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#video games

also: #videogame, #videogames

It seems the Saturn version of Fighting Vipers held at least one more secret. Three days after publishing a patch to enable a previously unknown Pai-like costume for Honey and Backup Debugger screen, Saturn hobbyist hacker Bo Bayles posted on X about an unused stage hiding in the game.

“There’s an unused stage (index 09) that looks unfinished,” Bayles said today. “Its file name indicates that it’s a ‘farm’ stage.”

A screenshot of Grace and Picky on the hidden farm stage

He published two screenshots of the farm stage showing ground that looks like a tilled field surrounded by a ring made of rope and grass stretching into the distance under a cloudy blue sky. But the sky has a disjointed tile problem and there are no other stage elements outside the ring like other Fighting Vipers stages have.

It’s possible that this stage was intended to be the Training Mode stage instead of the one that’s playable in the final game. “The training stage is index 09 — which is the farm stage — but there’s logic to overwrite it just before it starts,” Bayles said on the SHIRO! Discord server.

A screenshot of Fighting Vipers' training stage

The training stage’s iconic music plays when the farm stage is forced to appear through hacking. Bayles found that out after hacking the farm stage to appear after the final stage of Arcade Mode, but finishing a match on it resulted in a crash rather than rolling credits.

In Versus Mode, index 09 is used for the “random” option rather than a specific stage. It may be possible to redirect that to the farm stage with a patch, but Bayles didn’t mention whether he’d publish a new version of his Fighting Vipers patch to make the farm playable.

The stage seemingly has been hiding under the noses of anyone who would have looked at the disc’s files — a file named FARMSTG.BIN is sitting there right after TRASTG.BIN, the training stage’s file. It follows a list of BIN files named after characters’ names with STG at the end, like GRASTG.BIN for Grace’s stage or RAXSTG.BIN for Raxel’s stage. Sadly, there are no more stage files on the disc after the farm’s.

A screenshot of some of the files on the Fighting Vipers disc

This story originally appeared on Sega Saturn SHIRO!



This is, off the bat, not as good as Vanilla Vampire Survivors. But it's fun, it's addictive and it has some really nice ideas on this budding genre compared to Vampire Survivor.

20 Minutes Till Dawn has you Select both a character (with a unique playstyle and 3 upgrades) and a starting weapon (with unique stats and quirks AND an upgrade choice). A good choice was to give fewer guns than characters, thus making sure no character has a "canon" weapon.

Then you select a mode (though only the standard mode got any use from me) and a map (three options but the Forest is painfully obvious as being the "default" "normal" map) then select the difficulty (from 0 to 15, unlocked be beating the prior one)

You also have access to runes. You have 4 tiers of 2 categories, each giving you 3 options having 5 ranks. You can select an Attack and Defense rune from each tier. I didn't play quite enough to engage with every single rune but they have some interesting options. Some are simple attribute buffs but others feel like actual in-game upgrades that were not included in the level up screen. it's pretty cool and not as.... boring as the meta-upgrades in Vampire Survivors.

In-game unlike Vampire Survivors, you default attack doesn't fire automatically. instead it works like twin-stick shooter. Aim and shoot your default gun to kill a few enemies as they spawn. Thankfully, you can toggle auto-aim. Sadly, you cannot toggle auto-shoot. Since this is essentially an autoshooter, you tend to spend the full 20 minutes of a run holding the mouse button and automatically shooting at anything that gets close to you.

The pool of upgrades has a few interesting options. They all fall within one of 3 categories to me. gun upgrades, summon upgrades and attribute upgrades. summons vary from a dragon egg that takes 3 gameplay minutes to hatch, then does a lot of damage firing fireballs to a scythe that just flies around you. Gun upgrades varie from procs to getting more bullets out of each bullet to stuff happening whenever you reload. Attribute upgrades affect stuff like max HP or movement speed. Additionally, each upgrade is either a basic one,which fork into two advanced and and converge back into one final one.

Enemy variety is a bit lower than in Vampire Survivors but the boss variety is greater and they are quite interesting!

Overall, though it falls a bit short in terms of variety and satisfaction. It's absolutely a fun game though! I'm curious about the sequel.

Tier 24, Ranked 203/518

Recommended: If you want a chill zone out game.



Drake's in another one of her horror moods and focusing on Kirby again.

And Kirby is reallllll good at the tonal shift from "happy frolicking" to "WHAT THE FUCK IS THAT!?!"

Even though the shift in this game is abrupt as hell XD



Playing Grey Area. Lots to write home about I think.

I enjoyed the art. I enjoyed how elaborate and much more subtly sinister the difficulty select friend is than all the enemy characters in the game.

I enjoy the kiddiness of it.

The movement and controls are wonderful to mess around with. It's lovely to just repeatedly sit.

I hope I'm not about to reveal my dreadful ignorance but I really enjoy that it's a precision platformer without wall jumps or double jumps. If there is a wall jump or a double jump that I've missed, then oopsie! But if I understand correctly, then the game has a jump and a dive. All other movement is momentum based I think.

Technically, a dive can function as a wall jump if you dive into the wall and momentum bounce of it. And it can count as a double jump if you use it to gain more distance in your jump. But I consider single jump and dive to be distinct. Particularly because you only get one dive per jump and bouncing off walls doesn't reset it. In my opinion, a precision platformer with wall jumps is usually one that also has wall grip and the ability to scale walls infinitely by repeatedly wall jumping. Maybe hampered by the wall being littered with hazards or by your turn speed from a wall jump being too slow to reach the same wall again. Grey Area's dive isn't quite like that so I consider it different.

Something that really stands out to me though, is the two different styles of gameplay used for I guess you could call them the levels and the overworld.

It's a game about a kid sleeping and dreaming I think. The main game seems to be the dreams. And the 'overworld' is when you're awake. (I don't know, maybe there's more main game in the waking world! Maybe there's dreams within dreams! I only played for about an hour before I wanted to get some thoughts down. Will play more. Maybe will see more layers of dreams.)

But what I saw, was the sidescrolling precision platforming in the dreams, then you wake up and the protag is in her house. It becomes a top down view.

Hold on, let me look up, yeh girly's name is Hailey.

Yeh so, you wake up in Hailey's house, right? And I don't know, there's something about this particular part of the game. The switch from sidescroller to top down, right?

But it's the same because you're still the same Hailey and the game still uses the same sprites, but it's not the same because she faces different directions for moving up and down, but it's the same because she still jumps but it's not the same because there's not the dive and the momentum anymore.

And I don't know. There's something that really speaks to me here about a child dreaming about her idealised sense of movement through the world.

In her day to day life, she's jumping around everywhere, she jumps on counters and jumps on the family car and she jumps everywhere. And it's like she's dreaming the imagined adventures as projected from the running around the house.

Did you ever hide as a kid? Not hiding from people, but that too, but like hiding for play. Like under furniture. Inside cupboards. Inside laundry hampers. Inside bushes.

I did this. And I imagined this as sprawling fantasy adventures. I thought of dragons living in the caverns of these spaces.

I remember being a kid and hearing that Miyamato based his work on the Zelda games partly on his childhood memory of running around and exploring his grandparents house. I remember reading that in a magazine and thinking yes, that's exactly right. I know just what you mean my man. The laundry hamper is the dungeon. I am glad that we are on the same page.

I feel that with Hailey living a peaceful chill top down life and running and jumping everywhere, and then dreaming the fantasy. That cool trick jump you did off the sofa? That was really cool and graceful and dexterous? It is now mandatory and if you fall then you have to talk to a stranger or have a doctor's visit.

Looking forward to playing more. I heartily recommend others check it out.