Seekers of the Sun

Author: Remains of Scythe / Remainaery
Released: June 2004
Engine: RPG Maker 2000

In the early 2000s, CBSes (or Custom Battle Systems) were all the rage among RPG maker users. At the time RM2K was only able to do Dragon Quest (first person perspective) battles that were quite plain. There was an unspeakable notion in the scene at the time: that almost everyone wanted something akin to Final Fantasy 6. Give us chibi sprites standing on the side of the screen delivering blows that pop out numbers and all of our problems would be solved (except for motivation, limitations of time, and responsibilities). However Seekers of the Sun is notable in that it didn’t just rest at making a side view, but decided to tackle a Chrono Trigger styled battle system. Where the battles would happen on the actual map you were just walking around on. There have been “tech” demos that attempted this, but this is the only actual playable RM game with a CT styled CBS that I can recall.

The game is set in a cold dystopian underground complex. You play as the edgelord of edgelords, an artificial being known as Abyss. Much like the start of Elfen Lied (or the more kid friendly Pokemon: Mewtwo Strikes Back) you’re going on a rampage on those responsible for creating you. Abyss spouts lines of dialogue about how powerful he is and pathetic the things he’s going up against. Although this is all quite self-indulgent and angsty I kind of welcome it these days. Anecdotally I come across a lot of modern RPGs and games that are a bit too afraid to go down this route, or are too self-aware to fall too hard into this trap. The strength of this game’s grim dark tone is that things just feel IMPORTANT in ways that are hard to explain. Probably due to the various biblical references and showy philosophical musings. Ultimately this feels like an in-media res intro ala Breath of Fire 4 where you play as a powerful being at first to get a taste of the battle system while things are still easy. It’s likely you’re meant to play a more optimistic protagonist later on.

The graphics are mostly CT edits that are cohesively put together. There’s this dominant blue hue added to a lot of the assets and makes the world rather cold and unwelcoming. Some places look really great, and even if they’re a slog to navigate sometimes, they sure work well as a backdrop for when the battle starts. Speaking of the battles, there’s sadly not much to say. You can spam attack, defend, or use an item. The author’s note says he was persuaded to just release what he had even if the battle system was still basic. Still it’s really cool to see what the result looks like when put into an actual game with story. The execution is simply making the attack animation be a picture that moves to whatever xy coordinate the monster is, and play effects over the target. The challenge compared to other CBSes is mainly figuring out how to organize events on the maps themselves without things getting too messy. Taking a peak into the editor it seems like a lot of copy pasting is done in an organized fashion on the maps to pull this off. Every possible target and charset setting/animation is placed on the map even if you’re only fighting way less than the maximum. There are interesting design challenges to consider as far as how they’re initiated and where the space ought to be. There aren’t a ton of a battles to experience as a result of this.

The CBS programming was done by Kokibi, and in true collaborative fashion, Remains of Sycthe helped with the art on Kokibi’s own project: A Gate into Eternity. Seekers of The Sun garnered way more attention despite both projects featuring elaborate battle systems. Notably this was a German made game (seems only to be in English as far as I know) that was featured on Gaming Ground Zero alongside the likes of Velsarbor. It’s interesting to look into the author’s history and his origins being that of a webcomic circle. A lot of the faceset/portaits are his and seems very much in tune with the angsty dark anime aesthetic that plagued many deviant art pages and webrings. It gives the impression that RPGMaker wasn’t just for making “your own Final Fantasy” but also to bring imagined adventures to life that you had in drawings and in your mind. There’s a blend of rips and custom art that really adds character to the game and even though this only got as far as a proof of concept, I’m glad it exists.

Estimated Length: Less than an hour

Download Here (English)
RPG Maker Quartier Download (Mirror)
RMArchiv Page (Download Mirror)
Author’s Deviant Art
GGZ Archive and History + Download
Youtube Playthrough
Interview with Kokibi and Scythe (Google Translated from German)
German Site Page (RPG Atelier)
Trailer (Youtube)

Crossbone

Created by: Daniel Olsén
Released: August 2003
Engine: RM2000

It’s got pirates, robots, explosions and an old man who talks to birds! What more could you want? Back in the Gaming Ground Zero days I would occasionally browse the main site. There was no way to know of an upcoming game release or anything, no notifications or popups. You’d just go through your daily sites and hope to see an update. Games weren’t user submitted on GGZ you see, they were often approved and placed by the webmaster. One early morning, I happened across a game called Crossbone with only a couple of sentences and a title screen to go by. That was the thing about GGZ, you never really knew what you were going to get. Yet the games from that site were always a step above most RM games due to the curated nature of the members and the community.

Replaying this for the first time in 15 years, I realize this game still has a lot of heart. While the battles are a bit rough (enemies are sometimes higher HP than they need to be), the sequences are just so imaginatively crafted. A lot of the scenes often take a page out of a Final Fantasy’s idea of comedic relief. Where nameless henchmen have just as much personality as the main characters. A lot of the events play out like a Saturday-morning cartoon with a pint of seriousness. You play as Breeze, an anchor wielding (swords aren’t cool enough for him) freelancer who always has trouble following him wherever he goes. After getting entangled with some pirates he gets knocked out by a wave caused by an unknown being. This spirals into further crazy adventures.

“I was planning to pack so much into that game that it would have been unwieldy. I did learn a lot about being creative within limitations thinking back on it, even if it creeps up on me from time to time. Now my problem is usually the opposite, I tend to over-plan so I end up exhausted before I even begin haha.”

Daniel Olsén

The art is comprised mostly of original art overlayed on an RTP chipset framework. For example you might see the standard RTP ship tilset, but covered in metallic tiles made by the author himself. A lot of the scenes are accompanied by drawings that act as comic book panels of sorts. They give a really good cinematic emphasis in the flashbacks and important segments. I could talk about the individual aspects of this game, but it really comes down to it feeling like an adventure. I think RPGs always have that problem of sometimes starting out with hometown + chores or like fighting rats in a sewer dungeon. Crossbone just says screw that, you’re fighting a robot with an anchor in the first 6 minutes. There’s a sequence where this old man summons a giant owl god thing with a sword to fight this giant bug thing. There’s another section where a ship you’re on gets raided by dragon people using a slime infested coral reef that stops the ship from moving, but like, it can also turn into a mech? AND A UNICORN LOOKING BOAT ALSO TURNS INTO A MECH TO STOP IT.

“The ship battle sequence for Crossbone is made by the creator of Mog’s Adventure, in return I created the maps and such for the final dungeon of that game. A lot of the non-sprite art in the game is embarrassing looking back since I tended to draw the heads before the body so the proportions came out all janky. But it is what it is and every experience is valuable for the future. After Crossbone I went to college, I experience various things and worked as a freelance illustrators for a few years.”

Daniel Olsén
The dungeon in Mog’s Adventure that Daniel worked on

The author Daniel Olsén still works on game projects from time to time. His passion for fiction and art has never faded and mostly does art and comics. It’s easy to see the connection between how bombastic and theatrical Crossbone was and his current artwork. Although that can take a lot of effort and time, sometimes leaving an impression is worth it in the end. It certainly added to the surprise of browsing through RPG Maker games all those years ago.

Check out Daniel Olsén’s portfolio!

Estimated Length : 2 hours or so

Download Here (Archive)
GGZ Archive and History
Youtube Playthrough (Chapter 1)