Brian Riggsbee
  • Home
  • Books
  • Source Projects
    • Left-4-Dead 2
    • Counter-Strike: Global Offensive
    • Counter-Strike: Source
  • Blog

The Chill Book Bundle, Featuring Video Game Maps

12/8/2022

1 Comment

 
Retro Game Books is once again part of the Story Bundle, as Video Game Maps: NES & Famicom joins 9 other great video game themed books.

Grab the bundle at ​https://storybundle.com/games
Picture
"Temperatures are dropping, turning the great outdoors frigid and inhospitable. Crank the thermostat, heat a mug of cocoa, and curl up with ten epic reads found in the Chill Game Book Bundle.

Author and historian David L. Craddock returns with two entries in his GameDev Stories series featuring interviews with developers, designers, and other industry veterans. StoryBundle newcomer Kristopher Landis presents Quest for the Dragon Star, an oral history of the WMAC Masters show featuring Ho Sung Pak—famous for portraying Liu Kang in Mortal Kombat and MKII—among other martial artists.

All that, plus Brian Riggsbee's collection of NES and Famicom maps, a book that examines the real-life influences behind some of the world's most terrifying horror games, two books from the vast library of Hardcore Gaming 101, and more.

StoryBundle is a pay-what-you-want platform for independent authors to share their works with readers (and gamers) like you. Paying at least $5 will get you three books from the Chill Game Book Bundle, while paying $20 or more unlocks all seven bonus books. – David L. Craddock"
1 Comment

New Book Revealed: Video Game Maps: NES & Famicom

4/23/2022

1 Comment

 
On April 19th I unveiled the release of my new retro gaming book Video Game Maps: NES & Famicom, a celebration of NES & Famicom maps. Over 250 games are featured spanning 346 pages.

​Purchase here.

Surprise release! Video Game Maps: NES & Famicom is now available @ https://t.co/i7xhEhunVX. Maps from 250+ games. 346 pages. Celebrates the beauty of #nes maps as seen in mags, manuals, posters, ads, guides, more.

Limited bundle includes 144 page notebook and poster. pic.twitter.com/0Tf3iyVx3O

— Brian Riggsbee (@brianriggsbee) April 19, 2022
Bundles and books begin shipping in a few weeks.
1 Comment

The Complete History of Rygar: Where It's Been Featured

7/22/2021

1 Comment

 
The Legend of Argus: The Complete History of Rygar has been featured across podcasts, articles, social media, and other platforms. Here's a few examples.
Articles on Hardcore Gaming 101 and Atari Gamer
  • Hardcore Gaming 101 announces the book release
  • Atari Gamer announces the wax packs and the book
Tweets from retro gaming experts John Riggs and Jeremy Parish

Just got my Rygar book. Very neat! pic.twitter.com/A7zTXqzXHM

— JohnRiggs (@johnblueriggs) May 20, 2021

Also, @brianriggsbee’s history of Rygar across all platforms. I personally would like to have seen even MORE gushing over the NES game, but it digs into some pretty obscure versions, so it was an interesting read. Also, it included a wax pack of trading cards! pic.twitter.com/AjMSaqT7HQ

— Jeremy Parish Mark III with FM Sound Unit (@gamespite) May 26, 2021
Giveaway contest with the Retro Game Guys Podcast

Want to WIN a copy of the new #Rygar book from @brianriggsbee? Just tell us why you love Rygar (any version)! Winner will be shared in our next episode (6/18). The book is 110 full color pages and comes w/ a sticker and card. Good Luck! https://t.co/CbHVj3Hz5U#Retrogaming pic.twitter.com/VFJeYFmWbH

— Retro Game Guys Podcast (A #Retrogaming Podcast) (@RetroGameGuys) June 3, 2021
Wax Pack and Sticker Set giveaway contests

â–¡Rygar giveaway contestâ–¡

One person will win a free wax pack with 5 trading cards and two runner ups will receive a set of Rygar stickers!

Reply with your personal Rygar story for a chance to win.

Courtesy of @brianriggsbee, author of https://t.co/PSoBcnhaFO pic.twitter.com/lSVcZHvUxZ

— □ ᄃӨᄂӨПΣᄂ FΛᄂᄃӨП □ (@ColonelFalcon) June 22, 2021
The book is discussed on the Speaking of Which podcast

On this episode of Speaking of Which we talk about the unofficial book on the history of Rygar, my first day back and how good it feels, vegetarian jerky and the current news about UFOs. https://t.co/IFaEEYmKEZ

— Speaking of Which (@sow_podcast) June 11, 2021
Interview on Cafe, BTW: A Morning Coffee Gaming Podcast

Full Episode: https://t.co/ghB9vPsrL3

— Andy formerly @ProducerBTW (@LoveRetroBTW) July 3, 2021
Featured in Cool Sh#T Magazine
View this post on Instagram

A post shared by The Legendary Warrior (@rygarbook)

Featured as a testimonial at Comix Well Spring
Picture

Check out my Twitter feed to see tons more posts and highlights on the book.

The book has long since sold out, and I'm currently working in an extended 2nd edition. Stay tuned for more details.
1 Comment

Credits for The Legend of Argus: The Complete History of Rygar

5/14/2021

0 Comments

 
So many people contributed to this book. Here's a full list of credits.

Words and Layout:

Brian Riggsbee

Editor:
Justin Severson | justinseverson.com

Cover Art:
Matt Waggle | artstation.com/mattwaggle

Artists:
  • Tony Di Masi | instagram.com/mrtonychops
  • Kari Lyn | etsy.com/shop/LikeLikes
  • Ed Dansart | instagram.com/edbot5000
  • Vic Rossi | figurerealm.com/customfigure?action=creator&id=12759
  • Chris Motito | exhuman777.wixsite.com/figmentsgallery
  • Atelier Naoki | twitter.com/atelier_naoki
  • slugboi | glensullivan.design
  • Brian Riggsbee | BrianRiggsbee.com
  • Kiyukou | kiyukou.com
  • bimshwel | bimshwel.com
  • Snow | pixiv.net/en/users/3288542
  • s_sennin | pixiv.net/en/users/228603
  • Superancient Deepsea Spirytus | pixiv.net/en/users/8653721
  • kirai_s | twitter.com/kirai_s
  • Jesper Nordström | instagram.com/jespern87
  • Eric Crowley | instagram.com/ecrowleyartncard
  • Keegan Williams | kwill-art.com
  • Denis Kenneally | instagram.com/chunk337
  • Luis Karnov | deviantart.com/luiskarnov
  • Guilherme C | instagram.com/_guilhermec
  • STITCH-BIT by Bryan | stitch-bit.com
  • pixelflag | twitter.com/pixelflag
  • Joel Heires | joelheires.com
  • Arne Niklas Jansson | androidarts.com
  • R-Legend | deviantart.com/r-legend
  • Ali.k (C.o.S) | deviantart.com/cos-childofsin
  • Andy Rodriguez | instagram.com/andyisdrawing
  • Jorge Vildoza | instagram.com/jorge_vildoza_invisible
  • NB40 | instagram.com/enbee4tay
  • Richard Jule | instagram.com/theheeldj6040
  • Sakurajosui Nami | pixiv.net/en/users/11334253
  • Takeshi Numata | numatatakeshi.wordpress.com
  • Shiko | pixiv.net/en/users/335497
  • CritRocket | twitter.com/CritRocket​

Developers:
  • David Clark | God of War mod | pacnsacdave.weebly.com
  • Graeme (mcgeezer) Cowie | Rygar Amiga | youtube.com/user/Mcgeezer1000
  • Kevin Beers | gamejolt.com/@beersypro
  • Ed Findlay | edretrogamer3.wixsite.com/mysite

Photographers & Additional Images:
  • Tony Aksnes | Amiga | blog.amigaguru.com
  • Anna Lee | Minibosses | annaleemedia.com
  • Rick N. Bruns | nesmaps.com | shop.nesmaps.com
  • Mr. Do & Darren Wall | Bezel and marquee restoration | mrdo.mameworld.info
  • Ron Lyons | Rigar arcade | youtube.com/user/LyonsArcade
  • Ken Scott | Rygar arcade | flickr.com/people/10707024@N04
  • Brian Riggsbee | Box art and screenshots | BrianRiggsbee.com
  • Igor Kromin, founder of Atari Gamer | Lynx Japan scan | atarigamer.com

Musicians:
  • Aaron Burke of Minibosses | minibosses.com
  • Elliot Sax, John Baxter, DeJuan Gailes, Eric Krouse, & Bao Vuong of Eight Bit Disaster | eightbitdisaster.com
  • Jon Malmin | tabs.ultimate-guitar.com
  • auriplane | gametabs.net/user/2953

Speedrunner:
  • WhiteHat94 | twitch.tv/whitehat94

Fonts
  • Patrick Lauke | fontstruct.com/fontstructions/show/807821
  • Cody Boisclair | fontspace.com/press-start-2p-font-f11591
  • Seto Nozomi | archive.org/details/jackeyfont

...and a poem by:
@Word_Corn | twitter.com/Word_Corn

Special thanks to Philip Summers, John Murray, Adam Shapiro, George Verongos, Persephonie Cole-Swicegood, Carson Haines, Kurt Kalata, Kristina Cutura, Paul Davies, and my co-workers in #retrogames.
0 Comments

2D Art

3/30/2021

0 Comments

 
I'm cleaning up my website and simplifying it. Since I'm getting rid of my 2D art page I've decided to paste that content here, so it can still be discovered.
0 Comments

Mega Rygar

1/29/2021

0 Comments

 

I noticed that the warrior of Argos (AKA #rygar) was missing from all of those #Megaman character sheets. Well, I decided to make one. Here he is. #アルゴスの戦士 #warriorofargus #warriorofargos #rygar #8bit #diskarmor #RetroGaming #nes pic.twitter.com/hLjORvE9XE

— Brian Riggsbee (@brianriggsbee) January 29, 2021
0 Comments

Super Mario 3D All-Stars and the Shining Star that is Super Mario Galaxy

10/3/2020

0 Comments

 
Picture
Before I get into Super Mario Galaxy, first a word about Super Mario 64 and Super Mario Sunshine. It’s worth mentioning that I played, and thoroughly enjoyed, SM64 as a kid and did not cross paths with the other two until the Switch release. So even though revisiting SM64 made me fully aware of how bad the camera was and how difficult it was to control ninja Mario, I still enjoyed the second play through and finished it. It’s easier to visit old games that don’t age well if you are already connected to them.
Super Mario 64
Check out my write up on SM64 where I revisit the classic 24 years later. 
Picture
Picture
Super Mario Sunshine
As for Super Mario Sunshine, I’ll keep this short, as I didn’t have much patience for this game. Sunshine feels like the improved SM64 in that controlling Mario is easier and more predictable, it looks better, the camera is greatly improved, and there's an added twist with the water canon. Here’s where it lost me: 
  1. Firing the water cannon isn’t fun. It’s like playing that water blasting carnival game over and over again. And like water, it lacks flavor.
  2. The novelty of the water-jet-pack wore off quickly. It’s just a different style of long jump, yet more tedious. Nothing special here.
  3. The only thing less fun than aiming a water cannon at a blob of mud is slowly swimming across large bodies of water.
  4. What’s the point of having such limited lives? All you are doing is making me retrace my steps through a near empty town back to the start of the level I died on. Why punish me like this? Isn’t starting at the beginning of the level again punishment enough?
Picture
Picture
Super Mario Galaxy
Moving on to Super Mario Galaxy, my first reaction to this game was that it holds up extremely well both in terms of visuals and controls. My second reaction was that I was feeling quite sick to my stomach and I would make for an awful astronaut. Thankfully I was able to quickly adapt to the twisting, turning worlds and became rather comfortable walking upside-down.

Controls
SMG is extremely intuitive. It all just clicks. Mechanics, power-ups, and three-dimensional challenges slowly unfold to allow you to ease into the complexities of this game. Subtle aim-assist and movement assisting keeps the focus on fun over frustration. 

There’s a harmony between pressing buttons and swiping the screens. It should be chaos yet it works with ease. 

The spin move is artfully implemented. It’s a multifaceted tool that acts as an attack, an interaction maneuver (e.g. screws), a propulsion boost in water, and an extra oomph after jumping. That final usage, spinning in air after jumping, is actually quite genius as it’s what allows the player to safely navigate to landing pads as it softens the jump while also lifting.

Picture
Picture
Picture
Design
There is so much rich, brilliant, innovative level design and use of three-dimensional space throughout the galaxy. The boss battles, of which there are plenty, are fairly simple yet always fun. And there’s a clever mixture of activities, spaces, puzzles, and upgrades, making it so that no level is like any other.

Tilt mechanic based levels such as surfing and golf don’t overstay their welcome. I would easily be frustrated by these types of levels if I was asked to collect 3-7 stars while tilting my way through bumpy waves or riding a ball on a precarious, narrow field. Instead the designers set up these levels to be one-and-done, a wise move on their part.

Much like SM64, and much unlike SMS, Galaxy is gracious with the 1-ups, and even strategically placed them in areas that are most dangerous. The creators recognize that punishing the players with limited lives is not fitting in this series.

Tutorials are cleverly camouflaged and well-integrated. For example, when first moving on ice a cute penguin challenges you to catch him. This allows you to get your feet wet (pun intended) before tackling the level. You never feel like you are being told what to do, and because the controls are so intuitive and finely tuned, picking up a new mechanic comes with ease.

Camera
The camera, which you would expect to be the biggest challenge in developing such a topsy-turvy 3D experience, works beautifully. It locks and adjusts to predetermined angles for most of the levels while allowing for freedom to manually rotate only in those areas where appropriate. It always feels right, focusing your attention on the path ahead with just the right amount of edge space to plan ahead. ​
Picture
Picture
Picture
Visuals
SMG is a visual spectacle. It’s simply dazzling. I found myself frequently hitting the screenshot button on my Switch as Mario soared through the starry fields that were painted vividly with swaths of purple and blue tones.

There's also a ton of attention to detail and polish that went in to enhancing the visual experience. For example, if you spin near friendly characters they will gyrate in excitement. 


Story
There’s just enough story elements running throughout the adventure to keep it anchored in the narrative without interfering with the fun. And familiar staples to the Mario universe are sprinkled throughout the game who drop hints and add charming dialogue. 
Picture
Picture
Closing Thoughts
The deeper you get the richer the experience becomes. Levels become more complex, more characters appear, different star types are located, planets can be revisited with new challenges, the story unfolds, and more and more Mario power-ups are discovered. This is a game that only gets richer and more flavorful the more you play.

​My only hope, now, is that Super Mario Galaxy 2 is quickly brought to the Switch.

Picture
0 Comments

Revisiting Super Mario 64 After 24 Years

9/23/2020

0 Comments

 
Picture
In the Summer of 1996 I was 15 years old. One afternoon I wandered into the local Blockbuster (RIP) to browse the used video games they had for sale. That's where I first crossed paths with Super Mario 64 (and the Nintendo 64 for that matter), which was prominently displayed on the large demo machine near the entrance. At this point I had already developed a bias against 3D video games, not because of some perceived, inherent inferiority to two dimensions, but because in their pioneering state they were so aesthetically unappealing. I saw them as a new phase in gaming that simply wasn't ready for consumption. So when I approached the demo and lifted the Nintendo 64 controller I did so somewhat begrudgingly. It took about 5 minutes before I was hooked. Once it arrived at my home I devoted a weekend to acquiring all 120 stars, my eyeballs glued to the screen.

24 years later I revisited SM64 on the Nintendo Switch. Quite quickly the mechanics and acrobatic maneuvers came back to me. And while the blurry textures and blocky world looked even blurrier and blockier than memory, the dated piece that made me cringe and grumble the most was the camera. Back when 3D games started, solving for the camera was always a hot topic, and was so for years. In so many of these early 3D games the camera would collide with walls, zoom in and out unexpectedly, and unhinge left and right as the player traversed through the world. It was a time when providing two camera styles plus the ability to zoom in and out was considered groundbreaking. It made me wonder: If it wasn't for my nostalgic ties to SM64 would I have tossed this relic aside?

While the camera is clearly the worst aspect of SM64, it's the combination of the camera and the looseness of Mario's movements that cause the most pain. This is a platformer, albeit a more open world version of one, and with platforms comes pits. What this translates to is countless perilous moments where I am on the brink of reaching my goal just to end up slipping off a narrow, jagged polygon. I suspect I died just as much 24 years ago as I did with this recent play-through, but the difference is that way back then I interpreted these moments solely as challenging, whereas today I see them as both challenging and frustrating.

Camera and slippery Mario aside, this game is still extremely playable. It's such a delight to control the ninja flipping Mario and to collect stars within the expertly crafted levels. The designers smartly placed a variety of challenges in each course, and while they hint to what star to search for next, they left it up to the player to discover them in the order that they please. And each environment has its own special flare and theme, so moving between courses always feels fresh.  

Next up I have Super Mario Sunshine and Super Mario Galaxy. I'm told that the former has similarly frustrating camera and control problems, and since I have never played either of these games this will be an interesting test to see if I have the patience to play SMS all the way through. Here we go.

0 Comments

Metroid: Rogue Dawn

9/22/2020

0 Comments

 
Picture
Metroid: Rogue Dawn is the unofficial, fan-produced prequel to the original Metroid. Unlike most ROM hacks (ugh, there's so many bad Castlevania ones...) this is a high quality experience that takes the foundation it is built upon and expands on it greatly.

Before I get into the details that make this such an excellent game and expansion on the Metroid world, first let’s look at the physical release that I opted for. Purchased from RetroGamesRemastered, an operation that produces physical releases of ROM-hacks and retro gaming rarities, the Metroid: Rogue Dawn print has everything you need to feel like you are back in the 1980s opening a fresh, crisp Nintendo game. Here’s what’s included:
  • Box
  • Manual
  • Map
  • Game
  • Dust cover
Picture
Picture
It’s even shrink wrapped so you can feel like it just came off the shelf at your local Toys"R"Us (RIP). The map provides you with the opportunity to take notes for places to revisit, or if you are like me and can’t stomach the thought of defiling the glossy fold out, it’s something you can scan and print copies of before you scribble on to your heart’s desire. The manual is short and sweet, with details on the story, items, and some helpful tips.

As for the game, the attention to details shines:
  • Aran’s helmet comes on and off depending on the environment she is in. Such a simple act of having two looks for Aran does more than add some eye candy. It deepens the sense that you are exploring dangerous, unknown spaces, and all areas are not created equally.
  • Unlike the original, you always start with 99 health (in the original it was only 30). Plus, there are health and ammo refill stations. Having to start each life by farming for health was always a stand out negative in the original Metroid.
  • The twists and turns of the craggy caverns creates a claustrophobic feeling and sense of despair. It truly feels like an alien world.
  • The NES classic, as with many NES games, has some limitations, flaws, and minor bugs that continue to exist in Rogue Dawn and only add to the charm of the experience. For example, there’s noticeable slow down when too many moving objects are on screen, exploding enemies wrap on the edges of the screen, crawling foes will get suck spinning in place if you open a door as they climb over it, and Aran “skates” like Gumby when you turbo fire while running.
  • The story is expanded by text displayed on the backgrounds of some screens, usually representing the speech of a static character on the screen. It’s a simple and cheap solution to add lore and deepen the narrative.
  • The inclusion of a radar and map is a much needed feature for such a maze like world
  • It parallels the original in terms of overall framework, without ever feeling too similar. In other words, you must seek out item upgrades and two remote bosses before proceeding to a final metroid dense area. Even the bosses have similar patterns since much was leveraged here. Yet never does it feel like a copy in any way. It just feels familiar.
  • There's a second quest!

Sadly, the days of Nintendo Power are behind us, where we would seek out hints and tips for NES games. Sure, there's this thing called the internet now, but for a niche ROM-hack like this I didn't see a ton of helpful information published out there. So, without spoiling anything, here are some strategies I found to be quite useful:
  • Instead of exiting an area by backtracking, simply save and then resume. This will place you at the starting position of your current area, and you’ll still retain your health and missiles.
  • Take notes on a printed or hand drawn map. Even with the in-game radar you’ll find yourself getting lost in the intricate labyrinths. And since this is a metriodvania you’ll thank yourself for noting spots to revisit.
  • Recharge stations are plentiful so take advantage of those missiles and use them on the enemies with high hit-points
  • The game becomes much easier when you acquire the Varia Suit as it greatly reduces damage taken. I won’t spoil where it is. Seek it out as early as possible.
  • Bomb everything and look for small spaces to roll through. There are a ton of secret areas not depicted on the radar.

This is a must play for any NES fan. For those that grew up with the NES it will instantly transport you back to your childhood, regardless of if you have a physical copy or not. Next on my list is Another Metroid 2 Remake.
Picture
Picture
0 Comments

Moon: Remix RPG Adventure

9/6/2020

0 Comments

 
Picture
This is Moon:

Delightfully weird
Occasionally confusing
Surprisingly rewarding
Frequently soothing
Annoyingly cryptic
Pleasantly distracting
Satisfyingly nostalgic
Periodically tedious
Auditorily stimulating
Refreshingly funny
Unusually unfair
Importantly innovative
Endlessly mysterious
Utterly heartwarming

7/10
0 Comments
<<Previous

    Author

    Brian Riggsbee lives in San Francisco CA. He enjoys gaming, writing, creating art, practicing Brazilian Jiu-Jitsu, chasing adorable dogs, and spending time with his wife and boy.

    Picture

    Categories

    All
    Art
    Baby
    Castlevania
    Coffee
    Counter Strike Go
    Counter Strike S
    Dogs
    Final Fantasy
    Game Boy
    How-to Mod
    Interview
    Iphone/ipad
    Jiu-jitsu
    Left 4 Dead 2
    Metroid
    Music
    N64
    NES
    Poll
    Resident Evil
    Retro Gaming
    Review
    ROM Hack
    Rygar
    San Francisco
    Star Wars
    Super Mario
    Switch
    Terrarium
    The Last Of Us
    Valve Hammer Editor
    Zombies

    Archives

    December 2022
    October 2022
    August 2022
    July 2022
    April 2022
    December 2021
    July 2021
    June 2021
    May 2021
    March 2021
    January 2021
    October 2020
    September 2020
    August 2020
    July 2020
    April 2020
    December 2019
    October 2019
    September 2019
    May 2019
    February 2019
    September 2018
    August 2018
    July 2018
    April 2018
    February 2018
    December 2016
    June 2016
    May 2016
    April 2016
    March 2016
    May 2015
    April 2015
    February 2015
    January 2015
    December 2014
    November 2014
    July 2014
    May 2014
    March 2014
    December 2013
    November 2013
    October 2013
    September 2013
    August 2013
    July 2013
    June 2013
    May 2013
    April 2013
    March 2013
    February 2013
    January 2013

    RSS Feed

  • Home
  • Books
  • Source Projects
    • Left-4-Dead 2
    • Counter-Strike: Global Offensive
    • Counter-Strike: Source
  • Blog