GaspacoZanis's Profile
Send a PMJoined on: May 20, 2017
Bio:
I am just a random guy who like to play IWBTG fangames ! If you want, you can read my reviews and ratings for every game, which I have cleared! If you want, you can ask my some questions too, and I will be happy to answer to them! Have a nice day! ^-^
Link to my clear list, wishlist, plans and what I am currently playing: https://sheet.zoho.eu/sheet/published.do?rid=0rgpa2003c0dd491040fea02d5e1879dfb68d
Most of fangames which I have cleared are on delicious-fruit, however, 2 are non delicious-fruit fangames.
Link to my K2 challenge progress: http://k2.fangam.es/progress.php?u=352
Link to my K3 challenge progress: http://k3.fangam.es/progress.php?u=352
P.S. I don't count mod clears to my main game clear list.
I've submitted:
490 Ratings!
490 Reviews!
2633 Screenshots!
490 Games
490 Reviews
For: I wanna spend Christmas as usual -unlimited version-
The rating and difficulty are given, based on true end. However, if I had to rate normal clear, then I would give 31 difficulty and 5.8 rating.
First of all, this is 2012 game, that I am pretty sure was made for some Creator Contest or Tournament with Christmas theme back in 2012, hence why this game has mention of 'unlimited version', which I am pretty is just referencing to this game being publicly released. As for the differences, if I understood correctly then the presence of endings is the difference, but the contents are basically the same, or I suppose so.
The game itself is pretty short, consisting from 2 stages filled with very different traps. You also see a lot of civilians, that are having kid-like sprites. You have option to kill them, and in some cases it will make gameplay easier. In others, you will get special traps.
Traps are very simple, just like the gameplay itself, accompanied by 'All I Want For Christmas Is You'. However, I did like the unique idea of Stage 1 consisting from 2 parts - 1st outside and 2nd one inside in the mall. It did have really interesting concept. Stage 2 is very short, having some more traps to learn.
Then you have a short boss-fight, that has some tricky attacks, but it is pretty straight-forward.
Now, if you have killed any civilians, your 'Riaju' counter will rise up, and if so, then you will get 'Normal clear' and you will see the final count.
However, if you do not kill anyone, then the game will actually proceed, and you will get a true final boss of the game - avoidance of Christmas Taisa.
This is the hardest part of the game, and you won't get any clear screens if you chose to go to the 'True end', so choose wisely. Although I will say that this was the best part of the game.
Sure, this avoidance is still simple enough. But I did feel the creativity and personality in this 2012 avoidance. Once again, there are some odd choices - deer attack is too dense, some patterns way too free, final attack is literally anti-aiming, so it might confuse, and you have chokable post-finale. However, it did have a lot of really cool ideas. I did like the unusual aiming that requires specific strat ; I liked snowflake attacks, especially the ones that go in different directions when getting to the ground. I enjoyed even such small things as a pattern bouncing attack that changed colour when touching the ground. And even really easy patterns in the 2nd part (namely deer patterns) has something fun in executing them correctly. There is also the curving attack that is really scary, but if you actually just read the red part of it, then it becomes easier and much more fun.
I do not know, I did appreciate this avoidance, and I had fun with it. It is not necessarily the hardest thing I have done, but it is pretty good for an avoidance for intermediate avoidance players.
After you beat Taisa you are greeted with the 'True end'.
Now, this game is surely an old game with restarting music, a bit too simple traps and etc. But, hey, it does have original things in it and it is fun!
It is inoffensive and I had good time playing it on Christmas eve. There is something in it, and I like when people try to make something original, especially if game is this old.
If you enjoy average-difficulty avoidance, then you might wanna try this game out. But if you wanna go for the normal clear, then I think it is still a fun little trap game for some time.
Would recommend.
For: I wanna be the 4545
First of all, this game is yet another game from short avoidance series, where you have small window and short avoidances. This is 45 second long avoidance, that is mainly concentrated from patterns, but does have occasional RNG attacks. In comparison with the original 'I wanna be the 45', this one has this attack (blue line) changed to be RNG and you can choose on whichever side you would like to be: https://youtu.be/VOoqOud5TCc?t=4. So you can say this avoidance is more RNG-based, since the very attack that was changed does require some good kid movement.
Is it for the worse though?
I would argue that no. I have tried originally to play 'I wanna be the 30' and 'I wanna be the 45', and I did get really angry while playing those blind. I really find 45 second avoidance to be unpleasant to play. Climbing up the platforms at the start felt tedious ; attacks like these:https://youtu.be/VOoqOud5TCc?t=10 ; https://youtu.be/VOoqOud5TCc?t=23 felt really hard to get away from RNG with occasional bad RNG, since you could not move from one place to another in a quick manner.
I have tried this avoidance just because I felt extremely angry. And honestly this game did make me surprise. It feels different. Yes, you do need to spam a bit jump at the start but it is so much better than timing awkward full jumps ; getting from RNG is much more comfortable even if it does require some good control of kid. This attack looks scary: https://youtu.be/VOoqOud5TCc?t=16, but it is actually very intuitive - you just click both right key and shift and you can easily get away. It is really not that bad.
There are moments like these: https://youtu.be/VOoqOud5TCc?t=30, where you do have to wait a bit and not be too in a hurry, because RNG can get you if you are not paying attention. Also I really liked doing this RNG attack in this version: https://youtu.be/VOoqOud5TCc?t=34
As for the last attack, it is a bit harder than in the original, but just stay near the left corner and be as low as possible and it will be fine.
Originally, I have seen this avoidance fully while playing for the original game. However, now in 2025 I did try to play this game blind again, since I did not remember any patterns.
The only place where I did look up for the strat was the last pattern. It is really tricky when you play it blind. I wanted to go from the right side of the screen to the left but it seems impossible. And also if you are on the correct side, you still have to be near the wall, otherwise the line will get you. It might be a bit frustrating to figure it out. So I looked up my own video and I first-tried after that.
For 45 seconds you have a lot to do, and so it is not necessarily an easy avoidance but it is still simple enpigh. I did find it very pleasant to play. Also I am not sure if this is harder or easier than the original game. I would say that this one is easier but it could be my bias since I do have some experience with infinite jump.
I might return back to the original game, but for the time being I will say that this was the only game that I enjoyed from these series. Infinite jump does really give you much more freedom to dodge everything, in my opinion. Even if you are a beginner, you might wanna try this one out if you are looking for some pattern avoidance with some RNG elements. Or if you just wanna improve your infinite jump movements.
Would recommend.
For: 砂-Sand-
Prismの黄色ステージの最後のセーブ区間を長くしたもの。
かるかにくん[http://com.nicovideo.jp/community/co1976184]への記念という名のいやがらせ。"
Yes, this description was a bit less vague than for the 'I wanna Retaliate', which is why it was less mysterious than the latter one. However, this was still quite obscure media for the longest time.
There were people who recalled seeing this, but there is no concrete evidence if any videos ever existed, and even when we talk about who played this game on stream, it is really hard to know for sure.
Heck, even the release date of this game is technically unknown. We know that 'I wanna be the Prism' (which was Dagger's 26th game) was released on 2013/05/25 (https://web.archive.org/web/20200729100037/https://sites.google.com/view/escapism/games/archive?authuser=0) and there is a proof that one of the players have beaten this game on 2014/05/03. Additionally, we know that Dagger's 32nd game 'I wanna sink deeper' was released on 2014/05/08.
We know the game was made for かるかに, and this person has played 'I wanna be the Prism' on the day of its release. And the closest I could find to the match of this game, were these 2 streams from 2013/07/06:
https://live.nicovideo.jp/watch/lv144102399
https://live.nicovideo.jp/watch/lv144105331
The reasoning is the repeated usage of the word '砂'. However, I cannot know for sure what was the context. If it truly is when the game was made, then it would mean that this was 26.5th game, since the next game after 'I wanna be the Prism' was 'I wanna be the Orbit' released on 2013/08/30. This would make a lot of sense why Dagger would make a spin-off joke game. However, I would need to find someone who could know exact original .exe date or maybe who would have readmes of the game (which I do not have and which I do not know if ever existed). But it is pretty complicated, considering this game was never released publicly.
Now as for the game itself.
I have beaten this game twice. First time it was all the way back in the August of 2021. And my second clear was recently in 2025. First time this game took me 06:54:55 and 2557 deaths. My second clear took me 02:21:26 and 925 deaths.
You might be wondering, why did it make so much time?
To understand it better, here is brief description of what you can see in this game:
You start with a short 'Lotus project' logo and quite cheap title screen followed by sounds of the sea (you get it - sand as sand in the sea?!). Then you start the game after selecting the Save file, and you are meeting the infamous last save of the Yellow stage from 'I wanna be the Prism'. Except this time you have 3 full screens to survive, which ends up being an experience for like around 1 minutes and 10 seconds. And also you for some reason see the Camera symbol from GameMaker. I am not sure why was that done like that (maybe it is some joke, that as if you were to be in the gamemaker? Not sure). And, yes, gameplay wise this means you need to do diagonal at the start and at the very least at the very end just like in the original. After that you fall down to the screen (it auto-saves) that says 'じゃあなw', which can be translated as 'See ya lol'. Funny.
This whole concept was really intriguing me for years, since I actually did enjoy the original save from 'I wanna be the Prism'. And when I received this game, I did not realize how much harder this is than in 'I wanna be the Prism'. However, I did not know how this game exactly worked. My strategy was as following: waiting 2 turns of spikes (to not rush through the first diagonal which is a bit tricky since the save position requires you to jump before the actual jump, so it is better to wait, in my opinion) ; then I am trying to go along with the music for like 1-2 screens. Then I am trying to count 'one two' to maintain the rhythm. The problem was that I got very consistent with the first screen, but then it got quite hard, since the later part of the song is a bit more calm so it is not easy to maintain tempo. So I had a lot of deaths on Screen 3. Originally my last PB was penultimate spike before the actual diagonal jump. But on my 2nd playthrough, I actually died on last 2 turns and even on the actual diagonal jump (yes, this game is not only about the rhythm, so I am putting this game a Needle tag indeed).
But here is the thing. I have never decompiled this game, and I did it only after my 2nd clear. And I did due to the review by 'DerpyHoovesIWBTG', which mentions the following: 'You are meant to keep a rhythm going except the spikes alternate between moving every 52 and 54 frames respectively, so there is no way to keep a perfect rhythm going.'. I have seen this review before my 2nd clear, so I tried his strategy, which was as following: 'The best way to time yourself to the rhythm is look when the up spike behind you starts moving right.'. Except the problem is when you transition from one part of the screen to the next one, since you cannot see what is behind or right after you. I died because of that quite a lot.
So after my 2nd clear, I did actually decompile the game myself to see what is up with this whole thing. And here is a thing, I am pretty sure Ian is not 100% right. I have not found any mention of 54 frames, so I am not sure what is up with that. But you do see 2 values '52' and '53'. Now, how does the game actually alternate between these 2? After messing a little bit up with the whole thing, I have found out that there is a pattern here: you have twice 52 frame movement, and then 53 movement. So it basically means that you move twice in the same tempo, and then you wait for additional 1 frame longer for the 3rd one. And then the cycle repeats. And then I have tested for like 15 minutes, and this new strategy do actually work: you have to think about it as 'Move -> move -> wait a bit -> move -> ...'. In my particular case, with me not going immediately to the right, here is how it works. I am waiting 2 turns, and then I jump into the diagonal. Then I walk to the right, and as I do it, I know that it is '3' aka the slow one, and after that I count from 1.
This way I have gotten several times until Screen 3, where I died due to the nerves.
So, yes, you can actually find a rhythm there, but it is not as simple as it may seem.
Now, do I hate it or not? Honestly, I do not think I hate this one.
In fact, I have checked original game of 'I wanna be the Prism', and the code is actually identical!
This game might frustrate you if you die a lot and if you just want to clear it quickly. But if you just play and do not think about the clear, but just about the experience, surprisingly you will get sucked into this whole thing. I did not notice how fast time was passing by the more I played it. And it is so weird. But it also makes sense since you need to survive for more than a minute, which is quite a lot.
The music helps a lot here (it is funny how it is restarting just like in the original game, but it is for the better here since you can time your movements better this way), but it also makes it harder in the same time, as more as you go. And, the camera structure is also quite sneaky. The room is very long, but you as a player will perceive it as 3 different rooms. And it will make it harder for you, since you will think too much about transitions.
And the needle aspect of this game does play huge role. You will think about not failing at the very, and it is very nerve-racking the closer you get to the end.
This game is genius for how simple it is. But it is also quite evil. If you go for it blind without knowing how it works, then it is so much harder, because you will rely on a lot of different things. For example, you will have to wait for the very last moment before moving, but you also might decide to not stand next to the spike on your left, because you will probably just be killed if you do not react on time. But also adjusting your position is very hard since you have very little time to do that, and so in the end you cannot press right for same amount of time. Realistically you have to adjust how hard you press and how you time your movements.
Frustration of dying is there, but in the same time, it is addicting to play.
I have no clues how to rate this game. There is part of me that understands that there are moments where you wanna give the rating as low as possible, but in the same time there is some satisfaction of playing this. And the same problem with the difficulty. I have no clues how hard is this. I will say that doing this blind is much harder than doing with particular strats. And I will leave how I felt in both of my playthroughs. It might be overrating, but whatever.
As for my recommendations, I think that most of people won't like this even if they have access to the game. If you never liked 'I wanna be the Prism' last save of the yellow stage, then probably you will absolutely hate this game. If you found the save to be fun, just like me, then you might try this game out. Knowing how this game works, definitely helps a lot as well.
So yeah, if you have tastes like me, then I would recommend. If you find this kind of thing way too 'masochistic', then just skip and watch my clear on YouTube.
For: I wanna Retaliate
復讐の意を込めて作った針ゲ。完全非公開。" (http://web.archive.org/web/20140511041309/https://ch.nicovideo.jp/dagger0127/blomaga/ar373850)
The .exe date of this game is 2013/January/11, and several people did play this game on Niconico back then. There are some theories that this game was made as a reward game for those who have beaten 'I wanna be the Hades', although I am not necessarily sure if it is the case.
The release date of 'I wanna be the Hades' is in itself weird, because while .exe for some reasons says 2012/February/06, the actual release date is 2013/02/06, both judging by this: http://web.archive.org/web/20200729100037/https://sites.google.com/view/escapism/games/archive?authuser=0 and by earliest Niconico live streams that were around this date. Dagger's first games were not made in February 2012, so I wonder how .exe date got wrong.
However, I am pretty sure that 'I wanna Retaliate' existed before 'I wanna be the Hades'. In fact, 18th game on the blog is mentioned 'I wanna be the Ultramarine' with the release date of 2012/12/17 and 19th game is 'I wanna be the Hades' 2013/12/06. So 'I wanna Retaliate' is 18.5th game (although it is not even mentioned in the 2020 website) with this chronology. And my personal guess is that 'I wanna Retaliate' was a prototype for what came to be in 'I wanna be the Hades'.
It is also interesting that everyone who played this game, played it literally when the game come out, so I could assume that Dagger gave out this game privately to few people back in January of 2013. Or at the very least if this game was, in fact, a reward game, then for some reason no one had streamed it after January of 2013. Which if so - odd.
What about the game itself? Does it really feel like a prototype?
I have beaten this game originally in 2022, and now I have re-beaten this game in 2025, although with my keyboard performing 1F jumps significantly worse, I did use JCS for the 5th save's 2nd jump. And, for the 4th save I did in fact jump cancel to make my life easier with the jump. I have also played 'I wanna be the Hades' up until the last save of the 1st screen.
My impression is that 'I wanna Retaliate' makes its difficulty mainly from using 1F jumps and occasionally few tricky jumps.
Save 1 requires you to take left wall align to walk off the first jump. If you can do it, then the save is surprisingly not bad.
Save 2 uses probably the hardest non-1F jump. The very first jump is really awkward. But after that you have choke jumps, that are not easy, but are definitely much easier in comparison with the first jump.
Save 3 is all about doing that weird ledge jump. Look up my video clear for the align that I am taking. Also using diagonal jump as a choke jump, was not as bad.
Save 4 is where I used cancel jump. This is literally like the jump from 'I wanna be the Hades', except you have a plane afterwards. So, I guess this save is harder in comparison. Without cancels this is hell. With them, it is fine. Although it is awkward doing that plane jump.
Save 5 is horrible. I completely forgot about it. You need to get onto the ledge and then do 1F first jump, and then everything else is not hard, but extremely chokable. I have beaten this save in 2022, but now in 2022 I died like 3 times on the last jump. So I got fed up and I used JCS to have consistent 1F, that I cannot do now. As expected, this save's difficulty is literally in 1F jump. Everything else is bearable.
Save 6 has annoying save placement, where you need to go very long time until the first jump. You need to walk off and do 1F with the 2nd jump. And then you need to do another weird jump, but which is not that hard. Did not feel as annoyed, besides that bad save placement.
Save 7 is just ceiling double diamond. Just take the align above the save.
Save 8 kind of reminds of the Save 1, but you need to do small jump (not sure if it is 1F or 2F, have not tested, but it is a small one). And then just a choke jump, which is not as bad as it seems.
After that you fall down, and you see a trap that does not kill you. And that is it.
Overall, this 1st screen did remind me a lot of 'I wanna be the Hades', although I kind of felt like without 1F jumps, this game is not as bad as it seems like. Without jumps it becomes about doing Save 2, and plane jump I guess.
Aesthetics are kind of weird. Random title screen that becomes your background ; red spikes and brick gray blocks. Would not call it cool or anything. Nothing special. Although the song does fit to this kind of thing, not gonna lie.
As for the gameplay, I can see that Dagger was most likely experimenting with what he can do, and gave out to hear more about how people felt about 'I wanna Retaliate', and made fleshed out version of the game in 'I wanna be the Hades'. This is probably why we see some reoccurring jumps like Save 4 or Save 7 (I mean, Hades literally has save with ceiling double diamond).
Also probably he did not want to update the game after he gave it out, so he decided to start from the scratch.
At the very least this is how it looks like to me, and I would like to know from where this whole 'Retaliate was for Hades winners' come from. Because in the end this game feels like a predecessor of 'I wanna be the Hades' or 'I wanna be the Hades' 0.5.
Anyway, I have heard that this map was remade in 'I wanna Maker'. If you do not wanna search for this game, then just play it there if you wanna.
But I do not think it is worth it. Without 1F jumps it is an extremely generic needle game without any personality (maybe very few jumps can feel fun but that might be a stretch), and that barely reminds of Dagger's style. If you really like this kind of gameplay, then just play 'I wanna be the Hades', I guess? It at least does not feel like a prototype game.
I originally wanted to give 4.1, but honestly some of 1F jumps are extremely unfun like on Save 5, so I might be even generous with my current rating.
Would not recommend.
P.S. I have no clues how to rate 1F jumps, so I might be overrating this game difficulty wise.
For: BUBBLE RAVER
While this game does not appear on STAB's Blog, as far as I know, this version of avoidance was public on Baidu for some time. The .exe tells the date of 18/12/2016, which is around 3-4 months before the actual release of 'I wanna Dance to Death'. I am not sure when this game was uploaded on Baidu though.
As for the avoidance itself, here is my clear video: https://www.youtube.com/watch?v=CJ338bMGPEA
While it does seem very similar to the Dance to Death variant, you will see that this version is a bit different. Here are the differences I have noticed:
- White orb visual effect is not present
- 00:10 aiming works differently
- 00:43 another aiming that works differently
- 00:47 completely different section. Seems easier than in Dance to Death? The big seat in the center is also much smaller here.
- 1:16 while the attack is functionally the same, it is made differently in Dance to Death
- Cat sprites sometimes are different? Or at the very least the final image of the cat in the end of the avoidance was different for me than in other playthroughs so I am not sure
Oh and you do get an item for beating this avoidance in 'BUBBLE RAVER', instead of black-out.
I have not played the other version of this avoidance, so it is hard for me to say how much worse 2016 version is. 00:47 section changes do seem important though, since in 'BUBBLE RAVER' it is much slower and kind of awkward in the same time.
However, I would say that the parts that are the same are awkward (unless there were balance changes in Dance to Death). This avoidance does have that average 2010s barrage energy. It is entertaining until you get some weird situation, and until you get to the part, where it is said 'Once again', and you realize you are replaying the beginning of the avoidance without any changes.
Bouncing attacks are annoying ; the beginning section and its repetition can give weird situations (especially in the transition to the aiming) and is not necessarily very intuitive with few of direction changes that are there. 01:20 burst can give either very free room or you get weird situations like in the video. And also if you play blind, then this avoidance does have quite few instagibs.
This avoidance is not very hard, and I remember joking that this feels like your average barrage from original FSR Avoidance Gold rank. But it does not really mean that this is a good example. I originally wanted to give 6.4 rating, but now in 2025 I do feel like I was a bit too generous.
It is not necessarily an outrageous avoidance, and if you just want some mindless experience in barrage, then you can try this one out. Although I kind of have a feeling that the version from 'I wanna Dance to Death' is better overall.
There are cool ideas and concepts, but in the end it is not anything spectacular really. Maybe it worked better almost 10 years ago, but now there are better candidates out there.
Would not recommend, unless you are searching for some random barrage avoidance to play for an hour or two.
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