Fun gamer fact
Tuesday, December 2nd, 2025 06:08 pmThere's only six animals in the entirety of Zoo Tycoon: Complete Collection that are listed as native to "Europe."
They are:
- Unicorn
- Loch Ness Monster
- Plesiosaurus (Jurassic Europe)
- Plateosaurus (Triassic Europe)
- Iguanadon (Cretaceous Europe)
- Woolly Rhinoceros (Ice Age Europe)
In addition, only two animals are listed as native to "Eurasia."
- Ibex
- Woolly Mammoth (Ice Age Eurasia)
And only two animals are listed as native to "Australia"
- Red Kangaroo
- Giant Tortoise (Ice Age Australia)
Source: This table of ZT1 animals
December '25 writing goals
Monday, December 1st, 2025 01:01 pmNovember's writing goals are here
Let's see how I did...
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And now December goals:
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And that's it! I still want to focus on posting my backlog of already-finished fics, and also catch up on reading/watching things.
Good luck with everyone else's own creative endeavors in December too!
Trials of Mana Prescribed Party 2025 Part I
Saturday, November 29th, 2025 10:34 pmFor me, I've mostly known it as SD3, because it was like a holy grail of unlocalized games among my peers in mid-90s IRC channels. There were tales abound about how to get imports, how to remove the plastic region blocking pins from your US Super NES, and maybe learn some basic Japanese. All I could really know about it for a long time was its music, passed around as MIDI and then MP3s. Perhaps partly because of the mystique I thought it would be a wonderous game to play.
Over the years, I've tried playing it by various means like emulation (which wasn't very good for a long time), and then the Collection of Mana which I got on the cheap for my Switch a few years ago. For some reason every time I play, I go in with the best of intentions, I make like a whole spreadsheet planning out how I'll pick my characters and classes to meet needs, maybe over a few playthroughs, I get to the first class change... and then I totally lose interest and don't pick it up for a few years.
I really thought this game was something special for decades, but I've come to realize that it just isn't my cup of tea. The combat is very, very mashy, especially at the beginning. The music has nice instrumentation but a lot of the composition has jarring timing and even out-of-key elements; about half of it is good. The graphics are very nice with excellent sprite work and some of the finest, most unique tile-based environments you'll see, though the graphics are often flickery in practice. The main game flow is "go to eight spots twice". There's no treasure to be found so the exploration is really just a matter of not getting lost, and the equipment system is incredibly bland. It has good and bad but really doesn't keep my attention; perhaps that's a me problem.
Anyway... I've started playthroughs on at least three prior occasions and never beaten the game. Luckily, RevenantKioku started another event which is a nice way to force me to do things. Given that I finished what I wanted to do in Final Fantasy Tactics: The Ivalice Chronicles and my Final Fantasy Monster Party playthrough requires playing at my computer with some designated time, I wanted something I could do on-the-portable... so this seemed like a nice choice.
I guess this event is called "Let's Play Trials of Secret of Mana 2: Seiken Densetsu 3 Edition".

I happened to draw characters as Duran in his Dark-Light class, Angela in her Dark-Dark class, and Charlotte in her Dawk-Wight class. *shrug*
I started play on a train trip on November 18th, and played a bit more on November 23rd and 24th.
It feels a bit stupid discussing this for posting screenshots because the early game is so, so samey. There's a lot of running back and forth and talking to a specific random villager. But the team is different, at least. I chose Angela as my main.

I chose Duran as my second.

And Charlotte as my third. I did this because I recall really specifically getting advice about this in like 1996 that if Charlotte is chosen as the third character, she joins quite a bit earlier, before the first boss fight.

We fought that boss. It was great. I pressed A a lot of times.

Then we walked a bit more and found some Kilroys or Machine Golems. I really cornered one and pounded it with attacks and magic and that made this easy.

Then we walked back and forth between the only two destinations we can get to and got to the third boss, a mole fella called Jewel Eater. I actually used all of my casters' MP and had to just throw items by the end. Angela died at one point, but a Cup of Wishes restores MP in this game so that was sort of a happy accident.

Going to Valsena just to get told to find Sylphid is dumb. It is a long and unfun trip with holes.

We went up to Laurent (which I guess is how this is translated now, sure). I got turned around a bit on the mountain, which is probably expected, and that means we gained a level or two which is nice. A few levels make a pretty critical difference in this game, I think. Gnome's spell was great here.

Next, fetch quest. Leave the mountain, go to a town, find a tiny guy, go back to the mountain. Sure.

Then we need to get Sylphid. This part was okay, although I remembered it being tough and sort of wished it was easier to get into fights in this area. It didn't end up mattering because I moved a mind-boosting item and an attack-boosting item into our inventory. I gave the mind-boosting thing to Angela and the attack-boosting thing to Duran, and the next boss was surprisingly easy. We didn't even run out of MP.

Next, we went back to the flowery field and entered Laurent. I believe the next boss is a door-looking thing? And it sort of sucked so I'm actually tempted to wander back and forth killing things a bit.

This game is funny. It is really very pretty and it has nice elements. I'm deciding as I play whether I like it or not.
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Final Fantasy Monster Party Part III
Saturday, November 29th, 2025 06:45 pmI had been using Red D, MAGE, EYE and SORCERER, and that was pretty good, but I suspected Red D wouldn't be great in the Sea Shrine, so I changed my team to MAGE, EYE, Frost D, and Sorcerer.

Frost D is far weaker than his red brethren, but where Blaze is resisted by most enemies here, Blizzard is extra effective against the annoying, frequent WATER elementals.
We got the Slab with no real issue. We skipped most of the other treasure.

I made it out and saved in Onrac with the Slab and decided to try my luck going down to Kraken. Every so often, something mildly exciting would happen between stream crashes, like EYE successfully petrifying an enemy, or XXXX being delightfully useful again.

However, around the same time as the fifth or sixth stream crash, we got wrecked by LOBSTERs of all things and I took that as a sign that I should stop after quite a short play session.

Then today, I picked back up again, saying I wanted to build some momentum. While it wasn't all rosy, we got some things done!
First I went to Melmond to talk to Dr. Unne about my Slab. We learned a language and then I chose to sell the armor I had collected, including a Ribbon. That felt... filthy.

We wandered down to Lefein. These enemies were much simpler to fight than the Sea Shrine, or maybe it was just nice to be using Red D again.

We got our Chime. The plan, specifically, was to beeline the Blue D! Nothing was going to make the Sea Shrine - and many random encounters in general - more bearable than being able to use Thunder whenever we want.
This went fine!

Blue Ds are bulky! Their absorb rating is actually lower than several monsters I've been using, but with my minor buffs from levels and catch-em-all-ing its max HP is well over 500.
I thought... why stop there? There are some really neat monsters in the Flying Fortress.

What I said at the time, and it's true, was that I didn't see why we couldn't attempt TIAMAT now. I mean, we could go back to the Sea Shrine but it wasn't like we were going to unlock some amazing monster there that would make everything suddenly more viable, right?
Using Blue D was a lot of fun. We fought a lot of AIR. Their evasiveness was noticeable with single-hit monsters, but irrelevant when we were using so much dragon breath.

Oh yah then this.

My dragon squad could barely pierce his defense. Their breath weapons would hit but weren't doing great damage. However, there was always the chance that SORCERER could land a deathtouch. I was actually sort of surprised at how long we lasted.

In the end, believe it or not, the SORCERER deathtouch is actually what happened.

Now we were faced with a real dilemma. I would like to keep on record that I beat some of these enemies, including WarMECH - not that my monster list strictly reverts to my prior save or anything, it just seems wrong to claim ownership of a monster that I didn't beat in a finished trip. So I pondered whether I was more likely to walk back through the Sky Castle and Mirage Tower nearly out of Heal Potions with two monsters... or just beat TIAMAT.
Considering the well-known BANE/sword cheese for TIAMAT, I thought I'd take a shot at it.

Maybe I could just... petrify her? I brought EYE and a MEDUSA for the job.

It was a nice idea, I think... but it didn't work.
I tried again to rightly claim Blue D. On my next trip, I encountered some SLIME. I recalled having a great time with SCUM back in the Earth Cave and thought SLIME might give me a good shot at TIAMAT.

I don't think I was that misguided, but this didn't work either.

We got TIAMAT down by about half.
Okay, let's do something else and re-think the strategy. We know TIAMAT is weak to poison, right? Maybe it would be neat to get a Gas D. As a bonus, the Gas D fills a bit of a gap in the Sea Shrine where Red D isn't very effective. So I grinded through the encounter table in the Waterfall for a long time until we finally met the very rare Gas D.

For some reason I brought a NAGA for this. I thought its LIT2 spell might be nice in the Sea Shrine, but besides that and its high HP it doesn't have much to offer; it may have been quite a bad choice. Oh well, we're done with that now.
Unfortunately, the sprite used by Blue D and Gas D has got to be the single ugliest party-sized sprite of the bunch. As well, I was surprised that Gas D's special showed up as "POISON d" but eventually I realized that's to distinguish it from a JIMERA's Poison ability, which inflicts status instead. That ability's name isn't extracted from the game data, it's in FatRatKnight's script verbatim.

The Gas D was excellent. For most of the Sea Shrine, I used Blue D, MAGE, Gas D, and SORCERER.

Again, I pretty much skipped all of the treasures, since they're completely pointless. I got two easy-to-grab ones totaling about 600 G, so that's super great.

When it came to KRAKEN, I thought about actual strategy and realized MAGE wouldn't be doing much. I decided to pick a bulky physical person and I planned to FAST them using MudGOL, so the team was going to be ANKYLO, Blue D, Gas D, and MudGOL.

We got quite well-healed up; it was going to be perfect.
Then turn 1 happened.

Classic KRAKEN. He immediately one-shot MudGOL. Oh well, we could power through all this.

With three orbs lit and a bit of momentum (as I said we wanted at the beginning), I figured we should get back to TIAMAT. I kept the team, actually! ANKYLO makes a pretty great leader with his great offense and defense. Along the way we beat/recruited EVILMAN and SENTRY.

SENTRY is one of a handful of monsters who are better than ANKYLO in many ways statistically. Similar defenses, equal absorb, and higher attack. Both of them also have enough luck to run from battles reliably! At the suggestion of my chat, I emphasized defense against TIAMAT. I lost a monster along the way, so I brought SENTRY, ANKYLO and Gas D - whose Poison should do double damage to TIAMAT.

With that, we had all four orbs lit!
While it would be nice to wander toward endgame, I might need to consider my strategy. I don't think I need to hunt specific enemies, unless I need a T Rex or an early FIGHTER or something. At my chat's suggestion, I was starting to take a single attempt at the game's final area... but then the stream cut twice really quickly. I decided to abandon ship.
Next time we play, we'll try to get this done... and depending how that goes, we might have some other experiments to do.
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"I'll use safety pins if I have to" (Weekly TV reviews)
Saturday, November 29th, 2025 05:43 pmI once again just skipped watching Hana Kimi. I'll get back to it when I feel like it.
The pull quote is from Punks Triangle, in honor of its final episode.
Zeztz (episode 11)
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Punks triangle (episode 8) (final episode!)
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Ultraman Omega (episode 20)
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Changelings
Friday, November 28th, 2025 01:33 pmI had a dream I was talking to someone on dreamwidth who insisted that changelings, in the original folklore, had nothing to do with autism or any other developmental disabilties.
So, I figured now would be a good time to link two articles on the "changeling" narrative in folklore.
"Changelings: An Essay" by D. L. Ashliman
We all want explanations for happenings that fall outside of our control, especially those that have a direct bearing on our welfare. It is only natural that our forebears wanted to know why some children fail to develop normally, and what our responsibilities are toward these handicapped individuals. The two stories quoted above are part of a vast network of legends and superstitions that give primitive but satisfying answers to these questions. These accounts -- which, unlike most fantasy tales, were actually widely believed -- suggest that a physically or mentally abnormal child is very likely not the human parents' offspring at all, but rather a changeling -- a creature begotten by some supernatural being and then secretly exchanged for the rightful child. {footnote 3} From pre-Christian until recent times, many people have sincerely and actively believed that supernatural beings can and do exchange their own inferior offspring for human children, making such trades either in order to breed new strength and vitality into their own diminutive races or simply to plague humankind.
Warning for use of the R-slur in an accademic context, as this article was written in 1997.
"A Long History of Ableism – The Changeling Narrative" by Jürgen Hubert
A few weeks ago, the American Health Secretary Robert F. Kennedy claimed that use of the pain medication Tylenol in pregnant women is linked to autistic children – an absurd claim without any scientific evidence to its name. But this fits into a larger pattern of hysteria about and against people with autism, including blaming the mothers for something allegedly being “wrong” with their autistic children.
While the specifics of this particular hysteria are new, the general pattern is not – as I shall show, it fits into the “changeling” narratives where “apparently healthy” infants were switched by spirits with entities that appeared to be “misbehaving” or disabled in some manner.
Content warning: Ableism, child abuse, and infanticide.
As both of these articles focus on German variations of the legend specifically, I sense a direct connection between the focus on the changeling as a burden - a repeated insistence that changelings demand too much nourishment - and the Nazis categorizing disabled people as Unnütze Esser, or "useless eaters," whose euthanization would be a net benefit to society. This term later extended to ethnic groups fascist Germany already demonized and despised, most notably Jewish people, and was used to justify the concentration camps. But the specific notion of "life unworthy of life" intially appeared in a 1920 book arguing for the euthanization of brain-damaged, intellectually disabled, and psychiatrically ill people. Hans Asperger may have saved a select portion of autistic children deemed intelligent and useful enough to live, but remember he gave permission to the Nazis for many other disabled children - including other autistic children - to be euthanized for being "useless eaters."
But this attitude is not unique to German culture, a sign of a unique predilection to bigotry. After all, the changeling narrative appears in other parts of Europe, too. And Jurgen draws direct connection between changeling narraives and modern US Amerian rhetoric surrounding autism. Even now, on the anglo internet, I see people who call themselves leftists show disdain and disgust for disabled people who wouldn't be able to "contribute" in their communist or anarchist utopias.
Arcade Archives: Karate Blazers
Friday, November 28th, 2025 09:09 amThis week's Arcade Archives release is... Karate Blazers (Video System, 1991)
PSN
EU
US
Switch
EU
US
No ACA2 release this time, which means it's back to the old UI / feature set and no PS5 / Switch 2 / Xbox Series release, sorry! You do get both the Japanese and English releases though, and the Preference Settings allow you to adjust game speed and keep a counter of how many enemies you've defeated on-screen, plus the Button Settings allow you to assign the shoulder charge (usually Jump Kick + Left / Right) to a single button.
The Karate Blazers are hitting the streets for revenge! Four students of the deadliest martial arts this side of Hokuto Shin Ken- Mark the nomadic mercenary (this's the finishing blow!), Glen the invincible wrestler (with thunderous fists!), Gil the mysterious fighter (what's justice to him?) and Akira the passionate ninja (with a blundering personality, aw~)- are out to avenge their slain master, recover the scrolls with their secret karate techniques and rescue his kidnapped daughter from the bad guys! (There's really not a lot to work with here outside a wordless intro and the European flyer so I, uh, had to improvise a little). Each of the four Karate Blazers have a deadly array of moves, from low sweeps to fancy jump attacks, as well as their unique secret techniques that knock down enemies around them at the cost of some health (or for free if you can find one of the stolen scrolls!). Hundreds of enemies await the Blazers on their way to the enemy stronghold... Can they avenge their fallen master?
Oh this game is weird! This comes to us from the post-Final Fight era of scrolling brawlers but feels a bit closer to Konami's contributions to the genre, with smaller sprites like Crime Fighters or Vendetta, no enemy health bars outside of bosses and a very loose feeling to combat. The controls are also strange, with kicks as your attack at far range and punches at close range, plus your jump button is actually a jump kick button with you automatically attacking both in front and behind you when you use it, plus a shoulder charge if you tap a direction just after the jump kick button. There's a few other interesting additions like on-the-ground attacks similar to Crime Fighters (the positioning is awkward but kicking enemies while they're down can often send them flying and back on the ground again) and the sweep which is good for knocking enemies down, but there's a lot of things that just feel odd. When you knock enemies down, they fly up into the air first so you have to wait a lot longer than you'd expect for them to land, some enemies can dodge just about everything you throw at them outside of the grab (which doesn't even lead to a throw, just a close-range gut attack) and just in general combat feels very loose and strange. It's unmistakably Video System though, with some excellent animations (especially for the traditional scrolling brawler walking sprites, so many frames) and it has a goofy atmosphere to it... It's definitely not a traditional scrolling brawler and it's got some interesting ideas from a time when the genre was still evolving in the wake of Final Fight, so it's worth a look.

And yes, Karate Blazers is part of the Video System Cinematic Universe- Gil and Glen (alongside a new character, Glinda) are playable in Aero Fighters 3!
SMOF News, volume 5, issue 13
Wednesday, November 26th, 2025 05:24 pmlatest protomen act iii track... good grief
Wednesday, November 26th, 2025 05:44 amit is also perhaps the most loud and proud love letter to jim steinman they've put out yet to the point where my uncle actively asked if that was meatloaf i was listening to when he walked by. lmao
listen here. PLEASE you REALLY GOTTA