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    <title>at &amp;mdash; zushi&#39;s place</title>
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    <pubDate>Sat, 18 Jul 2026 15:26:36 +0000</pubDate>
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      <title>Tower of Heaven</title>
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      <description>&lt;![CDATA[Recently I have been feeling a strange sense of nostalgia for things that I have made in the past. Yesterday I went though my old hard drives and dug out some compositions I made with a complementary copy of Sonar LE ~10 years ago. As expected, they were not great. However, I found myself pleasantly surprised by some of the ideas I had back then. I had thought that I remembered all my old compositions well and could recreate them from memory, but that turned out to not be true, and I was glad that I preserved the files for these songs.&#xA;&#xA;Then today I suddenly remembered a game that I had made during high school. It was called &#34;Tower of Heaven&#34; (not to be confused with the released game Tower of Heaven). It was a slower-paced platformer in the vein of old Castlevania games, and the maps were strictly linear. The premise was that every child, as a rite of passage, needs to ascend the Tower of Heaven alone and discover what lies at the top. It took a month to make and had something like 12 levels, several bosses, an intro montage, and a proper ending. It was quite self-contained.&#xA;&#xA;All in all, it was a game I was proud of. However, I never did show the game to acquaintances. The reason was simple and interesting in retrospect: I took materials from other games. I took characters from Luna: The Last Hope, enemies from Mother 3 and Zelda Minish Cap, and music from Etrian Odyssey 2. Despite the genre differences for these games, the end result felt cohesive. However, in the Western tradition that&#39;s not something one would properly release even on their own sites. So besides maybe the 4 or 5 people who played it back then, the game sat in my harddrive and was gradually forgotten.&#xA;&#xA;Remembering that game this morning, I came to realize a lot of things.&#xA;&#xA;First, I think that mainstream creators&#39; perception (note: not law) of copyright are probably unnecessarily restrictive in terms of material reuse. I think that using existing art assets from other copyrighted works to create new works is in itself undervalued as an artistic challenge. I think that Jazz, Zines, and Doujin Games follow a tradition of material reuse that is much more fluid and as a result generate many more stellar works. Furthermore, I think the strict perception of copyright reduces educational opportunities for up-and-coming creators by creating a higher barrier to entry.&#xA;&#xA;Secondly, I found myself surprised by the satisfaction that came from making something under the mindset &#34;let me do the best thing I can from what I have&#34; rather than &#34;let me improve so that I can make the things I imagined.&#34; There is a lack of anxiety in the former mindset that encourages play and exploration, and while the latter mindset is important for making quick improvements, I think now I wouldn&#39;t mind letting go of that thought every now and then.&#xA;&#xA;Finally, thinking about the game, I understand better now the Japanese Doujin mindset of &#34;making something just for fun&#34;. I remember debating with a friend about whether art has value if it was never seen by others, and now that I thought about Tower of Heaven, my response shall be &#34;100%, no doubt&#34;. Even though I barely showed the game to anyone, it was something that I had fun designing and executing on, and captured my perceptions at a certain stage in life. For some reason, just that was enough to make me happy whenever I think about it.&#xA;&#xA;I think that at some point in the near future, I will be making my way to the top of Tower of Heaven again.&#xA;&#xA;--&#xA;Categorized under: #gaming, #at&#xA;&#xA;!--more&lt;div id=&#34;commento&#34;/div--  ]]&gt;</description>
      <content:encoded><![CDATA[<p>Recently I have been feeling a strange sense of nostalgia for things that I have made in the past. Yesterday I went though my old hard drives and dug out some compositions I made with a complementary copy of Sonar LE ~10 years ago. As expected, they were not great. However, I found myself pleasantly surprised by some of the ideas I had back then. I had thought that I remembered all my old compositions well and could recreate them from memory, but that turned out to not be true, and I was glad that I preserved the files for these songs.</p>

<p>Then today I suddenly remembered a game that I had made during high school. It was called “Tower of Heaven” (not to be confused with the released game Tower of Heaven). It was a slower-paced platformer in the vein of old Castlevania games, and the maps were strictly linear. The premise was that every child, as a rite of passage, needs to ascend the Tower of Heaven alone and discover what lies at the top. It took a month to make and had something like 12 levels, several bosses, an intro montage, and a proper ending. It was quite self-contained.</p>

<p>All in all, it was a game I was proud of. However, I never did show the game to acquaintances. The reason was simple and interesting in retrospect: I took materials from other games. I took characters from Luna: The Last Hope, enemies from Mother 3 and Zelda Minish Cap, and music from Etrian Odyssey 2. Despite the genre differences for these games, the end result felt cohesive. However, in the Western tradition that&#39;s not something one would properly release even on their own sites. So besides maybe the 4 or 5 people who played it back then, the game sat in my harddrive and was gradually forgotten.</p>

<p>Remembering that game this morning, I came to realize a lot of things.</p>

<p>First, I think that mainstream creators&#39; perception (note: not law) of copyright are probably unnecessarily restrictive in terms of material reuse. I think that using existing art assets from other copyrighted works to create new works is in itself undervalued as an artistic challenge. I think that Jazz, Zines, and Doujin Games follow a tradition of material reuse that is much more fluid and as a result generate many more stellar works. Furthermore, I think the strict perception of copyright reduces educational opportunities for up-and-coming creators by creating a higher barrier to entry.</p>

<p>Secondly, I found myself surprised by the satisfaction that came from making something under the mindset “let me do the best thing I can from what I have” rather than “let me improve so that I can make the things I imagined.” There is a lack of anxiety in the former mindset that encourages play and exploration, and while the latter mindset is important for making quick improvements, I think now I wouldn&#39;t mind letting go of that thought every now and then.</p>

<p>Finally, thinking about the game, I understand better now the Japanese Doujin mindset of “making something just for fun”. I remember debating with a friend about whether art has value if it was never seen by others, and now that I thought about Tower of Heaven, my response shall be “100%, no doubt”. Even though I barely showed the game to anyone, it was something that I had fun designing and executing on, and captured my perceptions at a certain stage in life. For some reason, just that was enough to make me happy whenever I think about it.</p>

<p>I think that at some point in the near future, I will be making my way to the top of Tower of Heaven again.</p>

<p>—
Categorized under: <a href="https://zushis-place.writeas.com/tag:gaming" class="hashtag"><span>#</span><span class="p-category">gaming</span></a>, <a href="https://zushis-place.writeas.com/tag:at" class="hashtag"><span>#</span><span class="p-category">at</span></a></p>


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      <pubDate>Mon, 25 Feb 2019 18:17:45 +0000</pubDate>
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