[00:14:23] confess a little bit.
[00:14:25] I don't like Amiga platformers.
[00:14:28] And there's a very distinct reason why.
[00:14:31] And that is it's a one button system, right?
[00:14:35] At least for a long time, it was a one button system.
[00:14:39] And Zool and what's the other one?
[00:14:44] Turrican.
[00:14:46] They both use the mechanism of pressing up to jump.
[00:14:51] Yeah.
[00:14:52] And it feels just like I remember playing games back
[00:14:57] in the day where it was pressed up to jump.
[00:14:59] And I and at that point in time, my brain would
[00:15:03] grok this and just do it.
[00:15:05] But the problem is, is in a modern day, I go back
[00:15:09] and play those games and it feels so wrong to like
[00:15:14] smash up while trying to smash over and you know, yeah.
[00:15:19] I definitely get that.
[00:15:21] Yeah.
[00:15:22] So and then of course the Amiga version did not have
[00:15:27] any of the creature comforts that came with
[00:15:31] the later versions, including double jump or in some
[00:15:36] additions you could actually climb the walls.
[00:15:39] You would grab you would grapple the master system.
[00:15:42] Interestingly enough.
[00:15:43] Yeah.
[00:15:44] You can move up and down the walls.
[00:15:46] No on the Amiga, you grasp it and then you have
[00:15:49] to jump off and you know, twist yourself back
[00:15:52] to grab again and again.
[00:15:54] And you're doing this by mashing up and left
[00:15:57] or right and it just feels so it feels wrong, you know.
[00:16:02] And and so like visually the game on the Amiga is fantastic.
[00:16:09] I mentioned the struggles with having either the sound
[00:16:12] effects or the music.
[00:16:13] The music on the Amiga is still fantastic, but you
[00:16:16] lose the sound effects.
[00:16:19] But honestly that interface of one button and that
[00:16:24] one button is your shoot or punch, right?
[00:16:26] I mean, or if you're jumping in the air and you press
[00:16:29] the button, you do your little spin attack, which
[00:16:32] I actually like the spin attack.
[00:16:34] I do like that feature.
[00:16:36] Oh yeah.
[00:16:37] Yeah.
[00:16:38] I do really enjoy that.
[00:16:40] Is it is it going to be weird?
[00:16:43] I'm going to go ahead and state my favorite of the
[00:16:45] versions I played.
[00:16:46] Okay.
[00:16:47] Gameboy.
[00:16:48] Oh really?
[00:16:49] After going and playing all the other ones and
[00:16:52] getting a really strong feel of the mechanics, I went
[00:16:54] back to the Gameboy one and because it can't be
[00:16:58] super busy, I can see what's happening.
[00:17:03] And the spin jump mechanic is there.
[00:17:08] It's a little awkward because you have to like hold
[00:17:10] up while you hit the attack button while in the
[00:17:13] air and that's what makes them spin because
[00:17:16] it's only got the two buttons jump and attack.
[00:17:18] So attack by itself is shoot.
[00:17:21] But if you're in the air and you hold and you hit
[00:17:24] attack and up, he'll spin.
[00:17:28] And so between all that, I found the Gameboy to be
[00:17:32] my favorite version in playability, you know, between
[00:17:37] the old four console ports of course.
[00:17:39] I was going to say are you including the
[00:17:41] remaster?
[00:17:42] No.
[00:17:43] Redimensioned.
[00:17:44] Redimensioned, I guess we'll touch on that now,
[00:17:48] was actually very enjoyable.
[00:17:51] I really liked how it played, the double jump made,
[00:17:55] the platforming not so painful because if you
[00:17:58] messed up something, you could sort of
[00:18:01] re-correct a little bit.
[00:18:04] And then of course, you know, it zoomed out
[00:18:07] because that was a huge issue at least for the
[00:18:10] Super Nintendo and Genesis versions is that
[00:18:13] the sprite, the character sprite is so big
[00:18:18] and like all the sprites are really big for
[00:18:21] what it is.
[00:18:22] And I know back then like, ooh, big sprites,
[00:18:24] really pretty selling point, you know.
[00:18:26] Yeah.
[00:18:27] I think Rayman had a similar thing going on.
[00:18:29] Right.
[00:18:30] But it was a much slower game.
[00:18:31] And Earthworm Gym.
[00:18:33] Yeah.
[00:18:34] Uh-huh.
[00:18:35] But those didn't go 95 miles per hour after
[00:18:38] a second.
[00:18:39] Right.
[00:18:40] Yeah.
[00:18:41] Earthworm Gym was very much about pull your head off
[00:18:43] and swing, right?
[00:18:44] Yeah.
[00:18:45] Like that was platforming challenges, not blind
[00:18:48] faith platforming challenges at supersonic speeds.
[00:18:53] Right.
[00:18:54] Right.
[00:18:55] So I appreciate what Redimension did
[00:19:00] and it made a game that was almost there
[00:19:04] really good.
[00:19:06] Yeah.
[00:19:07] Like that's my issue with going back and playing
[00:19:10] the old Zools is that it's almost there.
[00:19:14] Right.
[00:19:15] Yeah.
[00:19:16] So I mean, since we're touching on the Remaster,
[00:19:19] the Redimension as it's called,
[00:19:22] honestly, there are so many times that you get
[00:19:25] a remaster that you're like, OK, it's a,
[00:19:28] you know, it's a bucket of paint on the same game,
[00:19:31] but it has all the warts of the original game,
[00:19:33] right?
[00:19:34] I feel like they with the Redimension,
[00:19:38] they gave it, they paid homage to the game as it
[00:19:44] needed to be paid homage to.
[00:19:47] But they gave you all the creature comforts
[00:19:49] that makes it very playable, very playable.
[00:19:54] Like you even though you, you know,
[00:19:57] you move forward on the screen a little bit
[00:19:59] as you get to speed because it's backed out,
[00:20:02] you get so much more landscape that you still have
[00:20:05] that time to react, you know.
[00:20:09] So really quick, I want to, if you're OK,
[00:20:12] I want to talk about how they did the manual
[00:20:15] for this game.
[00:20:16] All right, let's do it.
[00:20:17] Yeah.
[00:20:18] So so the manual for this game,
[00:20:20] this was this was actually one of the highlights.
[00:20:22] I looked at a YouTube video where they talked about
[00:20:26] this game and they talked about how,
[00:20:30] you know, the manual was was kind of this really
[00:20:33] interesting take.
[00:20:35] And I know that a number of games did this like the
[00:20:38] The Adventure Quest games on the Atari did this as well
[00:20:41] where they gave you a comic book,
[00:20:43] but the comic book was built into the manual
[00:20:46] and it's it's this, you should go look it up.
[00:20:51] You can find it on a number of this,
[00:20:53] you know, the the history websites,
[00:20:57] but it's it's Zool, the main character as an old man.
[00:21:02] And he has he has his walking stick and he's sitting
[00:21:05] in his big recliner and he's got this old man beard
[00:21:08] and he's he's telling his grandkids or his kids a story.
[00:21:13] He's like, let me see.
[00:21:15] Let me tell you how this happened.
[00:21:17] And the whole premise is he's he's a he's a
[00:21:24] space ninja and it starts out there.
[00:21:28] I was on my way home after some heavy dude and duty
[00:21:32] ninjaing like, wow, how do you how do you get past?
[00:21:37] I mean, that's just yeah.
[00:21:39] So he gets sucked into this like dimension,
[00:21:42] which is where the whole thing comes out.
[00:21:45] And he's he's talking to his computer to see if
[00:21:49] he could figure out where he is.
[00:21:51] And then the computer's giving him some information
[00:21:54] and it makes these blurb, woob, blah, blah, blah.
[00:21:58] And then it's like, Zool, you have been brought to this land as a challenge.
[00:22:03] And it's this big, like you have to prove yourself
[00:22:07] as an intergalactic ninja, but it's never signed.
[00:22:11] Like it's never signed by anybody.
[00:22:13] So like I read this and I'm like,
[00:22:15] if this had been Mario, it would have been signed Bowser.
[00:22:19] You know, if this had been, you know,
[00:22:22] any of the other Dr. Eggman or somebody, right?
[00:22:25] I mean, yeah, but this never gives you any of that.
[00:22:27] And then the ship is like, I'm going to explode.
[00:22:31] So I'm shutting down and the last couple frames is Zool
[00:22:36] breaking through the wall of the ship and leaving the Zool shaped
[00:22:39] hole in the ship and then the exploding ship behind him.
[00:22:43] And that's that's the whole thing.
[00:22:45] That's how it that's how it describes.
[00:22:48] And then it just gives you like, you know, all of the information
[00:22:51] beyond that.
[00:22:52] But and then also something very interesting.
[00:22:57] Apparently the development team was running out of money
[00:23:01] and they ended up getting a sponsorship from what's
[00:23:11] the what's the brand Chupa Chups?
[00:23:13] Yeah, Chupa Chups.
[00:23:15] It's a candy company.
[00:23:17] And so you like this is part of that busy background.
[00:23:23] When you started talking about the busy background, I pictured
[00:23:26] the candy levels that are just.
[00:23:29] Shock full of colorful candy and Chupa Chup logos everywhere.
[00:23:35] So yeah, very interesting kind of premise.
[00:23:40] And then this also was one of those games that had the
[00:23:43] copy protection that was the spinning wheel that you had to
[00:23:47] line up multiple things.
[00:23:49] And apparently it was horribly printed.
[00:23:53] So you so like the numbers and stuff would be like upset.
[00:23:57] Like, yeah, so that sucks.
[00:24:01] Yeah.
[00:24:02] Anyway, so very interesting, very interesting manual, very
[00:24:06] interesting game.
[00:24:08] This came out on the the Amiga first.
[00:24:13] Came out on the Amiga before they did the advanced graphics
[00:24:17] edition or AGA and then they they did do a re-release for the
[00:24:22] AGA as well, which introduced a an intro movie when you on the
[00:24:27] AGA version.
[00:24:29] Oh, yeah.
[00:24:31] Interesting.
[00:24:33] Yeah.
[00:24:35] Is that what the 3D rendering of him is from?
[00:24:38] Uh huh.
[00:24:39] Pretty much.
[00:24:41] So.
[00:24:43] But yeah, I mean, you know, it is a it is a the Amiga did get a
[00:24:48] lot of good games and honestly during the day, I'm sure for
[00:24:52] everybody that was used to pressing up to jump this was a
[00:24:55] fantastic game.
[00:24:57] Oh, yeah, like, like I said, my uncle swore up and down by
[00:25:00] his Amiga he was he subscribed to the Amiga magazines,
[00:25:04] which I still have a couple of I think he was constantly
[00:25:09] like he'd be like, dude, you got to try this game.
[00:25:12] It would be a game that would come out like a while later.
[00:25:15] Like I think Chuck Rock did it as well.
[00:25:17] It came out for the Amiga first or something and then
[00:25:19] consoles.
[00:25:20] And so he told me about Chuck Rock and then later it came
[00:25:23] out and on other things that I was able to try it.
[00:25:25] I was like, eh, not for me, but I see why he was also I
[00:25:30] should specify.
[00:25:32] He was a graphic artist.
[00:25:37] He also appreciate like he used to do comic books when he was
[00:25:40] younger, things like that.
[00:25:42] So this was it was really up his alley when it crossed over
[00:25:46] between like something that was artistically new in video
[00:25:50] games as well as a video game.
[00:25:53] Right, right.
[00:25:55] You like video games, you like art.
[00:25:57] So what it combined the two, this is why he was into out
[00:25:59] of this world.
[00:26:00] It was something new for video games.
[00:26:02] So whenever there was something artistically new that
[00:26:05] played decent, he was all over it.
[00:26:07] And so I think that must be why he was into this one.
[00:26:10] Okay.
[00:26:11] Yeah.
[00:26:12] Graphically, it's a fantastic looking game.
[00:26:16] As you mentioned though, it is busy.
[00:26:18] It's very busy.
[00:26:20] Yeah.
[00:26:21] Sometimes what they did not think of is sometimes less is
[00:26:25] more.
[00:26:26] Right.
[00:26:28] Right.
[00:26:29] And so I do think the, I found it interesting that
[00:26:35] Redimension is based on the Genesis version.
[00:26:38] Okay.
[00:26:39] And so it's the Genesis versions levels, which every
[00:26:44] version seems to have different levels, which is odd.
[00:26:48] Yeah.
[00:26:49] Like some similar sensibilities in the level designs,
[00:26:52] but they're different levels.
[00:26:53] Right.
[00:26:54] Okay.
[00:26:56] And it seems like it toned down the background because
[00:27:01] the background in Redimension doesn't distract me from
[00:27:04] the game.
[00:27:05] Like it doesn't hide the elements.
[00:27:08] Like sometimes on the Genesis and Super Nintendo,
[00:27:10] I don't notice the spikes because they're white.
[00:27:13] The background has white.
[00:27:15] They're on white flooring.
[00:27:17] It gets lost.
[00:27:19] I have the same issue with the Amiga version.
[00:27:22] I can't tell you how many times I would run into a
[00:27:25] pit of spikes and be like, Oh, those are spikes.
[00:27:27] Like after I was already into them.
[00:27:29] And it's not even a pit of spikes.
[00:27:31] It'll just be spikes on the ground that you can just
[00:27:33] physically run into.
[00:27:34] And unlike Sonic the Hedgehog where if you run into
[00:27:37] spikes from the side, they don't hurt you because
[00:27:39] they're not stabbing you there.
[00:27:41] In Zool, they do hurt you if you touch them on
[00:27:44] the side.
[00:27:45] Right.
[00:27:46] So that was frustrating to me.
[00:27:49] I get it.
[00:27:50] It's not a huge issue.
[00:27:52] It's this, you know, this tile bed.
[00:27:54] I understand.
[00:27:55] Yeah.
[00:27:56] But yeah, definitely Game Boy and Master System are
[00:27:59] my preferred versions other than Redimensioned because
[00:28:03] they have a solid color background.
[00:28:06] Like it's, it doesn't hinder your gameplay.
[00:28:10] Right.
[00:28:11] And okay.
[00:28:13] Honestly, the Master System, I think had a smaller
[00:28:17] sprite.
[00:28:18] And so it gave you more room to see what was
[00:28:20] going on.
[00:28:21] Okay.
[00:28:22] Okay.
[00:28:23] Let me make sure I'm not talking out of my ass on
[00:28:26] that one.
[00:28:27] Yeah, the sprite is a bit smaller and I think it
[00:28:29] was better at keeping him in the middle of the
[00:28:31] screen.
[00:28:32] Okay.
[00:28:33] So, so we saw some improvements port to port.
[00:28:36] It sounds like.
[00:28:37] Yeah.
[00:28:38] Which is really weird to me that the Master System
[00:28:41] one is the one that nailed the camera.
[00:28:43] Right.
[00:28:44] Especially for being a system that didn't really
[00:28:49] have a huge release in North America.
[00:28:52] Yeah.
[00:28:53] In fact, I don't think the system, I don't think
[00:28:55] the game got a North American release on Master
[00:28:58] System.
[00:28:59] I want to say it was Europe.
[00:29:02] Let me see.
[00:29:03] Yeah, I've got it right here.
[00:29:05] So Master System, you probably are going to get
[00:29:09] to a faster United Kingdom only for Master
[00:29:12] System.
[00:29:13] Oh, okay.
[00:29:14] So just the UK, which seems like a small
[00:29:17] market for 1992, 93.
[00:29:20] Right.
[00:29:21] But I mean, it's a superior port.
[00:29:27] Okay.
[00:29:28] Especially with the climbing that sort of eases
[00:29:31] some of the issues with the jumps.
[00:29:33] Right.
[00:29:34] Because he does, Zule does have the Ninja
[00:29:37] Gaiden sticky jump a little bit.
[00:29:40] A little, when you say a little bit on the
[00:29:43] Amiga, it is aggressively Ninja Gaiden wall
[00:29:47] jump, wall grabs.
[00:29:48] It is aggressively that.
[00:29:50] And then of course they have, you know, they'll
[00:29:52] have wall to wall where you're supposed to
[00:29:54] jump back and forth.
[00:29:56] But there will be spikes on the other ones on
[00:29:59] the other side.
[00:30:00] And the problem is, is you don't have the
[00:30:02] ability to move up and down.
[00:30:04] So your only recourse is if you're too close
[00:30:07] and you're going to jump into those spikes,
[00:30:09] your only recourse is actually to jump down
[00:30:11] and then move your way back up.
[00:30:14] Yeah.
[00:30:15] And of course, you're not using a jump button
[00:30:18] once again.
[00:30:19] I mean, I guess technically up is a button, but
[00:30:22] you're using your D pad or your joystick up.
[00:30:25] And I can't overstate this.
[00:30:27] It's not a bad game.
[00:30:29] No, no, this game is.
[00:30:32] It's almost there, right?
[00:30:35] Yeah.
[00:30:36] It was almost a really good game.
[00:30:38] Yes.
[00:30:39] And as you mentioned, you know, if I would
[00:30:43] highly recommend it's $10 without being
[00:30:46] discounted, I would highly recommend the
[00:30:49] Redimension version.
[00:30:50] I only play the Redimension version for like
[00:30:53] 20 minutes and immediately I was like, oh, this
[00:30:56] is so much better of a game.
[00:30:58] Yeah.
[00:30:59] And I did go and try the hardcore mode that
[00:31:01] plays more like the original, but it's still
[00:31:03] zoomed out.
[00:31:04] Yeah.
[00:31:05] And it was frustrating again.
[00:31:07] Not as frustrating because things are still
[00:31:12] a little bit more visible.
[00:31:13] But yeah, it's still a bit frustrating.
[00:31:17] So again, it's a mechanics issue.
[00:31:21] The mechanics were so close.
[00:31:24] Yeah.
[00:31:25] So close to being what would be considered
[00:31:28] a classic instead of, you know, something
[00:31:31] that sort of just faded into the background
[00:31:33] as time went on, which is unfortunate
[00:31:35] because as a game that was designed by
[00:31:37] four people essentially, like that's a strong
[00:31:41] and I don't know if you checked it out, but
[00:31:44] I checked out George Allen's previous game.
[00:31:47] No.
[00:31:48] Switchblade 2 was his direct like the game he
[00:31:52] did just before this one.
[00:31:54] And that one was criticized apparently for
[00:31:56] not having enough enemies.
[00:31:58] And I don't know if that means like
[00:32:00] numerically or like, I don't know if that
[00:32:04] means quantity of enemies, just placement
[00:32:08] or enemy types.
[00:32:10] I don't know what it meant when it was stated,
[00:32:12] but I did play a couple levels and
[00:32:15] Zool is an enormous improvement.
[00:32:18] Okay.
[00:32:19] It's ridiculous.
[00:32:21] Huh.
[00:32:22] Now that game that he did before this one,
[00:32:25] Switchblade, what did you say it was?
[00:32:27] Switchblade something.
[00:32:28] Switchblade 2.
[00:32:30] Switchblade 2.
[00:32:32] Was that released on the Amiga first
[00:32:36] or was that on a different system?
[00:32:38] I think that was Amiga
[00:32:41] and later it was ported to the Atari
[00:32:44] Lynx, which is the version I played.
[00:32:46] So okay.
[00:32:47] It might have been a little simplified.
[00:32:49] It's I know the resolution is lower than
[00:32:51] on Amiga and so I'm not judging the art
[00:32:54] of the game, but just mechanically,
[00:32:58] structurally, design-wise, it was kind
[00:33:01] of boring.
[00:33:02] Okay.
[00:33:03] And even on the Lynx, it's just sound effects.
[00:33:07] Okay.
[00:33:08] Gotcha.
[00:33:09] Yeah, it looks like it looks like it was released
[00:33:12] on the Amiga and the Atari ST in the same year.
[00:33:15] I don't have a date because you know this was
[00:33:18] before they really started tracking dates.
[00:33:20] Yeah.
[00:33:21] Specifically.
[00:33:22] Also games didn't really have street dates back
[00:33:24] then.
[00:33:25] It was just shipped out when they got it.
[00:33:27] They sold it.
[00:33:28] So likely Amiga first, especially since
[00:33:32] you know, Zool was Amiga first.
[00:33:37] So okay.
[00:33:39] I may have to try Switchblade too.
[00:33:41] I may have to pull it up on the Amiga core on
[00:33:44] the MISTER.
[00:33:45] Yeah.
[00:33:46] You'll have to let me know how it looks and
[00:33:48] sounds and plays on that because like again,
[00:33:50] it was one of those games that it structurally,
[00:33:54] it has a lot going for it and it just narrowly
[00:33:57] misses the mark and becomes something mediocre
[00:33:59] instead of something good.
[00:34:01] Okay.
[00:34:02] You know, looking at George Allen,
[00:34:05] he looks like he is still in the game industry.
[00:34:10] Oh yeah?
[00:34:11] Yeah.
[00:34:12] He apparently was a real-time supervision of
[00:34:15] production for Suicide Squad Kill the Justice League
[00:34:19] on the PS5.
[00:34:20] Oh.
[00:34:21] Yeah.
[00:34:22] Interesting.
[00:34:23] So apparently he was in the, he was part of
[00:34:27] the testing and feedback for the Redimension Zool
[00:34:30] makes sense.
[00:34:32] But yeah, I mean it's cool to see somebody from
[00:34:36] that era still in the industry.
[00:34:39] Yeah.
[00:34:40] That's pretty darn cool.
[00:34:42] Oh, I do want to point out the Game Boy
[00:34:46] version actually gives you a sound option
[00:34:49] where music, sound or both.
[00:34:53] So they pay homage to like...
[00:34:58] Yeah.
[00:35:00] And one of the times I played it,
[00:35:02] I think I accidentally chose just music
[00:35:04] because I was like, where's the sound effects?
[00:35:06] That's fantastic.
[00:35:08] That's fantastic.
[00:35:09] But yeah, it's pretty cool that they did that.
[00:35:12] I thought that was interesting.
[00:35:14] Nice.
[00:35:15] All right.
[00:35:16] Well, I want to bring up one other little trivia thing
[00:35:18] which can also spin us into talking about
[00:35:20] the character themselves.
[00:35:22] Yeah.
[00:35:23] Apparently a lot of reviewers referred to Zool
[00:35:28] as an ant and it makes sense.
[00:35:31] When you look at him, he looks very ant-like.
[00:35:34] I think I used to think that too.
[00:35:37] Okay.
[00:35:38] Yeah, Gremlin actually issued a press release
[00:35:42] saying...
[00:35:44] Well, a press release claiming to be from the leader
[00:35:48] of a body representing ants complaining about
[00:35:52] the misrepresentation of hardworking ants
[00:35:56] as a species.
[00:35:58] That's funny.
[00:35:59] So, yeah.
[00:36:00] So obviously not an ant,
[00:36:02] but that also kind of...
[00:36:05] The reason I wanted to bring that up is there is a sequel
[00:36:09] and I didn't get to it, but you said you did.
[00:36:12] So do you want to talk a little bit about the sequel?
[00:36:15] I watched some Let's Play of the sequel
[00:36:19] because that one was strictly Amiga
[00:36:22] and I don't have an easy way to play Amiga at the moment.
[00:36:26] So I figured I'd check out the gameplay
[00:36:29] and I think I...
[00:36:31] Like I skipped through, I checked out what each stage was.
[00:36:34] I watched a Let's Play of the person pick
[00:36:37] Zoos instead of Zool.
[00:36:39] So with Zool 2,
[00:36:41] as we discovered a little bit before the episode started,
[00:36:45] it stars three characters.
[00:36:48] Zool, his female companion Zoos
[00:36:52] and their two-headed dog, Zoon.
[00:36:57] Now I was watching...
[00:36:59] When watching the gameplay,
[00:37:01] there's bonus stages after each boss
[00:37:05] that are kind of like
[00:37:08] breakout or something like that.
[00:37:10] Oh really?
[00:37:11] So you're moving something back and forth,
[00:37:14] knocking balls up and hitting all the bricks
[00:37:16] and collecting the things that fall down.
[00:37:18] So you're getting points, you're getting one-ups,
[00:37:20] you're getting things that affect the bonus game's gameplay.
[00:37:24] You might get more balls or slow them down or whatever.
[00:37:27] But this little thing,
[00:37:30] and it looked like two little Zoos or something,
[00:37:32] just moving back and forth
[00:37:34] and every once in a while you'd hear
[00:37:36] and I was like, what is happening?
[00:37:39] Well, when we found out
[00:37:41] that that was their two-headed dog, Zoon,
[00:37:43] it all clicked.
[00:37:47] That's fantastic.
[00:37:48] I don't understand why I keep hearing
[00:37:50] why this thing just has
[00:37:53] two little Zool heads moving back and forth
[00:37:55] like they were carrying a platform or something.
[00:37:57] I didn't know.
[00:37:58] Apparently it's a two-headed dog.
[00:38:00] That was it growling? That's awesome.
[00:38:02] Yeah.
[00:38:04] But it's like the lamest sound effect.
[00:38:08] They didn't even try.
[00:38:09] All right, I'm going to have to go back.
[00:38:11] I'm going to have to go watch or play this.
[00:38:13] Yeah.
[00:38:16] So you mentioned,
[00:38:17] I got to wonder if that was kind of a direct
[00:38:24] reference to Sonic's bonus stages, right?
[00:38:28] Which play entirely differently from Sonic the Game.
[00:38:33] And I wonder if they looked at that and said,
[00:38:36] okay, why don't we put in a breakout type game
[00:38:39] instead of a weird, you know,
[00:38:43] move around the stage?
[00:38:45] Like Sonic one was very sort of like spinning Pachinko.
[00:38:50] Sonic two was the half pipe.
[00:38:53] Sonic three had all sorts of them.
[00:38:55] But yeah.
[00:38:56] Yeah.
[00:38:57] And I think Zool two came out after Sonic three.
[00:39:00] And some three had like what it had this fear game.
[00:39:04] It had the giant,
[00:39:07] I want to say sort of reverse Pachinko.
[00:39:11] And then it had other stuff too.
[00:39:14] I can't think of it right now, but.
[00:39:17] Yeah.
[00:39:19] So I wonder if that was kind of a response to because I mean,
[00:39:22] obviously they were, they were taking on from that promo.
[00:39:27] They were very specifically taking on Sonic the Hedgehog.
[00:39:31] Yeah.
[00:39:32] Yeah.
[00:39:33] So.
[00:39:34] And I will say that Zool two seems like it got more stuff right.
[00:39:40] Okay.
[00:39:41] Do you think Zool two gameplay actually kept the character in
[00:39:46] the center at the backgrounds were not as busy or distracting?
[00:39:51] They didn't have to have Chupa Chups do sponsorship.
[00:39:55] Yeah.
[00:39:57] But like,
[00:39:59] it seems like they got a lot more right in the second one.
[00:40:01] And Jake pointed out that for some weird reason,
[00:40:08] zoos like they're both ninjas.
[00:40:11] But zoos look like looks like she's wearing red leather and
[00:40:14] she uses a whip.
[00:40:16] Yes.
[00:40:18] Which that's a choice.
[00:40:22] You know, at this point, they go in for a lecture
[00:40:26] or they were going for the 16 year old crowd.
[00:40:30] I mean, maybe.
[00:40:33] You know.
[00:40:35] But I want to say around this time.
[00:40:39] For whatever reason, I was given a pack of collectible cards
[00:40:44] from somewhere and one of them wound up being like Electra.
[00:40:49] Like they were just comic book collectible cards.
[00:40:52] So maybe that was something that was like.
[00:40:54] Oh yeah.
[00:40:55] Like new on the market.
[00:40:56] And so with that, I don't know.
[00:40:58] But it gives Electra vibes.
[00:41:01] Now I think back to that age.
[00:41:03] OK, OK.
[00:41:05] So the timing, I mean, honestly, it feels like.
[00:41:10] They really borrowed a lot from other games to put a game together.
[00:41:15] And I'm not saying that's a bad thing.
[00:41:17] I'm not saying that's a bad thing.
[00:41:19] I think it really was kind of an aspect of, OK, let's let's
[00:41:24] essentially build a game like these other games,
[00:41:27] but let's create our own character.
[00:41:31] Yeah, you know what Batman Returns came out in 92 as well.
[00:41:34] It's also a leather and a whip.
[00:41:37] So I think it was just part of the cultural zeitgeist at the time.
[00:41:42] The badass woman ninja with a whip.
[00:41:45] Hey, I'm I'm I'm hell yeah.
[00:41:52] Yeah.
[00:41:54] So yeah, it's it's definitely interesting.
[00:41:57] I think she's got kind of a Mohawk with a ponytail.
[00:42:01] Yeah, I the art is is almost a little hard to tell.
[00:42:07] I mean, it's because it's that kind of aunt looking head.
[00:42:10] Yeah.
[00:42:11] But definitely a ponytail.
[00:42:14] So yeah, I think yeah, she looks like she's just got the eye
[00:42:20] mask, no head mask like Zool.
[00:42:23] So she's got sort of like the Mohawk strip.
[00:42:26] That's awesome.
[00:42:27] Not necessarily a Mohawk, but it's like it looks like it's just
[00:42:30] cleaned off on the sides and just the long hair all the way back,
[00:42:33] which is it also seems very punkish for the time.
[00:42:38] Well, I was going to say that's a popular look today.
[00:42:41] Yeah, you see a lot.
[00:42:43] Yeah.
[00:42:44] So ahead of its time maybe.
[00:42:46] There you go.
[00:42:47] There you go.
[00:42:50] Well, I did watch Zelda or the Zelda tool, Zool too.
[00:42:55] In that one, apparently the enemy like it's a the same boss on
[00:43:00] every I don't want to mislead it's not the same boss, but the
[00:43:05] boss is the same entity.
[00:43:07] Okay.
[00:43:08] And like it takes a different shape.
[00:43:11] So on the first shape of the first boss, it's a block.
[00:43:14] The next time you fight it, I think it's an orb bouncing
[00:43:17] around one of the times you fight it.
[00:43:19] It's a light bulb, but it's different things.
[00:43:21] But it usually like in most of its forms because you fight it
[00:43:25] like six times it's some sort of block or square.
[00:43:28] And apparently his name is mental block.
[00:43:31] Well, I mean, okay, this this checks this checks out right
[00:43:37] because Bowser, it was always either Bowser or Bowser's
[00:43:42] kids or Bowser's whatever, like the enemies at the end of
[00:43:46] Mario stages are really kind of all the same as well.
[00:43:50] Yeah.
[00:43:51] Dr. Eggman, right?
[00:43:54] I mean, like, yeah, it's Robotnik with different robots or
[00:43:57] machinery, whatever.
[00:43:58] Yeah.
[00:43:59] Uh huh.
[00:44:00] I mean, this checks out like, yeah, I really do feel like
[00:44:04] they basically were like, let's create a character, but
[00:44:06] then let's take a lot of of, you know, ideas from other
[00:44:13] games before instead of making our own, right?
[00:44:16] Yeah.
[00:44:17] And in all fairness, that's how we've gotten some of our
[00:44:19] best games is you borrow ideas from other games, which is
[00:44:23] one of the reasons that a lot of people, including myself
[00:44:26] aren't big fans of what software copyright.
[00:44:31] Yeah.
[00:44:32] What is it?
[00:44:33] How is that coding copyright?
[00:44:34] I don't know what the term is, but yeah.
[00:44:36] Well, intellectual property, right?
[00:44:38] No, no, no, like to copyright and mechanic.
[00:44:42] Oh, um, trademark?
[00:44:45] Or maybe trademark.
[00:44:46] I don't remember.
[00:44:47] Patents.
[00:44:48] But like, yeah, it's like a mechanic patent or something,
[00:44:52] but like Namco did it in the 90s with minigames during
[00:44:55] loading screens so nobody else can do that.
[00:44:57] That sort of thing.
[00:44:59] And likely a patent then.
[00:45:02] Yeah.
[00:45:03] It's some sort.
[00:45:04] I think software patent might just be what it's called.
[00:45:05] I'm not sure.
[00:45:06] Like Nintendo tried to do it with tears of the
[00:45:08] Kingdoms building and McKinnah.
[00:45:12] What do you call it?
[00:45:13] The physics that applied to it.
[00:45:16] Hmm.
[00:45:17] That's like, that's not new to Zelda.
[00:45:21] Like, that was not the first game to ever do that.
[00:45:23] What are they doing?
[00:45:24] Right.
[00:45:25] Right.
[00:45:26] Um, since spring's up the sanity meter from
[00:45:30] eternal darkness, that was actually pretty, pretty
[00:45:33] revolutionary for eternal darkness.
[00:45:35] That was.
[00:45:36] I remember that for sure.
[00:45:38] I don't know if you ever played eternal darkness.
[00:45:40] Yeah.
[00:45:41] I love the sanity meter.
[00:45:43] I've played some and I watched a lot of it.
[00:45:45] Yeah.
[00:45:46] And I think when my, because I watched my step
[00:45:51] brother play it and I think that green volume bar
[00:45:56] in that one actually was exactly the same as our
[00:45:59] TV's green volume bar.
[00:46:02] So it was like really messing with him.
[00:46:05] Uh-huh.
[00:46:06] Oh, I know we're off on a tangent, but the one that got
[00:46:09] me the most, oh, the one that got me the most was a
[00:46:13] crash screen.
[00:46:14] The reset and then deleting your save games.
[00:46:18] Oh, after the crash game, it said like, you know,
[00:46:21] save games deleted or whatever.
[00:46:23] And like you went into like reload and there was
[00:46:25] nothing there.
[00:46:26] Oh no.
[00:46:28] Well, and then it let you sit there for like six or
[00:46:31] seven seconds and then you're back to the game.
[00:46:34] Like, but still like that, that one was just like,
[00:46:39] oh my God.
[00:46:40] Darkness did one of the coolest, like some of the
[00:46:43] coolest stuff in trolling the player without.
[00:46:45] Yes.
[00:46:46] Actually messing with their gameplay.
[00:46:48] It was great.
[00:46:49] Yeah.
[00:46:50] Yeah, for sure.
[00:46:51] Yeah.
[00:46:52] So, um, but yeah, I'm with you.
[00:46:55] I think, I think that, I mean, honestly, first off,
[00:46:58] we're at a point where new is really hard to come up
[00:47:03] with.
[00:47:04] Right?
[00:47:05] I mean, almost, I'm not going to say everything's
[00:47:07] already been done, but so much it's like music,
[00:47:10] right?
[00:47:11] Every note has been played.
[00:47:12] Yeah.
[00:47:13] It's just what the order is and, and you know,
[00:47:15] maybe, maybe what's synthesized,
[00:47:17] synthesis you put on it or whatever, right?
[00:47:19] But like every note's been played, right?
[00:47:22] And so I'm not going to say we have,
[00:47:24] we've tapped the entirety of what could be done in a,
[00:47:27] in a video game, but I think so much of it has already
[00:47:31] been there that we are just borrowing from previous,
[00:47:34] you know, intellectual.
[00:47:35] Yeah.
[00:47:36] At this point, it's taking ideas and perfecting them
[00:47:39] rather than coming up with new ideas at least
[00:47:42] most of the time.
[00:47:43] Like every once in a while you get a Bellatro,
[00:47:46] you know?
[00:47:47] Yes.
[00:47:48] Oh, news.
[00:47:49] I don't know if you saw this.
[00:47:50] Sorry.
[00:47:51] Let's have a quick news.
[00:47:53] Yeah.
[00:47:54] Let's have a quick news moment for the podcast.
[00:47:56] The creator of Bellatro has guaranteed that it will
[00:48:00] never be sold to any sort of gambling firm ever.
[00:48:04] He wrote this into his will.
[00:48:06] Yeah.
[00:48:07] Even like posthumously, he'd like it cannot ever be
[00:48:10] sold to a gambling company at all,
[00:48:13] which is awesome.
[00:48:14] Yeah.
[00:48:15] Cause he's like, I mean, it's not a gambling game.
[00:48:18] No.
[00:48:19] The only thing that it borrows from gambling is poker
[00:48:23] mechanics.
[00:48:24] Yeah.
[00:48:25] It's not even poker game.
[00:48:26] It's poker mechanics.
[00:48:28] Yeah.
[00:48:29] So I know we already did an episode, but play Bellatro.
[00:48:33] Go check that one out if you missed it.
[00:48:35] Go play Bellatro.
[00:48:37] I think it should be hitting phones not too long
[00:48:39] from now too, right?
[00:48:40] Yeah.
[00:48:41] Yeah.
[00:48:42] It hasn't already.
[00:48:43] Yeah.
[00:48:44] He's definitely stated it's going to be,
[00:48:45] which is going to be bad for everybody.
[00:48:49] Meetings are going to become hell at work.
[00:48:52] And I think it's also got a big update coming out next year,
[00:48:54] which.
[00:48:55] Yeah.
[00:48:56] I think DLC, the first DLC, right?
[00:48:58] Is that what it is going to be DLC?
[00:49:00] I think so.
[00:49:01] And I think it's free DLC if I remember.
[00:49:03] Oh, yeah.
[00:49:04] That's just a patch.
[00:49:06] I know.
[00:49:07] That's a big update.
[00:49:08] That's the, I don't call that DLC.
[00:49:11] Okay.
[00:49:12] But in the definition of DLC, it is downloadable and it
[00:49:15] is content.
[00:49:16] But yeah, it tends to imply you pay for it.
[00:49:22] Sure.
[00:49:23] In this case, no.
[00:49:24] Well, I mean, yeah, how much of No Man's Sky is DLC
[00:49:28] and how much is the actual game?
[00:49:30] Right?
[00:49:31] Yeah.
[00:49:32] It's like 90% DLC at this point.
[00:49:34] Right?
[00:49:35] You want to go that route.
[00:49:38] Yeah.
[00:49:39] Anyway, Zool definitely give it a shot.
[00:49:42] I recommend Game Boy or Master System personally.
[00:49:45] At least if you're looking at the old ones.
[00:49:48] Yeah.
[00:49:49] And definitely, definitely check out for $10.
[00:49:53] Honestly, this game on the Redimensioned, Remastered,
[00:49:57] whatever they call it Redimensioned, but it is not
[00:50:00] just a slap of paint on top of the original.
[00:50:04] It is creature comforts in that brings it to essentially
[00:50:10] what would be a modern platformer.
[00:50:13] Yeah.
[00:50:14] Yeah.
[00:50:15] I do believe what Redimension did do it would have made
[00:50:19] it an actual contender against some of the other major
[00:50:22] platformers of the time.
[00:50:25] Yeah.
[00:50:26] Yeah, if it had played that way, we might have had
[00:50:30] Sonic and Mario and Zool.
[00:50:33] Right?
[00:50:34] Yeah.
[00:50:35] I can even get behind how zoomed in it was if Zool
[00:50:37] just stayed in the center of the camera at all times.
[00:50:40] Yeah.
[00:50:43] But yeah, the Redimensioned, but I mean, you know,
[00:50:47] I fully support learning where history comes from.
[00:50:51] So, yeah, check them all out.
[00:50:53] Oh yeah.
[00:50:54] It was definitely cool to look into this.
[00:50:56] As I said, I do have a story kind of tied to it
[00:50:59] a little bit and I do remember seeing it on the
[00:51:01] shelves back then.
[00:51:02] This wasn't one that just completely skipped over my
[00:51:05] head.
[00:51:06] It was just one I never bothered.
[00:51:07] Like I'd pick up and put it back down.
[00:51:10] Right, right, right.
[00:51:12] I looked at it at the rental store and never
[00:51:15] actually rented it.
[00:51:16] Well, yeah.
[00:51:20] With that, is there anything else you want to say
[00:51:23] about Zool?
[00:51:24] No, I thought it was a good pick for the week,
[00:51:30] for sure.
[00:51:31] Next up, we'll have to check out Vin's
[00:51:33] Glortho.
[00:51:34] Yes.
[00:51:35] I saw, I saw, I was hoping for those listening to the
[00:51:42] podcast.
[00:51:43] For like a month and a half, but right, but for
[00:51:46] those listening to the podcast, he pointed to
[00:51:49] his vinyl sleeve for the Ghostbuster soundtrack.
[00:51:52] So anyway, before we close this out, is there
[00:51:57] anything you've got going on?
[00:51:59] Anything you've been playing?
[00:52:00] You want to talk about?
[00:52:02] I've gotten back into the truck simulators and I
[00:52:07] highly recommend them.
[00:52:09] I've been playing American Truck Simulator lately
[00:52:12] and it's just, it's chill.
[00:52:17] But I'm going to argue we had this discussion,
[00:52:20] we had this discussion in Press B to
[00:52:22] Cancel, sorry on our Discord, but go to
[00:52:24] PressB2Cancel.com to find out and come
[00:52:26] join our Discord.
[00:52:28] But I had this argument.
[00:52:30] It's an RPG.
[00:52:31] Come fight me.
[00:52:33] How about you?
[00:52:36] That's pretty cool.
[00:52:37] I have played some, I want to say some Euro
[00:52:40] Truck and some American Truck Simulator.
[00:52:42] Yeah.
[00:52:43] Because I have both of those, I think.
[00:52:45] It is fun, but I'm terrible at backing up the
[00:52:48] trailers in those games.
[00:52:50] To give you a little, a little, I guess
[00:52:53] Sinistar spoiler, I use the middle entry,
[00:52:57] which generally I can just drive forward
[00:52:59] into.
[00:53:00] Ah.
[00:53:01] Yeah.
[00:53:02] When you park, there's either auto park,
[00:53:05] there's one that's like a halfway point where
[00:53:08] basically it kind of gives you a point on
[00:53:11] the map to just drive your truck essentially
[00:53:13] and place it on or there's the hardest
[00:53:16] option, which is backing it up to the actual
[00:53:19] bay, the loading bay.
[00:53:21] I don't think that was available in
[00:53:23] Euro Truck Simulator.
[00:53:25] Okay.
[00:53:26] The pulling in.
[00:53:27] It was either back it in or auto park.
[00:53:31] Nice.
[00:53:32] Well, the American version, you get the middle
[00:53:34] one and you get about half the experience for
[00:53:36] that one.
[00:53:37] And as I was telling you before the episode
[00:53:40] started, I started Outer Wilds this week.
[00:53:44] And that is a really cool little puzzle game
[00:53:48] that's just about exploring your solar system
[00:53:52] and figuring out what's going on and trying
[00:53:56] to stop it from happening because I don't
[00:53:59] think it's a huge spoiler to say this.
[00:54:01] About every 30 minutes of gameplay, the
[00:54:04] solar system resets and your cotton time
[00:54:08] loop.
[00:54:09] It's a little Groundhog Day.
[00:54:10] I'm glad you brought that up when we
[00:54:12] started talking before the episode
[00:54:14] because as I mentioned to you, when I
[00:54:17] saw the Steam page for this, I was
[00:54:20] like, oh, it's just another No Man's Sky.
[00:54:23] Why would I want to pick it up?
[00:54:25] And so I'm glad you mentioned that it's
[00:54:27] not.
[00:54:28] It's very much not.
[00:54:29] Yeah, I think exploring a small solar system
[00:54:32] for mist or something along those lines, it's
[00:54:35] very much come across the puzzle, solve
[00:54:38] the mystery.
[00:54:39] But it's like free roaming.
[00:54:41] You can just go to whatever planet you see
[00:54:43] in space, explore the planet you start on,
[00:54:46] just do whatever.
[00:54:47] I think I crashed into a moon really
[00:54:49] fast at one point and had to go out and
[00:54:51] fix my ship.
[00:54:52] I just sort of bounced off of it, which
[00:54:54] was weird.
[00:54:56] Nice.
[00:55:01] But yeah, I've heard nothing but good
[00:55:03] things about this and everybody, I will
[00:55:06] relay this to you guys too.
[00:55:09] If you're interested in an interesting
[00:55:11] narrative with good puzzling, this is
[00:55:15] one to play.
[00:55:16] Don't look further into it than that
[00:55:18] because apparently the narrative is
[00:55:20] something really special and spectacular
[00:55:22] and everybody's like, don't spoil it.
[00:55:27] So that sounds like that card game.
[00:55:30] What was that card game?
[00:55:33] That had the, you did an episode on it
[00:55:36] where it's kind of, it's a deck builder,
[00:55:40] but it's also like got the creepy element.
[00:55:45] Inscription.
[00:55:46] Yes, it sounds like kind of inscription
[00:55:48] where like there's, you look at the
[00:55:50] game from the top and you're like,
[00:55:52] that's just in this case with yours,
[00:55:55] it's just a space exploration, or
[00:55:57] it's just a card game with inscription,
[00:56:00] but there's a narrative and a story
[00:56:02] behind it.
[00:56:03] Yeah.
[00:56:05] And I mean, it's really interesting.
[00:56:07] I've dug into some of the narrative
[00:56:08] and stories so far and it's really
[00:56:10] cool how it just unfolds and gives
[00:56:12] you an idea of what's been going on
[00:56:15] and it's pretty cool.
[00:56:17] It is not voice acted, it is all
[00:56:19] reading, so something to consider.
[00:56:24] Yeah, I don't like reading anymore.
[00:56:29] But to be fair, most of what you're
[00:56:30] reading is because you're translating
[00:56:31] old text.
[00:56:33] Very cool.
[00:56:34] Well, I mean a lot of, when like
[00:56:38] Subnautica, a lot of it was reading
[00:56:40] as well and well worth reading.
[00:56:43] Yeah, in terms of like, it does
[00:56:45] give a little Subnautica vibes
[00:56:47] in terms of just like how the
[00:56:50] world just sort of builds around
[00:56:52] you as you're exploring, but
[00:56:54] you're not trapped in one spot.
[00:56:56] You can literally just go wherever
[00:56:58] and check it out.
[00:57:00] Very cool.
[00:57:01] So I actually went out past the
[00:57:02] edge of the solar system and my
[00:57:04] ship was like, we need to auto
[00:57:07] pilot you back towards the star.
[00:57:09] You've gone too far.
[00:57:12] So kind of like Subnautica where
[00:57:14] it just throws Leviathan after a
[00:57:16] Leviathan at you if you go beyond
[00:57:17] the edge.
[00:57:18] Yeah, as far as I'm aware,
[00:57:20] there's nothing combat wise in
[00:57:23] this game.
[00:57:24] Okay.
[00:57:25] There are hazards, there's fall
[00:57:26] damage, but nothing combat.
[00:57:28] That's cool.
[00:57:29] I'll have to check this one out.
[00:57:31] I did.
[00:57:32] I will say this because I thought
[00:57:33] it was hilarious.
[00:57:34] I did accidentally die before I
[00:57:36] got to the first save point the
[00:57:38] first time because I jumped on a
[00:57:41] geyser and it sent me way up into
[00:57:44] the sky and I just fell to my
[00:57:47] death.
[00:57:50] Nice.
[00:57:51] Couldn't even be mad.
[00:57:52] It was just funny.
[00:57:53] That's yeah, that's great.
[00:57:54] Did you did you ragdoll?
[00:57:56] I hope you ragdolled.
[00:57:57] No, they don't show you that
[00:57:58] because it's all first person.
[00:57:59] Oh, okay.
[00:58:00] It just you see like the pain
[00:58:02] thing happened to the screen and
[00:58:04] then it goes black.
[00:58:06] It's like game or you died or
[00:58:08] you are dead or something like
[00:58:10] that.
[00:58:11] It's like, well, take me back
[00:58:12] to the title screen.
[00:58:15] Very nice.
[00:58:16] This is a save point.
[00:58:18] That's awesome.
[00:58:19] Yeah, I'm going to have to check
[00:58:20] this one out for sure.
[00:58:22] Yeah, this was one I had been
[00:58:24] considering playing on stream,
[00:58:26] but or at least recording and
[00:58:28] putting up on the YouTube.
[00:58:30] But I was like, I think I'd
[00:58:31] just rather enjoy this one.
[00:58:34] So yeah, yeah, for sure.
[00:58:36] So far after about three hours,
[00:58:38] I recommend.
[00:58:41] Okay.
[00:58:42] Nice.
[00:58:43] And all right with that.
[00:58:45] Thank you guys for listening.
[00:58:47] This is Presby to cancel.
[00:58:48] You can check us out at our
[00:58:49] website, presbytocancel.com.
[00:58:51] Come join the discord.
[00:58:52] We always love chatting with
[00:58:53] people there.
[00:58:54] It's when it gets lively, it
[00:58:56] gets lively.
[00:58:57] Like sometimes I can't keep up
[00:58:58] with the chat, which is awesome.
[00:59:00] Yes.
[00:59:01] Some days I wake up and
[00:59:02] there's been like two
[00:59:03] conversations have happened.
[00:59:05] Right.
[00:59:06] I'm like reading for a half
[00:59:07] hour.
[00:59:08] Well, and as I said, come
[00:59:09] fight me on.
[00:59:11] Yeah, RPG.
[00:59:12] Being an RPG.
[00:59:13] Yeah, let's go.
[00:59:16] All right.
[00:59:17] Thank you very much, everybody.
[00:59:18] This has been a good one.
[00:59:20] Thank you.
[00:59:21] Good idea.
[00:59:22] Zool.