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  <title>[timestamp] July 9th, 2026</title>
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  <pubDate>Fri, 10 Jul 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-07-10T16:00:00Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/16fbf976-05f8-49f8-8a42-cc15cc7ae23c/IMG_1801.JPG?t=1783690408"/></div><p class="paragraph" style="text-align:left;"><i>[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for </i><i><a class="link" href="http://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=timestamp-july-9th-2026" target="_blank" rel="noopener noreferrer nofollow">$15/mo Patreon supporters!</a></i></p><p class="paragraph" style="text-align:left;"><b>Game played: Mina the Hollower (PS5)</b></p><p class="paragraph" style="text-align:left;">Okay. Mina’s back. Straight up. I forced myself to boot it up and feel it out. It was a test. Had I been away too long and didn’t have the feel for it to continue? Was the point I was stuck at going to stop me from being able to get back on track? Was this the time to admit that I was done with it, and that’s okay, and move on to something else? Those were the questions I had for the game and myself, and I wasn’t going to know unless I booted back in.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/94f0f3df-8707-4675-b474-859e2c6c252c/IMG_1799.jpeg?t=1783690771"/></div><p class="paragraph" style="text-align:left;">I think it was a good thing my save file was right at the point I was stuck at trying to find Bone Beach (or whatever it’s called), my next major story destination. Previously, I wasn’t sure how I could get through this area I was in with some conveyor belts, sand, and mine carts. There were bombs around, and I knew they had something to do with it. So I went to the internet and found a guide with a single screenshot that helped me figure out how to destroy the mine carts blocking my progress. A single attempt at this led right into progress and success, and suddenly all my questions were answered. I was having instant fun again, I had new paths to go down, and I wasn’t done with Mina.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6bca1be8-45d3-4ccb-9ca0-603e80f2ba8a/IMG_1800.jpeg?t=1783690771"/></div><p class="paragraph" style="text-align:left;">I don’t fault the game for bad design here at all. This was fully me and user issue. Had Elliot not been released, I easily could have taken another stab at figuring out where I was temporarily stuck, and this would have been a non-issue. Instead, the timing and circumstances are what had me thinking about moving on. My mindset with games these days is to play them as they are fun. If a game starts to lose its luster, and I’m not enjoying myself, then move on. Enjoy it for as long as you can, and know that seeing it through to the end isn’t required. Great games will keep me, and my decision to not buy new games until I know I am done with what’s come before is a great way to be smart with money, and helps me ensure I’ve done all I want with a game. I didn’t think Mina was going to be done, but if it was, I still would have recommended the game and looked back on it as an amazing experience for 2026. For now, that decision doesn’t have to be made, and I am locked back in.</p><p class="paragraph" style="text-align:left;">I was able to make my way through the “over world” area on my way to the next dungeon. So far, these are challenges and almost dungeons themselves, just without the boss. You’ll eventually get to a point where you can double back or get to the “entrance” quickly once you find what you’re looking for. What I found here was a giant creature, mouth opened, inviting me inside. This will either be the best or the worst time.</p><p class="paragraph" style="text-align:left;">I thought I should stop here, but I had some time on the clock still before work, so I decided to push it a bit and see if I could get to another hollow to rest. This turned into a full exploration and fighting, falling (strategically) through some areas, solving the loop, riding an auto-scrolling platform, and somehow unlocking the rope to double back right at the entrance, ready for the boss. The boss, though, that would really be the end of my day. I took three attempts at it, retooled and even changed my weapon to the mega buster, then even adjusted my trinkets, and tried another three times. All failures, but fun ones!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ec1faa9d-dc5a-434f-8e70-27780caf1815/IMG_1803.jpeg?t=1783690771"/></div><p class="paragraph" style="text-align:left;">I’m so happy to be back on the Mina train. I’m going to be thinking about it all day at work and wanting to bash these eyes in all over again to hopefully put an end to my beach trip. I don’t think I’m too far from the end of the game, but I don’t know that I want it to be over now that I’ve got this second wind.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0fd050d4-6bd2-460a-a804-ea12937428bc/IMG_1802.jpeg?t=1783690771"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=45a1984d-a9d1-43e1-8db6-a2f5304f731c&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>[timestamp] July 8th, 2026</title>
  <description></description>
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  <pubDate>Thu, 09 Jul 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-07-09T16:00:00Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6e768969-32ca-46aa-85fd-628039f2ffd3/IMG_1789.JPG?t=1783570975"/></div><p class="paragraph" style="text-align:left;"><i>[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for</i><span style="text-decoration:underline;"><i><a class="link" href="http://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=timestamp-july-8th-2026" target="_blank" rel="noopener noreferrer nofollow"> $15/mo Patreon supporters!</a></i></span></p><p class="paragraph" style="text-align:left;">Now that I have that empty feeling in my head where Elliot was living, I need to find something else to play. Mina is there. I do need to finish it, but I am stuck thinking about how I am stuck in that game, and I’ll need to look up a guide or something to get back on track. Instead, I played a few bite-sized games to dabble in while I considered my next option. The demo for Rhythm Heaven Groove is out, so I gave that a shot. The Nintendo Direct trailer from a few weeks ago talked about an RPG mode I was hoping to try, but the demo is just 5 minigames and a final challenge that mixes them. They were fun, and I am getting WarioWare vibes, which is a great thing, but I don’t know if this is something I’ll purchase right now.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6606429f-a84f-4194-b947-0a1dff9926d7/IMG_1783.JPG?t=1783570954"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f7d0348e-370b-4a6e-a840-3551f0471fd4/IMG_1784.JPG?t=1783570955"/></div><p class="paragraph" style="text-align:left;">The other game I played to wrap things up was PICROSS S CAPCOM CLASSICS edition. This is something I haven’t played in months, but Picross puzzles are timeless. These are logic-based puzzles, with a hint of math, but you are just given the coordinates of how many squares are filled in in both horizontal and vertical rows. You then have to deduce which squares are filled in, and which you know aren’t, and can mark them. As you do this, the logic of where more spaces can be filled in comes in with what you’ve learned, and you continue to fill out the board. It’s simple, but as the puzzle area gets bigger, it’s a lot more to think through, and it scratches a good part of my brain. The developer, Jupiter, has been the primary maker of Picross games since the SNES days, which is wild to think about. 30 years of this.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/49bd1e59-8be2-4e9a-aeff-1276a21ab64a/IMG_1790.JPG?t=1783570954"/></div><p class="paragraph" style="text-align:left;">I had originally started playing a Japanese ROM of Mario&#39;s Super Picross a couple of years ago on a whim. I heard about Picross growing up, but I just never gave it a shot for whatever reason. I really should have, as in the DS era, I was all about Brain Age and the sudoku puzzles in that game, I logically would have loved playing Picross. It’s quick, simple, and a good challenge. It’s a game you can always come back to, or play in between things. I will say, playing it before eating breakfast, staring at the screen with potential failing vision, it is a good way to give myself a headache and make me not want to play games for the rest of the day…</p><p class="paragraph" style="text-align:left;">After a long break, and a really hot day of some frustrating errands, I was able to get back to some Picross (as we had a power outage in the 110 summer heat, wonderful!). I had to play this, as it was battery powered. Switch 2 for the win? Once the power came back on, I decided to peek at a little more on the Switch menu, and that WarioWare reminder had me jump into the GBA Classics and play some of the original WarioWare.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/4526ef2b-0b53-4fc7-8515-c72fbeefde1e/IMG_1792.JPG?t=1783570954"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3bdd5d29-ca59-44e2-bb91-fc78a0495163/IMG_1794.JPG?t=1783570954"/></div><p class="paragraph" style="text-align:left;">WarioWare, Inc.: Mega Microgames! is a classic. These aren’t minigames, these are MICROGAMES. You’ve got only seconds to decipher what’s on the screen, and you get one quick blurb of instructions, and the goal is to read it all and react with just the d-pad or A button. Simple. The games are all low-fi originals and retro-inspired Nintendo classics. This is a real easy game to pick up for 10 minutes, and realize you’ve been at it for an hour. I played a bit of the series as it went on, but everything after the Wii is uncharted territory for me. Maybe I should see what the latest one is and give it a try sometime. The simple design of this makes me wish I could make a game. I’ve always had an idea for an adventure game where you&#39;re a regular kid making it through a single day of school, but all your actions are these micro-hits that are pass or fail, and they will either keep you going or embarrass you to hell. I thought of it like a coming-of-age interactive game, getting you into the head of the awkward kid in school. If anyone wants to help me make it, I can do audio and produce it. I just need some art and programming friends… One day…</p><p class="paragraph" style="text-align:left;">That is it for the day. I am really going to try to convince myself to play something I haven’t finished yet before I buy something new. I have Suikoden II, Dragon Quest HD-2D II (I finished III, and then finished I, but didn’t start II yet), and Mina, which all deserve my time before completely casting them away. I guess we’ll all see what my choice was in the next entry!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c7720073-e919-4935-91f6-4e5954b10c87/IMG_1795.JPG?t=1783570954"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/36c50b03-065d-4bc0-8dd8-39aa9eb9a3d2/IMG_1797.JPG?t=1783570954"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0b65737a-91cf-42e2-9edc-cade52618498/IMG_1798.JPG?t=1783570954"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=92d42913-0c84-47db-a648-b38170412b6f&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>[timestamp] July 7th, 2026</title>
  <description></description>
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  <pubDate>Wed, 08 Jul 2026 17:23:45 +0000</pubDate>
  <atom:published>2026-07-08T17:23:45Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><i>[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for </i><i><a class="link" href="http://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=timestamp-july-7th-2026" target="_blank" rel="noopener noreferrer nofollow" style="color: var(--RichText-link-color)">$15/mo Patreon supporters</a></i><i>!</i></p><p class="paragraph" style="text-align:left;">I did it. I adventured Elliot. This morning I powered my PlayStation on, waited a moment, realized the TV wasn’t automatically turning on and changing to the input the way it normally should, went to turn on the TV manually and saw my Apple TV on, pressed the PS button again, noticing it was off, then realized the power went out and all this technology is fragile and a small power out can cause you to question every device in your home when something isn’t working…</p><p class="paragraph" style="text-align:left;">Anyway, the PlayStation was now on. Elliot on the homescreem where I needed to wait for it to load and load my save file, as my sleep state was lost in that power outage. When I entered the world for what would be my final time (I assume), I only had a few things left to complete before I went after the final boss and acquired the platinum trophy. Again, to praise Elliot’s pace, I was able to zoom around the map, find the last few manuscripts (with some help from the Internet, as there is no needle to help track these), and that was it. All that was left to do was defeat the final true ending boss.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/b3d29581-7a19-4733-8af5-82377a4a755e/IMG_1775.JPG?t=1783531359"/></div><p class="paragraph" style="text-align:left;">Now, this is where I have finally started to feel “just get it over with” and not just joy and entertainment from playing the game. There are a few reasons for this, but by skipping the cutscenes and trying to get the anecdotal version of the story, I have lost attachment to exactly what is going on. This game has some plot-heavy secrets and things to do to get the multiple endings, but luckily, they just required me to be a completionist to have access, so I wasn’t able to miss anything from my natural compulsion to do it all, but I wasn’t sure of the plot reasons I was getting here. By the end, there was some epic shit, with a resurrected, world-ending being called “Demise,” a phoenix, and fourth-wall-breaking gameplay. This was something I wanted to see, but I just had no idea how I got here. I wish the game had not felt like it had training wheels to the plot with as much exposition as it did for its simpler early story beats, and had a quicker pace of storytelling to match the excellent gameplay.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f36be1fb-434d-4942-96d5-a787748cabd3/IMG_1776.JPG?t=1783531359"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/a4c12c0f-f12f-4890-bf3d-59c21aaf7823/IMG_1777.JPG?t=1783531359"/></div><p class="paragraph" style="text-align:left;">Overall, though, this is still a solid game I’d recommend to fans of classic adventure games or Team Asano games. I am sure if you enjoy the plot a bit more than I did, you will really love what it’s got to offer.</p><p class="paragraph" style="text-align:left;">I am a huge fan of this HD-2D look Square has been selling, specifically with Team Asano. With the Octopath games, the Dragon Quest HD-2D releases, and the others, I could play games that look like this forever. I am excited about the Final Fantasy rework coming later this year, and I hope these games have been successful enough for Square to continue. Both with original games and remakes/reimaginings, please!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6ba8d26f-d831-4348-8b49-ed114377ac4a/IMG_1778.JPG?t=1783531359"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=26bde5cf-a898-4d88-bc24-06a0339f1eac&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>[timestamp] July 4th, 2026</title>
  <description>Home of original writing, publishing, and podcasts by Darren Hupke, including the 32 Bit Library series, Pixels and Polygons Quarterly, Beat ‘Em Up, and more!</description>
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  <pubDate>Sun, 05 Jul 2026 03:17:20 +0000</pubDate>
  <atom:published>2026-07-05T03:17:20Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for </i><i><a class="link" href="http://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=timestamp-july-4th-2026" target="_blank" rel="noopener noreferrer nofollow">$15/mo Patreon supporters!</a></i></p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;"><b>Game played: The Adventures of Elliot (PS5)</b></p><p class="paragraph" style="text-align:left;">Today is technically a holiday, but not one I have ever been excited for. I once had fireworks as a teen and was bored, so I started burying them and lighting the fuse, blowing holes in the dirt until a stray rock flew into my face and JUST missed my eye. Fireworks aren’t more fun than having stable vision, so I quit that action fast. I also used to live in a trailer park just on the other side of the 5 freeway in Orange County, by Disneyland. Depending on the wind direction, their nightly fireworks would rain down ash all over us. The charred sulfur ash and the smell made me feel like I was living in some post-apocalyptic world, but I was just living in capitalist America.</p><p class="paragraph" style="text-align:left;">I started my day with some Elliot. I did make more story progress, fighting my way through new spaces and confronting more bosses. Business as usual. I started to feel fine on my main route path, not worrying much about min/maxing side quests and items, and thought today might be the day that I see those end credits. But then, a small message appeared on the side of the screen. It stated, “Certain quests will soon become incompletable.” What the fuck?! What sick world was I trapped in? I was doing so well, breaking compulsive habits and just enjoying the game, now I was being taunted with a warning of missing content? There was only one thing I could do… Compulsively complete all the side content and quests I could to be sure I didn’t miss anything or lock myself out of that potential platinum trophy.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6f633202-3f7c-4c55-a91e-9c54192d45d9/IMG_1741.JPG?t=1783221338"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ded67fe5-aab3-48e0-9747-6865600c505a/IMG_1740.JPG?t=1783221360"/></div><p class="paragraph" style="text-align:left;">Luckily enough, there were only two quests I needed to complete that were available to me, and only one would have been locked out after passing the potential point of no return. So I knocked that out, got a few more cats and health shared, then got back on that main route towards the end. I knew I was onto something good when I came across a new and even lower level to the northern dungeon, with four other elevators that descended into a Mega Man-style boss rush. This is pure endgame design. Because I have so many health points and all the best weapons, I blasted through these fools again, making easy work of this barrier to the final boss.</p><p class="paragraph" style="text-align:left;">I did do a bit of reading to make sure I was safe with a few save files, so I could stay on track for the platinum trophy. The game has a couple of endings, and if you do them in order, you’re safe to keep plugging away and not be stuck having to do a completely new play-through to finish it all off, as long as you’ve done all the side quests up to this point. Which I have.</p><p class="paragraph" style="text-align:left;">After all this, I slayed the “final” boss pretty easily, and then I progressed to the point where I acquired a new and potentially final ability that lets me travel to the last few locations on each map. This is where I can do that final “finish everything” stage and then complete the last fight two more times to get these endings. I will say that, at 17 hours of playtime to this point, I am still not feeling fatigue or boredom. I am still skipping most cutscenes, but the gameplay is still engaging and quick, and I am happily completing this all 100%. I will likely be wrapping it all up on my next session, and then on to something new.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/30c0e754-e387-40fa-8849-71e6f05777ec/IMG_1745.JPG?t=1783221378"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8441a45b-fa5c-4d8d-8103-8cd7a4d8ded3/IMG_1742.JPG?t=1783221386"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=9c563376-2514-49e3-a9ac-85aca0cee543&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>[timestamp] July 1st, 2026</title>
  <description>Home of original writing, publishing, and podcasts by Darren Hupke, including the 32 Bit Library series, Pixels and Polygons Quarterly, Beat ‘Em Up, and more!</description>
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  <pubDate>Thu, 02 Jul 2026 05:15:23 +0000</pubDate>
  <atom:published>2026-07-02T05:15:23Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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    <div class='beehiiv'><style>
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><br><i>[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for </i><i><a class="link" href="http://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=timestamp-july-1st-2026" target="_blank" rel="noopener noreferrer nofollow" style="color: var(--global-content-muted-default)">$15/mo Patreon supporters!</a></i></p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;"><b>Game played: The Adventures of Elliot (PS5)</b></p><p class="paragraph" style="text-align:left;">Today was a news day. The biggest hot takes were out there about Sony and its decision to shut down disc production for games starting in 2028. This is pretty wild and a radical turn for the industry, but really, this has clearly been in motion over the last few years. With the digital editions of the PS5 and the PS5 Pro not including a disc drive out of the box, all the signs were there. I definitely feel players should have options. I may have been part of the problem, adopting the PS5 Pro and being digital-first for the last few years, but I have bought a few physical editions for special releases. I am curious to see what this means for limited print companies going forward, not to mention the entire second-hand market and people on a budget. It is clearly exclusionary, regardless of the logistics and convenience.</p><p class="paragraph" style="text-align:left;">As far as the chronicles of my adventuring with Elliot, I did push ahead with the main story, and as soon as I made some progress and got the western gate key… I fell into the void of every side activity available to me. Suddenly, I opened a new chunk of the map and needed to start collecting cats, weapon upgrades, treasure chests, and dungeons, all of it. It’s beyond a compulsion. I could have just focused on the main drama and made some real progress, but something inside me didn’t want to miss out on potential items and rewards. Even when I knew it was only going to be money, magicite, or accessories, I still kept doing them.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/80bb541c-5c3e-420e-8bca-29513975fac7/IMG_1720.JPG?t=1782969137"/></div><p class="paragraph" style="text-align:left;">One aspect of Elliot that I moved on from is the cutscenes. I am holding triangle and skipping these 90% of the time, because right afterward, my fairy companion is reacting and navigating me to what’s next, and I can talk to the nearest NPC to get the gist of whatever was slowly being delivered in whatever cutscene was happening. The story isn’t uninteresting, but it’s just slowly paced, and when the rest of the game allows for quick combat, travel, and access, it’s an odd thing to drag out and layer in so much exposition to a plot that isn’t all that deep. This isn’t a deal breaker, it’s just a small miss. I am still getting the main points, and I have been watching them after bosses or dramatic moments, but with side quests and slower moments, I am just moving fast.</p><p class="paragraph" style="text-align:left;">I have now gotten all of the fairy powers, three upgrades, found a few three-star weapons, and have 42 out of 50 cats. I have been turned off by games when there is TOO much to do (like the last act of Final Fantasy VII Rebirth) and flipped to switch to just complete the main quest and ignore the side stuff, but so far I am still entertained by all there is. It’s quick combat, and the magicite system really helps make the action feel well-crafted and my own. I started using the sprint ability more to zip around the map even faster after I got its upgrade. The trial for that was beyond quick. I am just too good.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8a70e299-1f79-49ae-9042-f012968aedbd/IMG_1721.JPG?t=1782969137"/></div><p class="paragraph" style="text-align:left;">After 15 or so side quests, 30-something cats, and a few new bosses, my day was complete. I saw a lot and found a whole new era. I think I have got to be at least two-thirds of the way through the game at this point. I think if I get up early enough before work, or on the 4th of July, I can knock out the rest of the main part of the game. We’ll see. I do want to pick up that new Rhythm Heaven game for the Switch 2…</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/cdddc0f4-a01b-4511-b5ef-d0f1d00901c8/IMG_1714.JPG?t=1782969137"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/5a88ce57-cbe7-4bfd-896f-05b7bd1ed146/IMG_1716.JPG?t=1782969137"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/00d3deb9-0147-4e52-ae25-2fadbf2aafdf/IMG_1719.JPG?t=1782969138"/></div><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><br></p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=bcbd4664-e8c0-45b7-9a40-8e734e924f81&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Loco-ization, a Crazy Name Game </title>
  <description>A deep dive into the localization of the Mana series by Darren Hupke</description>
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  <link>https://pixelsandpolygons.beehiiv.com/p/loco-ization-a-crazy-name-game</link>
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  <pubDate>Wed, 01 Jul 2026 19:11:09 +0000</pubDate>
  <atom:published>2026-07-01T19:11:09Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;">This article was originally published in Pixels and Polygons Quarterly 2026 Q2. You can buy the full issue digitally for as little as $1.99 <a class="link" href="http://pixelsandpolygonsllc.gumroad.com/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=loco-ization-a-crazy-name-game" target="_blank" rel="noopener noreferrer nofollow">here</a>, or get a physical copy for $15 at <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygons.net/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=loco-ization-a-crazy-name-game" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a></span>.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">Secret of Mana was originally released as a Super Famicom/SNES title in 1993. In Japan, it is known as Seiken Densetsu 2, but it comes with quite a story, including classic regional confusion and localization nightmares. The first game in the series, Seiken Densetsu, was released for the Game Boy in 1991. When it was brought to North America, they thought giving it a more familiar title would help sales, and it became Final Fantasy Adventure here. Of course, the European release mixed things up even further, retitling it Mystic Quest. A few years later, Square would use that title in North America for a separate Final Fantasy release, but that’s a story for a different game (and one I covered last year in Retro Game Zine 007, available now!).</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9e105ff5-b78c-4c52-9e8a-f10f286537f8/Box_Final_Fantasy_Aventure_NA.jpg?t=1782932858"/></div><p class="paragraph" style="text-align:left;">This was, of course, an era when the world wasn’t instantly connected to each other via the internet. Localization wasn’t quick, it wasn’t easy, and it wasn’t always guaranteed. Beyond just localizing a game’s content, the name of the game itself often saw odd changes when coming and going between regions around the world. Before we get into the specifics of Secret of Mana, let’s walkthrough the general localization process most companies followed in that era.</p><p class="paragraph" style="text-align:left;">In the early 90s, many Japanese game companies had US offices to help them handle their business overseas. While it may seem simple to just make a game, send it over, translate it, and be done, it was never quite that easy. There were layers and layers of complications to cut through, and relationships between North American offices and Japanese headquarters weren&#39;t always positive or cordial with some companies. Part of the issues came from communication. Heads of offices often needed translators to serve as intermediaries in communication. You couldn’t just pick up the phone in your workday to ask a question, check in on a project, or confirm a little detail. On top of all that, there was the little issue with the significant time zone difference between territories. Before the era of the internet, business was slow, complicated, and almost isolated from each other. The Japanese HQs were the decision-makers. The US offices were subsidiaries trying to take more power and make more decisions, but essentially controlling very little of the creative decisions.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/32c81080-5b69-45a5-9b75-c30500217342/Box_Final_Fantasy_Aventure_JPN.png?t=1782932858"/></div><p class="paragraph" style="text-align:left;">US offices would assess a game’s potential for success in North America during development, considering any changes needed to assets or in-game artwork from a cultural viewpoint, and then determine the likely player interest in its gameplay and difficulty. These would be changes and asks that the original development team could handle, but some teams had artists and designers on the US side who could also handle some of these duties. The problem was that they often didn’t have a say in whether the game would be released, as the decision-makers in Japan had already decided what would be released in the early years. Eventually, companies would have dedicated teams that helped curate which games would be brought over, and they would have multiple in-house translators.</p><p class="paragraph" style="text-align:left;">The biggest challenge in localizing a game, especially an RPG, is the game’s story, especially the in-game text. To overly simplify it, Japanese text can convey more information with less space, so when converting those characters into English, you’d need to drastically increase the game’s memory if you tried to convert the language 100%. This is where specialized translators would earn their keep, like Ted Woolsey, who would come in, try to capture the “spirit” of the text, modify the necessary information, and even omit or alter plot points to get it all to fit.</p><p class="paragraph" style="text-align:left;">Now, that all seems doable on paper, but there were more difficulties in the standard process. First, developers of the original Japanese games would often wrap up their work, ship the game, then take a vacation and/or move on to their next project. By the time US teams began translating and localizing the game for a new audience, beyond the communication and time zone barriers, planners and producers wouldn’t be as open or excited to revisit old data to answer questions or take on additional work when they were focused on what was ahead. Companies would also want these games ready to go as soon as they could get them done in other territories, so they could begin selling games and making money, which makes sense. So, all of these things created a post-Japanese development crunch that compressed the translation window to just a handful of weeks.</p><p class="paragraph" style="text-align:left;">I mentioned Ted Woolsey earlier. He is a video game translator and producer who worked for Square during the localization of Secret of Mana. His first project with the company was Final Fantasy Legend III for the Game Boy, and he would famously be the translator on major games like Final Fantasy VI (III), Chrono Trigger, and Super Mario RPG. His work has been covered in many books, but in both “Chrono Trigger” and “Final Fantasy V,” published by Boss Fight Books, Ted’s work is discussed, and it’s shared that he had just a couple of weeks to complete each project.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/a408c968-703e-483a-90b4-112a41ae4a4e/Box_JP_Front.png?t=1782932858"/></div><p class="paragraph" style="text-align:left;">For Secret of Mana, the game began life as Seiken Densetsu 2 in Japan, the sequel to Seiken Densetsu for the Game Boy. Seiken Densetsu was Koichi Ishii’s project after Final Fantasy III. While Ishii had originally come up with the concept for the game years before, it wasn’t until 1990 that Square gave him the green light to develop it as a spin-off of Final Fantasy. The game was released as Seiken Densetsu: Final Fantasy Gaiden, and even featured the iconic chocobos in its original release. When Square brought the game over to North America, it was rebranded to Final Fantasy Adventure, and when it hit Europe, it was Mystic Quest. The names being different in North America and Europe was not that common an occurrence. It would make things really weird when Final Fantasy Mystic Quest came a few years later, forcing additional regional name changes. Seiken Densetsu’s regional changes mostly removed obvious references to death and religious themes, as was Nintendo of America&#39;s normal practice.</p><p class="paragraph" style="text-align:left;">Seiken Densetsu 2 would shed the “Final Fantasy” connection and establish itself as its own series, being retitled Secret of Mana in both North America and Europe. Though there was a moment when the US press received previews of the game under the title “Final Fantasy Adventure 2.” So between these two games, worldwide there would be six different titles: Seiken Densetsu: Final Fantasy Gaiden, Final Fantasy Adventure, Mystic Quest, Seiken Densetsu 2, Final Fantasy Adventure 2, and Secret of Mana. Once Final Fantasy Mystic Quest was released in North America, it was retitled Mystic Quest Legend in Europe and Final Fantasy USA: Mystic Quest in Japan, muddying up these series’ connections even more. Let’s not worry ourselves about the Final Fantasy Legend series, which had three releases on the Game Boy from 89-91, but were actually the first games in an entirely different franchise, the SaGa series.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f6cd5337-5da9-4129-a66a-615303f7da6b/Preview_EGM_45.png?t=1782932859"/></div><p class="paragraph" style="text-align:left;">Nowadays, game development is a more global process. Localization teams work hand in hand with developers throughout development, and there are entire studios that act as outsourced localization specialists for other companies. A game can see its original vision and identity more accurately translated across Europe and North America, and even in reverse. Many of these classic games have also been retranslated with more accurate scripts, and there are no concerns about memory usage as they are ported to newer hardware. They get to just be the games they were meant to be. These localization hiccups were just growing pains of an industry, and even with the opportunities, I don’t think you could find a single gamer from the early 90s who wasn’t enthralled with these adventures as they were released. It just makes for an interesting history to tell.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=43f014cc-e12f-4e57-8d82-b45150878de9&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Full of Spirit</title>
  <description>A look at the first decade of Genki by Darren Hupke</description>
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  <pubDate>Wed, 01 Jul 2026 18:42:37 +0000</pubDate>
  <atom:published>2026-07-01T18:42:37Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;">This article was originally published in Pixels and Polygons Quarterly 2026 Q1. You can buy the full issue digitally on my <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygonsllc.gumroad.com/l/pnpq2026q1?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=full-of-spirit" target="_blank" rel="noopener noreferrer nofollow">Gumroad page</a></span>, or get a physical copy for $15 at <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygons.net/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=full-of-spirit" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a></span>.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">Many developers find their niche and stick to it, not straying from that path for years, if at all. They establish themselves with their own stamp or identity on a given genre. They make a name for themselves on a series and iterate from there. Maybe, after years of establishing their voice, they experiment with other styles, testing themselves and adding their own spin on things outside the norm. But not all developers are Genki. Not only did they do things differently, but they did it backwards. They experimented with style and genre from the outset before finding their niche, but they would always remain unique for their multipurpose approach. Even their company logo is unrivaled. It is reportedly a drawing of Hiroshi Hamagaki, created by his then-3-year-old son. Genki is Genki, and I appreciate them for that.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3a1f705a-9903-4439-99e5-bebeb5737017/Genki_logo.png?t=1782931268"/></div><p class="paragraph" style="text-align:left;">Like most great origin stories, you have to go back to before the beginning to find the true start. The two key individuals in this story are Hiroshi Hamagaki and Tomoharu Kimura, who both worked together at Sega in the late ‘80s. Hamagaki worked as an artist and director on several projects before joining Sega R&D 8 under Yu Suzuki, where he met Kimura, a programmer on the team. The two worked on several titles before joining R&D 8, but once together, they pitched an RPG with 3D visuals to Suzuki. They were given the green light to make it work. This game would become Sword of Vermilion, the 1989 action role-playing game for the Genesis/Mega Drive.</p><p class="paragraph" style="text-align:left;">Shortly after, in the fall of 1990, Hiroshi Hamagaki and Tomoharu Kimura left Sega and formed Genki. Here, they’d develop a library of games together, not just focused on a single genre, but instead, on a variety of titles. It appeared that they never said no to a challenge or to a genre. If you look at their development history, you’ll see action games, racing, fighting, sports, RPGs, first-person shooters, and even platforming. In their first decade, they made a name for themselves.</p><p class="paragraph" style="text-align:left;">Their first game, according to text found in the Japanese ROM, was the breakout-style Devilish for the Sega Game Gear. In the game, players control two bumpers across a stage, aiming to keep the blue ball in play while breaking blocks, collecting power-ups, and reaching the goal. The stages can scroll not only up but also left to right. You can adjust your bumper orientation to get through sections like this and for a safer play style. There are even enemies and boss fights that you destroy by volleying back the blue ball to inflict damage. It’s a fun-looking game, especially after recently completing the 2025 indie hit BALL X PIT.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0a14d19b-091a-4277-8360-614770dd90e8/Devilish_AD_1991_Sega_Retro.pdf.jpg?t=1782931268"/></div><p class="paragraph" style="text-align:left;">In the early ‘90s, Genki worked on racing games such as GP-1 and, even though they didn’t know it at the time, they would make magic with the first Shutokō Battle for the Super Famicom. Shutokō Battle &#39;94: Drift King was an arcade-style racing game inspired by Japan&#39;s street racing culture. The game had courses on highways, mountain roads, and traditional circuits. The subtitle “Drift King” was coined from professional driver Keiichi Tsuchiya, who used it as his nickname and was one of the most famous faces in the sport at the time, bringing drifting techniques to professional racing. The game received two more sequels on the Super Famicom, but they were never localized outside Japan.</p><p class="paragraph" style="text-align:left;">In 1995, Genki would enter the world of first-person shooters with Robotica for the Sega Saturn. They also developed Kileak: The DNA Imperative, a launch title for the PlayStation in North America. Both titles were products of their era, featuring boxy hallways and key-finding, with slow progression through the stages. This was a time before dual-analog controls and full 3D movement, but for games made in 1995, they were impressive feats, especially for console players. There would be a sequel, Epidemic, and a successor to the series in BRAHMA Force: The Assault on Beltlogger 9 released in the following years, but this would be the final first-person experiments Genki would be involved in.</p><p class="paragraph" style="text-align:left;">My first personal exposure to Genki was through the 1996 PlayStation game Tokyo Highway Battle. In Japan, this was Shutokou Battle: Drift King, and was the first entry in the series to be released in North America. The game would feature highway courses with pedestrian traffic, a unique feature at the time. It was a traditional checkpoint-based racer, with drift mechanics. The game even featured an opening montage of Tsuchiya demonstrating his drift techniques on a closed course. The series made its first steps into 3D, but it wasn’t quite a hit yet.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/fafabef5-4e9a-4b76-88fe-8bc53daf6723/Gengki_Games_1.jpg?t=1782931267"/></div><p class="paragraph" style="text-align:left;">Through the late ‘90s, Genki continued to get creative and went all-in with the new Nintendo 64. They would develop Chōkūkan Night: Pro Yakyū King, their first sports title. This was a 3D polygonal baseball game with full analog pitching control. The game would also receive a sequel on the system. Sticking with the Nintendo 64, they would also develop Fighters Destiny, their unique take on 3D fighting games, and partner with Imagineer to port SimCity 2000 to the N64.</p><p class="paragraph" style="text-align:left;">Fighters Destiny, known as Fighting Cup in Japan, took notable steps to differentiate itself from the 3D fighting genre. Instead of a traditional health bar that depletes, the game also featured a point-scoring system, similar to a martial arts tournament. Successful throws, take downs, advanced moves, ring outs, etc., all scored various points that appeared as stars below the health bars. The game also awarded players new skills for playing against CPU opponents. This allowed for unique character growth in addition to the unique combat system.</p><p class="paragraph" style="text-align:left;">While Genki was getting quite serious with their attention on the Nintendo 64, they would have one final game for the PlayStation in the late ‘90s. They would develop the cult classic Jade Cocoon: Story of the Tamamayu. Here, Genki would try their hand at mixing RPG elements with virtual monster raising mechanics. While this wasn’t the most original creation, it features striking visuals, including character designs by Katsuya Kondō (Studio Ghibli). The game also featured a compelling monster fusion mechanic that set it apart from similar titles. Across multiple games, genres, and platforms, Genki was out there firing away. In the background, though, the Shutokō Battle series was gaining traction.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/22cce68b-35dd-4727-b63c-339c965b1c8d/Jade_Cocoon_Ad_Retro_Mags.jpg?t=1782931268"/></div><p class="paragraph" style="text-align:left;">Genki would finish the ‘90s by creating sequels to their titles, but their biggest game would become a Dreamcast classic. In 1999, Tokyo Xtreme Racer was released in North America. It was known in Japan simply as Shutokō Battle, but it marked a step in a new direction for the series overall. TXR would feature a quest mode, where you cruised the highways at night, and when you found an opponent, you would challenge them by flashing your high beams at them to trigger the race. The SP system would then activate, and instead of checkpoints and finish lines, your goal was to stay in the lead, creating distance and reducing your opponent&#39;s SP. This gave the game an almost fighting game feel to these races. This would be a mechanic the series would build on over the next decade and beyond.</p><p class="paragraph" style="text-align:left;">Genki had proven itself as a versatile team. With the developer earning their stripes across genres and styles, always willing to take on even the oddest of challenges. Their unique approach enabled them to find their niche in a genre they excelled at. This was quite the unorthodox way to make their stamp on the industry, but Genki is an unorthodox company. From their logo to their experimental game design, Genki made an impact in their first decade, and that impact would continue into the next.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/989275d0-add1-40db-9e99-2ed116068bc1/Tokyo_Xtreme_Racer_Ad_RetroMags.jpg?t=1782931268"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=390c5bf4-6651-412b-9908-1ba8380a580b&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>WinBack to the Future</title>
  <description>A look at 30 years of Omega Force games by Darren Hupke</description>
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  <link>https://pixelsandpolygons.beehiiv.com/p/winback-to-the-future</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/winback-to-the-future</guid>
  <pubDate>Wed, 01 Jul 2026 18:40:24 +0000</pubDate>
  <atom:published>2026-07-01T18:40:24Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;">This article was originally published in Pixels and Polygons Quarterly 2026 Q1. You can buy the full issue digitally on my <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygonsllc.gumroad.com/l/pnpq2026q1?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=winback-to-the-future" target="_blank" rel="noopener noreferrer nofollow">Gumroad page</a></span>, or get a physical copy for $15 at <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygons.net/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=winback-to-the-future" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a></span>.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">Koei has been active in the video game industry for many decades. The company was founded by husband-and-wife partners, Yōichi and Keiko Erikawa, in 1978 in Yokohama, Japan. Initially, they created business tools, but they later released a couple of erotic computer games that brought them into the computer gaming business. Their earliest games date back to the ‘80s on platforms such as the PC-8801, the FM-7, the MSX, and other Japanese home computers. In 1983, Koei would release the first game in a long-running series called Nobunaga no Yabō, or Nobunaga&#39;s Ambition in the West.</p><p class="paragraph" style="text-align:left;">Nobunaga&#39;s Ambition is a historical simulation set in Japan&#39;s Sengoku period. Your goal is to unite Japan as Oda Nobunaga (or any other selectable daimyo) by carefully balancing resource management and strategic diplomatic decisions. You also control your people&#39;s economy and, beyond that, develop your military power. The game is played over years, with your character aging and potentially dying. This is a hardcore title for real strategy sickos. The success of the first game led to multiple sequels and ports/remakes through the ‘80s and ‘90s. Nobunaga&#39;s Ambition was translated and released in the West as early as 1988 on PC, and on the NES and other home consoles in 1989 and beyond. The series would even cross over with Pokémon in 2012 in the DS game Pokémon Conquest (Pokémon + Nobunaga&#39;s Ambition in Japan).</p><p class="paragraph" style="text-align:left;">They would go on to become known for serious strategy and simulation titles, carving out a niche within gaming. With a small but dedicated enough fanbase, they remained profitable and eventually opened a North American subsidiary in 1988. Nobunaga&#39;s Ambition wasn’t the only strategy title the developer would make. They would also create the Romance of the Three Kingdoms series in 1985.</p><p class="paragraph" style="text-align:left;">Romance of the Three Kingdoms is more of a turn-based tactical role-playing simulation. Much like Nobunaga&#39;s Ambition, this is a title that isn’t for the faint of heart or casual player. It is a complex web of statistics, character growth, resource management, and decision-making. The earliest version was released for the PC-88, and it was later ported to the MSX, NES, Amiga, FM-7, and more. This series has seen numerous sequels, with the most recent entry released on PS4, Switch, and Windows in 2020.</p><p class="paragraph" style="text-align:left;">Koei would continue on this path, establishing itself as a leader in the strategy genre and expanding its catalog. Genghis Khan, Bandit Kings of Ancient China, Top Management, Gemfire, Inindo: Way of the Ninja, Uncharted Waters, P.T.O.: Pacific Theater of Operations, and dozens of other games would be released from 1990 to 1995. While these games have different settings, mechanics, and systems, they share common threads across the strategy, simulation, and role-playing genres. Koei had an established system, and the developer continued to grow in this space, but when would it ever break out of its self-created niche?</p><p class="paragraph" style="text-align:left;">The earliest title I found that significantly distanced itself from the usual historical simulations and complex strategy is Stop That Roach! This was a Game Boy game released in 1994 in both Japan and North America. Players controlled an exterminator and were tasked with defending their sweets from cockroaches in an early tower-defense-style game. For a Game Boy game, it made sense to keep the game focused on a simple gameplay loop, as a traditional hardcore strategy game wouldn’t likely be possible on Nintendo’s portable device.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/af0f0a5f-f819-4767-aa3e-38f736b975ef/Stop_that_Roach_gameplay.png?t=1782931043"/></div><p class="paragraph" style="text-align:left;">Key staff members were brought into the company around this time. Kenichi Ogasawara joined Koei with the goal of working on titles like Nobunaga&#39;s Ambition, but, lacking proper programming skills, he was instead assigned to training courses and to a team that ported titles from the PC-9801 to the SNES. Similarly, Hisashi Koinuma joined Koei after finishing school, having been a fan of the Romance series. His first assignment was also porting titles to the SNES. These two were part of a group that was identified for a new team within the company. Koei was looking to expand beyond its strategy catalog and began planning to create a team dedicated solely to this task.</p><p class="paragraph" style="text-align:left;">In 1996, Koei would officially established this studio to create games beyond strategy and simulation titles. This new team, Omega Force, was founded by Akihiro Suzuki and Kenichi Ogasawara and would also include key names such as Hisashi Koinuma, Kazuta Imamura, Tatsuya Yazaki, Kageki Shimodo, and many other talent developers. Initially, the studio name was planned to be the last letter of the alphabet, Z, but due to outside cultural concerns, that was scrapped. Instead, the last letter of the Greek alphabet, Omega, was chosen, but to avoid another potential conflict, they added Force to the end. In an interview with Ogasawara, Force was chosen as it sounded like “Fourth,” and this team was the fourth business division within Koei. They were the company&#39;s “last weapon.”</p><p class="paragraph" style="text-align:left;">Omega Force’s first title didn’t stray far from their roots. Essentially spun off from the Romance of the Three Kingdoms series, the team was asked to create a game using 3D models and leverage the emerging hardware of the time. This game would become Dynasty Warriors (Sangoku Musō in Japan). It was a one-on-one 3D fighter that used motion-captured animations and focused on weapons and parrying rather than button combos and special moves. Think more Soulcalibur than Tekken. The title surprised attendees of the PlayStation Expo in 1996, where it was first unveiled. Next Generation magazine covered the show and shared this about its announcement, “KOEI’s new 3D fighting game, which was developed by Omega-Force. KOEI, as most readers will know, has a well-deserved reputation as a publisher of high quality, complex, dry, historical simulation games. Thus, the surprise at finding a 3D weapons-only combat game (that bears more than a passing resemblance to Soul Edge) at KOEI’s stand.”</p><p class="paragraph" style="text-align:left;">With the positive reception of Dynasty Warriors, Omega Force was off to a great start. Next, they would develop something even further removed from the company&#39;s history. The adventure game called Enigma. Visually, the game reminds me of the early Resident Evil titles, using pre-rendered backgrounds with fully polygonal character models. You explore your environments to find shining items to unlock doors and find more items. Combat is primarily hand-to-hand, but still similar to the early RE titles. You hold a shoulder button to enter combat, and square and circle initiate left and right attacks, with triangle delivering a heavier attack. In a 1997 IGN interview, an uncredited Koei staffer discussed these early Omega Force titles and described Enigma as an “Indiana Jones meets Resident Evil” game. The game was initially planned for localization into English, but it was ultimately canceled.</p><p class="paragraph" style="text-align:left;">1998 continued, and for their 3rd game, Omega Force returned to the 3D fighting genre. Destrega was directed by Akihiro Suzuki and designed by Kenichi Ogasawara. Instead of a weapons-based fighter like Dynasty Warriors, Destrega used an open rock-paper-scissors system. Players would need to think on their feet about which attack to choose, dashing to evade, combining different attacks, and countering with the winning move. The game also featured a solid story mode, praised by many critics at the time. The game&#39;s characters and setting were a completely original concept, much like Enigma, and Omega Force was on a roll. If Koei intended to allow Omega Force to fly on its own, it was succeeding both critically and financially, but the best was yet to come.</p><p class="paragraph" style="text-align:left;">To close out the ‘90s, Omega Force took their talents to the latest hardware on the market: The Nintendo 64. Koei had a long history with Nintendo titles, having created and ported many of their early Japanese PC hits to both the Famicom/NES and Super Famicom/SNES. They were a multi-platform developer and had an original action title well-suited to the system and its new analog control. WinBack was first unveiled at the 1999 Electronic Entertainment Expo and impressed attendees with a new third-person action title. Cover-based mechanics had been used in arcade titles like Time Crisis, but in WinBack, players would have direct control over the main character, Jean-Luc Cougar. While navigating levels, players can press an action button to take cover and “stick” to these locations, stepping out of cover to return fire before retreating to safety. In addition to the innovative cover system, players also had a laser sight to see where they were aiming, and could use the analog stick for precision shots. You can see the spirit of these mechanics influencing later titles such as Gears of War and Resident Evil 4.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/72433f31-f19e-4ca3-af77-20696b759c30/Screenshot_WinBack_Moby_Games_2.jpg?t=1782931043"/></div><p class="paragraph" style="text-align:left;">Once the new millennium came, things for Omega Force would be blown wide open. The team began work on a new action title for the upcoming PlayStation 2, while Koei was developing the strategy title Kessen. Omega Force would release Dynasty Warriors 2 in North America (Shin Sangokumusō in Japan) as a launch title for the system on October 26th, 2000. Instead of a one-on-one fighter, this title was an open hack-and-slash action game. Players would choose characters from the same Romance of the Three Kingdoms setting, as this was essentially a spinoff of that series. Gameplay consists of mixing up light and heavy attacks, flashy special moves, capturing key locations, and defeating opposing generals. The goal is to win battles and unite China under the banner of the Wu, Shu, or Wei kingdoms.</p><p class="paragraph" style="text-align:left;">Dynasty Warriors received mostly positive reviews, and the game sold well enough to allow Omega Force and Koei to continue the series. What followed next was a steady shift away from a developmental focus on original titles. Instead, Omega Force began to invest heavily in the Dynasty Warriors series, driven by the franchise&#39;s success and growing popularity. The series would feature 10 mainline entries over the next 2+ decades, along with more than 30 spin-offs, including Samurai Warriors, Warriors Orochi, and expansions such as Xtreme Legends and Empires. There was no end in sight for this franchise, and Omega Force would begin to grow even larger than Koei itself.</p><p class="paragraph" style="text-align:left;">The 2000s continued this trajectory with mainline and spinoff releases. New console generations enabled higher-resolution graphics and improved mechanics, but people were becoming quite familiar with the Three Kingdoms. What could possibly happen to catapult Omega Force even higher? Licensed opportunities. In 2007, the first licensed Dynasty Warriors was released. Developed by Omega Force, but published by Namco Bandai Games in North America and Japan, Dynasty Warriors: Gundam replaced the Three Kingdom leaders with mecha from Mobile Suit Gundam. Giant robots, space battles, lasers, and explosive attacks, all wrapped up in the familiar Dynasty Warriors packaging. This was an instant hit with me, and although game reviews were average, it was popular enough among fans to warrant two sequels. This would only be the beginning of the studio&#39;s licensed opportunities.</p><p class="paragraph" style="text-align:left;">In 2009, Koei merged with another long-established Japanese company, Tecmo, which had its own history of iconic games. The two companies would merge to form Koei Tecmo, and operations would continue without any drastic changes to either company&#39;s development plans. Eventually, their internal teams would help support each other with auxiliary help for various projects.</p><p class="paragraph" style="text-align:left;">In the years that followed, into the 2010s, mainline Dynasty Warriors games continued. Omega Force would return to create original titles, such as 2007&#39;s Bladestorm: The Hundred Years&#39; War. This was a real-time tactics game, set during the Hundred Years&#39; War between England and France. Omega Force would take up developmental duties on Trinity: Souls of Zill O’ll for the PS3. This took the previous entries&#39; turn-based approach into a real-time action battle system, and the game received mixed reviews. They also took on Capcom with a very Monster Hunter-inspired series, Toukiden. The first game in the series, Toukiden: The Age of Demons, was released for the PSP and allowed players to control a slayer, team up, and go hunting to defeat various oni. While none of these games were flops, none generated the same level of interest and success as the Dynasty Warriors series had.</p><p class="paragraph" style="text-align:left;">More licensed opportunities came Omega Force’s way in this decade. Beyond the Gundam titles, Fist of the North Star: Ken&#39;s Rage would take the Dynasty Warriors formula and combine it with the long-running, popular manga property. After that, One Piece: Pirate Warriors would be released, again published by Bandai Namco. Both titles would see sequels in the following years, and one of the biggest licensed collaboration opportunities was on the horizon. Having successfully merged their exciting and approachable gameplay with high-action properties, Omega Force was ready to become a legend.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3e8aefaf-9ca7-42a7-8523-d0d138f7cff5/Screenshot_DW_Gundam.jpg?t=1782931043"/></div><p class="paragraph" style="text-align:left;">Yosuke Hayashi, the lead developer at Team Ninja, who was now a developmental partner under the Koei Tecmo banner, discussed the possibility of partnering with Nintendo with then Koei Tecmo executive VP Hisashi Koinuma. Many staff members were big fans of The Legend of Zelda, and the studio would pitch its concept to Nintendo. Eiji Aonuma, producer and lead on the Zelda franchise at Nintendo, supported the idea, and the companies would officially announce their partnership. The game was shown off at the 2014 Electronic Entertainment Expo and was playable for attendees. The game would be developed by Omega Force with support from Team Ninja, as a collaborative release. Koei Tecmo published the game in Japan, with Nintendo taking on worldwide publishing responsibilities themselves.</p><p class="paragraph" style="text-align:left;">Omega Force would see further opportunities to collaborate with many more highly regarded franchise games. They would release multiple sequels to Hyrule Warriors. They took on another Nintendo property with Fire Emblem Warriors. They had partnerships with Square Enix with Dragon Quest Heroes: The World Tree&#39;s Woe and the Blight Below. They partnered with another popular manga property and developed Berserk and the Band of the Hawk. A collaboration between Atlus and Sega resulted in Persona 5 Strikers.</p><p class="paragraph" style="text-align:left;">Even with all the Warriors collaborations, Omega Force found itself creating original titles like Attack on Titan and its sequel, Dragon Quest Builders and its sequel. They would also create the original Wild Hearts for PS5, Xbox, PC, and Switch 2. This would be a game that brought crafting and combat into multiplayer, competing with Capcom for its own giant-monster-hunting title. In an unusual business collaboration, EA would publish the game rather than Koei Tecmo. When the game was ported to Switch 2, Koei Tecmo resumed its own publishing duties for the game, but it showed that the studio is being courted for development and original concepts, and not just Warriors titles.</p><p class="paragraph" style="text-align:left;">Omega Force had now found a new peak of success and collaboration. The company began as an experiment to bolster Koei’s catalog with unique new titles beyond its traditional releases. Over the years, it evolved into a success story, building partnerships beyond Koei. Dynasty Warriors faced challenges and reached a low point after a critical failure in Dynasty Warriors 9. Still, the studio had too many connections and too much talent to fail on a single release. Since then, their most recent release, Dynasty Warriors: Origins, reimagined the core gameplay and style, delivering a well-received refresh the franchise needed. Omega Force has lived up to its name and is a genuinely creative developmental force. I will remain intrigued and excited when I see their name in the credits of an upcoming game. Here’s to another 30 years, Omega Force!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=98c47b72-38cf-4eb8-8f6e-7192dc0ad23c&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Tobal Improvement</title>
  <description>How DreamFactory improved the Tobal formula with Ehrgeiz by Darren Hupke</description>
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  <link>https://pixelsandpolygons.beehiiv.com/p/tobal-improvement</link>
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  <pubDate>Wed, 01 Jul 2026 18:29:54 +0000</pubDate>
  <atom:published>2026-07-01T18:29:54Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;">This article was originally published in Pixels and Polygons Quarterly 2026 Q2. You can buy the full issue digitally for as little as $1.99 <a class="link" href="http://pixelsandpolygonsllc.gumroad.com/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=tobal-improvement" target="_blank" rel="noopener noreferrer nofollow" style="color: var(--RichText-link-color)">here</a>, or get a physical copy for $15 at <span style="text-decoration:underline;"><a class="link" href="https://pixelsandpolygons.net/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=tobal-improvement" target="_blank" rel="noopener noreferrer nofollow" style="color: var(--RichText-link-color)">pixelsandpolygons.net</a></span>.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">When DreamFactory released Tobal No. 1, many North American gamers likely bought it for the Final Fantasy VII sampler CD included with this strange-looking 3D fighter. Why the hell was Square putting out a fighting game, and who the hell was DreamFactory? Well, let’s get into it. It’s a pretty cool story. With some real major players.</p><p class="paragraph" style="text-align:left;">DreamFactory was established as a subsidiary of Square with the exact goal of producing Square’s first 3D fighter. They weren’t going to do this with their current in-house developers, so they went out looking for the best. What they ended up with was 17 staff members who came from other companies who were unhappy with the current state of 3D fighting games. The company was led by Seiichi Ishii, who was also the director of Tobal No. 1, and had an excellent resume, including work on Virtua Fighter and the first two Tekken games. The main programmer and co-designer was Toru Ikebuchi, another Virtua Fighter alum who programmed the first two games and would later return to Sega to direct Virtua Fighter 4. Hitoshi Matsuda did the motion design, coming over from Namco, having previously done motion design work on Tekken 1 and 2. Clearly, the team was built with talent to get the job done.</p><p class="paragraph" style="text-align:left;">DreamFactory wanted to achieve full 360-degree movement to create a dynamic fighting game. Players weren’t locked into 2D planes like they were in other 3D fighters of the time. Sure, those games allowed you to side-step around, but the Tekken games had “infinite” stages, and Virtua Fighter stages were simple and small. In Tobal No. 1, players could move around the stage, omit blocking and step around their opponent to counter their moves, and jump over low attacks. Players still needed to mind their step, as ring outs would end their round instantly.  It ran smoothly at 60 frames per second and felt solid to control. Visually, the characters looked a bit dated without fully textured polygons, but overall, Akira Toriyama’s character designs looked great. That’s right, Akira Toriyama of Dragon Ball and Dragon Quest fame helped design the plot and the original characters in this game.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0b68060c-62f5-45de-a8d7-14a39895f9fd/Tobal_No._1__USA_-240120-135528.png?t=1782930507"/></div><p class="paragraph" style="text-align:left;">The thing Tobal No. 1 did that was truly unique was the Quest Mode. In this mode, the camera pulled back, and you controlled your chosen fighter through a multi-floor dungeon filled with potions, items, traps, enemies, and other surprises. You could improve your strength and defense to increase your chances of making it through to the end alive. This was a full-on RPG-inspired quest that was really cool to see. There were drawbacks in some of the controls with the platforming sections, but with unlockable characters and multiple stages, there was quite a lot here, and it was quite unexpected.   </p><p class="paragraph" style="text-align:left;">Overall, there was a lot of promise, but it didn’t fully deliver and execute on making the greatest 3D fighter of the era. There was a strong foundation here, and with some retooling and refinement, there could be a really rad game with this focus on freedom of movement and quest modes.</p><p class="paragraph" style="text-align:left;">After Tobal No. 1, DreamFactory went straight to work on Tobal 2. The goal was to refine and expand the game to address the first game&#39;s issues. Visually, the characters’ polygons had more shading and detail, though this was more of a technical trick and not fully texture-mapped models. The game engine uses the same freedom-of-movement controls, with players still locked facing each other but able to move in 3D to find the right position in battle. Players had access to the same three attack buttons for specialized combos, and each character also had an unblockable projectile or fireball attack. There was a return of the standard tournament mode, where you fought stage by stage until you reached the end boss battle, which is a pretty standard mode for a game like this. There was also a training mode on the main menu, rather than buried in the options menu like it was in the original. But there was one mode that returning Tobal fans likely bought the game for—Quest Mode.</p><p class="paragraph" style="text-align:left;">Tobal 2’s Quest Mode abandoned the straight dungeon hub and instead offered a map and a complete world. There were NPCs, text boxes, dialogue, and a plot, as simple as it still was. You began your quest in a home and are introduced to indoor environments, doors, NPCs, and exploration. Outside, in a town, you have the freedom of choice to explore a number of areas. Some locations are destination dungeons that play out like the Quest Mode dungeon of Tobal No. 1. There are far more items, stats, and locations here, plus you have full-on equipment menus and much more depth to gaining stats and growing your character. There are items you can use to capture the Quest Mode enemies and use them in the other modes of the game, as well. This is a nice way to pad out the number of playable characters for the completionists out there. This Quest Mode was far deeper, and a full investment into solidifying itself here in this unique space.</p><p class="paragraph" style="text-align:left;">While the praise is fully deserved for getting weird with the Quest Mode, the standard game and gameplay again felt… generic. This may be too tough a criticism, as the developers came from Virtua Fighter and Tekken backgrounds, so there are obvious reasons why it may feel similar to the competition. It just lacks a certain something to stand out in the area of the game that matters most. The characters were again Akira Toriyama&#39;s creations, while plot ideas were fleshed out by the team. With two attempts to realize the fusion of Akira Toriyama and the DreamFactory quest and movement ideas, there still wasn’t a surefire hit. The next game needed to mix something up.</p><p class="paragraph" style="text-align:left;">With just a single year between releases, DreamFactory would mix things up after all. Their third title would drop Akira Toriyama and instead use the growing young talent in-house at Square, Tetsuya Nomura. Hot off Final Fantasy VII, Nomura’s original characters shared many of the same design qualities as those now fan favorite characters from FFVII. This new game would also partner with Namco and be developed on the PlayStation-focused System 12 arcade board. With a presence in the arcade to hype up the home conversion, DreamFactory had enough to give this new game the best chance of becoming a hit. This is how Ehrgeiz: God Bless the Ring was born. But Square had one more trick to entice players to give their latest fighting game a shot.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/237ce609-cf9d-444f-8c54-39afffbbca84/Arcade_Flyer.jpg?t=1782930507"/></div><p class="paragraph" style="text-align:left;">The arcade edition of the game launched with two guest characters, Cloud Strife, Sephiroth, and Tifa Lockhart, from Final Fantasy VII, in addition to a larger roster of 10 original characters. The game had a simple, focused plot to drive players through it. The legendary Ehrgeiz sword has been sealed away, and the stone key used to unlock it would be the prize given to the winner of the fighting tournament you participate in. With a strong story, as simple as it is, this was already an improvement over both Tobal games, whose generic tournament isn’t as memorable.</p><p class="paragraph" style="text-align:left;">The original characters are also a bit edgier and, as sad as it is to say, cooler than Toriyama’s Tobal characters. Godhand, whose right hand is cut off and replaced with a gun, is the bizarre cover guy, along with &quot;Yoyo&quot; Yoko Kishibojin, who is a cop and uses a ranged yo-yo as a weapon. With each character having a standout design and move set, the entire roster is worth exploring, though the urge to crack skulls with Tifa or swing that buster sword wildly with Cloud may be too hard to resist.</p><p class="paragraph" style="text-align:left;">Gameplay would see a significant upgrade in 3D movement. Now, it wasn’t just a gimmick in technology. Stages now feature elevational changes, objects, and walls, creating unique spaces that take full advantage of ranged moves and the ability to run freely. This is the game that finally realizes the benefits of having a free movement control system for a fighting game. DreamFactory figured it out here, for sure.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ce81fd77-d938-4380-9895-5d9e3b7954fc/Promo_Art.webp?t=1782930507"/></div><p class="paragraph" style="text-align:left;">Ehrgeiz would be ported to the PlayStation just a few months after the arcade game&#39;s release, bringing with it some amazing additions. First, more characters. Yuffie, Vincent Valentine, and Zack join the roster as additional Final Fantasy VII guests, bringing more of that draw to players who may have been on the fence about playing a Squaresoft fighting game. Of course, the biggest home console addition was the updated Quest Mode. Tobal fans knew this was coming, but for anyone new to Square fighting games, this was the thing to play.</p><p class="paragraph" style="text-align:left;">Brand New Quest: The Forsaken Dungeon is the full title of the game’s Quest Mode, and it is a stand-alone experience you select from the main menu. This is a beat-em-up RPG in a fully realized world, much like the Quest Mode from Tobal 2. Instead of playing as any of the game’s fighters, there are two original characters to choose from at the start of the game: Clair Andrews and Koji Masuda. You can also swap between them during the game if you visit the Inn. The character growth system has been overhauled as you manage and improve your Attack, Magic, Dexterity, Speed, or Defense stats. Multiple weapons, items, and dungeons can be found, and this is the best version of these Quest Modes that DreamFactory has created by far. There is less wandering as the story shares a multifloor dungeon with randomized maps created each time you enter. The loop of progress and character growth resembles Diablo, and even with a more focused world, it has more depth than Tobal 2.</p><p class="paragraph" style="text-align:left;">Seeing DreamFactory find ways to respond to and improve its ideas over the three PlayStation-era fighters was special. While Tobal No. 1 and 2 aren’t as easy to go back and play, Ehrgeiz is still a game worth playing today. Each game has its flaws. If you like dungeon-crawling games and fighting games, what other title attempts to fuse these two things together? Get weird and give it a try.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/86131fbf-3835-44ce-bb86-c253e8b82555/1.png?t=1782930507"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0fb4c2ba-c6b5-4070-a92f-8f671d6c5fec/AD_PAL.jpg?t=1782930507"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=52f2ed18-35f9-4393-97a9-3c551f9846ef&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>FROM THE VAULT: My Time With &quot;It Came From the Desert!&quot;</title>
  <description>An archived essay from Retro Game Zine on the Cinemaware classic!</description>
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  <pubDate>Wed, 01 Jul 2026 18:24:30 +0000</pubDate>
  <atom:published>2026-07-01T18:24:30Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>This article was originally published in Retro Game Zine Issue 001. You can buy the full issue digitally on my </i><a class="link" href="https://pixelsandpolygonsllc.gumroad.com/l/rgz001?layout=profile&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=from-the-vault-my-time-with-it-came-from-the-desert" target="_blank" rel="noopener noreferrer nofollow"><i>Gumroad page</i></a><i>, or find the issue included in the </i><a class="link" href="https://pixelsandpolygons.net/products/retro-game-zine-2025-annual?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=from-the-vault-my-time-with-it-came-from-the-desert" target="_blank" rel="noopener noreferrer nofollow"><i>annual collection.</i></a></p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">As far back as I can remember, I always had access to video games. I have photos of me holding an NES controller on Xmas morning in 1989. We also had an Atari 2600 with a box full of games— that I only dragged out when I was extremely bored with whatever NES games I had. My mom worked for some kind of bank or lending company in the 80s, and she had an MS-DOS computer that she may have used for work then. I am not actually 100% sure. I know this computer moved with us when we left Southern California and moved to the middle of the desert, 30 minutes south of Maricopa, AZ, in 1990.</p><p class="paragraph" style="text-align:left;">Our family came to the desert, and our new home was three miles down a dirt road off a two-lane paved road and a few miles off a two-lane highway, which was 15 miles away from the nearest town. There was a school, a convenience store, a gas station, and even a municipal airport. The town may not have been called “Lizard Breath,” but it could have been. This remote location where I lived meant I wasn’t walking to any parks or going anywhere nearby to play. Video games were my primary form of entertainment, and I was okay with this. I’d stick to my NES games, and we’d randomly get new ones from who knows where, or we’d get a rental from a store if we went into town. Sometimes, I’d just have to be bored.</p><p class="paragraph" style="text-align:left;">One day, I started exploring the house in one of these hazy boredom states and found the computer. This was a computer that would boot right into MS-DOS, and along with this computer, I found a few boxed games and a Rolodex-style storage bin filled with 5¼-inch floppy disks, many of which were games. I’d learn how to put the disks in, search for the .exe files, and play things like “Harley-Davidson: The Road to Sturgis,” “Zork,” and more.</p><p class="paragraph" style="text-align:left;">I’d meet my best friend a couple of years later, and much like my home, there was always something new to discover when our boredom reached new lows. We would find another computer and some early music production software. After more digging, we found even more games like “Ys: The Vanished Omens” and one that stood out because of its B-movie cover, <i>It Came From the Desert</i>.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/773afd17-18f8-44cf-9382-832302d57e48/Art_Cover2.png?t=1782930019"/></div><p class="paragraph" style="text-align:left;">What were our parents doing in the early 90s? I never saw them play video games. I never saw them sitting in front of these computers. Where did these games come from? Some kind of trade? A yard sale buy? I have talked to my friends over the years, but we have no idea. I don’t know if I am alone here, but I never really learned how these games showed up, but I am glad they did. Finding them helped us discover new genres or at least genres we wouldn’t have ever been exposed to at that age, and eventually, these types of experiences would be things we’d hunt down again and again. We were lucky to have the chance to get our hands on them then.</p><p class="paragraph" style="text-align:left;">When we first put in <i>It Came From The Desert</i>, we weren’t quite sure what to expect. Our NES, SNES, and Genesis games taught us that shooters and platforming were the typical stock experience, so I could imagine blasting away at some giant ants based on the cover. Instead, we were greeted with a message from the main character, a geologist temporarily living in a small town investigating a meteoroid that fell out of the sky on the outskirts of town.</p><p class="paragraph" style="text-align:left;">It was an adventure game that had us make choices and work against the in-game clock. It felt like one of my “Choose Your Own Adventure” books that I was obsessed with at that age. We weren’t immediately thrown into action, but we had to glean clues to figure out where to go next, acting as a detective of sorts to the game&#39;s main story. There were odd characters and strange events, and the real surprise was that all these moments were broken up with mini-games of all different types. There was a first-person game of chicken against some rebel teens. There was a knife fight against that same crew. If you traveled to the local airfield, you could play a top-down flight sim to gather intel, explore the town, and more. If you are on the right path, a giant ant may interrupt and attack in a first-person fight where you defend yourself with a gun.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/33667556-5e60-4fc1-80e7-4c580b166904/it-came-from-the-desert_8.gif?t=1782930090"/></div><p class="paragraph" style="text-align:left;">I mentioned the in-game clock before, but this concept was new for us as younger kids. You wouldn’t immediately know if your choice to investigate a local farm or drive to the quarry outside of town was right or wrong. Each choice took time, and you needed to solve the central story within 15 days. Failing to succeed at some of these events risked injury, and a bad enough injury could land you at the local hospital.</p><p class="paragraph" style="text-align:left;">This is where I would find the most significant challenge. First, choosing to wait to heal up would cause you to lose the most of your limited time to figure out the town&#39;s ant problem. The doctors and nurses didn’t believe your story, and they ordered you to stay in bed. The problem is that you don’t have time to waste, so you do only what you can: Escape the hospital. You needed to avoid orderlies, sneak to the first floor, and make it out of the front door to succeed. If you were caught, it was back to your room, where you would have to wait and lose the most precious resource in the game. It wasn’t easy, but when I finally did it for the first time after dozens of tries, I remember breaking out in an ad-libbed song, “I escaped the hospital!” This must have been an infectious song because my friends and I still bring it up over 30 years later.</p><p class="paragraph" style="text-align:left;">The game was non-linear in its design. You could take multiple paths and find different people to meet to help uncover the details of the game&#39;s mystery. This meant we could try new things, go to new places, and experience something different each time. This is something we had never experienced before. As I grew older, I discovered more adventure and RPG games— which became my genre of choice. Threads of what I love today can be found here. We would see the end of the game and make it through the ant&#39;s tunnels in the southwest area of the map with a flamethrower in hand. We found what came from the desert, living in our version of that game, and it&#39;s an experience I can never forget.</p><p class="paragraph" style="text-align:left;"> </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3c9326d9-4acf-4d1d-884f-c01d3eb6f175/Preview_1_Cover.png?t=1782929771"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=1de84224-e65b-414d-81d1-38491a57b5b2&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>January 2026 Update</title>
  <description>Books, Zines, Podcasts and more!</description>
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  <link>https://pixelsandpolygons.beehiiv.com/p/january-2026-update</link>
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  <pubDate>Tue, 20 Jan 2026 16:50:10 +0000</pubDate>
  <atom:published>2026-01-20T16:50:10Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">Hello everyone, I wanted to pop in and share a few updates on all that’s going on with Pixels and </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;">Polygons. I’ve got updates on everything and a few recommendations, too.</span></p><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">First, this one is for patient 32 Bit Library Deluxe Edition supporters. I have my final print-ready file, and </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>I will be launching the Kickstarter for the special A4-sized 32 Bit Library Greatest Hits Volume 1: Deluxe Edition SOON!</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"> By ‘soon,’ I mean it might be launched today, and this link will take you right to the campaign, depending on how soon you read this email. I will have a few limited sets that’ll include an enamel pin, trading card, and sticker along with the book, but you will also have options to get just the book if you don’t like all the extras. I originally started these books in this size, but the standard ones took priority because of their smaller size (and price). </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>I haven’t forgotten everyone who enjoys the massive coffee table version. The same slipcase and spot UV treatment are here.</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"> This is the giant book you’ve been waiting for. Shipping will be late spring, with my goal to get it to everyone by July (or sooner!). You can read all about it and get notified when it launches right here:</span></p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/32-bit-library-greatest-hits-volume-1-deluxe-edition?ref=3l11pv&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank"><div class="embed__content"><p class="embed__title"> Coming soon: 32 Bit Library Greatest Hits Volume 1: Deluxe Edition </p><p class="embed__description"> A chronological retrospective of 50 of the best-selling games on the PlayStation from 1995-2003. A4 size. 344 pages. 900+ screenshots. </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/32-bit-library-greatest-hits-volume-1-deluxe-edition?ref=3l11pv </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/052/268/917/71aeeb12345f25287fb848742378bedf_original.png?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&v=1768842042&width=1552&sig=3QjL1DvV0cUJiNyRt1JBG1hizIxEBLWU53jkQj0tv38%3D"/></a></div><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">This volume’s focus is not on an entire publisher&#39;s catalog, but instead on 50 of the best-selling games that were rereleased as “Greatest Hits” on the system. Inside, you’ll be able to read about quite a few games that wouldn’t normally be featured in the typical 32 Bit Library book. From Alien Trilogy to X-Men Mutant Academy, there is something for everyone here. There are also some great original essays by some amazing folks. Check out the link and read all about it.</span></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/a22792e4-7a46-4658-a857-98af986b1766/A4_Preview_Pages105.jpg?t=1768927687"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">Up next is Pixels and Polygons Quarterly! Issue one is complete and being printed here any day now. It has come together better than I originally envisioned, with extra content like the “Pencils and Polygons” comic drawn by Maddie, aka ohthatsraspberry. I am also happy to have more writing on it. Each issue has an overall “theme,” so having a story that ties to this theme as a connective tissue for the issue is something I am proud of. Issue two is already in production with another group of great writers. Nadia Oxford (Axe of the Blood God, frequent Retronauts guest, and so much more!), Brendan Hesse of The Crawl, and Alex Johnson. This next issue will be “Square Pegs in Round Holes.” It’ll cover a few less popular Square titles that are fan favorites.</span></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ee058548-a12b-49c8-946b-16edc980c184/IMG_0487.jpeg?t=1768869943"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">I’ve got a few recommendations this month. If you’re reading this, you likely enjoy old PlayStation games. If you’ve ever seen any of Geeks-Line’s books, you&#39;ll know they&#39;re anthologies of consoles with game data, development articles, and plenty of info. Their latest, </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>the PlayStation Anthology: The Tetralogy, is a giant four-volume tetralogy covering the original PlayStation.</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"> If you have the original volume, you can buy 2-4 and the slipcase or get all four now in the slipcase. It looks like a great book. I recently got their giant slipcase set for the PS2. </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>Check it out on Kickstarter now</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;">:</span></p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/2099439603/playstation-anthology-the-tetralogy?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank"><div class="embed__content"><p class="embed__title"> PlayStation Anthology: The Tetralogy </p><p class="embed__description"> 100% dedicated to the PlayStation: Exclusive Box Set, 4 Books, 1300+ pages. </p><p class="embed__link"> www.kickstarter.com/projects/2099439603/playstation-anthology-the-tetralogy </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/052/281/021/c9fb59f6fdfc15fc3611f64df8e45820_original.png?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&v=1768923278&width=1552&sig=o05EdJqsqHQey9el65GTeSi8%2FM%2BHCvX9vZfnAu5I%2BxY%3D"/></a></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/4670cf96-65c4-4151-b158-573ab0811274/a18c838b9668a96d487fbb09ff0b6390_original.png?t=1768926409"/></div><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">Another book I recently picked up was </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>Philip Summers’ and NF Publishing’s Hand-Drawn Game Guides: Mega Man</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;">. This is like a love letter to old gaming magazine strategies with tons of illustrations by Philip. Full level maps, tips, and walkthroughs for the entire game, plus boss info, game history, and more. It’s a great read and art book, all in one, and a neat way to revisit the classic Mega Man. Philip has been a guest on Pixels and Polygons in the past, if you want to find his episodes to hear more from him. </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>Buy your own copy here:</b></span></p><div class="embed"><a class="embed__url" href="https://www.nintendoforcemagazine.com/product/Hand-Drawn-Game-Guides-Mega-Man-Hardcover-Book?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank"><div class="embed__content"><p class="embed__title"> Hand-Drawn Game Guides: Mega Man - Hardcover Book </p><p class="embed__description"> The origin point of the iconic Mega Man franchise is revisited and reimagined in this totally hand-illustrated guidebook! Use Hand-Drawn Game Guides: Mega Man as a companion to your next playthrough of the Blue Bomber&#39;s first classic clash against the devious Dr. Wily and his rogues&#39; gallery of radically reprogrammed Robot Masters. Mega Man&#39;s inaugural mission is infamously challenging, and tough </p><p class="embed__link"> www.nintendoforcemagazine.com/product/Hand-Drawn-Game-Guides-Mega-Man-Hardcover-Book </p></div><img class="embed__image embed__image--right" src="https://d2j6dbq0eux0bg.cloudfront.net/images/79138309/5394496672.jpg"/></a></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8cfde14d-2a36-4edc-9a32-bfae872b9f00/91350c058f1fb54ab03c93c64a68201b_original.png?t=1768926735"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/90ff6104-7e70-46e3-9944-69bd1c171f92/ce9452ac07aaeecfb82247a8e537f696_original.png?t=1768926750"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;"><span style="font-family:UICTFontTextStyleBody;font-size:14px;">Last part of this update, </span><span style="font-family:UICTFontTextStyleBody;font-size:14px;"><b>I’ve been busy with new 2026 episodes of the Pixels and Polygons podcast</b></span><span style="font-family:UICTFontTextStyleBody;font-size:14px;">. Recently, I’ve posted episodes with Gooey from Flashback 64 (also a buddy show on the Sound Stone Network) and Audi Sorlie (DF Retro, Limited Run Games, more) with a revised format. It’s allowed for more conversation and more time for the episode topics. I hope y’all have been enjoying that. I’ve got more new guests lined up in the coming weeks, as well. I’ve also been making time to guest on OTHER podcasts. I recently recorded an episode with Dave from Tales From the Backlog talking about Crazy Taxi. I’ve also got a new Side Quests episode coming from the “Fun” and Games Podcast folks. You can also find me on upcoming episodes of the Still Loading Podcast and the Retro Blast Podcast. Apparently, I’ll take most offers to join others to talk about video games!</span></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9d07cc46-55f2-4880-bba6-8ebdb7fbfda5/IMG_0488.JPG?t=1768927063"/><div class="image__source"><span class="image__source_text"><p>LISTEN: <a class="link" href="https://talesfromthebacklog.fireside.fm/198?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank" rel="noopener noreferrer nofollow">talesfromthebacklog.fireside.fm/198</a></p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e21b2e63-2986-491e-841f-7b88a427c482/ep95_image.jpg?t=1768926608"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;">I’ll end this update with an original article I posted over on my Patreon (<a class="link" href="http://Patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank" rel="noopener noreferrer nofollow">Patreon.com/darrenhupke</a>) that you can follow for FREE! I wrote about the similarities of The Last of Us and an amazing comic called Sweet Tooth, and the dark tensions of being a protective parent. I hope y’all enjoy it! I’ll be back with another update when I have something new to announce. Maybe it’ll be that thing I have been posting so much about with all those skateboarding games on BlueSky… </p><div class="embed"><a class="embed__url" href="https://www.patreon.com/posts/paperboy-vol-002-147428431?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link" target="_blank"><div class="embed__content"><p class="embed__title"> PAPERBOY VOL 002 - The Last of Us and Sweet Tooth | Pixels and Polygons </p><p class="embed__description"> Get more from Pixels and Polygons on Patreon </p><p class="embed__link"> www.patreon.com/posts/paperboy-vol-002-147428431?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link </p></div><img class="embed__image embed__image--right" src="https://www.patreon.com/meta-image/post/147428431"/></a></div><hr class="content_break"><p class="paragraph" style="text-align:left;">Buy your books, zines, shirts, and more, all over on <a class="link" href="http://PixelsandPolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-2026-update" target="_blank" rel="noopener noreferrer nofollow">PixelsandPolygons.net</a>! </p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=d58c59d3-6644-4a27-8dbb-cfee2c9b154a&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>LAST CALL! Retro Game Zine 2025 ANNUAL Kickstarter ends 9/12, PRGE, Paperboy Vol 001 &amp; more!</title>
  <description>Wow, that&#39;s a lot of stuff! Is that a teaser at the end of the newsletter, too?</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more</guid>
  <pubDate>Fri, 12 Sep 2025 03:31:14 +0000</pubDate>
  <atom:published>2025-09-12T03:31:14Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f3d2f220-c498-44bf-b89f-a784ac6ddb73/Project_Image_2025.jpg?t=1757644403"/><div class="image__source"><span class="image__source_text"><p>The final issues of the year + the complete 2025 collection!</p></span></div></div><p class="paragraph" style="text-align:left;">Hello everyone!</p><p class="paragraph" style="text-align:left;">I wanted to bug you all one final time, as the Kickstarter campaign for my final Retro Game Zine issues of 2025 <b>ends on Friday, 9/12</b>. Beyond the final issues, I also have a complete collection of all 12 issues from the year inside a single book, the 2025 ANNUAL. When I send this, there will be a little less than 24 hours to get yourself a copy!</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-011-012-and-2025-annual?ref=3x7eow&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank"><div class="embed__content"><p class="embed__title"> Retro Game Zine Issue 011, 012 & 2025 ANNUAL </p><p class="embed__description"> A zine focused on a retro video game release. Read about the game&#39;s history, a personal essay, analysis, screenshots, and more! </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-011-012-and-2025-annual?ref=3x7eow </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/050/602/272/169712765061d36b874623fb491360c8_original.jpg?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&v=1756347607&width=1552&sig=EZ7Y05A7KBxveuKvWOPPNnPa8RXHr2DjGoxphcQ1LN0%3D"/></a></div><p class="paragraph" style="text-align:left;">Backers will get bonus stickers with their issues or the collection, and I plan to produce a bonus bookmark or art print for everyone, too. Whatever it is, it will feature the surprise artwork from the legendary <b>Wil Overton</b>! He was the talented cover artist for Super Play magazine and many others over the years. He is working on something original for the 2025 ANNUAL cover that I am sure will be amazing. Here are some of his iconic covers:</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/80ffafa5-b41b-409c-8f0c-7189def8ffc5/IMG_2685.JPG?t=1757646010"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/84984324-9c55-4083-bb82-c59d90b31dd5/IMG_2687.JPG?t=1757646045"/></div><p class="paragraph" style="text-align:left;">The other stickers will feature RySpirits’ original art for the 2025 ANNUAL, as well as separate stickers for the Harvest Moon issue and the Snatcher issue. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/7d9c2ca1-fa2d-4d0a-a6a3-8caaff2a56d5/Sticker_Preview.png?t=1757646145"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/cc4a1eb6-1c6b-466a-868a-2abbac57babf/011_Sticker_Preview.png?t=1757646164"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/7c534022-39df-4df6-a2ec-4261b3e16232/012_Sticker_Preview.png?t=1757646156"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;">My next convention appearance will be next month at the Portland Retro Gaming Expo! I will have copies of all my books and zines, plus Beat ‘Em Up Vol 1, on hand for folks to grab, and I’ll be hopefully running into some friends like Brian from <a class="link" href="http://RetroGameBooks.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank" rel="noopener noreferrer nofollow">RetroGameBooks.com</a> (check out his latest SNES Maps Vol 3 book up for pre-order <a class="link" href="https://retrogamebooks.com/products/video-game-maps-snes-volume-3?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank" rel="noopener noreferrer nofollow">RIGHT HERE!</a>) and a few past guests from the Pixels and Polygons podcast. If you plan to attend, let me know or stop by my table!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/b1adea7e-878b-4d4e-88b9-a0bfc82d3576/IMG_2652.JPG?t=1757646242"/></div><div class="embed"><a class="embed__url" href="https://retrogamebooks.com/products/video-game-maps-snes-volume-3?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank"><div class="embed__content"><p class="embed__title"> Video Game Maps: SNES - Volume 3 </p><p class="embed__description"> This is a pre-order. Books are estimated to ship in December. Maps have always played a crucial role in video games, serving as guide, world builder, and interactive element. A single image can add incredible depth to the story and lore of a digital universe. With Video Game Maps: SNES - Volume 3, experience the beauty </p><p class="embed__link"> retrogamebooks.com/products/video-game-maps-snes-volume-3 </p></div><img class="embed__image embed__image--right" src="http://retrogamebooks.com/cdn/shop/files/3d-cover-slant-01.jpg?v=1757461072"/></a></div><p class="paragraph" style="text-align:left;">I was lucky enough to have some contributions inside Video Game Maps: SNES Volume 2, and I have also sent him a few quotes for some of his upcoming projects, so keep an eye out here for future shares. If you buy a copy, tell Brian I said hi!</p><hr class="content_break"><p class="paragraph" style="text-align:left;">Patreon got a big overhaul recently. This month, I also created a new $1 monthly tier for my Patreon. You can check it out <a class="link" href="https://www.patreon.com/darrenhupke/membership?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank" rel="noopener noreferrer nofollow">RIGHT HERE</a> to learn more about it, but this support will get you one week of early access to new Pixels and Polygons episodes, as well as the ability to chat and submit icebreaker questions for future episodes, and a personal shout-out. Consider it if you can, as all the support goes to website hosting fees, Shopify costs, and running all the Pixels and Polygons things I have going on. </p><p class="paragraph" style="text-align:left;">This month, I also tried something new and released the first in an ongoing series of original articles I plan to write as I have extra time, called PAPERBOY. Paperboy is a recurring feature that pairs one video game with a comic book series that shares similar themes or atmosphere. If you are a fan of the game in question, I would highly recommend you search out the comics if you want similar entertainment. There are some spoilers for the game, but minimal spoilers for the comics, as I want y’all to go out and read these. You can read my first article (for FREE, as always), as well as download a digital zine edition of the article below. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f13455db-8484-4947-90f3-b7693ceede10/Paperboy.png?t=1757646888"/></div><div class="embed"><a class="embed__url" href="https://www.patreon.com/posts/paperboy-vol-001-138232438?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank"><div class="embed__content"><p class="embed__title"> PAPERBOY VOL 001 - Death Stranding and East of West | Pixels and Polygons </p><p class="embed__description"> Get more from Pixels and Polygons on Patreon </p><p class="embed__link"> www.patreon.com/posts/paperboy-vol-001-138232438 </p></div><img class="embed__image embed__image--right" src="https://www.patreon.com/meta-image/post/138232438"/></a></div><div class="recommendation"><figure class="recommendation__logo"><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="M14.8287 7.75737L9.1718 13.4142C8.78127 13.8047 8.78127 14.4379 9.1718 14.8284C9.56232 15.219 10.1955 15.219 10.586 14.8284L16.2429 9.17158C17.4144 8.00001 17.4144 6.10052 16.2429 4.92894C15.0713 3.75737 13.1718 3.75737 12.0002 4.92894L6.34337 10.5858C4.39075 12.5384 4.39075 15.7042 6.34337 17.6569C8.29599 19.6095 11.4618 19.6095 13.4144 17.6569L19.0713 12L20.4855 13.4142L14.8287 19.0711C12.095 21.8047 7.66283 21.8047 4.92916 19.0711C2.19549 16.3374 2.19549 11.9053 4.92916 9.17158L10.586 3.51473C12.5386 1.56211 15.7045 1.56211 17.6571 3.51473C19.6097 5.46735 19.6097 8.63317 17.6571 10.5858L12.0002 16.2427C10.8287 17.4142 8.92916 17.4142 7.75759 16.2427C6.58601 15.0711 6.58601 13.1716 7.75759 12L13.4144 6.34316L14.8287 7.75737Z"></path></svg></figure><h3 class="recommendation__title"> Paperboy Vol 1.pdf </h3><p class="recommendation__description"></p><p class="recommendation__description"> 3.37 MB • PDF File </p><a class="recommendation__link" href="https://beehiiv-publication-files.s3.amazonaws.com/uploads/downloadables/2219c747-64ed-4c78-b343-f25ce5954b01/553cd8b5-ae91-45de-a955-01ca3f3ea30e/Paperboy%20Vol%201.pdf?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAQCMHTQSE2JGAGXHJ%2F20260710%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20260710T160542Z&X-Amz-Expires=604800&X-Amz-SignedHeaders=host&X-Amz-Signature=727f4fe4339b5e749f64b27c69a605bedd39fc2648695eabce95f2617f95dc91" download="Paperboy Vol 1.pdf" target="_blank" data-skip-utms data-skip-link-id> Download </a></div><hr class="content_break"><p class="paragraph" style="text-align:left;">I have had a bunch of great guests on the podcast these last few weeks. Coming up on 9/19 I will have the talented Maddie ★ othatsraspberry. We answer the evergreen question about a favorite average (or below average) game we love that doesn’t get enough attention. Maddie also has some fantastic Metal Gear comics collected in two different books you can pre-order RIGHT NOW. Please go check them out and consider supporting her and get some cool stuff while you’re at it.</p><div class="embed"><a class="embed__url" href="https://othatsraspberry.storenvy.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank"><div class="embed__content"><p class="embed__title"> othatsraspberry </p><p class="embed__description"> Maddie is an independent artist based in Oregon. </p><p class="embed__link"> othatsraspberry.storenvy.com </p></div><img class="embed__image embed__image--right" src="https://prod-cdn-04.storenvy.com/stores/avatars/1292672/medium/3nRSXhOh_400x400.jpg?1720675793"/></a></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/212de4d5-bbe1-44b9-90ca-c1dc72d960d2/ep78_image.jpg?t=1757647632"/><div class="image__source"><span class="image__source_text"><p>Find the podcast on <a class="link" href="http://Soundstone.network?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=last-call-retro-game-zine-2025-annual-kickstarter-ends-9-12-prge-paperboy-vol-001-more" target="_blank" rel="noopener noreferrer nofollow">Soundstone.network</a> or most major podcast platforms today!</p></span></div></div><hr class="content_break"><p class="paragraph" style="text-align:left;">Now, for the post credits secret teaser, I can show off a sneak peak of the next 32 Bit Library book. I am officially calling it “32 Bit Library Greatest Hits 1” and you can see the amazing art RySprit came up with for this amazing collection. I’ll have some new contributors in this volume, and I hope you all enjoy it. It will be coming to Kickstarter, and I will be sure to let you all know when you can sign up to be notified as soon as it’s possible. For now, thanks for reading and keeping up with my stuff. I appreciate everyones support, even the shares online with friends and social media. It all helps. Thank you!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/dafba4ac-fc5b-416b-a75c-8e9da1bc5982/32v5_KS_Project_Image.jpg?t=1757647492"/></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=caffb9c3-0388-4e49-ac8b-6de4ff825c33&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>NEW PROJECT ALERT: Retro Game Zine 011, 012, &amp; 2025 ANNUAL</title>
  <description>Year one of Retro Game Zine comes to a close along with a giant collection!</description>
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  <link>https://pixelsandpolygons.beehiiv.com/p/new-project-alert-retro-game-zine-011-012-2025-annual</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/new-project-alert-retro-game-zine-011-012-2025-annual</guid>
  <pubDate>Thu, 28 Aug 2025 15:20:55 +0000</pubDate>
  <atom:published>2025-08-28T15:20:55Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
    <div class='beehiiv'><style>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello everyone!</p><p class="paragraph" style="text-align:left;">Retro Game Zine is coming back to Kickstarter for the final time this year! I am rounding out the year with issue 011 and 012 covering Harvest Moon on the SNES and Snatcher on the Sega CD. This will bring my goal of producing a monthly zine for an entire year to an end. It has been a lot of work, but a lot of fun, and I will let you know now, I don’t plan on stopping. I will be retooling, and I’ll share more about that later, but do know Retro Game Zine isn’t done!</p><p class="paragraph" style="text-align:left;">I am also releasing a massive 340+ page collection of every issue released in 2025 in a single book called Retro Game Zine 2025 ANNUAL. This will be a great way for people who skipped the zine initially to check it out, or for those who want an easy to read single volume to put on your book shelf. It will have all of the same content from every issue, including all of the contributors essays, retro reviews, and game histories. I hope you all enjoy it!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/a1502081-3ef4-46b9-ae22-d1e54d546861/KS_Item.png?t=1756393285"/><div class="image__source"><span class="image__source_text"><p>New cover art by Ry-Spirit!</p></span></div></div><p class="paragraph" style="text-align:left;">The project will be launching on Kickstarter soon! So head to this link and get notified when it launches so you can get your issues, or the 2025 ANNUAL as soon as it launches. The early support goes helps push it up the charts for Kickstarter to internally promote it, and as always, you aren’t charged until the project ends, so if you planned to back it, please do as early as you can!</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-011-012-and-2025-annual?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-alert-retro-game-zine-011-012-2025-annual" target="_blank"><img class="embed__image embed__image--top" src="https://i.kickstarter.com/assets/050/602/272/169712765061d36b874623fb491360c8_original.jpg?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&v=1756347607&width=1552&sig=EZ7Y05A7KBxveuKvWOPPNnPa8RXHr2DjGoxphcQ1LN0%3D"/><div class="embed__content"><p class="embed__title"> Coming soon: Retro Game Zine Issue 011, 012 & 2025 ANNUAL </p><p class="embed__description"> A zine focused on a retro video game release. Read about the game&#39;s history, a personal essay, analysis, screenshots, and more! </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-011-012-and-2025-annual </p></div></a></div><p class="paragraph" style="text-align:left;">Here are some of the promotional images I made of the issues, as well as the cover art done as sticker mockups to see how amazing Ry-Spirits art for these issues is!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/2be4dddb-6af6-4df9-813b-263e453b3c65/Zine.png?t=1756393658"/><div class="image__source"><span class="image__source_text"><p>Issue 011</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/bf4800d6-33dc-4f0d-be54-bdbc72859f78/Item.png?t=1756393636"/><div class="image__source"><span class="image__source_text"><p>Issue 012</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8668c023-2447-4a78-b22b-4c2ed30194f4/Sticker_Preview.png?t=1756393740"/><div class="image__source"><span class="image__source_text"><p>Farming Sticker</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ab0a9ad3-44e3-42fd-bdca-b8501ba278bb/Sticker_Preview.png?t=1756393766"/><div class="image__source"><span class="image__source_text"><p>Junker Sticker</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/61ed5a61-576c-45e3-bc29-01d641b252df/Sticker_Preview.png?t=1756393792"/><div class="image__source"><span class="image__source_text"><p>Ry-Spirit 2025 ANNUAL Sticker</p></span></div></div><p class="paragraph" style="text-align:left;">Thanks for all for your interest, your support, and helping me make these projects for an entire year. This isn’t something I could have done alone, and your support means more than you know. If you’ve read this far down, I will also share the secret cover art that will be unlocked during the campaign… Legendary cover artist Wil Overton is working on artwork for the actual cover right now! Ry-Spirits art will still be featured on the back cover and interior, and as a sticker, but having the chance to do something different for this collection with Wil was something I couldn’t pass up. If you don’t know his stuff, google “Wil Overton Samus” or check out his site. I’m excited. </p><p class="paragraph" style="text-align:left;">That’s all I got for this newsletter! I just wanted to share a quick update on this new Kickstarter. I’ll be back when there is another new project to share!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=4d337bb9-5de7-4f01-8ead-8398d5a793d1&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>August Update</title>
  <description>The one with the hottest new fashions</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/august-update</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/august-update</guid>
  <pubDate>Sun, 17 Aug 2025 04:32:06 +0000</pubDate>
  <atom:published>2025-08-17T04:32:06Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hey everyone! Darren here with a brief summer update. Things have been quite busy at Pixels and Polygons HQ, with work marching along swimmingly on the next 32 Bit Library book, the release of Beat ‘Em Up Vol 1, my trip to Long Island Retro Gaming Expo, working on the final two issues of Retro Game Zine (and something extra) for the year, and more already filling up the month! Keep reading for info about it all!</p><hr class="content_break"><p class="paragraph" style="text-align:left;">Beat ‘Em Up Vol 1 was released on 8/8, and I have shipped all the Kickstarter rewards to backers. I have an additional stock available on <a class="link" href="http://pixelsandpolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=august-update" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a>, but do you know what else I have? T-shirts! </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e01ff416-be8f-4015-9db6-5fff207d4ec7/Blue_Finishing_Fracas.jpg?t=1755403995"/><div class="image__source"><span class="image__source_text"><p>One of many colors available now!</p></span></div></div><p class="paragraph" style="text-align:left;">So you can not only get your own copy of my latest book RIGHT NOW, but you can dress for the occasion and read it in your very own comfort soft shirt today. </p><p class="paragraph" style="text-align:left;">In addition to the Beat ‘Em Up shirt, I have a number of other designs based on the amazing Ry-Spirit artwork from the Retro Game Zine covers, and some logo-only options. Take a look right now to see them all for yourself.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/95ded9e0-dd71-4ef2-a225-ae239a4bbc00/Screenshot_2025-08-16_at_9.16.07_PM.png?t=1755404182"/><div class="image__source"><span class="image__source_text"><p>See them all, plus color variants, at pixelsandpolygons.net</p></span></div></div><hr class="content_break"><p class="paragraph" style="text-align:left;">An update on the next 32 Bit Library book: This is the one with 50 games that were released as part of Sony’s “Greatest Hits” lineup. This gives me a chance to mix it up and cover some games that wouldn’t typically get covered in my traditional format. Sorry, Activision fans, there is just too much junk there to do a whole book about them!</p><p class="paragraph" style="text-align:left;">My personal goal is to have all the writing done for the games by the end of the month. I probably have 2/3rd’s of it done already, then I’ll start an InDesign file and start dropping in my content. I have been playing and capturing screenshots as I write the entries, so even though I am moving through the list at a slower pace than my previous volumes, I am doing 100% of the work along the way.</p><p class="paragraph" style="text-align:left;">This should all mean a Kickstarter being prepped in September, and hopefully launching at the end of that month if I stay the course. Is anyone excited for more 32 Bit Library?</p><hr class="content_break"><p class="paragraph" style="text-align:left;">Retro Game Zine will continue, with the Mario Tennis (GBC) issue hitting in September, along with the Um Jammer Lammy issue chasing it for October, but what’s in store for November and December? Why it’s Harvest Moon and Snatcher! Work is progressing well, and I am super excited about the guest contributors for these issues. I’ll share more when the Kickstarter begins in early September.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/1a76cc71-7f3a-46b1-a8bb-902a96fd7435/Preview_Page_1.png?t=1755404435"/><div class="image__source"><span class="image__source_text"><p>Work-in-progress look at RGZ011</p></span></div></div><p class="paragraph" style="text-align:left;">In addition to the final two issues for the year, I am working on a Retro Game Zine 2025 Annual. What this will be is a book/compendium/omnibus collecting all 12 issues from 2025 into a single collection. I am also working with an artist who’s got a long history of creating original covers for gaming magazines for a special cover for this edition… Find out more when the Kickstarter goes live! </p><hr class="content_break"><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f006d85e-be7c-4fec-9540-1dfde9c063c4/ep73_image.jpg?t=1755404770"/></div><p class="paragraph" style="text-align:left;">My trip to Long Island Retro Gaming Expo was amazing. I got to meet a few folks I have only interacted with over the internet in person, hosted my own panel, sold some books and zines, and bought some cool retro gaming junk! I broke down the whole show and talked about it in a bonus episode of the Pixels and Polygons podcast. You can listen to it right now on most podcast platforms, and over on <a class="link" href="http://Sounstone.network?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=august-update" target="_blank" rel="noopener noreferrer nofollow">Sounstone.network</a> right now! Don’t forget to subscribe, leave a review, tell a friend, and help me out! </p><hr class="content_break"><p class="paragraph" style="text-align:left;">That’s all I got for you this month! Check out the shirts, grab yourself a new book or zine, and catch up on the podcast. I plan to stay busy through the end of the year, so I will likely be back next month with another update. Thank you for your time and for your support!</p><p class="paragraph" style="text-align:left;">-Darren Hupke <br>@<a class="link" href="https://darrenhupke.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=august-update" target="_blank" rel="noopener noreferrer nofollow">darrenhupke.bsky.social</a> <br><a class="link" href="https://linktr.ee/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=august-update" target="_blank" rel="noopener noreferrer nofollow">https://linktr.ee/darrenhupke</a></p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=5373cd61-abe7-4c89-8414-05123ac33a32&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Summer Update 2k25!</title>
  <description>I hope you like stuff, beacuse I am making a lot of it!</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/summer-update-2k25</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/summer-update-2k25</guid>
  <pubDate>Sat, 31 May 2025 17:52:05 +0000</pubDate>
  <atom:published>2025-05-31T17:52:05Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello everyone, I am back with a big multi-project update. There is a giveaway happening, I have a new book project going on now, and the next Retro Game Zine issues are right around the corner with some of the biggest contributors yet!</p><hr class="content_break"><h1 class="heading" style="text-align:left;" id="podcast-update-giveaway">Podcast Update & Giveaway!</h1><p class="paragraph" style="text-align:left;">The Pixels and Polygons podcast joined the Soundstone Network (<a class="link" href="http://www.soundstone.network?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow">soundstone.network</a>) at its launch, and I am contributing some items to the big promotional giveaway. There are only 3 days left at the time of this writing, so if you want to win a $200 gift card for the video game platform of your choice along with a package of my 32 Bit Library books and Retro Game Zine issues, check it out!</p><div class="embed"><a class="embed__url" href="https://gleam.io/FeIFL/win-a-video-game-shopping-spree-and-game-history-book-collection-455-value?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank"><div class="embed__content"><p class="embed__title"> Win a Video Game Shopping Spree and Game History Book Collection! ($335 Value) </p><p class="embed__description"> The Sound Stone Podcast Network is a collective of independent podcasters covering video game history. The lineup currently includes founding podcasts Pixels and Polygons, Flashback 64, and Kirby Conversations, and we&#39;re hosting a giveaway to celebrate our launch! Grand Prize: All 4 Volumes of 32 Bit Library and a Video Game Shopping Spree! </p><p class="embed__link"> gleam.io/FeIFL/win-a-video-game-shopping-spree-and-game-history-book-collection-455-value </p></div><img class="embed__image embed__image--right" src="https://images.gleamio.com/cdn-cgi/image/format=auto,metadata=none,fit=scale-down,quality=85,width=1080,onerror=redirect/https://user-assets.out.sh/user-assets/1409083/XDs7oR8I7D3fFLei/bafkreicatieivfaimt7m4pwn2dla3csppfsc3i6hpfqgbhlsykt7a6valq.jpg"/></a></div><p class="paragraph" style="text-align:left;">You can gain entries by subscribing to our podcasts, following our social media account, and more. Give it a look and share it with a friend. It is free to enter, so you’d be weird not to, right?</p><p class="paragraph" style="text-align:left;">You can share this original skeet for an additional entry:</p><blockquote align="center" class="bluesky-embed" data-bluesky-uri="at://did:plc:uu4jiumv3yv2ai3fizs4kj2f/app.bsky.feed.post/3lp6dy56kwc2k" data-bluesky-cid="bafyreie6onkkavuz46cowtv2f4xc6cgbszjxd57oskxg2v44xvgje7a4gy"><p dir="ltr" lang="en"><p>Love video game history? To celebrate our launch, we're giving away a gaming history book bundle and a $200 video game shopping spree to one lucky winner. And there are seven more prizes to win beyond that!</p><p>For all the ways to enter, follow the link below, and good luck! </p><p><span style="display:inline;text-decoration:none;color:#1DA1F2;">gleam.io/FeIFL/win-a-...</span></p></p><a href="https://bsky.app/profile/soundstone.network/post/3lp6dy56kwc2k?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25"><p> &mdash; Sound Stone Podcast Network (@soundstone.network) <br/> 1:21 AM • May 15, 2025 </p></a></blockquote><hr class="content_break"><h1 class="heading" style="text-align:left;" id="beat-em-up-vol-1-now-on-kickstarter">Beat ‘Em Up Vol 1 Now on Kickstarter!</h1><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8ef5acad-aa47-409b-bf8e-03a5e9490431/Project_Image.jpg?t=1748712386"/></div><p class="paragraph" style="text-align:left;">My next book project is live on Kickstarter, and funding is through 6/8. You may remember this project from earlier in the year when I had to cancel it 48 hours before it ended. I needed to address some potential concerns over the representation and usage of some intellectual property, and I did! </p><p class="paragraph" style="text-align:left;">Revised and revived, Beat ‘Em Up punches and kicks its way through the classic genre with a deep dive into key franchises in each volume. In volume one, look at the development history, game details, regional differences, classic magazine coverage, and more of the Final Fight franchise. Future volumes will look at other classic series like Streets of Rage, Fighting Force, and more.</p><p class="paragraph" style="text-align:left;">You can back the project today and read more about it at the link below:</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/beat-em-up-the-unofficial-history-of-the-genre-volume-1?ref=ey7gfy&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank"><div class="embed__content"><p class="embed__title"> Beat &#39;Em Up: The Unofficial History of the Genre Volume 1 </p><p class="embed__description"> A 250+ page retrospective breaking down the genre. In each volume, take a curated look at the impactful franchises that shaped it. </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/beat-em-up-the-unofficial-history-of-the-genre-volume-1?ref=ey7gfy </p></div><img class="embed__image embed__image--right" src="https://beehiiv-images-production.s3.amazonaws.com/uploads/asset/file/679e77f1-48fe-4525-9229-767ac8161792/Project_Image.jpg?t=1748713832"/></a></div><hr class="content_break"><h1 class="heading" style="text-align:left;" id="retro-game-zine-008-009-010-coming-">Retro Game Zine 008, 009, & 010! Coming Soon! </h1><p class="paragraph" style="text-align:left;">After the Beat ‘Em Up campaign ends, the next Retro Game Zine campaign will begin! This should come as no surprise to regular backers; it is a monthly zine, after all. These next three issues have some of the biggest collaborators to date. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/4236eea3-c7e5-4f77-bdda-3cff30f6eff8/Project_Image_8910.jpg?t=1748712977"/></div><p class="paragraph" style="text-align:left;"><span style="color:rgb(0, 0, 0);font-size:medium;"> In Issue 008, I have Emmy-nominated TV writer and comedian </span><b>Mike Druker (@</b><a class="link" href="https://mikedrucker.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow"><b>mikedrucker.bsky.social</b></a><b>‬)</b><span style="color:rgb(0, 0, 0);font-size:medium;"> contributing an original article. He recently wrote the amazing book “Good Game, No Rematch.” Contributing to issue 009 is a podcaster, writer, and teacher, </span><b>Sean Douglass (@</b><a class="link" href="https://seandouglass.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow"><b>seandouglass.bsky.social</b></a><b>‬) </b><span style="color:rgb(0, 0, 0);font-size:medium;">and fellow podcaste</span>r<b> Dave Jackson (@@</b><a class="link" href="https://tftblpod.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow"><b>tftblpod.bsky.social</b></a><b>‬)</b><span style="color:rgb(0, 0, 0);font-size:medium;">. Finally, contributing to issue 010 is the talented writer of </span><i>PaRappa the Rapper </i><span style="color:rgb(0, 0, 0);font-size:medium;">from Boss Fight Books, </span><b>Mike Sholars (@</b><a class="link" href="https://mikesholars.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow"><b>mikesholars.bsky.social</b></a><b>‬)</b><span style="color:rgb(0, 0, 0);font-size:medium;">! Ry-Spirit continues to provide cover art for each issue.</span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(0, 0, 0);font-size:medium;">Check out the preview page and get notified when it launches right here:</span></p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-008-009-and-010?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank"><div class="embed__content"><p class="embed__title"> Coming soon: Retro Game Zine Issue 008, 009 & 010 </p><p class="embed__description"> A micro-zine focused on a single video game release. Read about the game&#39;s history, a personal essay, analysis, screenshots, and more! </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-008-009-and-010 </p></div><img class="embed__image embed__image--right" src="https://beehiiv-images-production.s3.amazonaws.com/uploads/asset/file/5d05df66-6c74-46c3-97cb-5a964c06a017/Project_Image_8910.jpg?t=1748713856"/></a></div><hr class="content_break"><p class="paragraph" style="text-align:left;">I was also able to ship out my postcard Review-of-the-Month yesterday for Patreon supporters. If y’all didn’t know that was something, I will share it with you now. It is a $5-a-month tier over at <a class="link" href="http://Patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow">Patreon.com/darrenhupke</a>, where I send you a postcard with a gaming screenshot on one side and a written review on the other. It is the shortest monthly gaming periodical you can buy! That $5 supports me and helps offset the web hosting costs of <a class="link" href="http://PixelsandPolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow">PixelsandPolygons.net</a> and the podcast hosting. Thanks to all the supporters so far, and if this sounds interesting, you can sign up now to get the next card in a few weeks!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/19614eaa-01ca-4105-9785-814ea4d884db/IMG_1978.jpeg?t=1748713441"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;">That is a lot happening in the Pixels and Polygons world. This is a one-person operation producing the podcast, writing and designing the books, and publishing the monthly zine. I do it because I love it, and I can only continue to do it because of the support of people like you reading this. <b>Thank you!</b></p><p class="paragraph" style="text-align:left;">If you have enjoyed anything I have done, please consider leaving a review on Amazon or Good Reads, subscribe to the podcast, and leave a review on whatever platform you listen on, or just tag me and share that you enjoyed it online! Word of mouth helps, as I don’t do any online advertising. Thanks again, everyone!</p><p class="paragraph" style="text-align:left;">-Darren Hupke<br>@<a class="link" href="https://darrenhupke.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow">darrenhupke.bsky.social</a> <br><a class="link" href="https://linktr.ee/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=summer-update-2k25" target="_blank" rel="noopener noreferrer nofollow">https://linktr.ee/darrenhupke</a></p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=76063c62-2676-49c7-82be-651c71a0c343&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>March 2025 Update</title>
  <description>Books, Zines, Podcasts, and more!</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/march-2025-update</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/march-2025-update</guid>
  <pubDate>Sat, 22 Mar 2025 18:56:52 +0000</pubDate>
  <atom:published>2025-03-22T18:56:52Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello everyone!</p><p class="paragraph" style="text-align:left;">It has been a number of weeks since I shared an update, so here I am! There are a few things I’d like to share about my podcast, my books, and zines, and then end it with an article of mine on the history of Final Fantasy XI. If y’all missed any of my 32 Bit Library books, they are all restocked on <a class="link" href="http://pixelsandpolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a> right now. Anyway, here are highlights of the last few weeks:</p><hr class="content_break"><h1 class="heading" style="text-align:left;" id="pixels-and-polygons-turned-1"><b>Pixels and Polygons turned 1!</b></h1><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c91a67c1-e498-4bdd-aaa5-bd16f0b35084/ezgif.com-optimize.gif?t=1742667065"/></div><p class="paragraph" style="text-align:left;">I have now passed 52 episodes and have officially been podcasting for over a year! To everyone who has checked out the show, thank you! If you haven’t had time to listen to it yet and are curious, here is the pitch:</p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><span style="color:#030712;font-family:Raleway, sans-serif;font-size:16px;">Pixels and Polygons is a conversational podcast hosted by Darren Hupke. Each week, it features a rotating cast of guests and captures a conversation on a set gaming topic. Each episode starts with an introduction of the guest and an icebreaker; then, we answer a single gaming question. Short and sweet! It’s the perfect “podcast-between-podcasts!”</span></p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">To celebrate the anniversary, I had a giant episode with Aidan Moher and Luis Aguasvivas as my guests. The three of us “drafted” our favorite RPGs and discussed them and the genre.</p><p class="paragraph" style="text-align:left;">You can listen to the show on most podcast platforms. If you do, let me know what you think. Send me a message on bsky or leave a review. I’d love to hear your thoughts about the show!</p><ul><li><p class="paragraph" style="text-align:left;">Find it on RSS.com here: <a class="link" href="https://rss.com/podcasts/pixelspolygons/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">https://rss.com/podcasts/pixelspolygons/</a></p></li><li><p class="paragraph" style="text-align:left;">Apple Podcasts: <a class="link" href="https://podcasts.apple.com/us/podcast/pixels-and-polygons/id1736063825?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">https://podcasts.apple.com/us/podcast/pixels-and-polygons/id1736063825</a></p></li><li><p class="paragraph" style="text-align:left;">Spotify: <a class="link" href="https://open.spotify.com/show/1scBiQBcm6u03qSjFkDvzD?si=k1OReY87SRSamyl6bPgiCw&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">https://open.spotify.com/show/1scBiQBcm6u03qSjFkDvzD?si=k1OReY87SRSamyl6bPgiCw</a></p></li></ul><hr class="content_break"><h1 class="heading" style="text-align:left;" id="retro-game-zine-continues">Retro Game Zine continues!</h1><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/d94e85d9-e9be-48c8-8550-18c4f47c1359/Project_Image.jpg?t=1742668199"/></div><p class="paragraph" style="text-align:left;">Since January, I have been producing a monthly zine with a focus on a single retor game each issue. I JUST ended a Kickstarter for Issue 003 and 004 a few weeks ago, but to keep a monthly project going, you have to work monthly! Who knew? To help not having a running Kickstarter every couple of weeks, I have the current campaign running RIGHT NOW that ends Sunday for the next three issues. This way, I have enough time for production and shipping, plus waiting on funds to transfer and process before I even have to start thinking about plotting out a new Kickstarter campaign. </p><p class="paragraph" style="text-align:left;">These three issues have some great collaborators and focus on some fun games. Issue 005 covers Breath of Fire IV with contributions from Aidan Moher. Issue 006 focuses on Blue Stinger with a contribution from Jet Brian Radio. Finally, Issue 007 covers Final Fantasy Mystic Quest with a few contributors: Synthatron Prime, Buttzilla, and William B Hill.</p><p class="paragraph" style="text-align:left;">You can check out the campaign right now and support it to get any of the issues individually, or a combo of all three with some secret sticker rewards, as well. You can find all the info here:</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-005-006-and-007-0?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank"><div class="embed__content"><p class="embed__title"> Retro Game Zine Issue 005, 006 & 007 </p><p class="embed__description"> A micro-zine focused on a single video game release. Read about the game&#39;s history, a personal essay, analysis, screenshots, and more! </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-005-006-and-007-0 </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/048/539/945/0cce87ff7728959ab050d7a8a8961f0c_original.jpg?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&v=1742101115&width=1552&sig=PWRavRZ%2B5emK9c8y%2BsqSKkc9bCMow0aWNdmso1DeY6g%3D"/></a></div><hr class="content_break"><h1 class="heading" style="text-align:left;" id="final-fantasy-xi-article">Final Fantasy XI article!</h1><p class="paragraph" style="text-align:left;">I have been trying to share some of the original writing I have been doing for Retro Game Zine on my Patreon, so just to plug that here, you can follow along for free to read anything I post for FREE. I do have a paid tier, with bonuses like a “postcard-of-the-month” retro review, early access to my podcast episodes, and free digital copies of Retro Game Zine for $5 a month. You can read this article there, but I wanted to try and share my writing as much as I can, so feel free to check it out here, and if you like it, follow the Patreon for free. </p><div class="blockquote"><blockquote class="blockquote__quote"></blockquote></div><h1 class="heading" style="text-align:left;" id="new-millennium-who-dis"><span style="color:#030712;font-family:&quot;ABC Oracle Plus Variable&quot;, -apple-system, blinkmacsystemfont, &quot;Segoe UI&quot;, roboto, arial, sans-serif;font-size:34px;"><b>New Millennium. Who Dis?</b></span></h1><p class="paragraph" style="text-align:left;"><i>1505 words on how Sakaguchi’s biggest failure quietly helped create Final Fantasy’s greatest success</i></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/812315ad-b78b-4fde-95da-5d072fefd4a1/Screenshot_2025-01-15_at_12.14.42_PM.png?t=1742669062"/><div class="image__source"><span class="image__source_text"><p>According to Street View, this should have been near Square USA</p></span></div></div><p class="paragraph" style="text-align:left;">The history of Final Fantasy XI began on January 29th, 2000 (though it was initially supposed to be November 23rd, 1999). That’s the date Square held an event aptly called the “Square Millennium Event.” At this event for both the media and the public, Square showcased several upcoming titles, with the most significant buzz coming from announcing THREE new Final Fantasy titles. Final Fantasy IX, X, and XI. The bigger surprise was that these titles would be released in the next few years. There was also time to showcase a teaser for the then-upcoming Final Fantasy movie Spirits Within. </p><p class="paragraph" style="text-align:left;">The juggernaut that was Final Fantasy had been gradually building steam, seeing growing critical and commercial success with each subsequent title. From its epic releases that advanced the genre on the SNES/Super Famicom, then on to the industry-shaking move to support the new PlayStation console with the cinematic and technological spectacles that were Final Fantasy VII and VIII. </p><p class="paragraph" style="text-align:left;">On this same ascent was series creator Hironobu Sakaguchi. He began as the director and planner of the earliest games in the franchise, but as time went on, he was less involved creatively and shifted into producer and executive producer roles. His position at Square demanded his oversight over more than a single game, and with the partnership to create a feature film spun out of his own franchise, Sakaguchi moved to Hawaii, helping establish Square USA in Honolulu. This would be the studio that would house the team creating Final Fantasy Spirits Within. After over four years in development, at an estimated cost of $137 million, Final Fantasy Spirits Within was released and would be considered a box office bomb, only bringing back ~$85 million. </p><p class="paragraph" style="text-align:left;">This is a story many Final Fantasy die-hards know. The results of this failure would impact Sakaguchi’s morale, and he would step away from Square and ultimately leave the company in 2003. What if I were to share, with distance and time from 2001, that Sakaguchi simultaneously helped create the most successful Final Fantasy at the same time? We don’t often reexamine moments in the past, but Sakaguchi deserves the reflection. As president of Square USA, of course, he takes the failure personally, but also, as president, he oversaw numerous projects simultaneously. What were these other projects at this time? What else was cooked up in the late 90s in Honolulu, Hawaii?</p><p class="paragraph" style="text-align:left;">While helping to establish the team at Square USA, Sakaguchi was working on Final Fantasy IX in a more creative capacity. It was developed at Square USA, which allowed him to be far more involved than he was able to be for Final Fantasy VII and VIII. IX would reflect on all the games before it and be the purest form and idea he had for a Final Fantasy title. It wasn’t meant to be the “last” game, but he knew the future would change how players interacted with games, both because of the incoming PlayStation 2 and online connectivity with players. Final Fantasy IX’s legacy with players today is one that both took the franchise forward and simultaneously celebrated the franchise with one of the most enduring narratives and cast even today. </p><p class="paragraph" style="text-align:left;">During this time, Sakaguchi felt disconnected from Japan. He turned to games and ended up discovering MMOs like EverQuest. The game’s connectivity and adventure inspired him to look for more like it. At the time, there were no games like this in Japan, so the idea he brought back to the teams in Japan was that they had to be the ones to make one at Square and that it had to be great. Square knew this would require a larger team, so four groups who had recently shipped games would work together to start crafting this online RPG. The teams that finished Parasite Eve II, Brave Fencer Musashi, Legend of Mana, and Chrono Cross unified. Koichi Ishii was tasked as the director, and Hiromichi Tanaka was the producer and designer of the game. It would take a few years, but the bold idea of having a built-in translation feature and launching on PlayStation 2 and PC helped bring players from across platforms and continents to play together in a major way.</p><p class="paragraph" style="text-align:left;">So we had a legacy and reflective hit, filled with nostalgia, as a swan song for the PlayStation hardware in Final Fantasy IX. It was well received and respected by critics and consumers at launch. We had the announcement of Final Fantasy X coming to the next-gen hardware as the future of the franchise in Final Fantasy X, which would also go on to be a financial hit, and Sakaguchi’s name was proudly listed as a producer on both. Still, these did what they were expected to do. That leaves us with Final Fantasy XI’s impact. What would this game go on to do?</p><p class="paragraph" style="text-align:left;">After launching in May 2002 on PS2 in Japan, the cross-platform dream would come to fruition in November of that year when it was released on PC. By April, the game would have expanded with the release of Rise of the Zilart. In October of 2003, the US launch of the PC version bundled both the base game and the Rise of the Zilart expansion for new players. Now, across continents and languages, players could adventure together around Vana ‘Diel. In January 2004, the newly merged Square Enix announced there were now over 1 million characters in Final Fantasy XI. That March, the PS2 version would be released in a set that included the PS2 hard drive in North America. In April, it was announced that there were over 500k member accounts. In addition to this news, a new expansion was announced, Chains of Promathia.</p><p class="paragraph" style="text-align:left;">The game would progress significantly from there. Player counts would continue to rise. Further expansions were released. An unexpected Xbox 360 version was announced and released, allowing players to connect to the same servers and party together playing on a PC, PS2, or Xbox 360 worldwide. The game had yet to peak. From here, there would be routine convention appearances, the creation of official fan festivals, merch, continued growth and add-ons, expansions, and more. In 2009, the population of the game reached 2 million (not active players, but total unique characters made in the game’s lifetime). Final Fantasy XI was a hit. It was beyond a hit. As the peak popularity of the game hit around this time, there would be talks of a sequel (with quite its own history) and the assumed decline of the player base. But that didn’t really happen as expected.</p><p class="paragraph" style="text-align:left;">Players continued to subscribe to the game even as Square Enix seemed to be winding it down through the launch (and relaunch) of Final Fantasy XIV. They needed to retire platforms like the PS2 client, then a few years later, the Xbox 360 client, as new console generations came and went, but players continued to log in. The game was revised and opened, making it easier for casual and solo players to explore it in these twilight years, and players continued to log in. The sales of these games and their expansions, the merchandise, and the subscription fees continued to add up. In 2012, it was announced that Final Fantasy XI was the most profitable title in the franchise’s history. It is now 2025, and players continue to log in and play, 13 years removed from this announcement.</p><p class="paragraph" style="text-align:left;">So, what was the point of all of this? Well, reading back at headlines, interviews, historical context, and writings, Sakaguchi left Square after the impact that the failure of Spirits Within had on himself and the company. This is a fact. Now, put the microscope down. Stop reading the headline and look at the entire page. Hell, look at the whole book. Sakaguchi’s vision to connect players and to have Square lead the charge on their own MMORPG led us to Final Fantasy XI, and all these years later, led us to the most profitable and successful title in the franchise’s history. His blemish from the failure of Spirits Within should be living in the shadow of Final Fantasy XI. He may have tapped out and stepped away, but his parting gift led to success no other Final Fantasy will come close to beating, maybe ever. </p><p class="paragraph" style="text-align:left;">The story of Final Fantasy Spirits Within should no longer be told on its own. It should be said with the story of Square USA, of Final Fantasy IX, of the idea of a new MMORPG, of a company growing so rapidly it expanded too quickly, but it didn’t fail. The father of Final Fantasy was the most successful creator of Final Fantasy’s. You will not always get it right, but remember to zoom out. Look back at the whole story. Look back at all the decisions and events and responses to those moments and see it for what it ultimately was. Thank you, Sakaguchi, for taking on the title, steering a company in unprecedented times, and trying something new. It worked out in the end. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/6917480e-e273-406d-a36e-3496d6575467/final_fantasy-1200-1200-675-675-crop-000000.jpg?t=1742669198"/></div><hr class="content_break"><p class="paragraph" style="text-align:left;">That’s it. Thanks for reading this far into the update. I appreciate your support and attention! If you don’t want to receive these emails, you can unsubscribe below. I plan to send them only when I have announcements or something new to share, so they shouldn’t flood your inbox or be too much of a bother. </p><p class="paragraph" style="text-align:left;">Follow me on social media for other less exciting posts and updates at bsky. I am @<a class="link" href="http://darrenhupke.bsky.social?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">darrenhupke.bsky.social</a>, and I also have @<a class="link" href="http://pixelsandpolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=march-2025-update" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a> there. </p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=02a39a39-3411-4911-a947-8978ed296c2b&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>January Update! Beat &#39;Em Up Vol 1, Retro Game Zine + more!</title>
  <description>2025 is starting off busy!</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/january-update-beat-em-up-vol-1-retro-game-zine-more</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/january-update-beat-em-up-vol-1-retro-game-zine-more</guid>
  <pubDate>Fri, 03 Jan 2025 21:05:30 +0000</pubDate>
  <atom:published>2025-01-03T21:05:30Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello everyone, happy new year!</p><p class="paragraph" style="text-align:left;">I want to share a few things with you all to kick off a busy start to 2025 for Pixels and Polygons. First up, Beat ‘Em Up Vol 1 is getting ready to go to print. This book I have been working on covers the complete history of the Final Fight franchise from the 1989 arcade original up to 2006 and the release of Final Fight Streetwise. I have fully finished my parts of the book (which is about 95%+ of the content), as well as all the visuals, layouts, and design work. I am waiting on some content from Audi Sorlie, who is providing some stories about the series’ music and audio, as well as a final logo/title that I commissioned (though I am quite proud of the temporary one I made, I do have to say). </p><p class="paragraph" style="text-align:left;">If this book sounds interesting to you, you can sign up to be notified for the Kickstarter here on the pre-launch page:</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/beat-em-up-volume-1-the-unofficial-history-of-final-fight?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-update-beat-em-up-vol-1-retro-game-zine-more" target="_blank"><div class="embed__content"><p class="embed__title"> Beat &#39;Em Up Volume 1: The Unofficial History of Final Fight </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/beat-em-up-volume-1-the-unofficial-history-of-final-fight </p></div><img class="embed__image embed__image--right" src="https://beehiiv-images-production.s3.amazonaws.com/uploads/asset/file/e317a48a-6308-4be9-97c5-bc8105872773/Project_Image.jpg?t=1735937186"/></a></div><p class="paragraph" style="text-align:left;">Following up on that book, I officially released Retro Game Zine Issue 001. I have limited physical copies available on my site, <a class="link" href="http://pixelsandpolygons.net?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-update-beat-em-up-vol-1-retro-game-zine-more" target="_blank" rel="noopener noreferrer nofollow">pixelsandpolygons.net</a>, for $10. I also offer them digitally through my Patreon shop for $3 (<a class="link" href="https://www.patreon.com/c/darrenhupke/shop?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-update-beat-em-up-vol-1-retro-game-zine-more" target="_blank" rel="noopener noreferrer nofollow">click here</a>). </p><p class="paragraph" style="text-align:left;">Issue 001 focuses on the classic PC game It Came from the Desert! This 5.5 &quot; x 8.5&quot;, 30-page zine is printed on 80lb recycled paper in full color and has a 100lb soft-touch laminated cover stock. I first played this game on an MS-DOS computer in the early 90s. Whether you are already a fan of the game or have never heard of it, I hope you&#39;ll learn something cool and enjoy it.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/5ae437fa-1a0c-4fa5-a0bd-edc5bc411e93/PromoZine.png?t=1735938019"/><div class="image__source"><span class="image__source_text"><p>Issue 001 Cover and preview</p></span></div></div><p class="paragraph" style="text-align:left;">Once the dust settles from these announcements, I will begin working on Issue 003 of Retro Game Zine (focused on Final Fantasy XI) and then outline the list of games I will include in my next 32-bit Library book. The next volume will be one focused on multiple publishers, this time focusing on games from the “Greatest Hits” line of re-releases. I have a complete list of the games over on my Patreon page, and I am looking for suggestions on the 50 I should include for this new volume. What would you want to see included? Leave a comment <a class="link" href="https://www.patreon.com/posts/32-bit-library-5-118843601?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=january-update-beat-em-up-vol-1-retro-game-zine-more" target="_blank" rel="noopener noreferrer nofollow">on this post here</a>, and let me know!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=b1dbfa42-a696-4480-9918-fac43a3e518b&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>New Project: Retro Game Zine</title>
  <description>A micro-project in between books</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/new-project-retro-game-zine</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/new-project-retro-game-zine</guid>
  <pubDate>Thu, 24 Oct 2024 03:05:51 +0000</pubDate>
  <atom:published>2024-10-24T03:05:51Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello everyone, I wanted to pop in your email inbox and share with you a new update on a project I have cooking. <a class="link" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-001-it-came-from-the-desert?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-retro-game-zine" target="_blank" rel="noopener noreferrer nofollow">Retro Game Zine!</a></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/849b92d7-e0e2-478b-ad2c-d3831bc06bc0/PromoZine.png?t=1729737828"/></div><p class="paragraph" style="text-align:left;"><span style="color:rgb(40, 40, 40);font-family:Inter, sans-serif;font-size:16px;">Retro Game Zine is a specialty micro-magazine that examines a single game in each issue. Whether you know the game in the issue or not, the goal is to learn about the game’s history, read some personal stories or essays, see screenshots, rare artwork, and other unique things about the game. This is all covered in a one-and-done issue.</span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(40, 40, 40);font-family:Inter, sans-serif;font-size:16px;"><b>This is a 5.5&quot; x 8.5&quot; inch, 26-page (for now) zine printed on 80lb recycled paper in full color, with a 100lb soft-touch laminated cover stock</b></span><span style="color:rgb(40, 40, 40);font-family:Inter, sans-serif;font-size:16px;">. </span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(40, 40, 40);font-family:Inter, sans-serif;font-size:16px;">As you can see, the first issue focuses on the game “It Came from the Desert.” My friends and I found this game around the house, and we had no idea where it came from. That didn’t matter, as we just wanted to play something cool, and it was!</span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(40, 40, 40);font-family:Inter, sans-serif;font-size:16px;">Here are some preview pages to get an idea of the zine:</span></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/79a07944-ccf5-4592-9659-9c0e84f1316d/Preview_2.png?t=1729738134"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/d768a873-1394-4491-9c2f-fc9de13eacb3/Preview_3.png?t=1729738173"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/fe5ee139-bea4-456a-99e8-b725105b2152/Preview_5.png?t=1729738192"/></div><p class="paragraph" style="text-align:left;">I am running a Kickstarter for the book to print the issue, create some stickers and postcard rewards, and ship it out. I already announced a stretch goal, and it will give every backer a complete second issue of the zine. Issue 002 matches the same content as Issue 001, but the game in question is Chakan: The Forever Man for the Genesis and Game Gear. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/31c2de15-2f02-41e7-b52c-26e5a44e0e94/PromoZine.png?t=1729738389"/></div><p class="paragraph" style="text-align:left;">Thanks a lot for checking this out. If you want to look at the project page, you can head over here:</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-001-it-came-from-the-desert?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-retro-game-zine" target="_blank"><img class="embed__image embed__image--top" src="https://beehiiv-images-production.s3.amazonaws.com/uploads/asset/file/e42808eb-15b1-4b3e-bb7d-8fed12c25f55/Project_Image.jpg?t=1729738458"/><div class="embed__content"><p class="embed__title"> Retro Game Zine Issue 001 - It Came from the Desert </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/retro-game-zine-issue-001-it-came-from-the-desert </p></div></a></div><hr class="content_break"><p class="paragraph" style="text-align:left;">Before I leave your inbox, I wanted to share a review I wrote on my Patreon page. I have been sharing some original content there. All the writing is free; you can even buy digital copies of my books on the shop page. Check that out here: <a class="link" href="https://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-retro-game-zine" target="_blank" rel="noopener noreferrer nofollow">https://www.patreon.com/darrenhupke</a></p><div class="section" style="background-color:transparent;margin:0.0px 0.0px 0.0px 0.0px;padding:0.0px 0.0px 0.0px 0.0px;"><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/70be8476-2c5e-48b9-a083-aadf03b580ee/IMG_0195.jpeg?t=1729738853"/></div><p class="paragraph" style="text-align:left;">Writing and creating books focused on retro video games is not foreign to me. If you’re reading this, you likely know who I am and my series of books called 32 Bit Library. I decided to take a break from my usual routine and write up a review on someone else’s video game books! How about that? A video game book writer, writing about someone else’s book written about video games!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">The book I chose to review here is Brian Riggsbee’s Video Game Maps: NES & Famicom. The copy was pulled from my personal collection. I’ll share the book’s description from <a class="link" href="https://RetroGameBooks.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-retro-game-zine" target="_blank" rel="noopener noreferrer nofollow">RetroGameBooks.com</a> here:</p><p class="paragraph" style="text-align:left;"></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>Video Game Maps: NES & Famicom</i> features maps from 250+ games and is beautifully printed in full-color across 346 pages. It’s a celebration of NES maps as seen in mags, manuals, posters, ads, guides, more.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">The first thing that jumped out to me was the book&#39;s size. Three hundred forty-six pages is hefty. It’s compact in a 5.5&quot;x7.75&quot; frame, though. The pages are also full color, so these aren’t lightweight. There is something about holding a solid book like this that excites you. I wanted to pause and admire its size, but then the cover art drew me in.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Philip Summers is the cover artist, and they did a fantastic job. With a peach-toned image of an adventuring group overlooking a valley leading to a distant kingdom, you can feel yourself being called into what’s to come inside the book. That sense of wonder of what’s out there and what’s left to discover is a core element of playing a quality adventure game, and to set the stage of a book focused on the maps and worlds of hundreds of these games, it does the job.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Once you crack open the pages and get into it, you find four pages of contents. If you were only just a small fan of the NES library, you’ll likely see some of your favorite games included. The book is simply designed and laid out alphabetically, so thumbing through the full-color pages is easy enough to get to where you want to go. There are some written entries to kick things off, like the forward by Konstantinos Dimopoulos, the preface by Brian himself, and some unique essays by Justin Andrew Mason and Ross Thorn. These are authors, designers, and cartographers, so their words dig into why these maps and these designs matter. There are details and toolscs that I’d never had considered before, and these were entertaining to read. Also, they don’t run on too long, if anything, I want more!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">After that introduction, the book wastes no time getting to the good stuff. The onslaught of games begins on page 16 and doesn’t stop until 345. Each game has a minimum of one page, and the layout shares the title of the game, the publisher and genre, and the year of its release. The bigger games and heavy hitters span multiple pages, showing off multiple maps and artwork from various sources. It is primarily a visual format, with full scans and photographs from many unique places. The images are credited to their original source, and I’ve never seen much of the content before. Many of the maps and photographs are pulled from Japanese magazines and guidebooks from the era. I do recognize the Nintendo Power and US manual images for some titles.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">The book also includes fan-created maps by 13 different artists. Their names and sites are listed in the book on the last page for easy reference, and it’s worth checking them out. They did some great work, and it’s cool to see some modern design and art mixed in with the classic scans and images.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">If I had to share a complaint or an ask, it would be to have these artists&#39; images called out or highlighted in some way in the table of contents so they can be found easily. Beyond that, my only other wish is that the book was larger, as I’d really like to soak in some of this content. That being said, by no way is it a deal breaker, and the book is an excellent read as is. If you’re already checking out some of Brian’s other projects at <a class="link" href="https://RetroGameBooks.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=new-project-retro-game-zine" target="_blank" rel="noopener noreferrer nofollow">RetroGameBooks.com</a>, you’ll see his Video Game Maps: SNES book is already a larger size, released as an 8.5&quot;x11&quot; hardcover. Maybe a revision or deluxe edition of this book is something that can be done in the future to match that size and format?</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Overall, this is a no-brainer buy for nostalgic gaming fans, especially fans of this era. You’d be hard-pressed not to find something new to discover about a few of your favorite NES and Famicom games, and having this tome gather up over 250 titles is a significant achievement.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Score:</p><p class="paragraph" style="text-align:left;">🗺️🗺️🗺️🗺️🗺️</p><p class="paragraph" style="text-align:left;"></p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e69c1b7d-d975-4c5a-9ed8-3b87415df9f6/IMG_0196.jpeg?t=1729738882"/></div><p class="paragraph" style="text-align:left;"><br></p></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=3ed97118-be42-4aac-9227-5df5e5849d01&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Pixels and Polygons Newsletter Vol 2</title>
  <description>SDCC Bonus!</description>
  <link>https://pixelsandpolygons.beehiiv.com/p/pixels-polygons-newsletter-vol-2</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/pixels-polygons-newsletter-vol-2</guid>
  <pubDate>Sun, 28 Jul 2024 21:42:00 +0000</pubDate>
  <atom:published>2024-07-28T21:42:00Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">I didn’t expect to be back with another newsletter so soon! I planned to send one or two a month, so I appreciate you checking this out so soon after the last one. </p><p class="paragraph" style="text-align:left;">I had a great SDCC trip and saw quite a few cool gaming related goods and I figure I’d share them with you all. </p><hr class="content_break"><p class="paragraph" style="text-align:left;">First, my Kickstarter for 32 Bit Library Volume 4 ends in just a couple hours, so this is your last chance to get the deluxe oversized edition (it’s the same slipcase versions I’ve done in the past). 412 pages of every Square, Atlus, Enix, and Working Designs game covered with fully written retrospectives for every game. There is a ton of bonus content by Jason Dvorak, John Linneman, Kurt Kalata, and Audi Sorlie.</p><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/32-bit-library-volume-4-deluxe-edition?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-2" target="_blank"><div class="embed__content"><p class="embed__title"> 32 Bit Library Volume 4: Deluxe Edition </p><p class="embed__description"> The DELUXE EDITION of 32 Bit Library Vol 4. Rediscover every Square, Atlus, Working Designs & Enix game on the original PlayStation </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/32-bit-library-volume-4-deluxe-edition </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/045/727/788/89d13f09f628004773037a30cd8748fa_original.png?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&width=1552&sig=Fgx5kjbvt9RY2fBCeeEEdrNHAr4vBXFGf4OA3aPbt9M%3D"/></a></div><hr class="content_break"><h2 class="heading" style="text-align:left;" id="sdcc-photo-gallery">SDCC Photo Gallery!</h2><p class="paragraph" style="text-align:left;">I’ve been going to SDCC for 15+ years, and over the years I’ve seen it significantly grow for media companies, specifically in the movie and TV avenues. When I first started going, Sony had a PlayStation booth that was a mini-E3 style booth with promos and giveaways. There was a presence from other game companies, too. Capcom, Konami, Square, Bandai/Namco, Nintendo, and more. Over the years, they’ve all adjusted and scaled back, and even completed dropped out. I always enjoy finding pockets of gaming stuff while I am there. Here are some highlights. </p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9431ad7c-b59a-4095-8200-0d086edc5e54/image.jpeg?t=1722201519"/><div class="image__source"><span class="image__source_text"><p>Mega Man diorama at Jada Toys booth</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/5f555e3d-1695-4c97-a9ee-2a0de8490b2e/image.jpeg?t=1722201560"/><div class="image__source"><span class="image__source_text"><p>Mega Man diorama at Jada Toys booth </p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ca4d8529-9d31-4be1-90ae-029e07aafc1c/image.jpeg?t=1722201767"/><div class="image__source"><span class="image__source_text"><p>More from the Jada Toys booth</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/5d7c7015-624c-4a80-b335-a95cf557d09d/image.jpeg?t=1722201890"/><div class="image__source"><span class="image__source_text"><p>Street Fighter II diorama at Jada Toys</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ae8418a6-9982-49e4-b93b-dcf7d2af1717/image.jpeg?t=1722201924"/><div class="image__source"><span class="image__source_text"><p>Violent Ken toy from Jada Toys</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/bd17e295-217a-41af-8f44-18a25b05fbbf/image.jpeg?t=1722201963"/><div class="image__source"><span class="image__source_text"><p>Pokémon!</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9210e6d3-e695-4924-9153-40bfdfaf0976/image.jpeg?t=1722202081"/><div class="image__source"><span class="image__source_text"><p>One of the best Pokémon </p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/960f86cc-51ff-42e0-9e8a-d849e9be6cd8/image.jpeg?t=1722202116"/><div class="image__source"><span class="image__source_text"><p>Some of the best mutants</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8d446529-c6cd-4598-93e9-b963c0dd1069/image.jpeg?t=1722202143"/><div class="image__source"><span class="image__source_text"><p>Bebop and Rocksteady vacation mode</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8c2ebc70-4467-483d-85be-f7a1ebe9c349/image.jpeg?t=1722202223"/><div class="image__source"><span class="image__source_text"><p>Street Sharks! They’re jawsome!</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e1cbffc1-c2aa-4e53-9314-778d8133e0de/image.jpeg?t=1722202277"/><div class="image__source"><span class="image__source_text"><p>Street Fighter wall art at the Udon booth</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/4e57ff91-8b3a-4ee6-8a44-06b2f34abfde/image.jpeg?t=1722202431"/><div class="image__source"><span class="image__source_text"><p>Garrus figure at the Dark Horse booth</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/2ac5d97d-f78c-47c3-8283-2091bd115afb/image.jpeg?t=1722202481"/><div class="image__source"><span class="image__source_text"><p>Aloy statue from Dark Horse</p></span></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c101b22b-985e-4e63-be89-aa756bd6f9d7/image.jpeg?t=1722202543"/><div class="image__source"><span class="image__source_text"><p>Haggar figure from Unbox Industries </p></span></div></div><p class="paragraph" style="text-align:left;">I’ll share these photos and more in a free post on my Patreon after I get home. I have a lot more to share and show off, and Unbox Industries shared a cool production story about the Final Fight license. I’ll write up a whole SDCC recap and talk a bit more about it all later. Be sure to follow my Patreon, it’s free, and you can get some more behind-the-scenes content, as well!</p><div class="embed"><a class="embed__url" href="https://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-2" target="_blank"><div class="embed__content"><p class="embed__title"> Get more from Darren Hupke on Patreon </p><p class="embed__description"> Support and follow along with my retro gaming content </p><p class="embed__link"> www.patreon.com/darrenhupke </p></div><img class="embed__image embed__image--right" src="https://c7.patreon.com/https%3A%2F%2Fwww.patreon.com%2F%2Fcard-teaser-image%2Fcreator%2F135214%3Fc=-345253456324612958/selector/%23creator-teaser%2C.png"/></a></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=69287bb3-1a0b-4fb8-a9c3-9c4b7a4cb6d7&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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  <title>Pixels and Polygons Newsletter Vol 1</title>
  <description></description>
  <link>https://pixelsandpolygons.beehiiv.com/p/pixels-polygons-newsletter-vol-1</link>
  <guid isPermaLink="true">https://pixelsandpolygons.beehiiv.com/p/pixels-polygons-newsletter-vol-1</guid>
  <pubDate>Wed, 24 Jul 2024 19:33:34 +0000</pubDate>
  <atom:published>2024-07-24T19:33:34Z</atom:published>
    <dc:creator>Darren Hupke</dc:creator>
  <content:encoded><![CDATA[
    <div class='beehiiv'><style>
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</style><div class='beehiiv__body'><h1 class="heading" style="text-align:left;" id="pixels-and-polygons-newsletter-vol-">Pixels and Polygons Newsletter Vol 1</h1><h3 class="heading" style="text-align:left;" id="hello-everyone">Hello everyone!</h3><p class="paragraph" style="text-align:left;">You are receiving this because you’ve previously supported one of my 32 Bit Library books on Kickstarter. Thank you! I wanted to put this newsletter together to send out some monthly updates (or less) on projects and content I am working on, as I have a few different things happening, all related to the world of retro gaming. I don’t plan to spam your inbox, but I just want to share a general update and help inform you all when something new is on the horizon. That said, let me introduce you to a couple of things I have been creating lately…</p><h2 class="heading" style="text-align:left;" id="1-pixels-and-polygons-podcast">1. Pixels and Polygons Podcast</h2><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ed2f186a-54cc-43c9-9117-48fe639a0ebd/Square_Logo.jpg?t=1721847034"/></div><p class="paragraph" style="text-align:left;">Pixels and Polygons is a conversational podcast hosted by Darren Hupke. It features a rotating cast of guests and captures a conversation on a set gaming topic. The conversations are short and sweet, designed to be a quick listen and hopefully encourage your own response. New episodes are posted every Friday.</p><div class="blockquote"><blockquote class="blockquote__quote"></blockquote></div><p class="paragraph" style="text-align:left;"><b>Find it on RSS.com:</b> <a class="link" href="https://rss.com/podcasts/pixelspolygons/?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank" rel="noopener noreferrer nofollow">https://rss.com/podcasts/pixelspolygons/</a></p><p class="paragraph" style="text-align:left;"><b>Apple Podcasts:</b> <a class="link" href="https://podcasts.apple.com/us/podcast/pixels-and-polygons/id1736063825?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank" rel="noopener noreferrer nofollow">https://podcasts.apple.com/us/podcast/pixels-and-polygons/id1736063825</a></p><p class="paragraph" style="text-align:left;"><b>Spotify:</b> <a class="link" href="https://open.spotify.com/show/1scBiQBcm6u03qSjFkDvzD?si=k1OReY87SRSamyl6bPgiCw&utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank" rel="noopener noreferrer nofollow">https://open.spotify.com/show/1scBiQBcm6u03qSjFkDvzD?si=k1OReY87SRSamyl6bPgiCw</a></p><hr class="content_break"><h2 class="heading" style="text-align:left;" id="1-pixels-and-polygons-podcast">2. Patreon</h2><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/0ec5489d-a1a4-4ff5-90e2-782ecbd373ff/Patrean_Header.png?t=1721847334"/></div><p class="paragraph" style="text-align:left;">I have a Patreon set up to host all of my creative writing I have been working on related to retro gaming. You can join and follow my free tier for some original posts and entries every month. There are also some paid tiers ($3 and $6 levels) that let you gain access to a bonus podcast I am producing called “Single Player,” as well as contribute to polls to help shape future volumes of my 32 Bit Library books. I also have the option to submit your own voice clips to be featured on episodes of Pixels and Polygons in the future. </p><p class="paragraph" style="text-align:left;">I plan to use the Patreon page to also share original writings and blog posts, in addition to behind-the-scenes looks at other projects I am creating. It is an excellent way to get access to everything I do and even collaborate and be a part of it. I also have my digital books avaliable for purchase right on the same page.</p><p class="paragraph" style="text-align:left;"><b>Take a look and follow for free right now!</b></p><div class="embed"><a class="embed__url" href="https://www.patreon.com/darrenhupke?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank"><div class="embed__content"><p class="embed__title"> Get more from Darren Hupke on Patreon </p><p class="embed__description"> Support and follow along with my retro gaming content </p><p class="embed__link"> www.patreon.com/darrenhupke </p></div><img class="embed__image embed__image--right" src="https://c7.patreon.com/https%3A%2F%2Fwww.patreon.com%2F%2Fcard-teaser-image%2Fcreator%2F135214%3Fc=6446135327196398963/selector/%23creator-teaser%2C.png"/></a></div><hr class="content_break"><h2 class="heading" style="text-align:left;">3. Kickstarter - 32 Bit Library Vol 4 Deluxe Edition funding now!</h2><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/779838a6-a932-4fe5-a7e0-aec6cf625c3c/Vol_4_Deluxe_KS_Project_Image.png?t=1721847736"/></div><p class="paragraph" style="text-align:left;">There are 4 days left to get the A4-sized deluxe edition with slipcase and spot UV treatment. This is similar to my previous volumes, but instead of covering a single publisher, inside you’ll find every Square, Atlus, Enix, and Working Designs game. Full written retrospectives for every title, 60+ games, bonus content by Jason Dvorak, John Linneman, Kurt Kalata, and Audi Sorlie. Take a look at the Kickstarter page for more info.</p><p class="paragraph" style="text-align:left;">I have just added the option to add-on previous volumes if you have missed out on those. These are limited in quantities, so it is first come, first served!</p><div class="section" style="background-color:transparent;margin:0.0px 0.0px 0.0px 0.0px;padding:0.0px 0.0px 0.0px 0.0px;"><div class="embed"><a class="embed__url" href="https://www.kickstarter.com/projects/darrenhupke/32-bit-library-volume-4-deluxe-edition?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank"><div class="embed__content"><p class="embed__title"> 32 Bit Library Volume 4: Deluxe Edition </p><p class="embed__description"> The DELUXE EDITION of 32 Bit Library Vol 4. Rediscover every Square, Atlus, Working Designs & Enix game on the original PlayStation </p><p class="embed__link"> www.kickstarter.com/projects/darrenhupke/32-bit-library-volume-4-deluxe-edition </p></div><img class="embed__image embed__image--right" src="https://i.kickstarter.com/assets/045/727/788/89d13f09f628004773037a30cd8748fa_original.png?anim=false&fit=cover&gravity=auto&height=873&origin=ugc&q=92&width=1552&sig=Fgx5kjbvt9RY2fBCeeEEdrNHAr4vBXFGf4OA3aPbt9M%3D"/></a></div></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c4a8c79e-95cf-4edc-8c68-f2857642da6f/Screenshot_2024-07-14_at_5.11.06_PM.png?t=1721847977"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/414703c3-0b1f-4fdd-aa0e-0f9a05464f5d/Screenshot_2024-07-14_at_5.11.40_PM.png?t=1721847998"/></div><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/561d3356-d115-4b5b-89d1-f33f15f63706/Screenshot_2024-07-14_at_5.12.11_PM.png?t=1721848017"/></div><hr class="content_break"><h1 class="heading" style="text-align:left;" id="recommendations"> Recommendations</h1><p class="paragraph" style="text-align:left;">Beyond my projects, I do want to give a couple shout-outs to some other great retro gaming content you should check out today.</p><div class="embed"><a class="embed__url" href="https://retrogamebooks.com/products/video-game-maps-snes?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank"><div class="embed__content"><p class="embed__title"> Video Game Maps: SNES </p><p class="embed__description"> This is a preorder. Orders are estimated to ship in late-2024 — you will receive an email when you order ships. The final look may slightly vary from the 3D mockups. If another product is purchased with this preorder then all items will ship together when the preorder stocks. An ebook version will be available to purch </p><p class="embed__link"> retrogamebooks.com/products/video-game-maps-snes </p></div><img class="embed__image embed__image--right" src="http://retrogamebooks.com/cdn/shop/files/snes-v1-bundle-collage-01.jpg?v=1719338743"/></a></div><p class="paragraph" style="text-align:left;">Here is the next big project by Brian over at <a class="link" href="http://RetroGameBooks.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank" rel="noopener noreferrer nofollow">RetroGameBooks.com</a>. His VG Maps series is really rad, filled with scans and imagaes from old guides, japaneese imports, instruction booklets, fan art, and more. It is a treasure trove of visual wonder for SNES fans. </p><hr class="content_break"><div class="embed"><a class="embed__url" href="https://intothecast.online?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank"><div class="embed__content"><p class="embed__title"> Into the Aether — A Low Key Video Game Podcast </p><p class="embed__description"> Into the Aether is a low key video game podcast hosted by Stephen Hilger and Brendon Bigley and produced by AJ Fillari. </p><p class="embed__link"> intothecast.online </p></div><img class="embed__image embed__image--right" src="http://static1.squarespace.com/static/65763782eaf39f5532764c78/t/65776df9f6a52c0c77fc5dad/1702325753460/ITA_S6_Social.jpg?format=1500w"/></a></div><p class="paragraph" style="text-align:left;">My favorite gaming podcast that isn’t my own. It is seld described as a “low key” show, and the hosts Brendon and Stephen just bring a handful of games to each episode and share what they love about them. It isn’t stuck to modern games or wonky episode structure, just two people talking about things they love. </p><hr class="content_break"><div class="embed"><a class="embed__url" href="https://flashback64pod.podbean.com?utm_source=pixelsandpolygons.beehiiv.com&utm_medium=newsletter&utm_campaign=pixels-and-polygons-newsletter-vol-1" target="_blank"><div class="embed__content"><p class="embed__title"> Flashback 64 | A Nintendo 64 Podcast | flashback64pod </p><p class="embed__description"> Gooey, McKenna, and friends flashback to the 90s and early 2000s with a look at the Nintendo 64’s catalogue. Starting with the console’s launch titles and proceeding in release order, they discuss each game and the contemporary cultural and historical cont... </p><p class="embed__link"> flashback64pod.podbean.com </p></div><img class="embed__image embed__image--right" src="https://d2bwo9zemjwxh5.cloudfront.net/image-logo/16221941/Untitled_design_3__8uv353_1200x628.jpg?s=12c81af451fdd42ab5403f5366402dcf&e=jpg"/></a></div><p class="paragraph" style="text-align:left;">Another gaming podcast, but this one is similar to the structure of my 32 Bit Library books. Hosts Gooey and McKenna bring on guests to break down the entire N64 library, as well as a ton of bonus content related to big things happening around the same time. I’ve been a guest on a few episodes, as well!</p><hr class="content_break"></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=fcdf314f-73a8-4abd-8c2c-276d767ee367&utm_medium=post_rss&utm_source=pixels_and_polygons">Powered by beehiiv</a></div></div>
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