kewpiez:

image
This was posted 1 day ago. It has 849 notes.

jetsetradioarchives:

image
image

Play US, issue 6, June 2002. Pages 64-65. An interview with DJ Professor K.

(Contributor Credit: SuperMaster10)

(via y2klostandfound)

This was posted 1 day ago. It has 159 notes.

hypnozen0plum0plum:

image
This was posted 1 day ago. It has 23 notes.

ojosdegata3:

image

(via besarelcielo)

This was posted 3 days ago. It has 685 notes.

zegalba:

image
image
image
image

Karim Rashid: Deutsche Bank Lounge (2006)

This was posted 3 days ago. It has 421 notes.

bb-rr:

image
This was posted 4 days ago. It has 6 notes.
designeverywhere:
“Arte Antwerp
”

designeverywhere:

Arte Antwerp

This was posted 4 days ago. It has 65 notes. .

(via re----re)

This was posted 5 days ago. It has 235 notes. .

zegalba:

image
image
image
image

Kazuki Takamatsu: “For Us to Live Freely” (2011)

(via d-video)

This was posted 6 days ago. It has 1,221 notes.

passingmeby:

image

(via gunblades)

This was posted 1 week ago. It has 652 notes.

y2klostandfound:

Rez on Dorimaga Magazine (2001-15)(Video game Magazine)(Japan)(28/12/2001)

Translation in English:

(Page 142)

Strategy No.1

PS2 (PlayStation 2)
Sega / UGA (United Game Artists)
Now on sale (November 22 release)

(Trance Vibrator included, PS2 only) - 8,800 Yen
Regular version - 6,800 Yen
1 player
Genre: SHT (Midnight High Shooting)
Memory used: Memory card 54kb
Compatibility: DualShock 2, Trance Vibrator compatible
Homepage Address (URL):https://www.u-ga.com/
Note: Trance Vibrator is a powerful vibration unit that plugs into the PS2’s USB port. *DC version is also on sale.

Rez - Beyond Mode All Unveiled

All the conditions for beyond mode, which is a hidden mode of “Rez”, have been lifted. Players who are into it are likely to have already played some, but the table on the right should complete them all. There are some pretty tough conditions, but since it’s a specification that will appear at the same time even with cumulative play time, it should be possible eventually. Let’s fully enjoy the other side of “Rez”.

MORORIAN (MOROLIAN)

In beyond, there is also a mode in which the player becomes a Morolian from “Space Channel 5”.

beyond

beyond mode
A mode that can be entered when any of the stone conditions are met. This is a hidden mode different from the normal mode. There are play through, hidden areas, special modes, and boss modes. The difficulty of the game follows that of Score Attack, and the score is displayed as well. (Other than Trancemission mode).

beyond options
Options that only affect beyond mode. Player selection, invincible mode, beam type, infinite overdrive, and camera viewpoint change are now possible. By playing in various combinations, you can experience “Rez” that is different from normal mode.

others
The familiar “Up! Chu!” voice becomes the SE(Sound Effects), the Morolian, unlike normal players, do not level up. In addition to having no endurance, the shot speed is slow, making the game quite difficult. Fun is a double-edged sword.

beyond mode:

Direct Assault (Play through Area 1~5):

ambient - Clear Direct Assault [normal] (1st round)

punk - Clear Direct Assault [ambient] (2nd round)

oldschool - Clear Direct Assault [punk] (3rd round)

psychedelic- Clear Direct Assault [oldschool] (4th round)

trance - Clear Direct Assault [psychedelic] (5th round)

normal - Clear Area 5 in play (normal game)

Lost Area (Hidden Area):

Clear Area 5 in play (normal game)
and over 18,000 seconds (5 hours) of cumulative play time.

Trancemission (Sound and light special mode):

Rank 1st in Lost Area

Boss Rush (A mode where you fight bosses continuously):

Shoot down rate of Area 1 to 5 in play (normal game) to 95% or more.

beyond options:

player select (Player Selection):

zero form / second form - In play (normal game), set the shoot down rate of one area to 100% and over the cumulative play time of 18,000 seconds (5 hours).
third form - In play (normal game), set the shoot-down rate of 2 Areas to 100%, and over 21,600 seconds (6 hours) of accumulated play time.
fourth form - In play (normal game), set the shoot-down rate of 3 Areas to 100%, and over the cumulative play time of 25200 seconds (7 hours).
fifth form - In play (normal game), set the shoot-down rate of 4 Areas to 100%, and over the cumulative play time of 28800 seconds (8 hours).
final form - In play (normal game), set the shoot-down rate of 5 Areas to 100%, and overstay the accumulated play time of 32400 seconds (9 hours).
mororian (morolian) - In play (normal game), set the item acquisition rate of Area 1 to 5 to 100%, or overestimate the cumulative playing time by 36,000 seconds (10 hours).

immortal (invincible mode):
Clear Direct Assault [trance] (Round 6)

beam type (beam type selection):

  • 1 - Clear Score Attack 5 times or more (Any Area is acceptable)
  • 2 - Clear Score Attack 10 times or more (Any Area is acceptable)
  • 3 - Clear Score Attack 15 times or more (Any Area is acceptable)
  • 4 - Clear Score Attack 20 times or more (Any Area is acceptable)
  • 5 - Clear Score Attack 25 times or more (Any Area is acceptable)
  • 6 - Clear Score Attack 30 times or more (Any Area is acceptable)

over drive infinity (overdrive infinite):
Rank 1st in Boss Rush

camera view (Camera Viewpoint Selection):

near view - Rank 1st in 2 Areas of Score Attack
far view - Rank 1st in 3 areas of Score Attack
dynamic view - Rank 1st in 4 areas of Score Attack
first persion view - Rank 1st in 5 areas of Score Attack

Rez SCORE ATTACK EVENT

Score Attack Event Now On!
The “Rez” Score Attack event will be held! Players who score high will receive gorgeous prizes such as Eye-trek (Olympus) and vibration headphones! The deadline is January 11th next year!

Address:
Shibuya, Shibuya-ku, Tokyo
United Game Artists
“Rez Score Attack”

SCORE ATTACK STAGE
LOST AREA

The target is beyond mode Lost Area. Let’s record a VHS video of this play from start to finish and send it to UGA.

*Don’t forget to include your address, name, age, and phone number in the document enclosed with the video! Please note that submitted videos cannot be returned.

SCORE ATTACK ONE POINT ADVICE FROM UGA

POINT 1: 8 locks as much as possible!
The base of the score attack is 8 locks.Even in UGA, this method is used to get scores that make you say, “Isn’t that a lie!?“For reference, 250,000 to 260,000 points are possible on one page.

POINT 2: Use network openings, too!
When you lock on, try using network openings and items well to get 8 locks. Overdrive destroys enemies at once, so refrain from it.

(Page 143)

INTERVIEW - Jun Kobayashi

"Rez” is an active game. If you don’t move yourself, it won’t start

Thoughts that “I definitely wanted to make it into a game”

- Mr. Kobayashi, please tell us how you decided to create “Rez”.

Kobayashi:About 4 years ago, when UGA (then CS4 Lab) moved to Shibuya, a friend of mine took me there to hang out in the middle of the night. When I was chatting with Mizuguchi there, he said, “Wouldn’t it be interesting if there was a shooting game where notes would fly out and when you shoot them, they would turn into music? He said, "Oh, that sounds interesting. I said, "Yes, I’ll try it” (laughs), and that’s how it all started.

-So the shooting part was decided from the beginning.

Kobayashi: Mizuguchi-san had a fixed idea of shooting. I used to make shooters myself, so I know, but to be honest, I was worried. That’s why I came up with various ideas such as shooting guns and making it look like a DJ, but in the end I went back to the initial image.

Rez KEYWORD:
Wire Frame

Because of the current era, the wireframe is conversely catchy. What was the reason for sticking to this! From the moment I started this project, I knew I wanted to use wireframes for this game. I told the art director, Mr. Yokota, ‘You can use realistic backgrounds, but we definitely want to use wireframes as the main element. I was influenced by Atari’s “Missile Command” and “Star Wars”, which I still think are cool. but there are no games these days that I think are “beautiful” but “cool. I was a bit selfish,” said Kobayashi.

- Three years of development was a long time.

Kobayashi: Usually, three years means the amount of work and graphics, but I have been working on the system for three years.
Especially when it comes to programming, I have to repeat it countless times.

-What kind of trial and error did you go through before you actually decided on this?

Kobayashi:If you add a little complicated element, you can create various game features. But on the other hand, if you put it in, the pleasantness of the sound will gradually decrease. It was very difficult to strike that balance, and there were times when we argued that it wouldn’t be okay if it didn’t fit into the shape of the game. However, I was against that, and I thought, “I definitely want to make it a game. So I decided to make the gameplay "just shoot,” and to make it “a game that anyone can play and feel the pleasure of the sound.

-I think the system part also had a lot of trouble, but what about that?

Kobayashi: We had a system in place where when you shoot it, it will be combined with the back BPM appropriately. Then, I remembered the DJ-like idea I had at the beginning of the project, which was how to make it more exciting. That’s when I came up with the "network opening”.By putting that in between bars and lifting it up like a DJ, the feeling of pressing a switch and the sound that comes after that are mixed and excited.On the other hand, those who miss that shot can’t get very excited.

(Picture)
Director - JUN KOBAYASHI
Joined UGA in this work after working as a designer for a major game maker.Despite his light image, he is actually quite a game enthusiast.

PS2 version completed in just two months

-How was the development of the PS2 version?

Kobayashi:That was already a miracle (laughs). We were able to port it within two months after we started working on it in earnest. I think we were able to do it thanks to the hard work of the programmers and technical support staff. We had a lot of trouble with the sound because of the differences between the DC and PS2.

-So you have created exactly the same thing.

Kobayashi:Yes, I think so. But people with good ears might feel the difference in sound.

-PS2 has a beautiful picture.

Kobayashi:PS2’s blur is so beautiful. The other point is that we were able to achieve 1 point. Actually, I could have added more textures and effects if I had focused on PS2.

Rez KEYWORD:
Sex&Fertilization

A certain secret was hidden in the process of evolution of the character of “Rez”. “Actually, the game’s initial concept is ‘sex = fertilization’. The player is a sperm, and the eden that is saved at the end is an egg. With that kind of setting, players all over the world are playing Rez. Various people are hacking eden using software called "Eden”.In the end, the image that players are hacking there all at once is superimposed on “fertilization”.The form (my character) is a person It traces the evolutionary process of an egg (zero), a person (first, second, third), a spirit (fourth), and a reincarnation (fifth, final).”

-It is interesting that from the fourth form onwards it develops with a rather religious image.

-Finally, could you give a few words to the users?

Kobayashi: This game is very active, and you have to take action to make it happen. Recently, there are many passive games that are given, moved, and finished. Instead, “Rez” is a game where you have to start the game and make something happen within yourself. If you are happy with that, please buy it. I don’t think you will lose anything.

-Thank you very much.

go to next cycle →
In the next issue, Mr. Kobayashi will directly talk about the specific parts of the game that were not covered this time. Sharp gouges on stages, bosses, true endings, and more!

This was posted 1 week ago. It has 53 notes.

(via princesszelda)

This was posted 1 week ago. It has 37 notes. .

444ngel-sent:

image

ama-ZING !★

(via galatxina)

This was posted 1 week ago. It has 33 notes.

rcpaskus:

image
This was posted 1 week ago. It has 4 notes.

starsuccessor:

An article from “Club Nintendo” Magazine - 2000 

(click on each page for details)

I haven’t updated this blog for a long time, and I wanted to share this (even if it’s in Spanish). This is the first time that I read about Sin and Punishment (this was from a mexican magazine, very popular back then) and I was really interested in this game since the very beginning.  This review is really positive about the game. 

I wasn’t able to play the game it until years later in a n64 emulator and then in the Virtual Console for Wii.

I sincerely hope for a third S&P game. Nintendo and Treasure could make great things, let’s make a wish.

This was posted 1 week ago. It has 10 notes.