Gamefinds: Soko Striker

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Pointed out in a post on Metafilter by long-time user pwnguin, Soko Striker is fun, and not excessively challenging, free Soccer-themed Sokoban game by Axylaric on itch.io.

The idea is to get all the balls (up to three in a level) into the goal net. The ball slides when you kick it, continuing to move until something interacts with it. We could call these “ice block” style Sokoban pieces. One wrinkle in this is that the balls can’t cross the white lines at the edges of the board, or it’s a foul and you have to start over. There is no undo command, only a retry, so think carefully before making a move. You yourself can walk outside the line freely, and will often have to.

Those yellow barriers in the screenshot above are simple blockers, mere walls that the ball will collide with and come to a halt.

Later on you find these other players on the checkerboard pitch. If the ball rolls into an arrow, the player will automatically kick it in that arrow’s facing direction. You can adjust the direction a player faces by kicking them, a trick you’ll have to use a lot.

Near the end of the game’s 30 puzzles you’ll find these traffic cones. You can push them a single space at a time by kicking them, much like how one would move a Sokoban crate. Other players can kick crates too. A cone can block a ball and stop it a single time.

There’s a few other tricks you’ll have to learn too, but Soko Striker introduces them to you itself fairly gradually. Many of its puzzles are simple tutorials, and the difficulty doesn’t get very high until near the end. The last puzzle will take you at least a few minutes to figure out, but I think you can probably handle it. One note that might be helpful: the scoreboard that shows you the level number looks as if it might be solid and block soccer balls, but it doesn’t. You can even walk through it! That’ll be helpful to you eventually.

Soko Striker by Axylaric (itch.io, $0)

Behind The Code Examines NES Double Dribble’s Shot Code

Displaced GamersBehind the Code series, and its companion Talkin’ Code, are probably the best technical examinations of NES games on Youtube. They take games that were the bread and butter of the Famicom/NES in its heyday, products of skilled programmers some of whom had gotten started working on arcade games, and disassemble them, revealing both their the tricks of their trade and the quirks, and sometimes glitches, that made their work unique.

Their most recent examination is the best NES basketball game, Double Dribble. If you’re not familiar with it, it plays and feels an awful lot like it were an early version of NBA Jam, without the teams or players or personality sure, but it does play a mean arcade-style game, which makes sense since it was a port of an arcade game (one that plays, I should say, a hideous vocalized version of the Star Spangled Banner at game start).

Here is the video. (32 minutes) Discussion of the discussion is below it.

Okay, the first surprise is that it that whether the ball goes in or not depends entirely on physics. The game takes the angle of the player to the basket (gotten from the X and Y position of the shot on screen) and sends the ball towards the basket using a lookup table to tell how the ball should move. When the ball arrives, whether it goes in depends on whether the ball is close enough to the center of the basket.

Double Dribble actually just sends the ball towards the basket, and if it’s close enough to the hoop (less than four pixels away), it goes in. Basically, the spot on screen the ball leaves from is what determines whether it scores. Affecting that is that there’s a limited number of discrete angles the ball can be thrown at. Displaced Gamers runs through the math, which is fairly involved, but in short, if you throw at the wrong combination of angle and distance, the ball just won’t go in.

More than that. The big discovery made by Displaced Gamers is that the two hoops aren’t the same! Due to flaw in the math, both hoops’ centers are essentially shifted to the right slightly, and both are also easier to hit when shots are made from the top of the screen, above the basket.

This is only a couple of points from the video. It’s full of the kinds of shortcuts that time-pressed programmers from the age of 8-bit consoles often had to use to make their code work. If you’re allergic to discussions of math (especially trigonometry) you might want to skip this one, but I think it’s worth a look.

Webdepths: Pac-Man Fever Forever

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

A recent Retronauts episode looked back upon the history of Buckner and Garcia’s 45-year-old video game novelty song Pac-Man Fever. Host Drew Mackie also runs Thrilling Tales of Old Video Games, and it just as recently linked in passing a pair of ancient websites devoted to its album, Lee Seitz’s Pac-Man Fever Forever and 52 Weeks of Pac-Man Fever.

We here at Set Side B do everything we can to encourage the kind of unhealthy obsession with video game ephemera that is epitomized by these sites. And carrying a torch for a novelty song dating back to the height of the arcade era, that sounds even crazier (“It’s drivin’ me cray-zee!”) than my own obsession with Rampart.

Started in 1994, when readers would have had to browse the page in Mosaic, the length of the site Pac-Man Fever Forever’s legacy now begins to rival that of the song itself. Like all good websites it refers to other pages on this Widest of World Webs, but alas most, if not all, of the sites it refers and links to are defunct now, saddest being that of the song’s creators, Buckner and Garcia themselves.

As countless kids on social media remind me nearly every minute, I am old, and yet I still dimly remember 1981, the year of Pac-Man’s release, which now might as well be the Stone Age. Social Media, the Web, the public Internet and, I seem to remember, electricity didn’t exist back then. But people still listen to Pac-Man Fever, and they still play Pac-Man today, and Bandai-Namco continues to squeeze the hungry lemon-wedge for every final drop of its juice. I maintain that Bally-Midway, R.I.P., was at least as responsible for its worldwide success as Namco was, and it would have been them who’d have sub-licensed the game’s sounds for a novelty song, as they would have for the Pac-Man Saturday morning cartoon show, a whole landfill of tatty merch, and most of the other instances of Pac-mania from the classic age of arcades. (But not Pac-Mania: Atari published that in the US)

We know Gary Garcia has since passed away. Jerry Buckner (IMDB) continues to roam the neon-blue tunnels of the Earth, and he wrote a song for Wreck-In Ralph. We here hope he continues giving breath as long as he wants. Thanks for the tunes, and to Lee Seitz, thanks for remembering them.

Sundry Sunday: Gruntilda’s Revenge

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Porky Draws gives us (by which I mean, gives the world, not us particularly, we’re just pointing to it as usual) an epilogue to the Banjo-Kazooie games (2 minutes) where persistent enemy Gruntilda (who is active and alive and everything) casts spells on Banjo and Kazooie’s internet connections. It’s pretty short, but I feel the effort should be recognized for the excellent Gruntilda voice and keeping her words in rhyme. (The worst thing about Banjo-Tooie, other than it being way too big and convoluted as well was that they dropped Gruntilda’s rhyming dialogue.)

A Speedrun of a Joke Donkey Kong Romhack

I hope you’re ready for something pleasingly pointless. Let’s review.

  1. In 2024 Kayinworks wrote an essay about games as models vs. toys. I’d describe the same dichotomy as simulationism vs gamism. Neither are necessarily bad, but their aims are different. Models, like model trains, take some real-world thing and try to give you its essence. Toys use a real-world thing to lend flavor to a friendlier, more accessible, but in some cases more pandering experience. That’s an oversimplification, it’s a great article, well-thought and full of nuance, but it gets across what you need for item 2. (It also mentions and links to the preposterous and awesome Ginormo Sword.)
  2. Taking inspiration from that essay’s description of changing old games, modernizing their looks and in some cases changing game rules to be more acceptable to players, although sometimes in ways that miss the point of why those old games do things they way they do, plourples created a romhack for NES Donkey Kong that does away with such quaint notions like Mario having a jump that’s only his own height tall. “What’s that? This ruins the entire game? But it’s for Quality of Life!”
  3. Darkman425 and Spikestuff speedran that game. (Youtube link, 48 seconds)

I’m only sad they didn’t do the version with the Conveyor Belt level.

White_Pointer Gaming Explains SNES Enhancement Chips

White Pointer Gaming is the Youtube channel that examines games and figures out how they pull off the graphical tricks they do, and we’ve linked them to those several times before because they almost always find some interesting tricks to explain, like when the Genesis/Mega Drive pulls off something which looks like scaling, which happens more often than you’d think.

This video is a bit more general than that, describing the various kinds of extra chips included in SNES carts. (11 minutes)

It didn’t have as many different kinds of mappers as the NES did, since its processor had a much larger address space, but it still had a few helper chips included in cartridges through the system’s life. Most of these were essentially co-processors. The most famous one was, of course, the Super FX, which supplemented the unit’s relatively pokey 5A22, providing it enough extra muscle to rapidly draw polygons. But there were other chips, like the DSP line, and the SA-1, which was essentially another processor of the same kind as in the SNES, with its own memory and clocked at a much higher speed, and additional aids.

The use of these chips allowed the SNES to perform feats it was incapable of out of the box. Unlike the NES, which I’m pretty sure wasn’t intended to be used with mapper chips in its initial design, at least one SNES launch title, Pilotwings, used a DSP-1 chip. I have to wonder if Nintendo’s affection for including extra hardware in cartridges played a role in their ill-fated decision to go with cartridge media for the N64?

Shmuplations Translates N64-Era Interview Between Kenji Eno and Shigeru Miyamoto

The interview, presented in the glorious text medium, is here. shmuplations’ Bluesky linked it from here.

Kenji Eno (image from Wikipedia)

Kenji Eno (Wikipedia), the creator of horror games D and Enemy Zero, and other iconoclastic games like You, Me and the Cubes (Wikipedia). He passed away from a heart attack in 2013.

Shigeru Miyamoto (image from Wikipedia)

Shigeru Miyamoto (for form’s sake, Wikipedia) is of course the legendary game designer and producer at Nintendo, creator of Donkey Kong and Mario, and designer of Super Mario 64, among other titles. He’s still with us.

The interview happened shortly after the release of Mario 64, and is interesting because Eno is not unduly laudatory of it. He says it’s a good game, but feels it was missing something from its Space World presentation. Miyamoto agrees somewhat, that the free exploration of the prototype version was not as much in evidence, and thought it lost something by giving the player more direction, but that the demands of the marketplace, and the need for Nintendo to have a big hit to promote their new console, forced their hand. (Aside: the Space World version of SM64 has never turned up, not even in the infamous “Gigaleak” from 2020. shmuplations notes that The Preservation project (patch, github) is a fan attempt to recreate it.)

Screenshot from The Preservation Project (image from romhacking.com)

It’s an incredibly revealing interview, not the least reason being it discusses Nintendo’s hopes for the 64DD. I think you’ll find it very interesting, if you’re the kind of person I think you are.

shmuplations also did an interview Kenji Eno did with toy inventor and early video game producer for Nintendo Gunpei Yokoi.

Gameboy Tetris Music Change & Things Heard at SGDQ 2026

The Cutting Room Floor’s article on Gameboy Tetris has an interesting fact. The first 25,000 copies sold in Japan, distributed as part of a bundle, had different music! Instead of the now-iconic Russian tune Korobeiniki, a different, somewhat calmer song was used. You can either follow that link and find it on the page, or go here.


Here’s an extra, one last piece of SDGQ 2026 content….

Every year (well, twice a year) the Mastodon account of Alex Zandra posts a thread of fun out-of-context things heard during Games Done Quick. Here is the thread for the recently-concluded program. A few call-outs, but mind I’ve left out a lot of good ones on purpose:

I was told to keep this short because I’m a yapper

who here had a childhood?

the hexahedron, more commonly known as the cube

sometimes you wanna change your hair color to match the elf that lives inside your head

Good to know

I think a helicopter could be an egg

before fighting shaft and dracula I’m gonna equip buffalo stars in both hands

who’s ready for the overstimulation chamber?

it’s like a cat face, but very determined

shoutout to easy bosses named François

what will happen when armadillos inevitably spread to the NBA

you can drive either a kangaroo or a dinosaur

we love glitched meat here

wark or kweh?

there could not be a more deserving stack of fifteen animals

thanks to your donations, we will be eating the drywall

please don’t hit me jerk bird o/~
please don’t hit me jerk bird o/~
please don’t hit me jerk bird o/~
please don’t hiiiit me o/~

Multilink Monday: A Buncha SGDQ 2026 Runs

We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.

SGDQ 2026 has concluded, having raised $2,400,000 this year for Doctors Without Borders.

Each event there are many runs of possible interest for people—and I must remind you, GDQ is far more than just AGDQ and SGDQ*.

I’ve collected a number of them in the list below. Of course I’ve picked and chosen those I found the most appealing, but they all can be found in their video archive on Youtube. Times gives are the video length, not the length of the run.

The Legend of Zelda

A Link to the Past (no major glitches, 1h33m)
The Wind Waker Randomizer Race (2h41m)
Tears of the Kingdom (1h7m)
The Wand of Gamelon (silly block, 58m)

Arcade Games

Ghosts ‘n Goblins (20m)
Vs. Super Mario Bros (24m)
Total Nuclear Annihilation (pinball, 39m)

NES Games

Castlevania (1HKO, 15m)
Gauntlet (16m)
Clash at Demonhead (30m)

16-Bit

Ogre Battle: March of the Black Queen (1h13m)
Donkey Kong Country 2: Diddy’s Kong Quest (1h44m)
SNES Teenage Mutant Ninja Turtles 4: Turtles in Time (23m)
Sonic 3 & Knuckles (40m)

Kirby

Kirby Air Riders (Air Ride races, 43m)
Kirby’s Dream Land 2 (42m)
Kirby: Nightmare in Dreamland race (48m)

UFO 50

Rail Heist (19m)
Vainger (Cherry goal, 35m)
Mystery Tournament (offstage, 3h22m)

Indies

Pizza Tower (tag-team Peppino & Noise, 1h11m)
Hollow Knight Silksong (1h54m)
Rift of the Necrodancer (48m)
Environmental Station Alpha (31m)
Slay the Spire II (55m)
Yooka-Laylee and the Impossible Lair (22m)
Supraland (48m)
VVVVVV (16m)
Stardew Valley (race, 47m)

Miscellaneous

Super Mario Maker 2 (1h34m)
Mario 64 (120 star TAS, 1h19m)
Metroid Dread (1h12m)
Elden Ring (3h16m)
Kingdom Hearts II: Final Mix (2h24m)
Banjo-Tooie (54m)
Pokémon FireRed (3h47m)
Super Princess Peach (1h38m)
Wario World (53m)
No More Heroes (1h35m)
Fire Emblem: Three Houses (1h29m)
Wii Sports (28m)
Earthbound Beginnings (35m)
Crash Bandicoot 4: It’s About Time (1h33m)
Wario World (54m)
Resident Evil 3: Nemesis (with a guitar controller, 56m)

Silly Block

DOS Mega Man (silly block, 13m)
C64 Snoopy, 9 loops (silly block, 17m)
Grandma, No! (silly block, 22m)
Dryway Eating Simulator (silly block, 21m)
Power Shovel (silly block, 13m)
Bait & Tackle (silly block, 18m)
WHAT THE GOLF? (silly block, 19m)

For the embedded video, which will become the video included in the social media posts, I choose DingoYabuki’s Ghosts ‘n Goblins arcade run, because it’s short and impressive:

When AGDQ 2027 comes around it’ll be in Atlanta, and I hope to be able to bring you coverage live, on the ground from the event itself! Let’s keep our fingers crossed and our expectations low!

* As an aside, just today GDQ was doing a stream with SNK, which they abruptly cancelled 30 minutes in, when they learned about SNK’s relationship with the Saudi Arabia Public Investment Fund. I’ve heard some people react bitterly that they were going to do the stream at all, but I have to say wow, calling it off while it’s in progress takes rather a lot of guts! I think cutting people like GDQ at the first iota of disapproval might be going too far, that people who realize their mistakes should be cut some slack, especially when it’s so rapid. I say, be prepared for positive action and reward it appropriately.

Sundry Sunday: Charming Zelda Animation

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

It’s another Legend of Zelda related video. The subtitle (in Japanese) of the Famicom game was “The Hyrule Fantasy,” and so is the title of this two minute animation from OUSM.C. (2 minutes)

Fantasy is a devalued currency these days. Light and beauty have given way to swords and fighting monsters. It’s hard not to blame Dungeons & Dragons for at least part of this, but The Lord of the Rings series put a heavy weight on war and battles over wonder, and the many other things people have appreciated about J.R.R. Tolkien for decades.

I appreciate this video for being focusing on the small moments of the Zelda series, even though, as a video game, it’s mostly been about slaying monsters and collecting items than taking a moment out to enjoy an alternate world, at least until Breath of the Wild came out.