Sundry Sunday: Jazz Cover of The Balatro Song

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

Hello. Here is a jazz cover of the Balatro song. I don’t say Balatro theme song because it only has one song. Here is the jazz cover (8 minutes). Enjoy responsibly.

Gamefinds: The Round-About Orchard

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.

It’s Spooky Season, and the best cartoon for that time of year has to be Patrick McHale’s Over The Garden Wall. If you haven’t seen it, go seek it out: it’s only ten episodes, each 11 minutes long, and tells a complete story.

If you’ve done that, or have already seen the show, then this will be of the most interest to you. About a year ago for the show’s 10th anniversary Julia Minimata used Adventure Game Studio to make a very short adventure game starring the show’s main characters Wirt and Greg.

It’s free to play in your web browser! It features the voice of Elijah Wood (yes, Frodo!) at Wirt, returning to the role, and music by the people who did the excellent music from the show, The Blasting Company. Another thing made by Julia is the longer adventure game The Crimson Diamond, so why not check that out too?

Wirt gets himself stuck in an apple tree (although he claims not to be), and it’s up to the whimsical Gregory to get him down. There’s only two rooms, but there’s an interesting connection between them to figure out. See for yourself.

The Round-About Orchard (by Julia Minimata, free to play in browser on itch.io)

Roguelike Celebration 2026 Starts Tomorrow

Today’s post is a bit late, I had to pick people up from an airport late last night, but fortunately for me today’s topic is already decided: tomorrow is the beginning this this year’s two-day online Roguelike Celebration!

Here’s Roguelike Celebration’s Youtube channel, which has archives of past talks, including those of the preview event they had last month. And here’s this year’s schedule. And you can get a ticket here, which has a suggested cost of $30 but you can pay what you want, and they won’t turn anyone away who can’t pay.

Every year has great talks, it really is an amazing place. It even has a chatroom attached to the video stream, and the chat is designed like a MUD! I can’t impress on you enough how awesome this all is. Come by if you’re of that inclination.

Gamefinds: Luke Steuber’s Galaxies

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.

Puzzle fiends will recognize this puzzle website as another implementation of Japanese puzzle magazine Nikoli’s Tentai Show, also playable as part of Simon Tathan’s Puzzle Collection. It’s a very cool implementation though, and all of its puzzles are handmade while the Collection’s puzzles are procedurally-generated.

Galaxies implementation by Luke Steuber

Refer to the screenshot above. Each of the diamonds is the center of a rotationally-symmetrical shape. Click on a diamond, then on the squares around it to define what that shape is. If you make a mistake, click on the diamond again and deselect squares. When a puzzle is solved correctly every diamond and space will be accounted for with no overlaps. The puzzle start out very easy and get harder. If you solve them on, you can graduate to Simon Tatham’s puzzles, which are all free and open source, and are available for nearly every platform and a shining star of the internet.

Galaxies (by Luke Steuber, free, web)

Playing Romancing SaGa 2

I have had a generally good time playing Romancing SaGa 2.

Until 2016, the 1993 JRPG had never been officially localized into English in any form, but then in 2024 Square-Enix made one of their upgraded remakes of it, giving it the whole modern-day spit-and-polish. As someone born in 1973, I refuse to use the term “glow up,” and am only camel-casing the title because it’s essential to the series identity. That’s the kind of thing that happens when someone with an English degree writes about video games.

If you’ve never played a SaGa game before, well, you might actually have, as the first three games in the series were renamed Final Fantasy Legend and released for the Gameboy. The words “Final Fantasy” at that time had a degree of name recognition in the US, paid for by Nintendo when they published the original Final Fantasy for NES. Nintendo wasn’t then, and has never been an altruistic company, as any publisher from the NES era would have told you, but it was good of them to sponsor this one, and the original Dragon Warrior, even if it was with future profits shining in their dollar-sign-studded eyes… and then both Square and Enix jumped ship to the Playstation because of Hiroshi Yamauchi’s refusal to use optical media for the N64. It wenteth around, and yea verily, around cometh it back.

The SaGa series has always labored in the shadow of its terminal cousin, despite it sharing some of the same talent in its origins. Generally SaGa games are much lighter on story, taking on a more simulationist approach. I’d say the games look generally more like a Western style RPG than Final Fantasy, so naturally the Romancing trilogy didn’t see US shores until they started rereleasing them. Instead we got Secret of Evermore. I tell you, there is no justice.

SaGa, famously, doesn’t use experience levels. Generally characters improve in statistics through use. In Romancing Saga 2, this takes the form of a system of weapon and magic skills, which each themselves have levels. When a character uses one in battle, it gets some points. The stronger the enemy, the more times it’s used, whether it defeats an enemy, even if it was a different character who used the skill, all of these things seem to factor in. Higher levels mean more damage, and also give the character a chance to learn better skills that use that weapon.

There is something you should know if you decide to play it, which is alluded to in the description on the eShop page but it’s possible not to realize it. At the start of the game you’re asked to pick one of two character models, one visibly male and one female. You don’t immediately play as either of them, however. You won’t see either of them until nearly the end of the game. Instead, you start out playing as Leon, the head of a small nation called Avalon, and his son and successor Gerard. The kingdom is beset by one of the Seven Heroes who are the major villains of the story, and both Leon and Gerard’s brother Whats-His-Name get killed. Gerard goes off and gets revenge on the scoundrel, and keeps going for a while, but eventually the game declares “XXX years pass,” where XXX is a number over 100.

Surprise! All of your characters are gone! Gerard too! The stories they had been a part of are just left hanging. I guess at some point Gerard got tired of avenging his family and saving the world, and decided to just do emperor stuff at home for the rest of his life.

I can’t emphasize how sudden and jarring this is. If you know it’s coming it’s not so bad, but up to this point it seems like the game had been gearing up for you to play Gerard for the full runtime, but no it really isn’t that kind of game. You’re given a choice of several successors, each one of them of the different characters you have available to you at that point in the game. You pick one, and the are given all of the skills that Gerard had. This happens many times during the game, each advancing the game clock a hundred years or so. If you pick a different class than the previous one, they gain its starting skills in addition to what they had before, so eventually your emperor becomes the most versatile member of your party.

After the start, the game is truly non-linear. You can explore the world largely as you wish. In the original I understand it made things feel aimless, but this version offers to keep track of quests for you, and show markers on the screen so you’ll know where to go. After beating the first of the Seven Heroes who are the antagonists, you can attack the others in different orders. While I usually like the classic style of these games, Romancing SaGa 2 is so far-flung and varied that you’ll be playing for many many hours even with the game showing you destinations, and while the quest markers can be disabled I recommend leaving them on.

Timeskips happen whenever you pass a major quest milestone, but can also happen when you finish a number of subquests. Some subquests can only be done by specific kinds of emperors, like a male one (boo) or a Corsair, and you’ll be locked out of them until you have one that fits the bill.

One important thing about timeskips is eventually you’ll be looking forward to them, because of another of Romancing SaGa 2’s little features. Every character, including the emperors, has a limited number of life points, or LP. When a character runs out of HP, they lose one LP permanently. There are also some attacks, I hear, that affect LP directly. Some characters have buckets of LP (I’ve so far seen up to 26), but some being with as few as 6. When a character reaches 5 LP the number is displayed in red from then on. When a character runs out of LP they die permanently.

It’s not quite permadeath in the roguelike sense, you can always go back to a previous save if you wish, but it does mean you have to make a choice: abandon all the progress you’ve made since the last save (this version of RS2 autosaves on area changes), or keep going without that character. The game will generate a new character for you to fill in the role of the departed, who can then be added at a tavern. If your emperor character runs out of LP you have to pick a successor immediately. I don’t know if a timeskip also happens in that case, but it probably does. Whatever causes a timeskip, all of the next generation of characters will have a new supply of life points, and you’ll be grateful for it.

Losing even one LP hurts, because Romancing SaGa 2 is shockingly hard! I’ve been playing on the “Hard” difficulty, which is the difficulty of the original, and characters run out of HP all the time. Frequently a monster will decide on hate this day, and make a single attack that drops a character to very low HP, or even knock them out in one move. I don’t know if it’s that bad on lower settings, but I enjoy the challenge of scraping through every battle. If you too choose hate, and play on Classic, be prepared to use every advantage to its utmost.

I haven’t yet exhausted the things to tell you about Romancing SaGa, but I have run out of time to write things down about it. I’m sure I’ll be back to tell you more soon.

Plus:

  • Combat is genuinely fun and challenging. A game like this, I think, challenge is the point of it. There are three difficulty levels, “Casual” (you are supposed to sneer when you say it), “Normal” and “Hard,” a.k.a. Classic. Normal is intended for experienced RPG players… but Classic is harder than that, and is the difficulty of the original Super Famicom game. It is truly difficult, and it’s the one I’m playing on. I hear two more, even harder, difficulties are unlocked after completing it, for players who enjoy bashing their heads into solid brick walls.

Minus:

  • I can’t emphasize enough how the game sets you up to think it’s one kind of game, then without warning throws those characters and their story away. Do not get attached to Gerard, he’s a nice boy but he won’t be with us long.
  • The succession system, which periodically replaces your entire party with descendants of similar skill, sometimes causes subquests to break. Sometimes you can restart them, but I’m not sure if you always can.
  • As you advance the story and fight monsters, the “enemy strength” rises too, which makes all the monsters stronger. As a result, a time-honored tenet of battle RPG systems, that your characters get stronger, is overturned. The world increases in power as your characters do. Due to this, it seems if you build your characters so they’re generalists you’re shooting yourself in the foot, as it means they won’t have a way to keep up with the rising enemy difficulty. It’s better to raise them each to specialize in something and stick with it, and switch your party composition to meet different challenges. I consider this to be a grievous design sin in an RPG (I was not a fan of Final Fantasy VIII) and it’s the worst thing about Romancing SaGa 2, but there’s a lot else here to recommend.

Weird:

  • All of the Seven Heroes have goofy French names.

Romancing SaGa 2 ($50 on Nintendo eShop)

sylvie’s Explainer of Arcade Raiden Strategy

sylvie is the creator of a number of light and entertaining Itch games, but this deathless playthrough of the first loop of classic arcade shooter Raiden (36 minutes) has little to do with them. Usually playthroughs with commentary aren’t appealing to me, but this one discusses lots of interesting tricks and hidden details of how it operates, and how to lessen its high difficulty. It’s worth watching if you’re at all interested in Raiden.

Among lots of other things:

  • it’s mentioned that in one player mode in the original Japanese version dying causes you to reset back to a checkpoint, Gradius-style,
  • that the game is known to increase the health of boss enemies if you have the blue Laser weapon,
  • that the game is generally easier if you play in the Player Two position,
  • that to begin the game with the lowest difficulty rank, it’s best to start the game when attract mode is showing Stage 7 (a space level),
  • and that the Player One position increases the game rank faster if you have the blue Laser weapon, while the Player Two position increases rank faster if you have the red Vulcan weapon.

A lot of sylvie’s strategy comes from rank management, and manipulating aspects of the game to make it more manageable, which is much more interesting to learn about than to just be told to “git gud.”

Have a look if you like, and if you don’t care about the commentary and just want to watch her deathless Raiden run without any of those pitiful human words, watch this video instead.

Sundry Sunday: Taunts From Wario World’s Pause Screen

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

Most of the things we present here at Sundry Sunday are things from gaming fandom, but this one is from an actual game, Treasure’s Wario World.

Wario World might not actually be that great a game, but it is true that it’s full of character. Wario runs around to kicking music, taking out enemies with wrestling moves, literally inhaling coins around him, and then you press the start button to pause and you hear THIS (warning: it’s one very repetitive hour long, so stop listening before Wario drives you bonkers):

Nyaah nah nah NYAAAH NYAH! That must have been a fun recording session with Charles Martinet.

An interesting fact about Wario World’s pause screen is, if you sit and wait long enough, something happens. Here it is cued up to before the spot, at around 50:25 in. Listen to it for about 20 seconds to hear a very uncharacteristic statement from Wario….

100 Rogues Returns on Steam

Long ago, back in the days of @Play on GameSetWatch, I did an interview with Keith Burgun about his mobile roguelike 100 Rogues.

100 Rogues was lots of fun, but the thing about app store apps is, if you don’t keep them updated and pay their access fee, they eventually fall out of publication. This is an awful fact about mobile gaming, and because of it 100 Rogues has been very difficult to play for over a decade. Well, no more: it’s now available on Steam for $7 from Paw Games, and it’s currently 25% off too!

Well, almost no more. The Steam version currently says it can’t find the executable “100 Rogues.exe”. I am running CachyOS Linux and the problem might be related to that somehow. I do find that if I go to the game’s home folder, ~/.local/share/Steam/steamapps/common/100 Rogues, and run 100_rogues_3_0_21.x86_64 out of it, it starts right up. I’ve notified Keith of the problem and they’re working on it. It may be a Linux-only issue, I don’t know if it’ll work right out of the box on Windows. If you get it and it won’t start, that is probably why. They just released this version, so I expect the glitch will be ironed out soon.

100 Rogues is a fun game from years ago that still has some interesting differences from the standard roguelike formula. Characters can’t move diagonally, and attacks happen before movement, so you can walk up to enemies without them attacking you immediately, and walking away from enemies lets them get a free attack at you! Roguelike gameplay has been so iterated upon in its standard form, since 1980, that kinds of bold changes help keep play fresh, to not fall into the same old patterns.

Long time roguelikers might find it a bit easy, at least on normal mode, but there’s a challenge mode included too. Give it a try!

Non Vibe-Coded Retro Decompilations

Just a quick one today, WumpaGem’s list of decomps that aren’t Clauded or anything, hosted on Backloggd. There’s a lot of them, of varying degrees of completeness: some are done, some are in alpha, some are only planned. Interesting, Twilight Princess and Majora’s Mask are playable, but Ocarina of Time is only planned, probably because Ship of Harkinian stole a lot of its energy but turned out to have been made with AI coding. Particularly, Mario 64 has five different recomps.

Indie Short Collection for 10/8/26

This is the latest collection of indie games I (Josh Bycer) covered for my shorts series.







Disable’s Recounting of Obscure Dialogue in Majora’s Mask

I’ve seen some of these weird little messages (34 minutes), edge cases that appear when you talk to someone or witness an event at an unexpected time in The Legend of Zelda: Majora’s Mask’s three-day cycle, or do it while one of the game’s many masks.

A few of the cases covered:

  • Tatl the fairy’s information on a couple of the bosses changes as you progress through their fights.
  • The guards blocking the exits to Clock Town usually use the presence of your sword to determine whether they will let you leave, but if your sword was stolen or is being forged they’ll notice and let you leave anyway. They also give you different hints on which dungeon to do next.
  • The Astronomer has special dialogue if you speak to him as a Goron or a Zora.
  • The residents of Clock Town each have their own little story of how they’re handling their impending destruction. The Swordsman especially has interesting reactions that change as the clock ticks down.
  • The Swordsman also, like the Happy Mask Salesman, has a reaction to every mask you can wear to his shop. The lady in the Treasure Chest game and the both the proprietor of the Trading Post and his employee have unique reactions to some of the masks.
  • If Deku Link can shoot bubbles they can play the archery game, not even needing a bow!

What’s great about all of these cases is none of them are necessary to win the game! It’s there for the players who try to experience Majora’s Mask’s story from every angle. Disable used a text dump to chart out all of the game’s dialogue on a web page here.