コンピュータ・ウォーゲーム 01 銀河漂流バイファムⅡ
コンピュータ・ウォーゲーム 02 重戦機エルガイム
コンピュータ・ウォーゲーム 03 ゴジラ
コンピュータ・ウォーゲーム 04 パーフェクトサッカー
コンピュータ・ウォーゲーム 05 北斗の拳 対決牙一族
コンピュータ・ウォーゲーム 06 機動戦士Zガンダムゲーム カミングマークⅡ
コンピュータ・ウォーゲーム 01 銀河漂流バイファムⅡ
コンピュータ・ウォーゲーム 02 重戦機エルガイム
コンピュータ・ウォーゲーム 03 ゴジラ
コンピュータ・ウォーゲーム 04 パーフェクトサッカー
コンピュータ・ウォーゲーム 05 北斗の拳 対決牙一族
コンピュータ・ウォーゲーム 06 機動戦士Zガンダムゲーム カミングマークⅡ
Blast from the past!!
46億年物語 はるかなるエデンへ

Archived and Modified from:
https://gmerago.com/forum.php?mod=viewthread&tid=1826
第一章:魚類時代
可以先熟悉一下簡本操作,魚類只有咬和撞擊兩種攻擊方式,操作很簡單。進化方面可先強化顎與鰭,軀幹最後再考慮。另外鮟鱇魚的燈籠是不錯的東西,進化後在海底火山版面打軟體魚可以快速獲得大量EVO.P。其他種類的角就不要使用了,價格高且很容易損壞,以後章節的角都是沒有特殊效果的,所以除了用作裝飾就不用進化這個部位了,使用身體撞擊效果要好的多。路線只有一條,最後要消滅BOSS才能上岸,BOSS智力很低,等它自己撞牆後近身連續咬攻擊就可以消滅它了。
第二章:兩栖類時代
終於來到了陸地上,攻擊方式多了踩踏攻擊,玩過馬里奧都知道這招,可控性比較強,不過是威力和體重成正比的,還好體重不影響跳躍力,走的慢可以跳著前進。地圖右邊的道路暫時不通,可以向上先取得第一個綠水晶,以後就可以變成以前記錄過的形態了,不過每個綠水晶只能使用一次。而後向左前進,在盡頭的會發現一隻巨型蠑螈,引到右邊的平地上很容易對付。消滅後會看到他的家人,然後就可以去地圖右邊的道路了,當然也可以做好事讓他們一家團聚。
向右前進會發現兩栖類被工蜂襲擊,山洞口遇見被兵蜂打敗打兩栖類,死後給我們留下了一塊超級肉。進入山洞有很多蟲卵,消滅所有蟲卵和幼蟲後兵蜂會出現,趁他俯衝的破綻可以連續攻擊好幾次。消滅兵蜂出山洞進入沙漠,注意沙漠中的沙蟲是無法消滅,要躲避前進。沙漠最深處會發現雄峰,能力和兵蜂差不多,勝利後進入恐龍時代。
第三章:恐龍時代
本章的進化稍微複雜一些,首先多了二足與四足的選擇,初始狀態是四足,選擇軀幹進化的二足化會進化為中間形態,第二次會變成二足行走的爬行類,反之可以變回四足爬行類。二足善於奔跑跳躍,四足有專用軀幹所以防禦力很高,不過速度實在太慢,還是二足優勢明顯。另外爬行類多出了頸部進化,影響咬攻擊判定,不過頭部太高會吃不到地面上的食物也攻擊不到矮小的敵人。本章有劇情可以進化為鳥類,鳥類有自由飛行的能力,可以看作二足爬行類的強化版,而且有相關劇情,所以建議本章進化為鳥類。
開始後有兩條路線,隨便選一條前進到匯合點會遇到丟失孩子的戟龍,不要以為她好欺負,根本打不贏的。繼續前進會遇到大批雷龍,只會傻站著吃樹葉,需要EVO.P就找他們吧。一直向下可以找到迷路的小戟龍,正在欺負兩隻青蛙,幫助青蛙消滅他吧!
如果放跑了小戟龍回去可以看到戟龍母子團聚的劇情,這時再下手也不遲~~。再次進入剛才遇到小戟龍的場景,會出現一隻大蟾蜍,本身沒什麼能耐,但放出的小蟾蜍比較麻煩,最好不要管小蟾蜍直接攻擊他。戰勝他後先不要向右前進,可以去地圖上被雲籠罩的高峰,一直爬到最高處會發現一個平臺,鼓起勇氣跳下去吧,注意要儘量向左邊跳,向右邊或走下去都是無效的。神奇的事情發生了,神被這種缺心眼的行為感動了,賜予了我們一雙翅膀,遺憾的是神也學聰明了,以後誰用這招他都不管了。
鳥類進化選項基本與二足爬行相同,不過以前的EVO.P被清零了。也不用著急去賺EVO.P。先從山上下來,回到大地圖上,會看到一片來回移動的雲,來到雲停留的地方就可以進入雲內,雲內部可以取得超強的飛龍形態,最好記錄下來以後絕對有用,雲內地圖如下。
穿過雲層就來到太空了,上方有四個入口,右邊是一個綠水晶,中間兩個入口相通,可以取得蝙蝠怪形態,有飛龍就用不到他了。進入左邊的入口會看到一個外星人正在研究恐龍,剛想過去打招呼他就跑掉了。把藍水晶吃了吧,EVO.P 9999入手
這回可以隨便進化了。去地圖右邊吧,最後是大批的霸王龍,攻擊力很高,要小心對付,躲著等時間到也可以。
第四章:冰河時代
先進入右邊的山洞,登上檯子會出現選項,選一是進化為哺乳類,二是保持目前的形態。這算是遊戲中最重要的選擇,以後再沒有轉變形態的機會了。
進化為哺乳類新多出了踢攻擊,食草類哺乳類的踢攻擊力還是不錯的,不過因為是用後腿踢,所以使前要先轉身。開始時猿類軀幹是不能選擇的,必須要進化為貓型顎和兔軀幹才能進化,猿類再進化三次就可以變成人類。不過直立哺乳類再第五章就不能進化成人魚了,想看人魚就先趴著吧。
一直前進到分支點,上面的分支暫時被冰壁擋著,繼續向下會返回地圖上方。要連戰猛獁象三兄弟,然後就可以去空中的鳥人城了。BOSS鳥人法師的攻擊範圍比較大,近身強攻就可以了。勝利後冰壁消失了,裡面遇到雪人一家,打敗大雪人後小雪人哭著跑了。

第五章:哺乳類時代
進化在上一章已經決定了,開始是單路線,也什麼需要注意的。一直來到地圖右下的高山,爬到山頂,有一個EVO.P 5000的藍水晶。此時提取以前記錄的飛龍形態或者是還保持著鳥類形態,一直向上飛穿過雲層可以發現外星人的UFO,UFO不會攻擊,擊墜UFO可以看到外星人的劇情。
進入山洞,裡面的猴子很煩人,攻擊方式多且很靈活。最裡面會見到上一章的小雪人,已經長大了,還是挺厲害的,不過最後也敵不過我們,一家團聚去了。到地圖最下方進入水下,如果還保持四足哺乳類形態的話,則可以選擇四肢的進化,然後再進化三次,就可以變成人魚了。人魚的咬攻擊範圍很小,還是利用本身的高速度多用身體撞擊為好。回到傳送巨石陣,在石陣中央按B就可以到達另一個石陣
最後的山洞外有一個看門的原始人,如果體重輕一擊就會被他打出版面,最好先引他出招露出破綻再攻擊。山洞深處就是最終BOSS,BOSS本身沒什麼能力,但受到攻擊會放出體內的內核,一共有八個內核,所以這是一場持久戰,慢慢打吧。
THE END
Bubble Up and Go, aka B.U.G., is a single-player Start-of-2025-Empowering game. It has been a rocky start this year, negativities are around us! In this simulation, players have to navigate through negativities, learn to keep a safe distance to toxic influences, and purify them with positive energy! Hope all of us have a great rest of 2025. Bubble up and let’s go already!
This year’s them is bubble.
How convenient! Before attending the global game jam today at our site, I stopped by Michael’s. I went there to see if I could find a cheap snow globe kit for a summer project that I was working on. There were a few interesting things I found there but they were either two big or too fragile for the project. I eventually decided to go with a clear plastic 3-Part Mold that was on sale. It has the right size and super cheap. The universe was aligned that afternoon because when I arrived, I found out the theme for this year’s Global Game Jam was, guess what!?, bubble!



Okay, I have to make something to answer the calling!
I also relearned math in the process (in English!), for example, in a triangle, the line that goes from one angle to the middle of the line between two other angles is called a median. The other one I relearned was the circumcenter of a triangle which is the point where the triangle’s three perpendicular bisectors meet. It’s also the center of the circle that passes through all three vertices of the triangle, called the circumcircle.

Translating them into Visual Scripting was also very fun. I had done a similar experiment with C# in 2013 when those tablet toys were popular. The relation between the 3 angles is different for different triangles and, therefore in theory, can be used as identifier. The debugging is a little tricky because the multitouch feature can’t be tested directly inside of Unity editor.
With the bubbly controller in mind, the first few things that came to me was protection, activation, attraction and repeal. This probably came from my memory of playing WoW. Bubble up = 0 harm.

Here are an initial set of rules to situate the gameplay and most of them are based on the felt.
Global Game Jam 2025: https://globalgamejam.org/group/11573/games
Over the course this weekend, 21 students, 1 faculty, and 1 alum (my one and only Bryce!) made 7 games in total, super awesome!
We played each other’s games at the end, all of my overthinking and tech-savvy game mechanics were immediately humbled by other players. For example, the bubble controller can also control the rotation of the soul unit. I wanted to use the rotation for something so I added a mechanic which shoots out a energy bullet from the front to repeal disaster clusters. It was not very intuitive, and players had a hard figure out what’s going on there including where the front is. I should of just let the soul unit do what bubble do the best which is to bounce with other disaster clusters directly. I missed frequent playtesting so much!
I am planning to add a few more things:
By A.A. Station, 1983, it is a Clue-like board game. I love the game board design and all the illustrations.
The goal of the game is to use your search cards to search each room and discover the following three things:
– Which room has a rift appeared for aliens to come through?
– What kind of alien invaded through the rift?
– Who is the crew member infested with aliens?
There are 21 search cards in total — 9 room cards, 6 alien cards, and 6 crew cards
The first person to find it is the winner.









I was very excited to find out about this Japanese version while researching other board games. BTW, the other space themed Clue that I love is Clue: Star Wars (2016).
Also, Akiko Takahashi, a.k.a. A.A. Station, is an interesting board game designer (source):
Yonezawa・ヨネザワ – Like many Japanese board and card game publishers in the Shōwa era, Yonezawa was best known as a toy manufacturer. They had dabbled in games since at least the 1970s but jumped headlong into game publishing with the パーティールーム21 (Party Room 21) series, which ranged from card and board games to Game Boy carts and console peripherals. Yonezawa kicked off Party Room 21 in 1986, targeting college-aged adults with a series of irreverent, rules-light party games. The series, which comprised more than 75 titles, continued at a steady clip until 1994, when Yonezawa was acquired by Sega. Party Room’s most prolific designer was 高橋章子 (Akiko Takahashi), former editor of Big House magazine. Using the pen name A.A. Station, she designed more than twenty games from 1986 to 1990. Many of her titles, like the popular Tanba board game, were subversive and satirical takes on traditional Japanese culture, customs, and games.
Comes with a vinyl record and built-in record player:
Voice of the Mummy (1971)
Séance (1972)
Comes with a vinyl record only:
エポック社 モノポリー (Monopoly 1973)
エポック社 金田一耕助の推理ゲーム (Kindaichi Kosuke no Suiri Game 1980)
I am not particular interested in the sculpting nature of clay or Play-Doh so that rules out a lot of clay charade-ish board games like Clay-O-Rama (1987), Sculptivity (1987), Clay to Win (1988), Claymania (1993), Rapidough (1994), Barbarossa (1988), Cluzzle (2004), Smugglers (2016), Cranium Sculpt-It (2017), Sculptapalooza (2018) or any of the Cranium games.
I am more interested in the gameplays that involves molds such as Hawaiian Punch (1978), The Grape Escape (1992), Splat! (1990), The Incredible Hulk Smash (Godzilla Squish-it board game) (1998), and why I am looking into games with clay or Play-Doh, Necromolds: Monster Battles (2021).
After many years, I am coming back to get 3 RFID readers to work together again. Completely forgot how I did it , I started with Software serial. I couldn’t get two software serial ports to work. After reading the notes I left for myself in this post (https://www.ivadream.com/kyle/red/?p=4344). I found out from myself that in order to get 3 RFID readers working on 1 Arduino, I had to use 1 hardware serial, 1 software serial, and 1 altsoftware serial. It worked like charm!
Finally made some progress in the DIY vending machine, going to reactivate the Acorn Riders project. After building the coin dispenser, I have been looking for a capsule vending machine. My ideal vending machine was Bandai’s Capsule Station Mini (カプセルステーション ミニ). It looks very different than the regular size one and goes well with my coin dispenser setup (in my imagination). However, I’ve not able to find one in any of the market places all these years.

Over the years, I have encountered a couple of DIY vending machines. First one was VEND on Thingiverse (https://www.thingiverse.com/thing:45347). My final version is eventually based on this build, I learned so much from taking its design apart. The second one was the Recycle Capsule Machine (循環ガチャ)(https://circular.yokohama/projects/circular-capsule-macine/). I first bumped into one when I visited the Fabcafe in Shibuya. It was made with laser cut and 3D print parts, very eye-catching. It made an impression of me when I found out it takes bottle caps as coins. Last year, when I was judging the Creative Discovery Challenge 2023 (https://awrd.com/award/cdc2023/result), I saw the same vending machine again. They now have multiple versions of the machines which is very encouraging.
I started to take notice of the mechanics of simple vending machine in this issue of TV magazine (テレビマガジン) in January 2016. It is basically using the same mechanic as the VEND where the handle connects directly to a drum that vends a capsule when rotates. On the other hand, the commercial ones like Bandai’s Capsule Stations has a more complex setup with multiple drums, which increases the chance of capsules falling into place correctly so that a capsule is always ready for vending.


After study VENT, I started to modify the design to suit my needs. I first modified the faceplate (VEND-CoinFace.stl) by removing the extended coin track. I tried to create a simpler look and feel so I can add my own narrative elements to the surface later on. I also modified the drum so it can handle bigger capsules while keeping the same form factor if not a little bit smaller. I then broke parts into smaller ones for easy printing and assembling. After all the specialty parts are modified, I designed a new casing for them with a detachable coin compartment. There are a few places needed to be improved, but I am pretty happy with the outcome.

For the capsule container, it has to be from the legendry pork sung jar. I redesigned the top so I can screw the jar in securely. It’s perfect in every way.

Put it together:

Interesting Cardboard Capsule Vending Machine:
Happy Jogging In Hawaii
2001 Playstation

ステッパーコントローラ(オレンジ)
ハッピーダイエット (Happy Diet) 対応


NEW REMOTE WORKING OPPORTUNITY AVAILABE IN HELL!
Hell sure has become the popular destination in afterlife recently. In order to improve the overcrowded working condition, the bureau of labor in the underworld has open up to the idea of remote working. This is a pilot program for monster walkers in hell which is similar to dog walkers here. If you have received one of these kits at your doorstep, congratulations, you are going to hell soon, and you better set it up and start working, those hell hounds won’t walk themselves!

This is a single player experience made possible with a custom alternative controller which allows the player to walk a hellhound on a leash. People who work remotely as a hell hound walker will receive a remote working kit. Inside the kit, there is some kind of a monitor, a specialty controller (the Leash), manual, power adaptors, and some AV cables.
The Leash controller is made of a repurposed Gametrak 2 joystick module. I have been wanted to upcycle Gametrak 2 controllers for something fun since it came out. It is essentially a physical motion tracker. It is a brilliant idea from other side of the pond. It is a wonderful controller, especially the 2nd version with modular joysticks which I incorporated in my controller. I also loaned it to my students from time to time just to see what came up. Here are two fun examples:
Echo Rift by Yi-Ning Huang, Clover Paradise, Pierce Wolcott, and Hang Ye, 2014.
This experience puts players into the shoes of a bat navigating a virtual cave. By tilting and turning the oculus, users could control their trajectory as they glide past stalactites and stalagmites. Using a Gametrak controller modified to be wearable, players could also influence their altitude by flapping their arms. This resulted in surprisingly immersive experience, that was also lots of fun to watch.
https://piercewolcott.com/portfolio/echo-rift/
Group Project Assignment 1 by Luca Jeha Civita and Krystal Huang, 2023.
We decided to create an instrument using the Gametrak string sensors Kyle showed us in class. We pictured something that allowed for rhythm, harmony, and melody.
https://new-arcade.tumblr.com/post/732013080328929280/luca-krystal-progress-report
Since this is supposed to be an tool sent from hell, I am trying to make the alternative controller looks like an ancient religious artifact from a sci-fi movie or Warhammer 40K — that dark, gothic, and futuristic look and feel. Most of parts are connected or glued together with Lego Technic friction pins (#2780). The base are hold together securely with a hair loop which is a technique I used frequently with my builds.

The enclosure for the Gametrak 2 module has gone through many iterations. The original design was meant to work with M5Stack Fire and its sensor units, so I designed thicker wall to accommodate the Lego Technic pins. I moved on to a simpler Arduino setup because the analog data are more reliable for what I am doing. I am able to reduce about 5mm (back plate) + 3mm (front plate) of the thickness which helps the controller and the leash align with the hook on top better.
For the aesthetics, I am imagining each level is a park in hell. There will be lost souls, ghosts, monsters, magma everywhere, typical hell stuff. The first park is an abundant race track that I modified from a Synty game asset that I own and remixed it with all the hell elements above.

The missing piece:
https://www.frathwiki.com/Parseltongue-inspired
List of Game assets used in this prototype:
Mix of Synty Game Assets
https://syntystore.com/
Demon Dog
https://assetstore.unity.com/packages/3d/characters/creatures/demon-dog-122346#publisher
Simple Racer – Cartoon Assets
https://assetstore.unity.com/packages/3d/vehicles/land/simple-racer-cartoon-assets-37490
Oak Forest (Tree Pack)
https://skfb.ly/oOrvE
The ambience sound 1 was a loop sampled from
-D&D Ambience | Hell | Cries, Agony, Despair, Demons, Devils, Magma, Avernus
https://youtu.be/JzVIkY5tKcE
The ambience sound 2 was a loop sampled from
10 Hours Lava Flow, Kilauea Hawaii
https://youtu.be/kTpglKDyn4s