Showing posts with label weird. Show all posts
Showing posts with label weird. Show all posts

Monday, October 10, 2016

Attention regular folk: you can now buy Keita Takahashi's cute-as-hell ALPHABET

I was more than a bit bummed when I failed to back (via Kickstarter, naturally) the LA Game Space earlier this year and as a result missed out on obtaining a copy of Keita Takahashi's and Adam Saltsman's Alphabet.

For a $15 donation, backers gained access to the above-mentioned curiosity as well as something like 30 other indie titles.

That was nice and all, but the only one of those rewards that really appealed to me was Alphabet. I guess that goes a long way toward explaining why I didn't hand over any money in the end--despite the fact that the game offers players the chance to "run, jump, eat, sing, poop and sleep through silly obstacle courses."



Still, whenever Alphabet pops up in online conversations, I think, damn, I'd really like to play that game someday. Well, someday could be today, if I'd like it to be. That's because regular folk like you and I can now buy it and four other titles from juegosrancheros.itch.io for--you guessed it--$15.

Considering doing the same but not yet ready to sign in to your PayPal account or dig your credit card out of your wallet? Check out my friend Anne's entertaining playthrough of Alphabet. It should help you reach some sort of consensus on the matter.

Should you follow through with the purchase, come back here and let me know what you think of the game--especially if you figure it to be another Katamari Damacy.

Wednesday, June 17, 2015

I'd totally buy a copy or two of Keita Takahasi's Wattam if I owned a PS4 (even though I don't understand a second of its first trailer)

I know everyone else in the world who's at all interested in the PS4 is drooling over the "triple whammy" of games--the Final Fantasy VII remake, The Last Guardian and Shenmue III--that were announced at E3 2015 a couple of days ago.

I understand that, I really do, but if I were to be honest (and why wouldn't I be on my own blog?), I'd admit that I'm far more intrigued by Keita Takahasi's Wattam than I am by any of the aforementioned titles.

Which is kind of strange, as I can't say I have a single clue as to what the hell is going on in the trailer that can be watched below.



Still, I wouldn't pass up a chance to put Wattam and its weird collection of characters through their paces, as the ages-old saying goes.

Sadly, that would require me to purchase a PS4--something that isn't likely to become a reality anytime soon, if ever. If Keita and his crew of crazy game-makers (they previously developed the first two Katamari Damacy titles, after all) were to port Wattam to, say, the Vita, though, I'd be all over it like rainbow sprinkles on a frosted doughnut.

How about you fine folks? Are any of you chomping at the bit to sink your teeth into this outlandish-looking PS4 effort?

See also: 'Everything you need to know about Wattam, from Robin Hunicke & Keita Takahashi'

Tuesday, November 12, 2013

So, Keita Takahashi's Tenya Wanya Teens is never coming out, is it?

Don't you just hate it when an interesting looking game completely avoids your radar? I sure do.

Which is why I was really annoyed with myself this past weekend when I came across Keita Takahashi's weirdo (I mean that in a good way) Tenya Wanya Teens for the first time.

For the similarly uninformed: Tenya Wanya Teens is a two-player experience that puts gamers into the shoes of one of a handful of very Keita Takahashi-esque boy characters and then tasks them with brushing their teeth, taking showers, peeing--you know, the sorts of actions that appear in pretty much every video game under the sun (or not)--all on command and all while avoiding humiliating themselves in front of their girlfriends by undertaking the wrong actions.

Oh, and each of the aforementioned actions are input using a mammoth 16-button controller--or at least they were during all of the game's demo sessions held to date.



Given the above, along with the fact that the game hasn't been seen in public for some time now, I'm not feeling very confident at the moment that Tenya Wanya Teens will ever see the light of day.

One possible solution that's been mentioned elsewhere but is unlikely to be put to use would be to bring the game to the Wii U (via the eShop, I suppose) and in the process map the inputs to virtual buttons that appear on the system's GamePad.

That said, I'd also love to own one of those crazy 16-button controllers, so I wouldn't complain if the game's backers, The Wild Rumpus and Venus Patrol, go some other route instead (or as well).

Wednesday, May 08, 2013

Step aside, Super Mario Sunshine--it's time for me to play some Shake Kids!

At long last, "the day" has arrived.

No, not the day I sell my body (or soul ... or whatever else) so I can afford to buy a PC Engine LT and still have some spending money left over for other games and systems.

Rather, it's the day when I can finally start playing through the classic (not really) Japanese PlayStation platformer, Shake Kids!

Actually, I've already spent about an hour with this delightfully odd import, so why don't I share a few early impressions of it here rather than make you wait for its eventual "Great Gaymathon" review?



Before I chat about Shake Kids' graphics and gameplay, though, I thought I'd share a few thoughts on its packaging, which can be seen in photos throughout this post.

Unfortunately, there isn't much to say about this Digital Kids-developed, On DiMand-published title's cover and disc art, or even the contents of its instruction manual, as all of it can be summed up with what sometimes seems to be the Internet's favorite word: meh. (The game's logo is especially atrocious, if you ask me.)

To be honest, its likely some would describe its graphics, soundtrack and gameplay as "meh," too, although I'm personally finding both aspects to be at least somewhat appealing in the early goings.

A good part of the appeal for me is in the game's oddball setting and premise--the latter of which puts players in the shoes of one of two characters (a fairly generic-looking boy or girl) who, for some reason currently unbeknownst to me (I can't understand the story), use cocktails shakers as weapons against the assortment of baddies they encounter during their side-scrolling adventure.


Strangely, said cocktail shakers quickly return to their owners after they've been thrown, as if they're chrome-plated yo-yos rather than shiny bar implements. Most enemies can be taken out with a few well-placed hits, by the way, although that's not the only option made available to players. Another: after scooping groups of baddies into their shakers, gamers are transported to an alternate reality that can only be described as a disco-ball-topped dance floor, where they shake their butts (and everything else) until the trapped enemies expire.

As for why you do this: I have no idea. It's cute and reasonably fun, though, so who really cares? (The same can't quite be said about the rest of Shake Kids' gameplay, I'm afraid, which, at least in the early stages, is too straightforward for its own good.)

All of the above is portrayed in rather rough (graphical) fashion, it has to be said. Of course, it's clear from the second you start the game that this title's makers, like many of their counterparts at the time, struggled with the transition from sprites to polygons.

Still, I find its blocky graphics to be pretty charming in a Rankin/Bass Productions (of "Rudolph the Red-Nosed Reindeer" fame) sort of way.



I do wish the game's artists and designers had gone a little further with its look, though. Too often, Shake Kids' locales and even enemies are the definition of drab. A few more touches like the house that's shaped like an octopus (encountered at the very beginning of the game) could have made the final product so much more enticing.

Thankfully, drab is the last word I'd use to describe this import-only title's music. Of course, it's hard to hate on a soundtrack that's so full of energetic, late-1990s flair.

I'll continue to poke and prod at Shake Kids! in the coming days and weeks in the hopes of experiencing enough of it to be able to produce yet another "Great Gaymathon" review. In the meantime, you may enjoy checking out this YouTube clip, which shines a light on a number of the elements I've mentioned here.

Monday, February 04, 2013

My Month with Chulip, Part 4

Well, the first month of my "Bye-Bye, Backlog" project is over and done with. How did I do? Not so well if you were hoping I'd actually finish my first selection--that being Natsume's odder-than-odd PS2 title, Chulip.

Still, I gave it my best shot and put a good 12 to 15 hours into this sucker, which is saying a lot when you consider how completely obtuse Chulip tends to be.

'Chulip Fan Sprite' by iamnotapixelartist
Actually, that's the main reason I've yet to finish it. Although I absolutely loved the game when I started playing it, over time it came to feel like a chore--thanks in large part to the fact that getting to its end credits seems to be all but impossible without the use of a guide or FAQ.

Don't get me wrong: I'm usually not against calling on such things. In the case of Chulip, though, it often feels like I'm tethered to them (as in, I have to turn to them over and over again in order to make any real progress), which I can't help but find a bit (or a lot) irksome.

Am I giving up on this title now that January's over? Not at all. Yes, my focus throughout February will be on my second "Bye-Bye, Backlog" selection (which I'll reveal first thing tomorrow), but I'll also continue to spend some time with this one until I've "beaten" it.

So, expect to see a "Great Gaymathon" review of this Punchline-made game sometime between now and the end of the month. In the meantime, look for weekly updates about my February "Bye-Bye, Backlog" selection starting this Sunday.

See also: Previous 'Bye-Bye, Backlog' posts

Monday, January 28, 2013

My Month with Chulip, Parts 2 and 3

I know my previous post about my month-long playthrough of this quirky PS2 game was called "'Bye-Bye, Backlog' diary entry #1: Chulip (PS2)" and, as such, as this one should be titled "'Bye-Bye, Backlog' diary entry #2 and 3: Chulip (PS2)," but I decided late last week that header was a bit too unwieldy and as a result changed it to the one you see above. Anyway, I'm sorry if that confused any of you.

I'm also sorry I didn't publish this post last week as I promised I would at the start of this project. I would have, I swear, but the fact is my lone PS2 memory card decided to give up the ghost shortly after I began playing Chulip earlier this month. Thankfully, I was able to replace it on Tuesday, and I restarted my playthrough the very same day.


Since then, I've spent about 10 hours with this overwhelmingly odd game. The question is: am I still enjoying it? I'd say so, yes, although I'd also say I'm not enjoying it as much as I thought I would after I wrapped up my first hour-long experience with it.

Before I get to why that is, I'd like to mention a few of things that keep me coming back to Chulip despite the fact that I'm feeling a little let down by it at the moment.

* First, I love Chulip's weird-to-the-point-of-being-unsettling character designs. Although I usually prefer games that feature a more uniform art style, I think this one's mix-and-match aesthetic is a perfect fit for its overall "feel" (which, for me, is the video game equivalent of a David Lynch film).

* Speaking of unsettling, does any other word better describe the looping, lo-fi voice snippets that accompany every conversation the game's pint-sized protagonist has with his many (strange-looking) neighbors? I certainly can't think of one. (Don't take that to be a complaint, by the way. I actually find the voice snippets to be pretty funny--albeit a bit creepy, too.)

Wednesday, January 16, 2013

I kind of hate to admit that I'm a bit curious about Final Fantasy: All The Bravest

So, what would you like to hear first--the good news, or the bad?

I think we should start with the good, which is that the folks at Square Enix just announced and released--yes, all in the same day--a new, sprite-based Final Fantasy game.

As for the bad news, well, the aforementioned title--known as Final Fantasy: All The Bravest--doesn't seem to be a "real" RPG, despite the fact that it's being described as a "pick-up-and-go RPG with massive battles."

Oh, and it's an iOS-only affair at the moment, which is a bummer for those of us who prefer to do the bulk of our gaming on dedicated handhelds and consoles.



Still, I'm curious about it. It helps, of course, that the sprites used in Final Fantasy: All The Bravest look to have been pulled from, or at least inspired by, the vaunted series' 16-bit releases.

Also, the battles look pretty crazy--although I'm feeling a bit flummoxed as to why some of the enemies (like the Goblin and Nutkins shown at the beginning) in the trailer above now seem to have sky-high HP.

Since I don't currently own a device capable of playing Final Fantasy: All The Bravest, I'd greatly appreciate it if any of you who wind up buying it would share your thoughts and opinions in the comments section below.

Monday, January 14, 2013

'Bye-Bye, Backlog' diary entry #1: Chulip

Well, I actually went through with it.

Yesterday, I started playing Chulip, Punchline's weirdo adventure game that Natsume rather quietly released for the North American PlayStation 2 in 2007 (nearly five years after it hit store shelves in Japan).

I didn't play it for very long, unfortunately, as I had too many other things to do. I was able to devote about an hour to it, though, and I plan on putting another hour or so into it today.

As for what I think of it so far:

* I love the art style, which kind of reminds me of the Nintendo 64 version of Mother 3 that never saw the light of day.

* I'm similarly fond of the soundtrack, and even the oddly garbled voices that spew forth whenever you decide to chat up one of your neighbors.

* Speaking of odd, that's about the only word I could use to describe Chulip's localization. Was it intentional, or did the folks at Natsume rush it? I have no idea, but I'm guessing it's the latter, as it's often hard to discern what you're supposed to do next.

* My only real complaint about the game so far: the lovelorn protagonist's walking speed. Would it have been so hard for the crew at Punchline (Chulip's developer) to provide players with a run button à la Animal Crossing? I have a feeling the lack of one is going to grow into a rather sore point as I spend more and more time with this quirky PS2 title.

* Conversely, my favorite aspect of Chulip so far is the animation that's triggered whenever you try to kiss someone who isn't in the mood to be kissed. Sadly, you can't overdo it or you'll find yourself staring at a "Game Over" screen.

Anyway, that's what I think of the game after my admittedly brief first experience with it. Expect to see another round of impressions this time next week. In the meantime, please share your own thoughts and opinions in the comments section below.

See also: 'Bye-bye, backlog'

Thursday, October 18, 2012

To buy or not to buy, that is the question when it comes to the 3DS game called Dangerous Jī-san to 1000-nin no Otomodachi Ja

Don't worry if the title in the headline above doesn't ring any bells. It's hardly the kind of release that tends to receive a lot of attention from western gaming sites and blogs.

That said, I have mentioned it here once before--in the cheekily titled post, "Is this 3DS game's heath bar really made up of little butts?"

Of course, this Namco Bandai-published 3DS game, which will hit the streets of Japan on Nov. 22, didn't have a title at that time. Now it does. It also has a new and rather effervescent trailer that's packed full of so much weirdness it nearly makes my head spin.



For those of you wondering what this game may be called if it ever earns a European or even North American release (yeah, right), my podcasting pal Anne (aka apricotsushi) took the time to translate the Japanese title for me last night after I accosted her via Twitter. Her suggestion: Dangerous Grandpa and His 1,000 Wicked Friends.

Another possibility would be Grandpa Danger and His 1,000 Wicked Friends, considering that's the verbiage Viz Media has used for the North American version of the anime.

Regardless, the guy obviously has a lot of friends, and all of them seem to be wicked. Which may be why, according to the now-defunct andriasang. com, they're turned into post cards at the start of this game. (I know, I don't get it either. Although I guess that's why ol' gramps is constantly shown interacting with mailboxes in the trailer above?)

Tuesday, September 18, 2012

Manual Stimulation: Ganbare Gorby! (Game Gear)

You know what I like most about Game Gear instruction manuals? They're small--and not just in size, but in length, too. That's a big deal to me because, well, scanning each and every page of a thick game manual (for use in one of these posts, of course) can be a real pain in the butt.

The only problem I have with short instruction manuals: Sometimes they're stuffed full of delightful illustrations and other details, and sometimes they're as dull as dishwater.

Sadly, the manual produced for Sega's quirky, Mikhail Gorbachev-focused puzzler, Ganbare Gorby!, falls somewhere between those two extremes.

It certainly starts out promising enough, with the game's colorful cover art showing up once again to remind folks what's in store once they press "play." (If this is the first you've heard of Ganbare Gorby!, it means you'll be acting as the aforementioned former president of the Soviet Union as he alters the course of myriad conveyor belts in order to deliver food, medicine and portable game systems to comrades in need.)



Anyway, the manual's first few pages are as bright and bold as its cover. Also, one of them features a completely adorable drawing of good ol' Gorbachev. I wish I could tell you why he isn't also carrying a Game Gear (one of the items he delivers to the poor in this endearingly odd puzzler), but I can't.





After that, Ganbare Gorby's manual becomes a bit boring, to tell you the truth. At least the following pages feature a number of nice screenshots. (Please note the right-most one in the scan below, which shows a citizen grinning from ear to ear after successfully grabbing a piece of meat that wouldn't look out of place in a PC Genjin game.)

Friday, September 14, 2012

I'm totally buying this 3DS eShop game on Sept. 27 despite its rather terrible name

The game I'm talking about in the header above, by the way, is THE "DENPA" MEN: They Came By Wave.

As for why I'll be buying it despite its cringe-worthy name: It's the North American localization of Genius Sonority's Denpa Ningen RPG, a Japanese eShop release I've mentioned here on quite a few occasions.

Anyway, even if you've never read any of my drool-filled, Denpa Ningen RPG-focused posts, you'll probably want to check out the following trailer for THE "DENPA" MEN, as I think it looks pretty cool:



As mentioned in this post's headline, THE "DENPA" MEN will hit the North American eShop on Sept. 27. Oh, and it'll set you back $6.99.

See also: 'Who wouldn't want to play an RPG with characters who look part Teletubby, part Tingle, part Pikmin, part Mr. Driller and part Mii?'

Wednesday, September 05, 2012

Handre De Jager's BurgerTime

When Data East's BurgerTime was ported to the NES in 1985, its box art looked like this:


South African illustrator, animator, 3D modeler and digital music composer Handre De Jager thinks it should have looked more like the image below, given "the [often] inaccurate nature of 80's and early 90's video game cover art."

Although I can't say I agree entirely--mainly because I'm pretty fond of the box art we ended up with--I also can't say I dislike De Jager's illustration.


That said, it is a bit frightening, isn't it? Honestly, I'm not sure which aspect scares me more: The hot dog, the pickle or the egg.

(Thanks to Twitter user Alchemlx for turning me on to this creation.)

Wednesday, August 29, 2012

Acquisition #142: Ganbare Gorby! (Game Gear)

You probably can't tell by looking at the cover art below, but my latest acquisition, Ganbare Gorby!, is an action-puzzler that stars Mikhail Sergeyevich Gorbachev--aka the guy with the port-wine birthmark who served as president of the Soviet Union between 1988 and 1991.

As odd as that likely sounds, the end product's actually pretty darn fun. Of course, how could it not be? Not only does it put players in ol' Gorby's shoes, but it tasks them with racing through one Russian factory after another in order to provide the poor with such basic essentials as food, medicine and, er, Game Gears, while avoiding violent soldiers and guards.


Thankfully, the factories you and Gorbechev spend so much time in are far from drab. On the contrary, they're bright and colorful, with red and blue floors giving way to green and purple walls that are topped by orange and yellow minarets.

Ganbare Gorby's gameplay is similarly striking, despite the fact that it often involves stepping onto and off of switches--or moving conveyor belts to and fro--that help deliver the above-mentioned staples to the awaiting masses. (To see what I mean, check out this video. Just make sure your volume is turned down, as the sound quality in this clip is terrible.)


By the way, I can't write a post about this game without mentioning two things. First, it was released outside of Japan (in 1991) as Factory Panic, with Gorbechev being replaced by some random blond brat. (Strangely, everything else remains--including the minarets and the Soviet soldiers.) Second, I have to thank the proprietor of the VGJunk blog for turning me on to Ganbare Gorby!, as I'd never heard of it before reading this post. Afterwards, I traipsed on over to eBay and searched for it on a whim. To my surprise, I discovered an auction for the rather pristine copy you see above and promptly picked it up.

Now I just need to pick up a (refurbished) Game Gear so I can play it the way it's supposed to be experienced (as opposed to doing so via emulation), don't you think?

See also: Previous 'Acquisition #123' posts

Wednesday, March 21, 2012

Is it crazy that the Tempura Wizard's inclusion in Kid Icarus: Uprising has caused me to completely change my opinion of the game?

More specifically, it's caused me to change my opinion of Kid Icarus: Uprising--which will hit store shelves in Japan tomorrow and throughout North America and Europe on Friday--from "no thanks" to "just take my money already, Nintendo."

If you have no idea who or what a Tempura Wizard is, check out the recent-ish Kid Icarus: Uprising trailer below. (The battered baddie first shows his craggy face at the 1:38 mark.)



Anyway, thanks to the rather surprising and hilarious inclusion of Mr. Tempura Wizard--as well as the positive word of mouth that's slowly making the rounds (here's a good example)--I'm now seriously considering picking up a copy of Kid Icarus: Uprising.

Are any of you thinking of doing the same in the coming days, weeks or months--either because of or in spite of the inclusion of the aforementioned Tempura Wizard?

Buy: Kid Icarus: Uprising

Wednesday, March 07, 2012

Who wouldn't want to play a weird Japanese arcade game featuring a former Prime Minister, Michael Jackson and Madonna?

Shortly after I get back to Seattle (this weekend), I'm going to do something I haven't done in a very long time. No, I'm not going to pluck my eyebrows--although I will do that at some point. Rather, I'm going to download an old arcade ROM and play it via MAME.

Which game, you ask? Gonbee no I'm Sorry, which was released (in Japan) by Coreland and Sega in 1985.


I discovered the existence of this odd little Pac-Man clone while perusing the rather humorously and straightforwardly titled VGJunk blog, which I've been following for some time now, yesterday--in case you're curious as to what prompted this recent addition to my "to do as soon as I get home" list.

As for why I just described Gonbee no I'm Sorry as "odd" (and why I'm so interested in giving it a go): This should-have-become-a-classic quarter-muncher stars former Japanese Prime Minister Kakuei Tanaka--who, according to VGJunk's proprietor (sorry, I don't know his name), was "so corrupt he'd make Silvio Berlusconi look above board."


That's not the only reason I want to play Gonbee no I'm Sorry, of course. Another reason I'm itching to spend some quality time with it: Two of the baddies that chase the corrupt former PM around each maze-like stage as he attempts to collect the gold bars that are scattered about are popstars Michael Jackson and Madonna, both of whom can be seen in the screenshot above.

While you wait for me to acquire and experience--and, possibly, review--this sure-to-be-weird title, all of you who are interested should head over to VGJunk and read all that blog has to say about it.

Monday, February 13, 2012

And now it's time for a posedown

In case you're wondering: Yes, the headline above is a not-so-thinly-veiled reference to that En Vogue chestnut of yesteryear (1992), "My Lovin' (You're Never Gonna Get It)."

Amazingly, the oh-so-fabulous video for the aforementioned tune has nothing on the following video (of two people going crazy while playing the "Ring Side" mini-game in the Japanese version of Rhythm Heaven Fever), in my humble opinion:



Although I've already pre-ordered my copy of this wonderfully weird looking (and sounding) Wii game, I'm quite certain that I'm going to have to bite the bullet (and drop some cash) on the Japanese version, called Minna no Rhythm Tengoku, at some point--especially since it was revealed in this recent Iwata Asks column that one of Minna no Rhythm Tengoku's mini-games (this one) won't appear in the North American release.

Rhythm Heaven Fever hits store shelves in the States today, by the way. Buy it here, if you haven't done so already.

See also: Previous Rhythm Heaven Fever posts

Thursday, February 02, 2012

Who wouldn't want to play an RPG with characters who look part Teletubby, part Tingle, part Pikmin, part Mr. Driller and part Mii?

I don't know why, but I find this soon-to-be-released (in Japan only, for the time being) eShop game's characters--which look as though they're part Teletubbies, part Tingle, part Pikmin, part Mr. Driller and part Mii (I know, that's a lot of parts)--oddly captivating.


Actually, I find its gameplay to be oddly captivating, too. According to andriasang.com, you begin the game by capturing the aforementioned critters (actually, they're "electric wave people") using your 3DS' camera and AR technology before tossing them into dungeons to battle baddies, collect treasure and, of course, rescue "an important person from the demon king." (To see all of the above in action, watch this trailer.)


Denpa Ningen RPG--which was made by the folks at Genius Sonority, whose previous credits include Dragon Quest Swords and Pokemon Coliseum--will hit the Japanese eShop on Feb. 8 carrying a price tag of ¥800 (about $10). Here's hoping it eventually finds its way onto the eShops of other regions, too.

Tuesday, January 24, 2012

Checking in on Captain Rainbow's English translation

To all of you who forgot that someone was even working on an English fan-translation of the skip-developed, Nintendo-published oddity known as Captain Rainbow: No worries, I forgot, too.

Now that you've been reminded, though, you'd probably like to hear how things are going with said fan-translation, right?

Well, according to an update that was posted to kirameki.altervista.org on Jan. 15, the project is back on course after taking a couple of wrong turns over the last few months.



Along with that hopeful message, the folks at Kirameki also shared on their site a new trailer, above, which highlights some of the progress they've made in translating this fabulous (in all senses of the word) Wii title.

Here's hoping that their good fortune continues and that they can get this long-awaited (by me, at least) patch out before the Wii U replaces the Wii as my go-to console.

(Via gonintendo.com)

Monday, January 02, 2012

Is Mickey Mouse sticking his nose where I think he's sticking it?

Artist Ashley Anderson recently shared (on his facebook page) the following "sneak peak" of a piece he was producing for a show at Beep Beep Gallery in Atlanta.



Is it wrong that my initial reaction to this piece was, "Where'd he get those strawberry sprites?"

The Mickey-centric and probably-not-certified-by-Disney image above takes up but a small portion of the completed illustration, which is called "The Human Centerpiece," by the way. Check it out in all of its not-entirely-safe-for-work glory after the jump.

Thursday, December 08, 2011

Any piece of art that features sprites from Irem's Gekisha Boy looks good to me

Even better is when said piece of art--which is made up of sprites taken from all sorts of games, not just Irem's wacky PC Engine title, Gekisha Boy (aka Photograph Boy)--tells the story of "a heartbroken octopus who drives to the beach to forget about his girlfriend."

The sprite taken from Gekisha Boy can be spotted in the digital collage's lower right-hand corner, by the way. Specifically, the blond-coifed head that tops the golden bass' body originally appeared (sans green makeup) on a Marilyn Monroe wannabe in the aforementioned game.


To take a closer look at this piece, officially titled "Memory Beach Part 3," check out artist Ashley Anderson's Flickr photostream. (Part 2 can be seen here, by the way, while Part 1 can be seen here.) Also, check out this post on Anderson's blog to read about how he created this piece and why it's quite literally bursting with color.

Prints of all three "Memory Beach" collages can be purchased, for $15 each (plus shipping), from Anderson's etsy shop, pressstarttobegin.

See also: 'It's like the sexy, wacky Out Run spin-off I've always wanted but never got to play' and 'Memory Beach 02'