Wednesday, July 31, 2024

A good dream - A 1UP classic from August 25, 2005

About 20% of my dreams are about videogames. Some of them classic, many on the arcade, some of them new, but the majority are about games that have never existed. Two nights ago I had one of the most vivid game dreams I've had in a while.

Now you have to use your imagination because I can only draw in 2D. The game in my dream was all in 3D and high definition I might add!

It all started out with these soldiers running up a hill in a quiet suburban neighborhood. There were few houses, a great mountain range and nothing but wide open spaces.

I don't play RTS games and especially not war games. My older brother loves RTS games and his favorites have been Advance Wars and he's looking at getting Batallion Wars now.

The character designs of the soldiers were stylized. Somewhere in between the Advance Wars and Metal Slug designs. Are you starting to visualize my game a little better? Great. Now back to my dream.

As I pan the camera back I notice that the soldiers are advancing to something way in the background. The draw distance in my dreams is always exceptional! The ground was shaking and about 3 miles away Godzilla was fighting with Rodan!

In my dreams I have about 4 seconds to figure out the control scheme before the game ends. I pushed some buttons and noticed that I could zoom into the troops, select them and move them around with a few button presses. I guessed that my job was to slow down the advance of Godzilla and keep him from wandering into residential neighborhoods. It seemed easy enough since Rodan was keeping him busy and we were fighting way out in the boonies.

I clicked on the soldiers and noticed that there were specialists mixed in with the infantry. These are the characters I remembered. A demolitions specialist, a medic, machine gunner, flame thrower and general.


As the game progressed (there was no loading time). Godzilla and a different monster would begin a new fight and they'd drop the troops in the middle of the action. Way off in the distance I could see the lights from the city. I figured that sooner or later the harder levels would be taking me closer and closer into the city.

I would get to call in air strikes and artillery against the rampaging monsters. As the levels progressed I was able to get more special weapons to use such as the electric cannons on the beds of diesel trucks and even the flying Super-X.

The units under my command became more and more advanced the closer Godzilla got to the city. Eventually I got to use G-Force members, the elite task force called in when everything seems hopeless. They had access to special weapons that regular army folks didn't have, such as phaser rifles, the Super-X and even Godzilla's son Minya.

There was even a way to control the alien invaders that had brought some of the monsters to Earth. If you've ever seen the old Godzilla movies you'll remember the aliens were the people with curly toe shoes and razor thin sunglasses. With access to their UFO's, lightning rifles and ability to move some monsters around they added a whole new dynamic to the game.

Right before I woke up one of the last levels was starting up. King Ghidora flew into Tokyo to challenge Godzilla. Right away buildings were being toppled as monsters were being tossed through them. Too bad I woke up because the camera angles and particle effects of the buildings collapsing were great.

I can trace where most of the concepts in my dream came from. Aside from Godzilla movies, Metal Slug and Advance Wars I was a big fan of the King of the Monsters games from SNK - Neo Geo. I liked the first one more because it was a wrestling game, the second was more of a side scrolling brawler like Final Fight.

The second game that influenced my dream must have been War of the Monsters by Incognito. I've played that game backwards and forward and have unlocked everything and figured out all of the combos by myself. So there's no way I could give you and exact amount of hours spent playing that title. Needless to say the scale and scope of my dream was much bigger than what ended up in any other game. Ah, too bad I couldn't have recorded it!

As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!

Monday, July 29, 2024

A look at Cars Land, the new expansion to Disney California Adventure - A 1UP classic from Jun 14, 2012

The largest expansion in Disneyland Resort history is finally ready. Between Buena Vista Street which I previewed yesterday and Cars Land which we will look at today the park has opened up around 12 acres for visitors. Cars Land is completely unlike the other portions of any other Disney park. Save for the Swiss Family Robinson Treehouse, this is the first time that the park has recreated a location from a film into a permanent attraction. For Cars Land the fictional town of Radiator Springs, set in Ornament Valley, from the feature film Cars is as close to perfect as you could imagine.

Cars Land actually has two major entrances, the main drag starting at the end of Buena Vista Street and one side entrance from Bug’s Land.

The entrance from Pacific Warf takes guests underneath a realistic stone archway.

There are three attractions in Cars Land. The first one is Tow Mater’s Junkyard Jamboree. This ride is meant more for kids than adults. Parents can join their little ones as the small tractors tow guests around and dance to the music.

As you walk down the main street all of the locations shown in the movie are reproduced to scale. Some of the spots are shopping areas.

Just like Buena Vista Street there are many exclusive items that can only be found in this area of the park.

The attention to detail is amazing as the Imagineers did a great job at creating physical objects out of CGI data. The Cozy Cone Motel is a good place to get food for example, it is also the place to go if you want to get your picture taken with one of the Cars.

My mom and I got a picture with Mater. The tow truck actually interacts with guests, his exposed engine rumbles and he can look around and crack jokes. What is even more amazing is that the cars actually take turns posing with guests, as the mascot characters would in Disneyland.

When Mater’s turn was over hamming it up in front of the Cozy Cone, Lightning McQueen rolled over from backstage to give him a reprieve.

Eagle-eyed fans to the Cozy Cone could probably find a nod to another classic Pixar film…

Luigi’s Casa Della Tires is actually the location of the second attraction. The soon-to-be famous Flying Tires. The ride is actually an homage to a classic attraction, the Flying Saucers no longer in Tomorrowland. Unfortunately for us there was a problem with the air compressor and the ride was unavailable during our visit. I can’t wait to give it a spin though.

Right across from Luigi’s is Ramone’s Paint and Body Shop. This is the larger store for gearheads. Lots of clean automobile inspired designs on clothing and cool collectables can be found here.

More odds and ends can be found in Lizzy’s shop, and at the end of the street is the Fire Dept. and the fountain dedicated to Stanley, the town founder.

The major attraction for the expansion is Radiator Springs Racers. This attraction is part dark ride and part coaster but more on that later.

The queue is great as visitors get to see the original settlement in Ornament Valley and the actual bubbling Radiator Springs that the town was named after.

Guests buckle up six at a time in brightly colored cars with smiling faces.

Guests drive all over Radiator Springs and get a close look at the memorable locations featured in the film.

Suddenly visitors are plunged into the story of the ride. They experience almost point-for-point the same things that Lightning did in the movie. The animatronics on the cars themselves are breathtaking. The mouths move convincingly and eyes dance around as the massive vehicles bounce around just like they did in the movie.

Guests get warned by the Sheriff to stay out of trouble as they sneak out to go tractor tipping with Mater.

The ride then turns right down the middle of main street where full-sized vehicles talk to guests and each other.

The ride then takes one of two possible turns. Riders that go into Luigi’s tire shop are treated to a change of tires on their ride. The car lifts up and bounces around as the tires are swapped out. A mirror shows off the newly installed white wall tires before you are sent to talk to Doc Hudson.

The alternate route has guests go into Ramone’s where some mechanical arms “paint” the cars. It actually smells like paint as the mechanical arms spray a mist of water at riders. After the paint job riders see Doc Hudson giving them a final pep talk before they have to race against another car filled with guests. The race is pretty spectacular as both cars race side by side on banked turns and over large bumps. The race is rigged to create the illusion that riders are always in the winning car by the time they cross the finish line and end up back at the beginning.

The real charm of Cars Land happens at night. In a scene right out of the movie the town springs to life and tons of neon lights illuminate the streets as the song Sh-boom plays over the PA system.

 

I thought that scene was the best part in the film and it was humbling to see that it could be recreated for guests night after night.

Even the neon blacklight of Fillmore’s Organic Gas Hut and Sarge’s military surplus neon are just like they are in the film.

Expect to see a record turnout this weekend as locals and international travelers set their site on DCA.

The wait was absolutely worth it!

As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!

Friday, July 26, 2024

Remix Culture, how Asian designers changed the game, part 14

 

This series started with me declaring how much I loved basketball. I was never any good at playing it, or any sport really, but I liked writing about it, and I really loved drawing fictional streetball characters. I’m still a huge fan of the game, and still get inspired when I see basketball art from various illustrators. I also talked about how Michael Lau came along at the end of the '90s, and turned me into a fan of urban vinyl art. I collected many of Lau's mini gardener figures before the trend took off. Many of my other favorite toys were streetball vinyl players. The Super-X line of fictional players inspired by actual NBA legends meant a lot to me. That collection from Dragon Models out of Hong Kong, and the Upper Deck All Star vinyl figures from the US were among my prized non-Lau figures.

NBA Street debuted in 2001, not long after the urban vinyl trend was started. Developed by EA BIG it brought together stylized character designs, streetball which had looser rules than pro basketball, and arcade game play. There hadn't been anything that had captured the frenetic pace of the game since NBA Jam from a decade earlier. There were several reasons why NBA Street really stood out to me. Of all the sports it was the one the closest to the playground experience. It was created on a farm in Springfield, Massachusetts, in 1891, but in less than 50 years it would become the most important game of the inner-city. It would be embraced by black, and brown kids faster than any other sport had ever done in the history of the US. Even though the NBA didn't integrate Black players until 1950, it was nonetheless following on the heels of Major League Baseball which started integrating in 1947.

There were many Black pioneers in the ‘50s, but it wouldn’t be until the late ‘60s, and ‘70s that Black culture really started showing up with the players. The Civil Rights era turned athletes into cultural touchstones. This meant that the music, the language, the fashion, and even the hairstyles of the street also became part of basketball culture. This made it easy to identify with the sport while growing up in the city. Unlike baseball, or football, the game of basketball didn’t really need a huge field, just a basketball, and a hoop could do the trick. It didn’t matter if it was a hoop on a garage, or a milk crate tied to a telephone pole. The game was easy to pick up, and impossible to master. Every time you played you could learn something new. The athletes that played the game, the culture lent itself easily to urban vinyl art. The best figures in my opinion reflected the world. They weren’t trying to sell a name, or brand.

While growing up the toy companies told my brothers, and I season, after season what we were going to play with. The cartoon shows they produced were nothing more than extended television commercials. By Christmas time their goal seemed to get us to dump all our old toys, and beg our parents for some new ones. These manufacturers reminded us that there weren’t any alternates, they controlled the toys, they controlled the games. Even Legos which were the standard for letting kids use their imagination soon started licensing movies, and comic book franchises. Countless generations were stuck following the same trends. All of that changed when urban vinyl figures made their debut at the end of the ‘90s. These toys were not selling any product, or label necessarily. They were instead a celebration of us. There were men, women, boys, and girls that looked like us, our family, our friends, and heroes. They highlighted our culture, our music, and fashion. More than that these figures just looked cool. This understanding started changing the way that characters would be designed for video games.

JC Entertainment out of South Korea started creating streetball games in 2004, and continued pushing the genre forward over the next 20 years. In the earliest days they presented traditional street-styled basketball players, with jerseys, shorts, and sneakers. Over time their ball players would become more stylized, and dress in all sorts of outfits. They played in business suits, track pants, surf gear, astronaut helmets, pajamas, and much more. By the time they released 3on3 Freestyle in 2016 the studio had fully embraced vinyl character design. I enjoyed the look of many of the characters that went into their franchise. Joey was the star player, and had received a radical makeover called “Intensive Joey” for a special update. Of course it was absurd that anyone would try playing in boots, neon purple, and green punk rave gear. It nonetheless was a hard look. The fact that he was pictured with a black spiked basketball brought the entire fit together. It made me wish that JC Ent. made collectable figures, and not just virtual characters. It also got me thinking of what was it that I really enjoyed in those designs, in basketball, and vinyl figures.

I talked a little about it previously on this blog series. As much as I liked the game of basketball, and as much as I admired the superstars, I just wasn’t invested in getting highly detailed 12” figures of those players for my collection. The more stylized they were, like the All Star Vinyl line from Upper Deck, the more likely I was to collect them. But there was a different motivation to which figures I sought out. I liked characters that represented an era, a genre, and entire league even more than an individual player. In my opinion the greatest gardener figure designed by Michael Lau was Jordon. He was more than just a clone of Michael Jordan.

For starters he didn’t look anything like Mike. He was much taller, with a large afro, earring, and eyebrow piercing. He represented the entire game of basketball. He was a snapshot of the late ‘80s / ‘90s era of the professional league. This would be during the formative years of Michael Lau, when the street influence was inescapable. We're talking a period of time when all the classic Nike commercials from "Just Do It," and "Be Like Mike," all the way to "It's gotta be the shoes" directed by Spike Lee (as Mars Blackmon) had taken place. This marked a time when Hip Hop, and pro basketball started going hand-in-hand. 

These street-centric campaigns were an affront to the loud protests of the team owners. They wanted basketball players to be seen as clean-cut college kids gone pro, and not street kids hitting it big. By the late '90s, and early 2000's Hong Kong was the only place on Earth that understood how to tie all of those cultural touchstones together into a new 3D format. They had a culture that was quick to spot trends, remix them by pulling elements from music, fashion, and street culture while creating their stylized vinyl figures. Their ability to remix culture at an absurdly rapid pace would end up changing the way studios the world over would approach their own character art. This sort of stylized representation was what I thought made Stretch Monroe from the NBA Street franchise so important. Although he was modeled on the ‘70s era Dr. J, he represented much more than that. 

Stretch was a fictional legend from the same post-Civil Rights era. He was like many of the pioneers of the rival ABA that were pushed out of the league when the NBA captured the market. He just couldn’t fit in because he was too ahead of his time. Stretch never got a chance to compete in the pro ranks. This didn’t stop him from destroying all challengers on the playground over the following 30 years. When NBA Street 2 came out, and EA Big started putting retro characters in the game, like a young Julius Erving then it made the inclusion of Stretch feel redundant. The fictional spirit of basketball was the aesthetic that I loved more than anything. I wondered if there was anything that a new generation of creators could do to make me rethink my approach to collectables, and specifically their basketball character designs. Could I ever love a design for a real world player as much as I loved the fictional Stretch? What about his fictional contemporaries? All9Fun had the answer for me when they released Basketrio.

In case you weren’t familiar with the current generation of pros, the ones featured in the picture above were based respectively on Giannis “The Greek Freak” Antetokounmpo, James “Fear the Beard” Harden, LeBron “King” James, and Joel “The Process” Embiid. All9Fun allowed you to create your own avatar, build stats, earn prizes, and unlock pro players. These were things that gamers had already seen for years. However the pro players, or rather look-alike pros were not licensed from actual NBA, FIBA, or other leagues. Despite being eerily similar to real people the studio changed just enough features on them to skirt IP laws. The case of public opinion was something else entirely. It was similar to how they released players based on Street Fighter designs. I highlighted them in the previous blog. The team at All9Fun were building virtual characters using all the same tricks that Fools Paradise did when creating the Three Kings, and TwentyFour statues I had also talked about. The thing was that the statues from Fools Paradise, and the virtual characters from Basketrio were extremely desirable to fans. They managed to capture the personality of some of the greatest players to have ever existed, but in a highly-stylized fashion. 

As a fan of the vinyl aesthetic there was no doubt that the design worked in video games. Basketrio featured a version of the NBA elites in a format that I had always wanted to see. It was as if the studio was able to pull equal parts of the animated look of the Upper Deck All Star Vinyl figures, the street fashion sense of Michael Lau’s gardeners, and the Hong Kong style of the Super-X athletes. The remix of the various elements was sublime character design. The knockoff pros featured in Basketrio were a master class in storytelling, and streetball design. First off the team understood the scale of the individual players. The largest of which was “Shark” who was based on Shaquille O’Neal who in real life was over seven-feet tall. The smallest of which was “The Answer” who was based on Allen Iverson, who was barely six-feet tall. 

Everyone in between had a cartoonish scale applied to them. Their frames, muscles, shoulders, torsos, hands, and feet were just a bit exaggerated. This helped the characters stand out from the rest of the cast. As with fighting game characters, the bigger hands, and feet were easier to read when moving across the screen. They allowed animators more leeway when creating movements for crossovers, backing down opponents, and of course flashy slam dunks. These proportions also made it easier to read dribbles, or passes, making defending against them more balanced for gamers. From head to toe their costumes were absolute works of art. There was more to the fit than would be typically seen on a streetball player. They were all essentially wearing high fashion streetwear, however the choice of colors, logos, patterns, also reinforced the personalities they were portraying. NBA fans could identify who these characters were based on just by looking at their faces, however the studio could get away with it because they never named one of the characters after an actual person.

All9Fun skirted the line without ever crossing it. For example Shaq was called Shark, Kobe Bryant was called Mamba, after his nickname the Black Mamba. The outfits they wore had similar colors to their actual team uniforms, of course nobody could copyright a color combination, nor could they copyright the name of a city, initials, nicknames, or even numbers. Even if each of these things happened to be pulled from actual players, and teams. This allowed the staff at All9Fun to dress the characters appropriately, without getting in legal hot water. The outfits of each, and every player was more than really fashionable street wear. They were the streetball equivalent of superhero uniforms. Fans of every sport tended to make icons out of their favorite athletes. Even race car drivers, and their autos enjoyed a certain level of hero worship. Fans of NASCAR could tell you how important the colors of their favorite cars were. Just as red, and blue were matched to Superman, or red, and yellow were matched to the Flash every character in Basketrio got similar nods. 

The Lakers royal purple, and gold were matched to Kobe, and Lebron’s outfits, without either of them wearing anything remotely alike. The Milwaukee Bucks forest green, and white dressed on Giannis. The Maverick’s navy blue, silver, and black were placed on Luka Dončić. Even if you had no idea which teams, or players they were based on, each of the outfits was inspired. The standout was Dennis Rodman, the long-retired former Bulls player had multicolored hair, was shirtless with a feather boa, and dressed in white pants with the words THE WORM printed on the leg. A nod to his over-the-top personality, and outspoken fashion sense. While I could never justify spending hundreds on realistic NBA figures, if any studio were to ever release 12” collectables in the vein of the Basketrio characters then I wouldn’t hesitate to get them all. 

I was extremely happy with my Super-X team, and the Vinyl All Stars. They sung to all of my interests in a way that no other creator except for Michael Lau was able to reach. I never thought that anything better would come along. All of that changed fairly recently. A figure designer learned the tricks that the artists working on the FreeStyle Street Basketball series were using. Not only that his work predated the look of the Basketrio icons. I will talk about this designer in the next, and final blog in this series. What do you think of video games using the likenesses of real people, or teams without licensing them? Would you be willing to look the other way if they spoke to your interests? Do you think there is a difference behind art, and IP theft? Where do you draw the line? I’d like to hear your thoughts on the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs, podcasts, or buy a future streetball figure!
follow the Street Writer on Patreon!