Solar Tear

Created by: Mr. Nemo
Released: June 2009
Engine: RM2003

Solar Tear was a game I had my eye on for a long time. It was sandwiched between the GamingW to RMN era, when the communities were shifting (though it did first appear in GamingW around 2004). A demo for Solar Tear was debuted for the Release Something! VII event which was a traditional community driven effort to get people out of the Screenshot Topics, chin up, introduce your game to everyone, and actually expose it to the world to get some feedback. Though the events slowly turned into a deadline date for everyone’s demos (hell, even an excuse to game jam a full game), it was originally intended to have games release “as is” or even just random snippets. They didn’t have to have a carefully molded cliffhanger, some tie in to the next chapter or even some bombastic intro. Aside from making sure the “Start Event” was in the right spot and things lined up, the work in progress clunky-ness was the whole point.

Now I played Solar Tear back in its 2008 release (apparently there was also a 2004 demo). I recall not liking it very much despite enjoying the setting and vibe. Playing it now I can see why this game was the ultimate monkey’s paw. Your rpgmaker cyberpunk dream game is released, but it has every recipe for being a bad experience. Slow walk speed, slow ATB bar, a status effect christmas, needing to know monster weaknesses ahead of time, really bad economy balance, skills that don’t seem that useful, and somewhat obtuse puzzles. The author doesn’t need to hear this, he acknowledged the faults of this project long ago. Still, if you open up the editor and cheat some of the problems out, it’s still a neat slum romp experience.

So hypothetically: what if the author never released this demo and just kept going towards the full game? He would likely not have found these problems sooner, or knew that these were problems. There would have been so much more to lose if the author had held back on the release. I’m glad that wasn’t the case. But it’s interesting to think about in the grand scheme of things, what we tried to encourage and discourage in the community. The perfectionist mentalities were rampant, but so were the expectations and the standards. It’s sometimes hard to release with so much pressure on the line. In any case I was glad I got to experience this cyberpunk landscape once more. Luckily the game is still being made after all these years. It’s under a different name and likely a revised scenario, but the same appeal of the game is there for me. Like every sucker who hinges their hype on someone’s spare-time-motivation, I’m still waiting.

Estimated length: 2 Hours

Download Here (Release Something VIII Demo)
Arbiter: Prototype (Current Game Page)
Original release thread (Archive)

Youtube Sample Playthrough

The Rose Chronicles

Created By: Legacy001
Release Date: March 2006 (Original Release)
Engine: RM2003

RM authors were known for their naughty game rips. Typically if you wanted graphics from an existing game, there would be resources fitted to RM’s specifications. If not, there’d at least be a sprite sheet online somewhere to edit from. Except the game Rose Chronicles took from didn’t have that luxury. The author ripped the sprites directly from a game called Hoshigami, then formated it to rm2k3 himself. Not only that but the characters were isometric. Since rm2k/3 can only do diagonal movement in special cases, Legacy001 opted for some comprimises. The payoff? The game ends up exhibiting a distinct look compared to other rm2k/3 games.

Yes. You have no idea how much pain I had to go through playing that game to get the sprites. It’s also as bad as trying to stick nonconforming sprites into a 24X32 charaset. (which doesn’t work by the way).

Legacy001, GW post circa November 25, 2005

Rose Chronicles follows Roselle as she goes 7 years into the past to prevent a tragedy from occurring. The game plays similar to a 2005 GBA game: Riviera. In which you are not able to move a character around the map, but rather drag a cursor around clicking on nodes to advance the story. In-between all of that are some battles done in RM2K3’s DBS which I might add contain a lot of neat details. The background interchanges between edited chipsets meant for top-down RPGs and backgrounds from Legend of Mana. It somehow comes together cohesively.

What I love about this demo the most is the characters. The way future Roselle collides with herself from the past and how loud mouth Marise disrupts it a little, makes for a fun RPG party to follow. There is a very Ivalice-like atmosphere to the world, and yet this isn’t a tactics game. I think this jumble of genres proves why RPG Maker needed to exist. There were only so many games mainstream JRPG developers could make, and once the trends come and go there was little chance for them to experiment. With the aid of clever ripping, RM allowed waves of games to follow up on that.

This started just as a side project Legacy001 worked on to take a break from doing the Naufragar series. Though it’s understandable why the project took too much effort to continue working on. In the end it ended up being one of the more memorable demos of the mid-GW era.

Estimated length: 4-6 Hours

Misao Award 2006:
Best looking (graphically) game for 2006

Download 3.2 Version (3 Chapters) (Archive)
Download First Chapter Demo 1.1 (Archive)


Why Rose Chronicles is the Perfect RPG Maker Project (GW Archive Post)
Mention in RPG Maker games you should try Part II
Mention on a Polish site as the top 3 RM English games

Youtube Sample Playthrough

Zeara – Tales of the Matrielle

Created by: tomohawkjoe
Released: January 2008
Engine: RM2003

RTP always had a stigma. By 2008 people were weary about seeing the default graphical style in screenshots. Despite this, RTP went through a resurgence on GamingW. Hero’s Realm for instance combined RTP with 16×16 sized characters (you’d typically see in Final Fantasy 4). Meaning the door ways and various assets would have to be resized in order for the world to make sense. The user tomohawkjoe was often known for experimenting with a style similar to that, while still taking advantage of the ease of use.

Zeara’s charsets and monsters are custom while the chipsets are heavily edited RTP to match with the style. There’s a very cute aesthetic to the entire game, and it looks rather unique as a result. The gameplay is really what makes this game feel very 2008 era. There is no exp, stats are dependent on your equips and the combat customization is very trade off-ish. It also has the “Defending heals your MP” mechanic which I remember being a trend around that time. The boss fights are actually pretty heart pounding, they force you to manage both your HP/MP and how much damage you want to deal. Additionally I love the way the animations look, the screen fading a bit before the spell appears is a nice touch.

When it comes to the story, the world is rather interesting. You’re called in to exterminate a horde of monsters, but then find a crystal that ends up sending you to the lands below. As a whole, it isn’t long enough to reveal all the details (in fact there’s a cliff hanger twist near the end I won’t spoil). There are some unfortunate spelling errors here and there though, and some of the background details are hard to follow. In conclusion I think this demo is pretty neat for what it is, it leaves me with a feeling that tomohawkjoe’s efforts were underrated. By the way I’m still searching for another game of his that starred a Zack look-alike character.

Estimated length: 30 minutes

Download (Demo + Original Topic html file)
Youtube Playthrough (Full Demo)