KAITO ghost
【 .nar DL 】
shell: 中藤える
Miku Hatsune ghost(+another newer Miku ghost called Humanoid PC Hatsune Miku by girlinthemirror :DL)
【DL 】
(2009)
[Uka3D Project] MIKU-san days (animated 3D ghost)
developer: MyDimension
[DL] (+sailor shell)
shell: Lat (MMD)
[preview]
Desktop Meiko (animated music player): [DL]
developer: haka/八ツ墓
(2009)
(no baseware needed)
Adachi Rei ghost (+ extra shell)
[DL]
developer: NightWork
Note: This ghost is a fanwork of "Adachi Rei" by Mechanical Girl LLC
(also to add her voice, use AIVOICE in the Tray)
(2025)
NIGAITO ghost
[DL]
developer: tobi s. (杉浦トビ)
Akue Toku & (sir/mr?)Unyu (UTAU/AquesTalk)
[DL]
(solo ghost DL)
developer: h_kazama
(fully voiced!
Akue Toku is the Ukagaka version of 'Defoko')
Inuhebi (utauloid)
[DL]
developer: h_kazama
(fully voiced! but buggy on the newest ver of SSP)
so many Vocaloid, UTAUloid & fanloid FLELE shells
developer/shell author: Ritsu (AtelierCherry)
ghost: Sound Player Ghost "FLELE"
(passwords can be found here, click ダウンロード under the shell you want. the passwords are just the characters first names written in english. )
note:Ritsu is also the creator and voice provider for the UTAUloid Souga Melo!
[preview]
de poche FLELE shells
shell author:vcl.nobody.jp
ghost: Sound Player Ghost "FLELE"
(has dressup options!)
■ KAITO - de poche
■ Miku - de poche
■ MEIKO - de poche
■ Rin - de poche
■ Len - de poche
■ Luka - de poche
■ "cryptons"
shell author:vcl.nobody.jp
same as above but you can pair them up!
after fighting with a game I was playing for like 20min and realizing that even in windowed mode it was stuck in 1080p, I installed Sizer and, no joke, it immediately fixed my problem.
installed it, hit ctrl+win+z, selected a smaller resolution: bam. perfect. exactly the size I want the window to be!
this is such a tiny and useful lil tool, and if it keeps being compatible, I'm going to install it on every computer I own going forward until the end of time (like I do with vlc, gimp, inkscape, and all of my other lil freeware buddies)
Heyo! I made a TTRPG recruitment poster for public use! There's a Dungeons and Dragons, Daggerheart and a generic D20 version of the poster along with a small space where you can put your event/contact information on!
You can either just slap text on the PNG or JPG files, print it blank and hand write the info, or use the Krita/Photoshop file if you want to go in and edit it some more!
🏮Feel free to download the files on my itch.io page!
i love you open source i love you freeware i love you web 1.0 i love you tacky frontend designs i love you internet archive i love you zlibrary i love you libgen i love you fitgirl i love you vimms lair i love you neocities i love you nekoweb i love you self hosted storefronts i love you leprd.space i love you w3schools i love you easy access to information i love you obscure forums i love you php i love you ao3 i love you godot engine i love you linux i love you literally anything on the web that isnt owned by a literal megacorporation
what is your thoughts on Super Mario Blue Twilight DX, why was it called that, what was the behind the scenes development in it, how you reacted to it ended up being the one time a Mario fan game was on television? And last of all, what is your stance on Mario and Sonic fan games?
Well, there's actually kind of a developer's commentary feature as the final unlockable, I believe. I wrote a bunch of text. Though the save system is a little finicky, so I'm not sure who actually can reach that these days.
The name: The game originally released in 2003 called simply "Super Mario: Blue Twilight." I was recently asked if I had a build of this and I posted it on the internet archive. At the time, I was obsessed with Super Mario Sunshine. I didn't have a Gamecube of my own, but I was pretty desperate to play Sunshine. A lot of my game's features were me trying to approximate bits of Sunshine but for a 2D Mario game. Like, I could tell just by footage of Sunshine that Mario felt kind of "springy." So I tried to replicate that in my game.
I wanted a name like "Super Mario Sunshine", but there was kind of a rhythm to that name. It had a ring to it. I thought about Super Mario Twilight, but something about that didn't have the right kind of mouth feel. For whatever reason, "Blue Twilight" instinctually felt right. So I followed my gut.
(Actually, I wanted "MarioWeen" but that felt too silly. I still end up calling it that as a nickname.)
I tend to release games before they are ready. I think every game I've ever released comes out once, and then a little while later, the real version comes out where I fix a bunch of problems and add new stuff. So after the first release of MarioWeen, I was still feeling inspired. I came up with a handful of new levels, an extended final boss, and a brand new "true ending." And then I just kept piling secret content on top of that. Christmas levels, April Fools levels, the ability to play as Luigi, Luigi having joke endings, etc. That became Blue Twilight DX.
Getting featured on TV: my first knee-jerk reaction was frustration. I did not know my game was going to get featured. They did not tell me. To tell the truth, I had quickly fallen out of love with G4TV and I definitely did not like Attack of the Show. So I was completely unaware until a friend told me he saw my game on the show. Luckily, they aired each episode of AOTS twice: once live, and then they'd show a rerun of that day's episode later that night. So the second time around, I had a VCR ready and recorded it to VHS.
It was frustrating because I'm pretty sure I had my email listed in the game's readme file. They could have contacted me and been like "hey, tune in tonight." No such luck. This would have aired and completely passed me by.
It's honestly still hard to watch the recording. Impostor syndrome kicks in very, very hard watching this. Maybe worse than I've ever felt it in my entire life. The only time it feels right is when he complains about how hard the game is. Kevin Pereira complaining about how my game kicked his ass cast a long shadow on my entire game development career. Because I'd had some long arguments with my testers that MarioWeen was too difficult, particularly the true ending final boss and the Pumpkin King.
I dug in my heels. "These bosses aren't too hard," I said. "If I can beat them, anyone can beat them."
One of my testers was Mystic, in the days before he became the lead developer of SRB2, and before he was later ejected from the SRB2 team due to all the drama surrounding his tenure. Mystic loved very difficult games. The harder the better. At the time, he was making a hack called Sonic the Hedgehog 2Z, which primarily just made the game exceedingly difficult. The first versions of The Mystic Realm were also starting to take shape, mostly as an extreme-difficulty level pack for SRB2.
Mystic was the loudest voice that MarioWeen DX was too difficult. And even though I was confident that "if I could do it, anyone could," I knew that if Mystic of all people was raising red flags about the challenge level then maybe something was up. So I actually made Pumpkin King and the true Final Boss a little easier. I made hitboxes more forgiving, loosened up the timing of certain phases, that kind of thing. And Kevin Pereira still complained that the game was really difficult, on live television, broadcasting to a six figure audience. It felt kind of humiliating.
This is why, sometimes on this blog, and sometimes out there on the internet, I argue with people making hacks and fangames about difficulty. It's easy to get trapped in a toxic mindset of not wanting to reduce the difficulty too much because you want to prove something about yourself. Because you want to make a "real game" for "real gamers."
I was in those shoes. No, your game is too hard. Especially nowadays, when people have such huge backlogs and so many distractions. It's easier than ever before to quit a game and go back to Fortnite, or Roblox, or Warzone, or whatever. All it takes is one moment of frustration and they're never coming back.
On the flip side, people agree that most Kirby games aren't very difficult, and not only is that an ongoing franchise that's been around for over 30 years, it also lands near the top 50 best selling game franchises of all time. Similarly, people moan about how easy Symphony of the Night is, but it is also a deeply beloved game that co-founded an entire genre. When people say "Metroidvania," the Vania in question is Symphony of the Night. And I have consciously quit a lot more games for being difficult than for being easy.
I could keep going. I was going to do a video about this, actually. But all of this was crystalized by what happened with MarioWeen. If any developers are reading this: your game is probably too hard, and easy does not always mean "boring."
My stance on Mario and Sonic fangames: Well, I mean, I've been interviewed about this. First by a website called Cultured Vultures, and a second time by the longest running newspaper in France, Le Monde. Both times, I was allowed to post my replies in full here, so you can read the Cultured Vultures interview here, and the Le Monde interview here. The Cultured Vultures interview is shorter and less rambly, I think, but the Le Monde interview goes into a lot more detail about fangaming culture.
I think fangames are a necessary form of self expression, exactly like fanart, fanfiction, or even fan made music remixes. Takedown requests are harmful to the culture. Today's fans are tomorrow's star-creators. Your Christian Whiteheads. Your Ian Flynns. Your Tyson Hesses. Your Tee Lopes. That pathway needs to be cultivated, not strangled out of existence by fear and greed.