AsumSaus’s Smash Melee Info Videos: Is Melee Good?

If there’s two constants here at SSB, it’s that we post a lot of Nintendo content, and a lot of Youtube video stuff.

Nintendo, because they’re the most interesting of the major console manufacturers, and one of the most consistently great developers around today. I still think that Atari’s coin-op division, later split off as Atari Games, was more ingenious in their classic era, because they made such a wide variety of games and rarely did sequels, but Nintendo would definitely be second place, and has the advantage of still being alive as a company. (Atari Games has been gone for 18 years now, and that number isn’t getting lower. That makes me really sad.)

One of Nintendo’s biggest series is, of course, Super Smash Bros. It wasn’t always so. Smash on Nintendo 64, the first in the series, was a great little game, and the first time that they crossed over between basically all their properties, but it wasn’t until Melee, the second game, that it really became huge, despite being on the relatively low-selling Gamecube hardware.

Super Smash Bros. Melee was the game that really established the pattern for the rest of the Smash series: offer a ton of content, give everyone unprecedented amounts of fanservice, and offer a super fast-paced game with an eye towards the esports scene.

On that last point they succeeded: Melee is a very popular esports game. I don’t know if it’s more popular than Ultimate, the current Smash game released for Switch, although I don’t follow that scene generally so I really have no idea. All of the Smash games have some esports interest, but Melee’s the most popular previous title, I think.

Melee had a 13 month development time, fairly short, and resulted in a fair number of bugs, and that’s where AsumSaus’s videos are most interesting. Few games have had their internals splunked as deeply as Melee’s has, and they dredge up the most interesting facts from all that data.

I’ll just present one of their videos this time out, from three years ago, but I leave the door open to spotlighting others in the future. They’re just that interesting. So, here’s their 37-minute video asking, in considerable depth: outside the specific and highly particular subset of Super Smash Bros Melee that is tournament-level competitive play, taken as a whole: is the game actually good? He obviously enjoys that one tiny bit of it a great deal, but, what about all the rest? Watch the video to find out.

Is Melee A Good Game (AsumSaus on Youtube, 37 minutes)

A Double Indie Game Review of OTXO and Cassette Beasts

A double indie game review featuring OTXO (played with a press key) and Cassette Beasts (played with a retail key)

Why Is NES Strider So Janky?

There are a number of NES games that feel like they’re held together with paperclips and chewing gum. Some of them are almost endearing for their glitchiness. When it comes to janky NES games, a few that I tend to think of are those made by Micronics (who implemented Ghosts N’ Goblins, which has an awful frame rate) and Athena (where one boss has a death animation that causes it to flip through many of the sprites in the game).

A company that usually did a lot better with their internally-developed games was Capcom, makers of Mega Man, 1943, Bionic Commando, and all the Disney Afternoon games from the time, all of which have slick 60 fps update rates and smooth animation. One game they made of which that is definitely not true, however, is NES Strider.

If you’re only familiar with Strider from the beautiful arcade version, you might wonder what even NES Strider has to do with it. It’s not proper to say Famicom Strider, because Capcom never released it in their home territory, perhaps because they were too embarrassed to.

Other than the first stage being set in generally the same fictional location in Russia (even if it doesn’t look at all the same), its story has absolutely nothing to do with it. Jeremy Parish looked at it (and remarked on its glitchiness) in an episode of Metroidvania Works from a couple of weeks ago. Some people, like Kid Fenris of the self-titled blog, actually likes it, although acknowledges its many issues.

Behind the Code, one of the best game internals series on Youtube, had a look at the implementation of NES Strider. It’s an interesting 15 minutes to my taste, but if you want a tl;dr, NES Strider often doesn’t make its framerate target, and instead of slowing the game down as most games do, it plows ahead forward into the next frame, leaving the incomplete data in its update buffer to be copied into the PPU. This causes the individual hardware sprites that compose enemy characters to sometimes have only one of their coordinates updated, or even causing data remaining from previous frames to be copied over.

Why does it does this instead of just slowing the game down? Possibly the coding was so crappy that it would have caused excessive slowdown; the scene chosen as an example in the video has the problem occur when there’s only two basic enemies on the screen in the game’s first area! Not the best engine on the system there Capcom.

The Garbage Sprites in Strider (NES) (Behind the Code on Youtube, 15 minutes)

OpenGameArt

It’s just a pointer to a useful site today. OpenGameArt has been around since at least 2009, a place where people can upload game assets they’ve created and make them available to developers, with a variety of licenses. Back in 2013 I used music from it for my own Gamemaker game Octropolis, properly credited of course.

Games made with freely-available resources sometimes get a bad rep, but they can be invaluable for small-team and single developer projects, or anyone trying to get their project off the ground.

OpenGameArt

Sundry Sunday: Hour-long Youtube Videos of Silence With Various Noises

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

Sometimes on Sunday we find very old things that survive down to us through years. But sometimes we find some fairly new memes, and this is one of those.

I don’t know when or where this started, but there’s this collection of videos on Youtube that are just silence, but with, very once in a while, maybe every two or three minutes, a sound effect to break the repose. Fortunately, most of these videos lead off with the sound effect, so you’ll know kind of what the result will be.

Why load up a video like this? Well as far as I can tell, the idea is to have it playing in the background while you do other things, such as watch a movie. Once in a while, the sound will happen to play around the time something significant in the other thing happens, and the unexpected juxtaposition is humorous, or at least interesting. Basically, humor through randomness. I’ve long had an idea for a mobile app that would do something like this, with randomized noises, but in the end figured it was too niche to bother with. Maybe I should try it after all?

While this idea extends beyond just video game sounds, several prominent examples have to do with games, keeping us within our site’s roomy theme. For best results, whatever those might be, it’s probably best to have on an ad blocker, or else some of the random noises will be commercials for terrible mobile games or Old Spice deodorant.

Here’s Lego Yoda screaming sporadically:

Mario, doing something similar:

Now the interruption is by the first four notes of Megalovania from Undertale:

A Minecraft Villager peppers your the next hour with infrequent noises:

Or here, just Minecraft sounds in general. The sounds in this one are fairly frequent, two or three a minute. There has got to be a Creeper noise in there somewhere to cause sudden jolts, I’m sure:

Angry Bird game noises:

The Mario 64 Thwomp sound effect:

Waluigi:

And, a duck quacking. It’s not a video game duck. I just like ducks.

If you watch more than one of these, expect your Youtube suggestions to get weird for a while. Now that your day has been enlivened and enriched I take my leave of you until the morrow. Ta!

High Speed Action With OTXO Developer Interview

For this perceptive podcast, I spoke with Nathan Haddock from Lateralis Heavy Industries who developed the game OTXO. We spoke about the kind of action design Nathan wanted to focus on and balancing the high-speed play with the roguelike elements.

M.U.L.E. Turns 40

Dani Bunten’s classic economic simulation M.U.L.E. is one of the all-time greats, still fairly obscure even among people who know and talk about video and computer games, but hugely influential. Wikipedia tells us that Shigeru Miyamoto considers it an influence on the Pikmin games (although other than in theme I really don’t see it).

There are three current ways to play M.U.L.E. One is Planet M.U.L.E., an official port sponsored by Ozark Softscape, which is several years old, and I was certain I had posted here about before. It’s a proper update with new graphics and a lot of character. A thing about M.U.L.E. is that the original versions were intricately designed in a lot of ways, not just in game rules but the little details. The way the phase ending noise speeds up, the exact difficulty of catching a Wampus, the speeds with which players walk through terrain, the many details of auctions, even the time it takes to outfit a mule and leave/enter town, it’s all finely calculated. You can tell that Dani cared deeply about the game, and it’s a polished as any game I’ve ever seen, and that’s the old 8-bit computer versions. Planet M.U.L.E. isn’t as polished, but it’s still very nice, and you can tell its makers thought hard about it. It offers both local and online play.

Sadly, Planet M.U.L.E. seems to be on life support. While games can still be played, and the automated best player posts still go up on its blog, it’s not gotten an update in years, and it’s even possible they’ve lost the source code.

One legacy of Planet M.U.L.E. is a wonderful Youtube video they made that explains the game and how to play. It’s a great introduction:

M.U.L.E. Returns was a mobile port. It has a website, that’s still around, but apparently none of those versions are available. It’s got a page for a Steam version, but it’s not available despite the original game being released in 2013. The site claims it may come back some day, but it cannot be purchased currently.

Then there’s the new roboanimal on the block, M.U.L.E. Online, which is on itch.io for a very reasonable $5. It has the blessing of Ozark Softscape, and is a near match for the Atari 800 version. You won’t get any improved graphics or sound here, but you will get a game that copies the original very closely, which is perfectly fine in my opinion. It offers local single and multiplayer, as well as internet-based online play. They also promote a board game version of M.U.L.E, which I’ve long wanted to try!

Or there’s emulation. Back in college I played M.U.L.E. with roommates via an Atari 800 emulator burnt to a Dreamcast disk, a great way to play if you have the system, controllers and means to construct the disk because the Dreamcast has four controller ports. (M.U.L.E. is by far at its best when you have four people playing.) The Commdore 64 and IBM PC versions were also made by Dani and the others at Ozark Softscape. The C64 port is close to the Atari 8-bit version. I don’t know about the DOS PC version. I can say that the NES version made by Mindscape is a terrible version, while sadly possibly the most-played because of the great popularity of the NES. If you tried that version and wondered what the fuss is about, you should seek out the Atari 8-bit version and play it before writing off the game entirely.

World Of Mule is a fansite dedicated to M.U.L.E. in all its forms. For its 40th anniversary, they’ve published a long retrospective on the game, its history and the new versions. (That’s where the above image comes from.) It’s a fitting tribute to one of the most influential computer games ever made.

Long ago, on primordial wiki-like site everything2.com, I personally wrote a long examination and play guide to M.U.L.E. While my writing style back then was pretty crazy, I think the information holds up. If you have an interest, you may want to take a look.


Planet Mule ($0, Windows, Mac and Linux)

M.U.L.E. Returns (versions currently unavailable)

M.U.L.E. Online (itch.io, Windows, Mac and Linux, $5)

World of M.U.L.E. (carpeludum.com)

M.U.L.E. The Board Game (boardgamegeek item page)

Quick Browser-Based Multiplayer Emulation

NES Party and SNES Party are sites that do a think that would have seemed like magic 10 years ago: they make it easy to pick out NES and SNES games, load them into the browser from the Internet Archive, and not only let you play them yourself but share a room link with another person and enable internet-based multiplayer. It’s all as simple as that.

Well, mostly. When I tried using it, emulation was much faster than normal. The game load screen suggests, if this happen, that you reduce the refresh rate of your display, which seems like kind of a kludgy solution. But on the plus side, snes.party has Rampart!

NES Party and SNES Party

Preserving Monkey Ball Flash Games

Adobe (formerly Shockwave) Flash had a good long reign on the web as the premier means of presenting snappy interactive content without requiring repeated trips to the server. For ages, Javascript wouldn’t cut it for many purposes. Being tied to a full authoring environment helped it gain in popularity. Whole careers were built off of creating Flash content for the web.

Flash was easy enough to work in that many companies would produce Flash applets, even games, merely as promotional content, intended to be cheap and quick to make and ultimately disposable. Many of these games were lost when the websites they were a part of were taken down.

The Flashpoint Archive project, headed (I think) by BlueMaxima, has as its mission the preservation of these ephemeral creations. A post on Flashpoint will be coming eventually, but in the meantime I’d like to point out a 2021 Youtube video by (adjusts glasses) “Goober13md,” although I suspect that he may not actually be a medical doctor.

Goober13md’s beat is all things Monkey Ball. He made a video about the search for, and ultimate rediscovery, of three Flash games commissioned by Sega to promote the first Super Monkey Ball titles, as well as one for Super Monkey Ball Adventure (which Goober13md is understandably reluctant to mention by name). It’s an informative story about the difficulty of content preservation in a time, which is still ongoing might I add, where companies don’t see their web presences as anything more than transitory. Look look, see see!

The Super Monkey Ball Flash Games That Were Lost For Over a Decade (Youtube, 29 minutes)

When Shooters Became RPGs

For this podcast I did, we took a look at the Shooter genre focusing on the 2010’s, when more RPGs elements were added to shooters and the rise of the “Role Playing Shooter”.

Sundry Sunday: An Episode of the Parappa the Rapper Anime

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

Did you know there was a Parappa anime? It was released in around 2001, around the time Parappa the Rapper 2 for PS2 was released.

Parappa creator Rodney Greenblat said, in a Gamasutra interview in 2005, that other than character designs he wasn’t allowed to be involved with producing the anime. I it shows, especially with the focus on the new characters Matt and Paula. They feel like the writers included them because they wanted to write to their personalities, maybe because they didn’t want to step on the toes of the developers of the games by writing for their characters. It’s not an awful show, but it’s not what a Parappa show should have been.

An episode that ties in with the games a bit more than usual is Episode 13, which involves Parappa’s karate teacher Tamanagi-sensei, known to English speakers as Chop Chop Master Onion. He sounds a lot like he does in the game, even speaking Japanese, and it’s great to hear him get more lines.

Parappa the Rapper: Episode 13 – ACHO! ACHO! (Youtube, 22 minutes)