Update 6 (09/28): This project is moving to letters not possible in fonstruct so I will put a new download link here soon.
I also found out there is a real ampersand in the game. Update 5 (09/07): the ? was actually correct before whoops. Update 4 (09/02): I was making something with this font, then realized the slashes were off, I modeled them off of the clear condition slash. I also adjusted some wierd looking letters. I also found out that the k has a slight inverse effect so I fixed that.
Update 3 (08/26): Recently I discovered that the bottoms of g and y are slightly shorter that the full length. This is probably the most accurate it can get for now. Update 2 (07/26): Updated a, e, f, j, and z. Update 1.5 (07/01): The 7 in the promotional art from SMM1 is now the official 7 for the font. Update 1 (06/25): I found 'f' in some gameplay footage that was released So I studied the UK version to get all the characters (except for 'f'). While I was watching the Mario Maker Direct, I noticed that the text now had lowercase. There has since been one other game released in the series, this time on PSP, but AGAIN it was Japan-only.THIS PROJECT IS OVER.
Devil Dice came out in 1998, a Japan-exclusive version shortly after, then a PS2 incarnation called "Bombastic" between 2002 (Japan) and 2004 (Europe). It disappoints me this franchise died so quickly. The game ends when the entire board is filled with dice. You can still manipulate dice on the ground, though only by pushing, which doesn't roll the dice and of course requires a space either side so you can get behind it to push it. Hop on quickly and it'll bring you up to the main level. The only easy way to get back up is to watch the board for spawning dice, which raise up with a bolt of lightning. If you can't get off a formed chain quickly, you end up on the floor. The only annoying thing is avoiding ending up on the floor. You advance if you overcome enough obstacles, or become a lower life form if you miss them. Combinations make the game harder as they require double key presses. The idea is that you push the correct button when you encounter each object - it's that simple.
Each of the four objects is associated with a button - L1, R1, down or X, which makes no sense at first but ends up being nice to use. You encounter objects along the line - blocks, loops, pits, spikes, and combinations of the four. You are a wireframe "rabbit", and walk along a line not being able to control your walking speed. Does not include all features from the original game, as that would require a massive amount of work, but I think its good enough. Now the back story is over, Vib-Ribbon is a very simple but very addictive little game. 4-button gameplay straight out of 1999, featuring the cutest vector-rabbit in video game history. Though I'm not a fan of McDonald's at all, during that promotion I was there all the time trying to collect all four - I succeeded, and still have the demos to this day. First time I've owned it too - my initial experience with the game was via a McDonald's PlayStation promo in which they gave away one of four demo discs back in 2001-ish, with Vib-Ribbon being one of the demos on one of these. Though I've always been crap at Vib-Ribbon, I've also loved it to pieces. Though I haven't received some of them yet, I had a blast playing the four here, which I will now give a short review on. Following on from my previous blog entry, I went on eBay and basically bought all the listed games I didn't yet own.