Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
A while back we posted Community, But Sonic, a fun little Youtoon from frequent Sundry Sunday appearator Pringus McDingus, of Sonic characters animated to audio from Community.
Along those same lines, here’s an animated storyboard of Sonic characters aniedited to fit Brooklyn Nine-Nine audio, from Doig & Swift. (Words in italics may not have actuality.)
The Japanese person (or people) behind the website www.gamedesign.jp are mysterious to me. I know nothing about them, except that they’ve been making games, first in Flash, then more recently using the Ruffle runtime, since at least 2001.
While the title under which they put up their efforts may not be memorable, if you’ve been playing web games for a while you probably know some of their work. Possibly their best-known game is DICEWARS, which is like a version of Risk that plays much much faster, most games over in minutes, instead, as with the people I know who have played it, of days.
In DICEWARS (several of GAMEDESIGN’s games are stylized with allcaps), you have nation whose territories are represented as colored areas, each containing a stack of from one to eight six-sided dice. Each nation gets a turn to act, during which they can use a stack of dice to attack the dice of a neighboring country. Fights are resolved by rolling all of the dice in the two stacks. If the attacker wins, they move all of their stack save one into their conquest and take over (the enemy dice are lost), with that single die remaining in the stack’s previous home to keep the lights on.
If the defender rolls higher, or there’s a tie, the attacker loses all of their dice in the stack except one and the defender loses nothing. A stack of one can’t attack, and is generally pretty easy to slaughter by other nations; a good element of strategy is figuring out how to keep high-dice stacks near the front, between enemies and your single-die lands, since you can’t manually move dice around between your territories. When a nation is done acting for a turn, they receive extra bonus dice relative, I think, to the largest contiguous group of regions they control. They are placed randomly among all their possessions.
Various versions of DICEWARS can be found on mobile app stores, although I don’t think any of them are officially blessed, and they tend to disappear after awhile.
It turns out they have a lot of other games that you may know of. One of particular note is Fairune, which is a capsule, very much simplified JRPG. Fairune and sequels made it to the 3DS and Switch eShops, where they are very inexpensive and enjoyable. Fairune is copyrighted by SKIPMORE, which may be a different entity. It’s still a nice game, worth looking into.
EDIT: SKIPMORE has their own website, which now mostly presents their downloadable console and mobile games.
ZoomZike on Youtube has been working for years on a comprehensive series of videos going through all the Mario Party games, and breaking down what parts of each are a matter of luck, and how many are of skill. Along the way, they also serve as fine guides to winning at them, at least as far as you are able.
They’ve gone through the series, trending longer with each one, for each game from Mario Party 1 through 7 (with an April Fool’s stop over at Advance). Even the shortest is at least an hour, and the most recent one is over five hours. That might seem like a whole lot, but imagine how long it took to construct! These are really deep videos, often with odds figured out through exhaustive, and exhausting, trial and error.
Mario Party 7 is the last of the four Mario Party games that came out for the Gamecube, even beating out the N64 portion of the series by one game. The early MPs were notorious controller destroyers, often resulting in the dreaded white dust of death, a result of ground plastic, emerging from the controller after heavy play. The Gamecube had controllers that weren’t as susceptible to wearing out, and so were better suited for the demanding play that Mario Party provides.
Anyway, here is the video, all five hours and 25 minutes of it:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s not easy to find romhacks that measure up to our exacting standards, that strike me in just “that way,” but a conversion of the NES Legend of Zelda, one of the few mainline Zeldas never to have been really remade in any form (unless you count the abandoned Satellaview versions), fits the bill like a duck in well-made dentures.
This screenshot may look nearly exactly like The Legend of Zelda. In fact it is the Legend of Zelda, just converted, nearly exactly, to the SNES.
The question has to be asked: why? I mean, to a degree it is kind of pointless. There’s been nearly exact (although always unofficial) re-implementations of The Original The Legend of Zelda since Zelda Classic (Set Side B). All of Nintendo’s own rereleases, from Virtual Console to Gamecube bonus disks to a stand-alone Game & Watch unit. But recreating it on SNES does have certain uses. First, it fixes a handful of issues with the earlier game, notably it doesn’t have flicker or slowdown. It also uses the L and R buttons to allow for quick inventory cycling without having to go into the subscreen.
It speeds up game transitions: it uses the Link to the Past-style iris in and out effects, using the SNES’ display masking feature, instead of the slower curtain closes and opens from the NES version. It allows you to use custom soundtracks via MSU-1 support. Health refills instantly instead of pausing the game for up to 15 seconds while all your hearts load up with red. And the sound is very slightly different: by default the low-health beep is less insistent, there’s an extra sound when you kill an enemy, and the candle sound is a little higher in pitch.
But perhaps the best reason to convert it to the SNES is, SNES emulators are nearly as common as NES emulators. You can play this modestly improves version of LoZ on anything with an SNES emulator, which isn’t something you can say of Zelda Classic.
I’m kind of an outspoken fan of the original LoZ, I still think it’s well worth playing today, although I think you should seek out its manual should you do so. (The opening demo even tells you to look there for details!) You’ll die a lot, it’s true, but there’s little penalty for it except for going back to start or the beginning of a dungeon, and having to go refill your health before you try again. It takes real skill to weave around its fast-moving enemies and projectiles, but it’s doable, and you don’t need speedrun skillz to do it.
It is rather difficult to find it through search. It’s not on romhacking.net. Creator infidelity’s announcement was on Twitter, where he offered only a direct download.
The Suck Fairy is a mischievous spirit who visits the beloved properties of our youths so that when we return to them they’re much worse than they were when we first found them. That is surely the explanation; it’s not that we’re much more knowledgeable and mature readers/viewers/players now than back then. It can’t be that our horizons have expanded. It can’t be that the thing we liked back then was never really as good as we thought it was.
The Suck Fairy as a concept has been with us for a while now. I think it was introduced to the world in a September 2010 article on Tor.com by Jo Walton. There’s lots of weird concepts like that that litter internet culture (my favorite is the “Crazification Factor,” from a post on Kung Fu Monkey in 2005, long enough ago that its mention of Obama’s election refers to his Senate run), and sometimes we don’t even know the first time it arose.
Gek is maybe an odd choice for a visit from the Suck Fairy; surely, all of its suck was predispensed? But it was still beloved by some, many of them purchasers of the failed 3DO system on which it originated, one of those consoles with few games, and even fewer that could be called good. (The best, probably? Star Control II.)
The writer of this Destructoid article, still liked it for itself, but finds that it’s one of those games where context given by its manual kind of ruins the game’s premise by giving it an adverse context.
If you just play the game, Gex is a fairly shallow game about a lizard mascot character, in sunglasses no less, romping through a series of worlds based on media properties, uttering trite digitized quotes at various times.
If you read the manual, you find out that Gex is wallowing in sorrow! His dad was an astrogecko working for NASA! He lost his life in a terrible accident! Gex, unable to face the world, retreated into television! It’s the only way he can handle living! And, although Gex thwarts the villain’s plot to use him as a mascot character (a thing he already is really), nothing at the end of the game indicates that his mental state has changed.
I think the writer may be overthinking things a bit. Often manual stories were written as an afterthought by people who had nothing to do with the making of the game. Have you ever seen the manual for the NES release of Konami’s Life Force? It claims that the evil gigantic space creature Zelos, huge enough to devour planets, was the proud offspring of alien beings named “Ma and Pa Deltoid.” The manual for NES Metal Gear claims that the villain wasn’t Big Boss but instead “Colonel Vermon CaTaffy.”
Ski-Free is a beloved part of casual gaming from the days before it was called that, before even internet use was widespread. Distributed as part of Microsoft Entertainment Pack 3, it predates even Windows 95, and even Windows 3.1! It goes all the way back to Windows 3.0. Checking up on the game in Wikipedia reveals that a version of it is included as an easter egg in current Microsoft Edge (go to edge://surf in that browser, if for some reason you use it).
One of the most remembered things about Ski Free is, if you get to the end of the course and keep going, eventually a yeti will chase your skiier down and eat him. A submission to GMTK 2023 gamejam, Yeti Upsetti is Ski Free in reverse. You play as the yeti, and try to chase down skiiers. You can run in all directions, but even so it’s very difficult to catch any of those elusive sportspeople. They’re very good at avoiding your abominable grasp. The only strategy that has worked for me at all is trying to chase them into obstacles, which gives you two short seconds to grab them for a monsterly meal before they get back on their skiis and coast away. Except to be told many times that you’ve died of starvation, and that you’re a terrible yeti. Which, fair, I don’t live anywhere near a snow-covered mountainside in real life.
From the recent trove of preserved video from Noclip Game History Archive, here’s a look through Nintendo Of America’s internal employee-only museum/store, circa 2006, on Youtube. There is very little sound in the footage, so you might want to increase the playback speed to double.
For context, it was near the end of the Gamecube’s life, immediately before the release of the Wii, and the early years of the Nintendo DS. Objects glimpsed during the stroll include various consoles, records of Nintendo’s collaboration with the Starlight Children’s Foundation, Pokemon merchandise, Nintendo awards, some arcade units (including a glitched Mario Bros. cabinet), a Virtual Boy, various character statuettes, old playing cards, a capsule timeline of Nintendo history, and various games for sale at the time. It seems that the museum also functions as a retail space for employees.