Lagrange Point - beat the first boss, finally. definitely felt like a “by the skin of my teeth” situation, but with the amount of damage that boss did, i somehow feel like there isn’t any other way it could go. i might be slightly underleveled according to the uh…one walkthrough someone posted to GameFAQs 13 years ago, but that’s fine. i now have access to other places via space transport - it isn’t really clear to me if these are little natural planets or satellites, or both (one location is just called “Satellite” which doesn’t help me intuit the distinction between these places), but my impression is we’re in a civilization based on satellites within Lagrange Points. probably the manual to the game makes this more clear, or maybe there’s an intro i skipped by not letting the title screen fade out, who knows. so far, no one in the game has said the words “lagrange point.”
right now i’m trying to figure out what to do with the new characters who have come my way. up until this point, i’ve met a robot and a space native american who asked me if i’m going to Satellite. when i said yes they joined me, but weren’t selectable until i got to the Lounge on Satellite. this is basically your Dragon Quest-style pub type location where you can switch party members. i think my least favorite thing in jrpgs is party management when the characters don’t level up outside of being in your group.
Homebrew stuff


Astro Ninja Man DX and Kira Kira Star Night DX - these two homebrew games are made by the same crew and share some qualities so i’ll discuss them together. both games feel like they exist to show off some of the cooler technological and sound tricks that the Famicom can pull off (colors, strobing, scrolling, etc.) while giving a platform to Japanese chiptune artists. Kira Kira… is probably the less-compelling game, to me. it’s sort of a rhythm game, but abstractly in that you need to memorize the patterns of falling stars to collect enough by the end of the round. within each stage, there are maybe a dozen falling star patterns - if you can manage to collect all the stars within a pattern, you get bonus points. keep that up and the bonus points increase exponentially.
the midwestern-child-beauty-pageant moe girl aesthetic is…not really my thing, but it does manage to be cute and not creepy, sometimes. it’s a fun game and the music and colors are enough to make me want to play through it more than once, at least.
Astro Ninja… is more my thing. again, it feels like it could be a rhythm game, but this time it’s more of a shooter. you power up Astro Ninja Man by collecting mini-ninja-men who then create body doubles. there can be up to 5 of you on screen at once, and basically the goal is to make it to the end of the level without dying. as far as i can tell, there are no particular tricks with the scoring system, but maybe they’re not too overt or i’m missing something. again, the color and music implementation in this game is what really sells it.
i’d consider buying one or both of these games on carts, but apparently there is debate as to whether the “cheap” boards used by Columbus Circle, which are 3.3v, will fry your console, which runs 5v. i don’t know enough about this stuff, but based on working with synths and power sources, my guess is that this is one of those “it will probably be fine but you’re taking a risk” kind of things. that said, not really a risk i feel like taking with my current set up.
both games are “simplistic” in that they sacrifice complex gameplay and game length for pushing the Famicom to its limits as an audio-visual medium. personally, i think the most-successful aftermarket NES games are the one that try to recapture the simplicity of the early 80s, but paired up with the graphical and audio complexity of the early 90s. oh, which brings me to:

Gold Guardian Gun Girl - damn, i wish i’d picked this one up as a cart. hard to tell, but maybe the creator still prints them, occasionally. it’s a fairly-straightforward dungeon crawl game, but you need to regulate gas (for your mech) and HP (which drains when you run out of gas). there are six different controls schemes in the game, though i only like 2.5 of them. i should just do a run with each scheme, though, as i can’t shake the feeling that the most-unusable control scheme is probably the best one. has that addicting crawl quality to it, so i’ll be spending more time with this one.

Castlevania: The Holy Relics. hmm. it’s ok. the graphics looks nice considering the game builds off CV2, but the music is Just OK (so far?). it’s definitely very competent for a hack, but the way its first boss sucks (it stays out of reach of attacks for 90% of its time, meaning you really need the axe to beat it) is sending me bad vibes.
GRAVEYARD DUDE - this one is kind of puzzling (no pun intended). it’s a sokoban-style game, but everything about it is…idk if i’m using this word correctly because i’m an American…maybe a touch too cheeky, for me.

it does capture a certain kind of verbiage that reminds me of 80s Rare or maybe 80s PC games, and i suppose within that framing, i’m fine with it. the game itself seems fun for this kind of thing, but truthfully, i should play more than a few levels, first, before saying much about it. i like what i’ve played but i need to be in the right frame of mind to do puzzle games.
NEO Heiankyo Alien - another thing i’d like as a cart, but see above re: Columbus Circle carts. anyway, i LOVE HEIANKYO ALIEN. i didn’t know a remake for the Famicom had been a thing (though i did play the PC/Steam remix from a few years back), but as soon as i saw the ROM, i had to try it. i think the Game Boy HA will always be my favorite, for both nostalgia and presentation, but this is probably a close second. the soundtrack and colors are great, but the one thing i can say it doesn’t do well is character scrolling. everything moves in kind of a jerky way - it’s just a little too slow.