Otis Spunkmeyer to make Yume Nikki-branded bakery goods

Posted in Humour with tags , on May 21, 2013 by Noyemi

This morning, baked goods distributer Otis Spunkmeyer announced a new line of quirky baked good varieties aimed at discerning fans of the groundbreaking Yume Nikki series of games and novels. The varieties—announced and thought up by Otis Spunkmeyer CEO and avid Yume Nikki fan John Schiavo himself—range from the normal and expected Mars-San’s Tearful Filled Blue Razz Muffins to the gourmet Poniscones and FACE cookies.

When asked about this bold new direction in packaged bakery foods, Schiavo told interviewers:

“Listen. I cried at the end of that game. The least I could do would be to help poor Maddy out; sell some cookies [and muffins] on her behalf, kinda like a really big Girl Scout. Now, Otis Spunkmeyer is making your breakfast fun and surreal again, maybe give you a nightmare or two with our fantastic FACE Cookies, or the light-sensitive [and non-FDA regulated] Poniscones.”

Fans are already looking forward to the new line of pastry treats, faithfully dubbed “Bakery Diary 0.00″.

Sports History: The First Annual Sportsball Crossover

Posted in Humour with tags , , on April 29, 2013 by Noyemi

In August 1985, the NFL and NBA co-sponsored an “Annual Sportsball Crossover Event”, where the LA Lakers were pitted against the Dallas Cowboys in a stadium that was half football, half basketball. One of the players on the Lakers’ side, sportsballman Carl Johnson, was the only player on the team adept enough to manipulate a football to the same degree of precision as he could a basketball. Tragedy struck, however, when Johnson was struck by a charging lineman (Tommy “The Train” Krichevsky) in the middle of a big sports ball maneuver.

The last thing Johnson reportedly heard before having his sternum, jaw, and shoulders shattered by 300 pounds of man and protective equipment was: “Look the fuck out CJ, the train!” Johnson was immediately rushed to the emergency room, and the game was called off.

His Sportsball colleague, Tim “Smoke” Washington quit that day, likely suffering from intense emotional stress following his friend’s grave injury. When asked for comments that day, he said: “All you had to do was follow the damn train [with your eyes], CJ.”

Two years later, Johnson recovered with help from cybernetic enhancements. He has since quit basketball, but was picked up by the LAPD in 1994 as a Lethal Enforcement Officer. His nickname, “Cyborg Johnson”, comes from the clearly visible chrome-plated robotic steel arms and torso keeping Johnson alive (and in incredible shape).

The Real History of Intel Corporation

Posted in Humour with tags , , , on April 28, 2013 by Noyemi

The Intel Corporation began as a sandwich shop in San Francisco, California in 1956. The name was a portmanteau of the founders’ last names—Michael Ingram and Matthew Telling.

They marketed their shop with flyers promoting their sandwiches, the most memorable being a poster of a large submarine sandwich saying “It’s not worth anything if it doesn’t have Intel inside!”. Later, they changed this slogan to “Intel Inside”.

Their most popular sandwich product, right up till the company shifted gears in 1968, was the “Penti-ham”, named for its five slices of ham and cheese and topping of five fried onions and mayo. They discontinued their sandwich business in 1968, when Ingram discovered semiconductor technology.

Matthew Telling left the company after Intel became a semiconductor manufacturer. He predicted that the computer fad would die off in months, as sandwiches would overtake them in terms of processing power in mere years with the application of multiple processing cores. He went off with Anthony “Tony” Smith to found AMD, which stood for “Anthony & Matthew’s Deli” in 1969.

In 1972, Intel launched the 4004, the first commercially available microprocessor. The name comes from the age of Ingram’s younger brother and young son with an extra zero to separate them and make it more marketable (in the 70s, 4 was a more marketable number than any other).

Sometime later, Ingram paid tribute to his sandwich days and named a new processor after his old popular product, the Penti-ham. He called it “Pentium”.

Hell Diary 0.03 is here!

Posted in Uncategorized with tags on April 19, 2013 by Noyemi

The latest (and most time-consuming) build of Hell Diary is now available to the public! Get it here!

It’s dramatically different from what you remember or previously played, so… enjoy!

Updates (21/02)

Posted in Development on February 21, 2013 by Noyemi
  • Screenshots section now contains shots from the Hell Diary 0.03 (New shots)
  • That’s about it.

Here’s some comparisons of the places featured in the screenshots:

Docks (Original)
Docks (0.03)

Hotel (Original)
Hotel (0.03)

Library (Original)
Library (0.03)

Unlike the last “VX Ace remake”, the assets for this one are pretty close to the basic feel of the originals, just with more style and character. The update also includes areas that weren’t in the original, such as the tower Metro station and access to the upper floors.

Hell Diary 0.03 coming soon!

Posted in Uncategorized on January 30, 2013 by Noyemi

Surprise~

Hell Diary 0.03 is coming soon! This is the first public VX Ace build of Hell Diary, which is essentially 0.02c with some new features and interface changes.

The graphics are of course a major improvement. The game now has a DOS-like aesthetic, with FM tunes to help tie it together (using a wavetable dubbed from a REAL Soundblaster 16!) In addition to the soundscape and graphics changes, some of the story elements you may remember from the original are being altered or moved around, and the layouts will receive much greater attention to detail. Moreover, they will make sense.

Hotel rooms recognizable as such?! No way!!

Other surprises await you in this updated build as well! Hope you look forward to it!

Amihailu in Dreamland 0.02

Posted in Uncategorized on January 8, 2013 by Noyemi

Get it here!

NOTES FOR THIS RELEASE:

  • An ending, “Ending A”, has been added.
  • Of the 5 “nexus doors” in the painting room, 4 are accessible and 3 have things to do in them. One of them has a puzzle that cannot be done and is inconsequential to the current form of the game.
  • The Ending branch will signify the halfway point of the game in later releases. Currently, it’s as far as you can go.
  • The ending has multiple minor differences that are possible based on how you played the game.
  • New characters
  • New features and items
  • New scenes
  • Magazine disks still have yet to be properly implemented. I haven’t had the time.

I was originally going to have testers test the release out, but that’s kind of the point of releasing public alphas. If the game is really buggy and I have missed things (it’s entirely possible), then a minor update to fix major bugs will be released.

 

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