The Thirteenth Hour Podcast #361: Making a Retrowave Music Video, Night of the Comet, Toys, and Being a Kid Again

The Thirteenth Hour Podcast #361: Making a Retrowave Music Video, Night of the Comet, Toys, and Being a Kid Again

https://archive.org/download/podcast-361/Podcast%20361.mp3

This week, I finished the music video I started recently using the two synth – handpan tracks Jeff Finely and I worked on together.  I finally figured out enough of Adobe Premiere to accomplish pretty much what I was going for in the video – i.e. flying through fantasy landscapes with a trail of smoke coming out of Lightning.  Now, in the book, it’s actually three rainbow smoke trails, but sometimes, I will just draw it as one large rainbow that trails afterwards.  I couldn’t quite get the rainbow effect but did get the smoke trail to change to the colors of the rainbow, which is good enough for now.  Here’s a short clip of what I started with (pixelart Logan superimposed over stock fantasy landscape animations I purchased off pond5.com):

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And here is the full video:

 

This was the last collaboration Jeff and I did, by the way, based on some ideas originally conceived by Brent Simon:

You can find out more about Jeff on his previous appearances on the show (episode 101, 102, and 176).

I also recently rewatched the 1984 film Night of the Comet to prep for a conversation with one of the leads from the film, Catherine Mary Stewart about the movie.  This is a little addition to the Lego Friends minifigure package I made of Sam and Reg from NOTC, but if you’re on the Patreon, you will be able to find the interview there.  If you’re a regular podcast listener, you will also be able to unlock the interview to listen to it.  Yes, that’s right, gameification!  Since Regina Belmont was an avid arcade gamer in the movie, it only seems right.  Stay tuned for details.  The Night of the Comet figures will be auctioned off starting in August, most likely, all proceeds to benefit the nonprofit Alliance4girls.org

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I also recently went back to my parents’ house and brought back a few things from my childhood for my own children and took pictures of some of the things I wanted to remember:

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A collection of some of my and my brother’s old figures to share now with my kids.

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Remember some of these guys?

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 We saved a bunch of the boxes from the computer games we had as kids.  Little did we know that ot only would most games not comes with big boxes anymore but people would collect these things for exorbitant prices on eBay! 🙂

More on Patreon … but in the meantime, let it be known that 7/8/22 is “Be a kid again day!”

In other words, a great excuse to play with some toys!

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The Thirteenth Hour Podcast #180: Reflections on Childhood Video Games Part 2

Episode #180: Reflections on Childhood Video Games Part 2

https://archive.org/download/Podcast180_201901/Podcast%20180.mp3

My brother joins me on this trip into the past as we look at some of the computer games we grew up with (this week and last).  I’ve written and talked about this before but have been meaning to have a longer discussion with my brother for a long time.  We touched on a number of things that I hadn’t thought of in awhile, like some classic adventures games like the King’s Quest series last week as well as emulation and a number of other games we enjoyed but hadn’t thought of in awhile.  Jeremy made a grid of some of his most influential games here but it too some thinking to come up with enough to fill a 3×3 grid. I did it, though! Here they are:

On Instagram, I’ll go through each one with a little blurb.

If you haven’t checked out “Arcade Days,” the song and video Jeff Finley, Brent Simon, and I have been working on the past year, click on the link below to do so!

 

You can find more pictures and preview clips of “Arcade Days” on IG as well as this podcast’s FB page.

Also check out a preview of a new album from Starfarer, who was on the show back in episode 143.  Stay tuned for an upcoming t-shirt contest!

Lastly, the podcast is now on Spotify!  Check it out.

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Between Two Worlds, the synth EP follow up to Long Ago Not So Far Away is now out for streaming on Bandcamp.  

The bonus track, called “Flight of the Cloudrider” has a 80s movie mashup music video (see if you can identify all the movies!) which is available on youtube.   This app was largely created with the iphone app Auxy.

between 2 worlds EP cover 2

Stay tuned.  Follow along on Spotify!  There is also a growing extended Thirteenth Hour playlist on Spotify with a growing number of retro 80s songs.

Check it out!

As always, thanks for listening!

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The Thirteenth Hour Podcast #179: Reflections on Childhood Video Games Part 1

Episode #179: Reflections on Childhood Video Games Part 1

https://archive.org/download/Podcast179/Podcast%20179.mp3

My brother joins me on this trip into the past as we look at some of the computer games we grew up with.  I’ve written and talked about this before but have been meaning to have a longer discussion with my brother for a long time.  We touched on a number of things that I hadn’t thought of in awhile, like some classic adventures games like the King’s Quest series.  Here are a few screenshots I found from the game, King’s Quest 6, the first one we were able to play through fully, and the one we remembered most fondly.  My brother and I distinctly recall being blown away by the graphics at the time:

King’s Quest 6 had a full CD-quality ballad on the disc that played during the ending credits, “Girl in the Tower,” a very 80s/90s love ballad with verses done in piano, an electric guitar solo, sappy lyrics (in other words, all the qualities for a stellar song in my mind).  If you click on the picture above, you can listen to the whole song with scenes compiled from KQ5 and KQ6.  Apparently, the song was reused in parts of updated King’s Quest adventures:

The final fight Alexander has in King’s Quest 6.  I distinctly recall at one point when he gets tired, he says something like, “Zounds, this sword weighs a ton!”

Some pictures associated from other games mentioned in the episode that I photographed from old Nintendo Power issues and box cover art.

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If you haven’t checked out “Arcade Days,” the song and video Jeff Finley, Brent Simon, and I have been working on the past year, click on the link below to do so!

 

You can find more pictures and preview clips of “Arcade Days” on IG as well as this podcast’s FB page.

Also check out a preview of a new album from Starfarer, who was on the show back in episode 143.  Stay tuned for an upcoming t-shirt contest!

Lastly, the podcast is now on Spotify!  Check it out.

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Between Two Worlds, the synth EP follow up to Long Ago Not So Far Away is now out for streaming on Bandcamp.  

The bonus track, called “Flight of the Cloudrider” has a 80s movie mashup music video (see if you can identify all the movies!) which is available on youtube.   This app was largely created with the iphone app Auxy.

between 2 worlds EP cover 2

Stay tuned.  Follow along on Spotify!  There is also a growing extended Thirteenth Hour playlist on Spotify with a growing number of retro 80s songs.

Check it out!

As always, thanks for listening!

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The Thirteenth Hour Podcast #123: A Conversation with Dev9k Game Developers – Creators of Nirvana Pilot Yume

Episode #123: A Conversation with Dev9k Game Developers – Creators of Nirvana Pilot Yume

https://archive.org/download/Podcast123_201712/Podcast%20123.mp3

My brother and I recently connected with European game developer team Dev9k (Massimiliano ‘Haematinon’ Nigro and Antonio Scacchetti), the creators of the recently released 80s anime inspired video game, Nirvana Pilot Yume, which answers the question – what happened if the 90s shareware game Skyroads were a visual novel with a synthwave soundtrack?

Given the misadventures my brother and I had making games in our youth, we were both looking forward to the conversation with Massimiliano and Antionio.  We covered a wide range of topics, from the creative process, aspects of game development, working within technical limitations of technology (and how that sometimes fosters more creativity), and 80s era Japanimation – case in point below:

Check out the synthwave group Retroxx, who did the soundtrack for the game, for more synth action.  And if you don’t recall what the game Skyroads looked like, here’s a quick runthrough:

Interested in learning more?  Check more about the game and its developers on IG and Facebook.

You can now find the game for the PC on Steam.   Grab it while it’s still on sale!  There is a demo available for webplay/download here so you can try before you buy.  Even if you’re not into video games, it’s worth it just for the art, concept, and music alone.  Supporting an indie game developer is also good for your karma 🙂

And if you’re at all interested in game development or collaborating on making a game out of The Thirteenth Hour, let me know!  Read more here.

Next week, in time for Christmas, Brent Simon and Jeremy return to discuss the 30th anniversary of Robocop!  Stay tuned!

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Between Two Worlds, the synth EP follow up to Long Ago Not So Far Away is now out for streaming on Bandcamp.  

The bonus track, called “Flight of the Cloudrider” has a 80s movie mashup music video (see if you can identify all the movies!) which is available on youtube.   This app was largely created with the iphone app Auxy.

between 2 worlds EP cover 2

Stay tuned.  Follow along on Spotify!  There is also a growing extended Thirteenth Hour playlist on Spotify with a growing number of retro 80s songs.

Check it out!

As always, thanks for listening!

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  • QR code email signup Signup for the mailing list for a free special edition podcast, a demo copy of The Thirteenth Hour, and access to the retro 80s soundtrack!
  • Follow The Thirteenth Hour’s Instagram pages: @the13thhr for your random postings on ninjas, martial arts, archery, flips, breakdancing, fantasy art and and @the13thhr.ost for more 80s music, movies, and songs from The Thirteenth Hour books and soundtrack.
  • Listen to Long Ago Not So Far Away, the Thirteenth Hour soundtrack online at: https://joshuablum.bandcamp.com/ or Spotify.  Join the mailing list for a digital free copy.  You can also get it on CD or tape.
  • Website: https://13thhr.wordpress.com
  • Book trailer: http://bit.ly/1VhJhXY
  • Interested in reading and reviewing The Thirteenth Hour for a free book?  Just email me at writejoshuablum@gmail.com for more details!

The Thirteenth Hour Podcast #19: Video Game Influences

Episode #19: Video Games that Influenced The Thirteenth Hour

https://archive.org/download/13thHrEps16On/13th%20hr%2019.mp3

This episode refers to video games (Ultima V, Ironsword) discussed in this post:

https://13thhr.wordpress.com/2015/01/21/influences-behind-the-thirteenth-hour-part-3-video-games/

Check out this cover art for Ultima V!

Unfortunately, the inside of the game looked like this:

But there’s a remake/mod for Dungeon’s Seigehttp://www.u5lazarus.com/

Gauntlet, also featured on this episode, at least the 1985 PC version, has an entry on wikipedia.

Gameplay and picture above courtesy of old-games.com.  I’ve included links on old-games.com for the games below:

Incidentally, my brother wrote about Quest for Glory in his blog, as well as many of the games of that era, here.  (His experience playing games was much different from mine – more positive).  He also followed that post up with discussion of fan-made remakes of QFG, Quest for Infamy and Heroine’s Quest: The Herald of Ragnarok.

We have recently been playing the game Magicka, which has a similar sense of humor to some of the above games, as well as The Thirteenth Hour.

As always, thanks for listening!

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Tomb Raider Lara Croft Pixel Art Animation From a Bygone Day

There was a time when my brother and I decided we were going to make video games.  My brother had discovered this graphical game making program called Klik ‘n Play on the internet and a small community of people using it to make a wide range of computer games.  The advantage of it was that it allowed someone without a lot of programming experience to make games fairly quickly.  The developers were in France, I believe, and the program was somewhat hard to find.  But our father managed to find a copy somewhere on the still nascent internet, and my brother went to town.  I was a little late getting on the bandwagon but eventually threw my hat in the ring, too, with my ultimate goal a rendition of The Thirteenth Hour in video game form.  Although that never entirely happened, looking back on what we did ten, no, wait … (does mental calculations) … sixteen years ago is something I hadn’t thought about until I recently found a bunch of old notebooks showing sketches and game play notes.

One of the first games I completed was a Tomb Raider fan project called “Tomb Raider – The Unicorn Quest.”  All the animations were hand drawn, then scanned in.  I have no idea where it is now – possibly still floating around on the internet, but to be honest, that’s probably for the best.  It was my first attempt at making a game, and … I’ll leave it at that!

Some time later (a year or two?), I decided I would use an updated version of the Klik ‘n Play software, called The Games Factory, to make what I envisioned would be a proper 2D Tomb Raider sidescroller, kind of like the ones that came out for the Game Boy Advance a little later.

I progressed pretty far but eventually got stuck with the game play mechanics.  It was hard to make Lara control well consistently.  For a game that required at least some vaguely precise  targeting for shooting and platform jumping, it ended up being more an exercise in frustration than anything.  It probably had a lot to do with my design or maybe the software, which was quirky, not to mention buggy, at times.  In any event, other life events got in the way, and as much as I hated to admit it, I kind of “lost the spark,” to use a phrase my brother coined to describe what happened when people started projects (like games) that never got completed.

However, after rediscovering the notebooks, I located the files that had been sitting, gathering digital dust for all these years and wondered if I should do something with the animations.  Looking at them now, I reckon I must have spent hours on them, and even if the game never came together, I must say that the animations came out not half bad.

Maybe one day, I’ll use them in a little movie along with the cutscene illustrations that I drew and still have (here are a few).

tr2_1 tr2_2 tr2_8 tr2_15

Or, who knows, an updated version of The Games Factory, called Multimedia Fusion, is available on the web, and it’s quite powerful.  I used it to create the animations for The Thirteenth Hour trailer and music video, as well as to touch up the Lara Croft ones which I’ve embedded below.  But I think to use it for game design, I’d need a refresher, since, alas, I’ve basically forgotten most of the programming that I knew.

In any event, if you’re a game developer and are interested in using these animations in a fan game of your own, please feel free to do so (all those below are animated .gifs made on this site using stills from the original game file.  They were saved with an alpha channel so they superimpose easily over things – in other words, the background is transparent).  They’ve sat unused for so long that I feel at least someone should use them.  I only ask that you reference this webpage in your credits and let me know when you’ve done so I can play your game!

Here they are:

Lara breathe animated basic breathing animation

Lara cape breathe animatedsame as above but in a hooded cape – I’d envisioned a level where Lara was running through city rooftops dodging ninjas (yes, very 80s) in the rain, hence the hooded cape getup.

lara runrunning animation

lara run caperunning in the cape

lara shoot standshooting twin pistols – you can’t see the ejected bullet casings since they were a separate animation, though if you kept your finger on the shooting button, a shower of shells would erupt from the guns 🙂

lara run shootrunning while shooting

lara shoot kkick  doing a one arm handstand to shoot down – in real life, she’d be firing into the ground, but I figured for a 2D platformer, the bullets could bend reality a little.

lara auto9 shooting a machine pistol – modeled after Robocop’s auto9

lara smg shoot shooting a submachine gun

lara jump   jumping/falling/climbing

lara side kicksliding sidekick – I wanted Lara to have at least one move to defend herself if she ended up without weapons (since, in the early games, there was usually at least one level where she ended up without weapons).

lara flying side kick  flying sidekick

lara backflip   backflip – saved my favorite for last

In the future, I’ll post more animations like this of other unfinished games, including ones from The Thirteenth Hour.

Thanks to all the developers from Core and Crystal Dynamics for the Tomb Raider games over the years and making Lara Croft do backflips (my favorite part and the main reason I started playing these games in the first place – the flipping has been notably absent lately; please consider bringing the flipping back if you’re reading =)

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Influences Behind “The Thirteenth Hour” Part 3: Video Games

In the last few entries, I talked about literature and film influences that went into the making of The Thirteenth Hour.   I could say that I was similarly influenced by video games … but, with a few notable exceptions, I’d actually be lying.

See, I had a rather conflicted relationship with video games when I was a kid.  I always wanted to like them, and there were a few that I did enjoy, but my experiences with them were sort of like my experiences trying to read fantasy books, as detailed in my previous book post.  In other words, frustrating.   There were a couple of reasons that make more sense now as an adult.

First, my parents felt I shouldn’t spend too much time in front of a TV or computer (and now that I’m a parent myself, I have to agree with them), so my success with these electronic bits of interactive story telling was limited just by the nature of less overall time with them.  (The 286 computer we had took forever to boot up, and sometimes it didn’t boot at all, so when that happened, that was the end of that.)  Foreshortened time did create a sort of pressure to maximize the amount that I could do, but really, that was a small issue.

The real problem was that I was pretty lousy at most of the games I had, and to be honest, looking back, most of them weren’t very good to begin with.  And some were insanely hard.  (It seems that some super hard games are seen more favorably these days out of nostalgia for their retro pixelation and/or their so-called “challenging gameplay” … but try telling that to a ten year old who can’t get past the first level).  People like the Angry Video Game Nerd have created whole careers out of ripping these old games new assholes, but they’re mostly right – a lot of these games just plain blew goats!

Let’s backtrack for a second.  This was the 1980s.  There was no internet (at least none that I was aware of), and aside from word of mouth, I think people basically just hoped for the best when they bought a game.  It was basically a hail Mary whether your (or, probably more likely if you were a kid, you parents’) hard earned 40-50 bucks would end up yielding a winner or a stinking turd polished with good box art.  Though I had no experience with them, there were rental places for the console games, so you could try before you bought a game.  I think nothing like that existed for computer games, though.  And regardless of the platform, if you got stuck, you were pretty much on your own unless you had friends who knew what to do or you managed to find a magazine or book that had tips.

Later, I found out about cheat and level codes for NES games, which helped somewhat, but in the beginning, without the ability to save a game, I basically ended up having to play from the beginning each time.  So, I got great at the first few levels, but seldom got much practice at the later ones simply because it was such a process to get there.  I can distinctly recall my hands sweaty and trembling in anticipation around the controller the further and further I progressed, knowing that not only was I on my last life, but if I messed up, I’d have to go all the way back to the beginning (which happened a lot).  So, I think out of the small collection of Nintendo and PC games that I owned, I finished a grand total of … wait for it … zero games.  Yup, zero!

Now, my brother had quite a different experience with all this.  He was born a number of years later, so when he got interested in video games, it was already the age of the internet, strategy guides, and emulators with save states.  He was (and still is) a better natural video game player and had the patience for things like reading manuals and learning the actual gameplay mechanics.  He still plays and writes about video games in the blog pixelgrotto.  If you enjoy reading well written reflections on a wide variety of games and related topics, I’d highly recommend checking out his blog.  Unlike me, he actually was successful at finishing games when he was a kid, so, at least in my book, that should count for something.

However, this wasn’t meant to be a diatribe against video games.  Quite the contrary.  Aside from the above, their overall experience was frustrating mainly because the potential for greatness was so high.  Here was an interactive world with moving pictures and sound and a story you controlled – all in one nifty package!  What more could you ask for?  Well, a lot, actually, but there were a few games that stood out, even to me, at the time.  And these are two that influenced the world of The Thirteenth Hour.

Wizards and Warriors II: Ironswordthis was a Nintendo game that I’d seen in an issue of that great advertisement for the Nintendo Entertainment System, Nintendo Power.  It was, in fact, probably the only game I owned where I had the benefit of tips from that magazine.  Probably for that reason, I progressed the farthest in it of all the games I owned, right until the next to last level, which I never did beat.

But on to the story.  It had this little bug eyed hero, Kuros, depicted by Fabio on the box:

 

Ironsword Kuros

 

Umm, I never did see the resemblance, but … whatever!  It’s your job to guide Kuros on a quest to find the lost pieces of the Ironsword, and to do so he must travel to the ends of the Earth (wind, earth, water, and fire).  The four element idea is very prevalent in myth and legend, which probably explains its use here, but this may have been an influence for Logan traveling to the wind, water, fire, and earth palaces during his journey in The Thirteenth Hour.

Ultima V – the cover pretty much says it all.  I mean, check this shiznit out:

 

That is some pretty good box art right there.  You really feel for the guy in red.  His buddy in on the ground with a dayglo arrow in him, and all he has to defend himself against the three cloaked giants is that measly sword.  Talk about intense .. and some epic fantasy stuff there.  What the game itself came with was epic as well – a cloth map, a little metal coin thing (never figured out what that was for, but it looked cool), a book of background on the land the game takes place in … they sure knew how to package games in those days:

 

My great aunt bought me this game, I think for my birthday.  When it came in the mail, I took one look at the box, and it was like the scene from A Christmas Story when Ralphie finally gets his red Ryder bb gun.  I immediately read everything it came with, unfolded and studied the map, and treated the little metal coin thing like it was the Hope diamond or something.  For hours.

And after all that … I proceeded to have absolutely zero clue what the hell I was supposed to do in the game.  To be fair, I was like eight, so I was probably too young to really understand or devote the necessary focus to get into a complicated game like this.  Though I got nowhere in it (don’t think I ever figured out how to make it to any of the other disks – as you can see in the picture, it came with a bunch), I had fun playing it anyway.

But it was the box art that provided one of my first introductions to fantasy art (this was also about the time I was making equally poor progress trying to get into fantasy novels and proceeded to find the covers more satisfying than the books), which I still appreciate to this day and influenced me to include illustrations in The Thirteenth Hour. 

So, that’s a wrap for video games.  Next, we’ll look at music, and then finally, a miscellaneous collection of works that didn’t directly influence the writing of the book (but could have).

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-Website: 13thhr.wordpress.com

-Art: 13thhr.deviantart.com/gallery

-Book Trailer: https://www.youtube.com/watch?v=hpcIUpwTiFY

-Free itunes podcast of the book: https://itunes.apple.com/us/podcast/the-thirteenth-hour-audio/id955932074

Read free excerpts at https://medium.com/@13thhr/in-the-army-now-852af0d0afc0 and the book’s amazon site.