Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Someone edited some footage of Super Mario Galaxy, but superimposed their cat into it, and it turned out really well, and here it is. It’s like only a minute long. You’ll enjoy it. I mean why wouldn’t you? It’s a kittycat!
We like promoting small indie projects we think are keen, and among those is the work of Keith Burgun. Way back in the @Play guys he made the wonderful (and sadly very difficult to play these days) cartoon roguelike 100 Rogues, and more recently he made the great quasi-roguelike Auro, which can still be gotten on Steam.
Lately he’s been experimenting with more physical kinds of games, and he has a Kickstarter going for a deckbuilding game called Spellstorm!
It’s an asymmetric game, with eight characters who each play differently from each other. And if you want to try before backing, there’s already a module available for it for Tabletop Simulator (it is here), and you can download a free PDF copy of the rules for more info.
As of this reporting the Kickstarter’s just gotten underway with 27 days to go, and is approaching halfway to its goal already. $40 gets you a complete copy of the game, and $60 gets you it another another clever little game Keith made called Dragon Bridge.
Why not give it a glance over, and good luck to you Keith!
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
You may remember PannenKoek as that person who has been trying to figure out how to complete Super Mario 64 in as few A button presses as possible, an odd, but no less noble, quest. They’ve been at it for quite a long time now, 13 years, but they’re still going. They have two loaded Youtube channels containing the pixelated fruits of their labors, PannenKoek2012 and UncommentatedPannen. Whenever you see a random Youtube video that uses the File Select music from Super Mario 64 as background music, they’re paying homage to PannenKoek, god of the game explainers.
While explaining aspects of Mario 64, that foundational, primordial 3D platformer, sometimes they ably explain complex and niche topics in computer science along the way. We’ve covered their videos before, more than once probably, and marveled at how by explaining some unexpected behavior in Nintendo’s N64 launch title, they have managed to make something important about how computers do things comprehensible. Inthreevideos, they explained how Mario 64 handles terrain well enough that one feels (somewhat misguidedly) that they could implement their own 3D platformer. They made a bizarrely interesting video about how characters blink their eyes that shows various ways that games implement timers and randomness. They have a whole video on pseudorandom number generation, and another on floats, that computer number representation system that has deeply weird implications.
Their most recent video is a three hour, 45 minute epic that explains why sometimes, when Mario jumps, he seems to strike something invisible in his way. It’s a consequence of several unusual decisions Nintendo made in constructing the physics of Mario’s world, which includes the fact that level edge walls in Mario 64 aren’t implemented as geometry, but as a consequence of the lack of geometry: if there is no floor over a space, then the game rules it as Out Of Bounds. It won’t let Mario enter this completely invisible unspace under normal conditions, and will instantly kill him if he somehow enters into it. It is like antimatter. And that’s not even getting into how ceilings operate.
Here, then, it is. It is a lot, and I wouldn’t blame you if you can’t get through it all, but for a certain intersection of game obsession and brain chemistry, it is engrossing, and that’s before they even get to the periodic table of invisible walls:
I am frankly amazed that this is happening, that the company now calling itself Atari seems to be on a streak of good, or at least interesting, decisions, but in addition to releasing Atari 50 and buying Digital Eclipse, they’re making updated versions of classic Atari (and Stern) arcade games, and an upcoming release of theirs is a personal favorite of mine: Food Fight!
It isn’t even their only recent sequel to it they’ve made; another would be the also-upcoming FPS Food Fight: Culinary Combat for the (current) VCS. But that seems to be an inspired-by game with cartoony 3D graphics; this looks much closer to the arcade original, and made by people with a deep love for it.
I don’t know what’s inspired their warming up this particular old property, but Food Fight was a fine game that was sabotaged mostly by the classic US arcade crash. Charley Chuck is a kid out to eat a giant ice cream cone before it melts, but out to stop him are four chefs. Scattered through each level though are piles of food that can be thrown, by either Charley or the chefs.
Like the cone that’s Charley’s goal, the original Food Fight drips with character. There are so many clever touches, especially for a game from 1983. Charley’s large eyes look in the direction he moves; the analog joystick registers many more directions than the standard digital 8-way joysticks in common use at the time. The named chefs have different personalities, along similar lines as Pac-Man’s ghosts. Each kind of food has different properties when thrown. Charley smiles when things are going well, and bears a more neutral expression when they aren’t. Charley can bring along one piece of food from a previous level. If a particularly clever move is pulled off, the game will call for an instant replay. The level select screen lists a flavor for each ice cream cone, with higher levels having dual flavors.
This is how Food Fight played in arcades (7 minutes):
The new game supports up to four players around a cocktail table form factor, in a last-kid-standing scenario. Instead of just flinging food at the chefs, the other players are also viable targets.
The original Food Fight was one of the last arcade projects of early independent game developer GCC, who designed games for other companies to publish. They also made Ms. Pac-Man and Quantum, and they also designed the Atari 7800 console and many of the arcade ports that were made for it.
Here’s is Arcade Heroes’ post on Food Fight Frenzy. Arcade Heroes also did a nine minute video talking about the game’s creation, and the changing climate at Atari that resulted in its creation being greenlit, and that shows off the gameplay, which looks very faithful to the original!
People who want to hear quite a bit more about this upcoming release can watch/listen to episode 140 of the Youtube/podcast series Indie Arcade Wave (36 minutes).
This one I find rather fascinating. There may be no arcade game ever made as purposely frustrating to play as Namco’s Japanese-only game The Tower of Druaga.
Hero Gilgamesh (often shortened to “Gil”) must pass through 60 maze levels, collecting a key from each then passing through the door to the next, while defeating enemies that get in his way, in order to rescue his love Ki from the villainous Druaga.
BUT almost all the levels have a secret trick to perform. If this trick is accomplished, then a chest will appear that, if collected, will grant Gil a special ability. Some of these abilities are helpful. Some, in fact, are necessary, and if they aren’t collected then on some future level Gil will be unable to advance! The tricks are explained nowhere in the game: it just expects you to know them, if not discovered personally then learned through word of mouth. (This was like a decade before most people had access to the internet.)
What is more, nothing in the game explains what the treasures are or what they do, or what you’ll find on each level if you do know the trick. And a few of the treasures are actually harmful! It means that, to win, you have to rely on a host of hidden information, obtained by both your own observation and from what you’ve heard from others. Which requires a ton of quarters to get, which suited manufacturer Namco just fine. Unfortunately (or, maybe, fortunately?), the game crash prevented Namco from trying its luck with this game in Western territories.
As a result, The Tower of Druaga is a game that’s probably experienced watching someone else play, rather than playing yourself. That’s what this video is, Youtube user sylvie playing through the whole game, not just advancing through, but explaining how it’s done along the way. It’s an hour and three minutes long:
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”