Sundry Sunday: Animal World Soccer

Oh no! As a New Year’s Day “treat,” today’s weird game video is Animal World Soccer! Despair and dismay!

A “game” for the Playstation 2, this amazingly cheap production has no Soccer-based play. Instead, it’s a collection of simple puzzles and activities bundled along with a 43-minute video file of some of the worst animation that this spectator has ever seen, and I’ve seen Paddy the Pelican!

How and why this was made is unknown to me. It’s an inexplicable artifact of an unknown process. Why is the entire video under-laid with that tension-filled drumbeat? Why are character designs so inconsistent? Why does it look like they outright stole the designs for Simba and Mufasa from The Lion King for their lions? Why do some animals go about on all-fours while others stand upright and wear clothes? None of these questions are answered. None of these questions have answers! You see folks, they just didn’t care.

Okay, there is a bit of an explanation….

This animation was produced by a company called Dingo Pictures. The game, which Destructoid called “the worst game ever made,” (which is a big claim, there’s lots of awful games), was produced by Phoenix Games, which only distributed to the European market.

There is certainly more to this story. But I can’t bring myself to dig into it.

Jeremy Parish’s Segaiden Reaches the Master System Era

I worry that he’ll never finish his many Youtube game history projects, but Jeremy Parish has hit an important milestore as Segaiden, his Sega-specific series, reaches the beginning of the Master System era! In addition to the console itself three games are covered this time, including the pack-in that’s so packed-in that it’s included on the system’s circuit board itself.

There’s no shortage of game history videos out there, but Jeremy’s work is among the best, tieing the other collection of relentlessly-complete game cataloging projects, Dr. Sparkle’s Chrontendo, Chronsega and Chronturbo. I find that neither Jeremy nor Sparkle’s projects replace the other, but instead look at their subjects from different angles. Jeremy Parish has more of a view of context, both from other games and history, while the various Chrons look directly at each game’s play.

But importantly, neither of them succumb to the many excesses of Youtube gaming culture: they aren’t hyperedited, they aren’t overloaded with sound effects and swishy graphics, neither of them feel like they’re aimed at 14-year-olds, and no video in any of their series looks like it’s trying to complete with Tiktok. Whether you think that’s a good thing or a bad thing–well, let me clarify your thinking for you. It’s a good thing. It’s a very good thing.

Segaiden #30: Master System, Snail Maze, and Hang On & Safari Hunt (Youtube, 19 minutes)

Josh’s Favorite Games of 2022 – Puzzle

For this entry in my best of 2022 series, my favorite puzzle games, which is separate from adventure.

AGDQ 2023 Approaches!

Everyone’s favorite, or at least the most famous, charity speedrunning marathon is back! It’s January 8 through 14. This is the one with Awful Block, BTW! This year AGDQ is being run to support the Prevent Cancer Foundation.12

This year I have a schedule conflict and so I won’t be able to watch it as carefully to report on day to day here. But I can try to say something where I can when I happen to catch a stolen moment!

Of note, AGDQ 2023 this year is completely online again. SGDQ this year went back to being in person, but particular issues resulted in AGDQ going back to online-only. Specifically, back in 2020 before the pandemic happened, they had locked in a venue in Florida. Since then not only did the pandemic hit, but Florida went absolutely anti-vaccine crazy, not to mention anti-trans!

Both of these factors resulted in their decision to not hold the event in Florida, even though it requires paying substantial cancellation fees. That sucks, but I support them in this decision, and I say this as someone who lives in a state close to Florida.

Even though I won’t be able to follow it as closely as last time, they will still be posting archives of all their runs to Youtube so they can be watched after the fact! And I can still take a moment to have a look at their schedule right now and find some things that might be of interest out our audience of three, maybe even four people. All times here are US Eastern:

SUNDAY, January 8th

Noon: Splatoon 3, still a really new game so you’ll probably to be able to see a lot of new tech!

1:30 PM: The Legend of Zelda: Breath of the Wild. The past six years this game has been absolutely blown apart in strange and entertaining ways! This may be its last year in the spotlight though, since its sequel is coming out this year!

4:29 PM: Castlevania: Symphony of the Night. An old favorite!

11:19 PM: Pokemon Mystery Dungeon: Explorers of Sky. This is a randomizer run, so unusual events may be in the offing!

MONDAY, January 9th

4:30 AM: Ax Battler, A Legend of Golden Axe. A fairly obscure Game Gear game, focusing on the least charismatic character of the original Golden Axe trio.

7:35 AM: Bomberman 64: The Second Attack.

11:39 AM: Shovel Knight Dig. A race!

2:54 PM: Teenage Mutant Ninja Turtles: Shredder’s Revenge. This is that recent game made as an homage to the classic Konami arcade titles! This is described as a “chill race,” and is being played in co-op mode.

6:59 PM: Portal. A “bonus game,” which will be done if a donation incentive is met. Portal is another game that’s been annihilated by speedrunners.

10:59 PM: Fable Anniversary.

TUESDAY, January 10th

12:29 AM: Ape Escape 2.

3:39 AM: Goat Simulator. “Here comes that goat again….”

10:29 AM: Castlevania: Harmony of Despair.

11:39 AM: Castlevania: Aria of Sorrow.

2:30 PM: Super Mario Galaxy 2.

7:05 PM: Outer Wilds.

WEDNESDAY, January 11th

4:02 AM: FEZ.

6:28 AM: Final Fantasy VII. Over seven hours!

2:03 PM: Stardew Valley. A glitchless race.

2:53 PM: A Sonic the Hedgehog block, with Sonic Unleashed, Sonic Colors: Ultimate and Sonic Advance 2, which is the subject of a character bidwar. #teamamy

5:21 PM: Pokemon Red “or Yellow,” I don’t know what that means. Glitchless, but only two hours long. How?

7:36 PM: Ocarina of Time 3D.

8:21 PM: Last year’s hit Stray as a bonus game.

11:54 PM: Kirby Star Allies, with a “Guest Star?”

THURSDAY, January 12th

12:44 AM: Pac-Man: The New Adventures. This is that funky 16-bit game where you don’t directly control Pac-Man but instead try to influence an AI-controlled Pac to do what needs doing. This may be intended to kick off Awful Block, but I don’t think it’s really awful, just, not really much of a Pac-Man game.

1:23 AM: AWFUL BLOCK! Yo! Noid 2: Game of a Year Edition, Yolanda, Lizard Lady vs. The Cats, Office Race, Salamander County Public Television, Battle of the Eras, Morodashi Sumo, Dokkaebi-ga Ganda, I’m going to die if I don’t eat sushi!, Sonic Blast, Bad Guys At School, and Steven Seagal is the Final Option, at 7:05 AM.

8:59 AM: The World Ends With You: Final Remix.

12:54 PM: Metal Slug. Oh I’m sorry, that should be Metal Slug!, with an exclamation point.

2:00 PM: BS The Legend of Zelda. Not only is this a terrifically obscure game, only released on the Satellaview in Japan (and only coming down to us in any form due to the hard work of preservationists and hackers), but it’s a 100% race!

6:17 PM: Puyo Puyo Fever 2.

6:57 PM: Mario Kart 8 Deluxe DLC tracks as a bonus game.

8:27 PM: The Simpsons Hit & Run.

11:43 PM: Power Wash Simulator.

FRIDAY, January 13th

3:06 AM: Kirby Air Ride. A hugely underrated game! Although sadly this is normal racing and not its stand-out mode, City Trial.

3:39 AM: A short NES block, with Jackal, Mickey Mousecapade and Chip ‘n Dale Rescue Rangers.

5:33 AM: Beautiful Katamari.

7:03 AM: Gunstar Heroes.

8:28 AM: Kirby’s Adventure.

10:35 AM: Metroid Prime 1+2. Multiworld Randomizer Co-op. How will this even work?

1:45 PM: Cult of the Lamb.

6:00 PM: Elephants and Snakes and Crocodiles. On the SNES? I’ve never even heard of this one!

6:55 PM: Final Fantasy XIV. The description of this one is a jumbled alphabet of abbreviations and initialisms, I have no idea what any of that means.

8:05 PM: Arcade Stepmania, as a bonus game. This is a demonstration, not an actual speedrun, but these tend to be insane anyway!

9:35 PM: Super Mario All-Stars Shuffler.

SATURDAY, January 14th

2:38 AM: Blinx the Time Sweeper.

5:29 AM: Mega Man 64 and Mega Man Rock N Roll. The first of these two is the N64 version of Mega Man Legends, the second is a fan game.

9:08 AM: Donald (Duck) in Maui Mallard.

11:27 AM: Metroid Dread. All boss glitchless. To think we went from this game being a vaguely rumored cancelled title to an official release being speedrun at AGDQ in a little over a year.

1:17 PM: Terraria.

6:02 PM: The Legend of Zelda: A Link to the Past as a bonus game.

10:53: Super Mario 3. Warpless, but any%.

That should be it, although of course they like to put in unannounced bonus games toward the end, so keep your eyes open!

News 1/5/2022: DidYouKnowGaming, Pocket Card Jockey, Unionization

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Hiya hiya hiya Earth pleps, it’s your favorite alien gaming newscaster, here again with all the news that’s fit to blorp! Let’s get underway–

Ethan Gach at Kotaku notes that Nintendo had a video from DidYouKnowGaming about a failed pitch for a Zelda game that Retro Studios put together, but DYKG managed to get it reversed! Judging by the fact that like 90% of the posts on this blog seem to be about Nintendo one way or another you might think we’d be on their side in this, but nuh-uh! Nintendo abuses copyright law way too much, it’s good that this video was allowed to stand, yet it’s bad that ultimately Nintendo doesn’t suffer from these egregious actions. They can effectively throw out these legal threats with impunity, and their fans will just forgive them every time! I know that it certainly makes us feel a little bad about talking up their games so much!

So, more Nintendo stuff. At NintendoLife, Ollie Reynolds says that 2023 will be the year of 3DS GamePass. They even got an unshaven video maker on their staff to make the case for it. I mean, we’d like nothing better than to see that, but Nintendo themselves largely gave up on the 3DS and all its features years ago. It’s a nice thought though!

Pocket Card Jockey
Official image, from the Mobygames site

Also from Reynolds, good news: Pocket Card Jockey is getting a new edition! And they call it Game Freak’s secret best game! Yes, sweet vendication! And to think they gave its 3DS incarnation a “solid” 7 out of 10 at its release. But wait, there’s also bad news: it’s not coming to the Switch! It’s an exclusive release for Apple Arcade! Seems pretty boneheaded to me, but I don’t have an internal skeleton so what do I know?

While we’re on the subject of folk with heads of bone, Chris Moyse at Destructoid tells us that, in one of the most ridiculous decisions within memory, Square-Enix is doubling down on blockchain support in their games.

Mega Man Battle Network
Image from Mobygames

We love it when we can link to an article outside our usual stable, so here’s an article originally published in Japanese on Rockman Unity, translated into English and presented on Rockman Corner, an interview with the director of Mega Man Battle Network Legacy Collection about its upcoming release. Those games don’t get nearly the love they’re due, and it’s nice to see them given another chance to shine. Particularly, we’re told that the link cable battle play of the original games has been replaced with online matchmaking!

And to continue the upbeat tone at the end of our post this week, an article on Vice from Emanuel Maiberg about the formation of the biggest union in the US games industry!

Romhack Thursday: Super Mario Bros. Tweaked

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

The 2D Super Mario Bros. games illustrate pretty well how game design tastes were changing through the NES era. Super Mario Bros. and Japanese Super Mario Bros. 2 still follow an arcade-like paradigm, where players are expected to lose many games before they finally rescue the princess. (Obviously, Vs. Super Mario Bros, being a coin-op game and which was released between those two, adheres to an arcade play ethic out of necessity.)

But Super Mario Bros. 2 is more of an adventure, where a skilled player might finish it on their first try, and an experienced Mario master can amass so many extra lives in Super Mario Bros. 3, as soon as World 1-2, as to make finishing it on the first attempt quite possible. Then when we move into Super Mario World we have outright game saving, and the fear of the Game Over screen recedes almost completely. That is the structure that all the later Mario games have followed, where losing progress is fairly unlikely.

I am not here to claim that this is a bad thing, and of course, even Super Mario Bros. offers to let the player continue on the world they lost on with the use of a code. But the code is still a secret, and while it isn’t a bad thing, it is a different thing. Super Mario Bros. with the copious extra lives and rule changes of later games, would be much a different experience to play through, even if all the levels are unchanged.

The romhack Super Mario Bros. Tweaked, created by Ribiveer, makes those changes. The worlds are exactly the same, but many subtle aspects of SMB have been brought into line with its sequels. Here is a list:

• Starmen count the number of enemies you defeat while invincible, increasing scoring, and if you get enough you start earning extra lives. This change alone will earn you tons of extra lives.

• Extra lives over 10 are displayed correctly on the level start screen, and are limited to 99. Mario’s state on the start screen is properly updated based on his powerup state.

• If you hold the jump button down while stomping on an enemy, you get extra height. This happens in Japanese Super Mario Bros. 2 as well, of course.

• Consecutive stomps and enemies defeated by shells and Starmen increase the pitch of the enemy defeat noise as points increase, as they do in Super Mario World and later 2D Mario games.

• Taking a hit while Fiery Mario reduces you to Super status. Also, if you make a Fire Flower appear, then take a hit before collecting it and get reduced to Small Mario, collecting the Flower still advances you to Fiery state.

• Reaching the top of a flagpole awards you not points but an extra life.

• Invisible extra life blocks aren’t disabled if you failed to collect enough coins in the previous world’s third level, as explained in our previous post.

• Collecting a powerup in midair no longer ends your jump.

• The conditional scroll stop at the end of 1-2 and 4-2, which is broken in the unmodified game, work now, making it much harder to reach the famous Minus World. It’s still possible to reach it; the patch author promises a surprise if you do.

Some of these changes mean that players get a lot more extra lives, greatly decreasing the game’s difficulty. Consider that now, 38 years after the game’s release, far fewer play Super Mario Bros. than they used to. Someone might dust off their old NES some time, or play it on Virtual Console or through Nintendo Online on Switch, or emulate it by some other means.

But most people now who play SMB are probably people who are at least very good at it: streamers and speedrunners. People who don’t need the game to be made any easier. A patch like this might open Super Mario Bros. up to people who always thought it was too difficult, though.

It does feel a touch fairer, without that expectation that players will lose over and over. If you always found the first Super Mario game too challenging, give this hack a try. The challenges are pretty much the same, but you’ll have quite a few more chances to learn to overcome them.

You can now binge on extra lives as easily as you can in later games
You don’t have to trigger the game’s secret condition to make extra life blocks appear
Oh almost forgot, some of the Cheep Cheeps are green now

Super Mario Bros. Tweaked, by Ribiveer (romhacking.net)

Breath of the Wild Cel Shading Break Glitch

The Legend of Zelda: Breath of the Wild is a gigantic game, and where content proliferates, so too do bugs. Many of these bugs are highly entertaining (my favorite is the bullet time bounce), but there are some that are just head-scratching, leaving one to wonder why does this happen? That the occur pulls back the curtain on the many technically complex things a big game like BotW does behind the scenes to realize its world, for, every step of a process that a system must go through is one more opportunity for something to go wrong.

Image from Nintendo Everything

Youtuber Jasper has made a 35 minute video about why, if Link stands in a specific spot in BotW, inside the broken corner of a stone wall, the cel shading usually applied to his model goes away, and he appears with normal light shading. In the way of Youtubers, the explanation is contained within a 35-minute discursive video that goes into the history of game lighting, why some older 3D games have graphics that have aged well while others don’t, the basics of cel shading, and still other topics. Here is that video, embedded:

The whole video is pretty interesting, and if you have the time and interest you should watch the whole thing. However, in the event that this is all tl;dw, allow me to summarize.

  1. Because Breath of the Wild is both a huge game and has a dynamic world, baking lighting in into textures would consume way too much storage and memory, so lighting has to be done dynamically.
  2. As an optimization measure, the more complex steps of cel shading are deferred to later in each frame’s rendering. The main rendering is done, then the cel shading is applied afterward, when the visibility of the area has been determined, so this effort-expensive process is only done for visible pixels.
  3. One of the deferred steps of rendering marks which of nine different kinds of material will be applied to each pixel. Terrain in BotW is not cel shaded, while characters link Link are, so they have different types of material that determine whether that shading is applied to them.
  4. In the location where Link’s cel shading disappears, there is a decal applied to the crumbling bridge that erroneously extends over the corner, and overwrites Link’s character material type with the terrain material, causing the cel shading not to be applied to him.

Lode Runner on the Web

Commodore 64 graphics set

This one is going back to my Metafilter posting history. In case you’re unfamiliar with Lode Runner, I really have to give a short history and primer.

Lode Runner was a game released in 1983 for the Apple II home computer, although ports for several other machines were soon developed and released. Created by the late Douglas E. Smith, it asked players to maneuver through 150 levels of caverns and structures, collecting all the gold (little boxes) on each level then ascending to the top of the screen.

Apple II graphics set

150 levels sounds like a lot, and it really was, but amazingly the game keeps finding new ways to surprise with its small number of level parts and their implications. When player were done with those (or even if they weren’t), Lode Runner included a level editor that player could use to make their own levels.

The ostensible subject of this post is a web recreation of Lode Runner that includes hundreds of levels to play and learn and enjoy. But the site largely speaks for itself in that regard, I think, so here’s some musing on Lode Runner itself, and its history.

So, here is the link. If you’ve never played it before, it’s simple to get into, but very interesting to puzzle over. Every level can be completed, even if many of them seem like they can’t possibly be. Good luck!

Design

Each Lode Runner level is composed of only a small number of parts. There’s the player and the guards that pursue them, of course. There’s normal, “diggable” blocks, solid “undiggable” ground, ladders, overhead bars, trap doors that look like diggable blocks but cause the player to fall through them, gold boxes, and hidden ladders that only appear when the last gold box has been collected.

Diggable blocks, the ones that look like bricks, can be drilled into, leaving a hole, but only when standing next to them and they have nothing above them. That means absolutely nothing: a quirk of the game is that even a set of overhead bars or an invisible ladder in the space above a block will prevent it from being dug.

The obvious use for these holes is to trap guards. When one falls into a hole, it’s stuck for a few seconds until it can climb out. Holes close back up after a short while, and a guard in a hole when it closes up around it are killed, usually to respawn randomly near the top of the screen.

Digging layers down to reach buried gold

The inobvious use is to penetrate into the very walls of a level to collect gold that would otherwise be inaccessible. By digging out a whole layer of bricks, the player can jump into the excavated space and continue digging the next level down.

The other thing about Lode Runner is the AI of the guards. They’re run by a simple program, and are easy to manipulate, but they still have a way of keeping the player guessing when they function as obstacles. When used as tools though, learning how to manipulate them becomes essential. The player can stand on their heads, and because they fall faster than the guards, can even use them as momentary platforms during a fall, to quickly step to one side on the way down.

I don’t mean to dive too deeply into the pieces, their workings and their quirks. A lot of the fun of Lode Runner comes from discovering them for yourself, and being introduced, step by step through the game’s levels, to their implications.

Culture

Back in high school we had an Apple IIc in the back room that we could play with on breaks. I’m not sure what it was there for, I don’t think any educational software was ever run on it, but the copy of Lode Runner on it (already a few years old by that point) was put into heavy rotation, and students would bring their own disks to school to save levels on.

This is an aside, but it demands to be told: one such student saved a number of levels they had labored over to a disk and left it in the room one day. A friend of his, who had thought that student had erased his disk or saved over his own levels, physically cut their disk up with scissors and left it on their desk! It was all in error, but the two’s friendship was never the same after that. The moral: do not be quick to vengeance, theatricality gratifies only one’s self, and in any case, be sure of the facts first. More times in my life I’ve seen someone take drastic steps in error than in rightness. So, back to Lode Runner!

A number of classic Western computer games got a second life, sometimes one that far outstripped their beginnings, when they got ported to Japanese computers and game consoles. Lode Runner was first ported to an arcade cabinet by Irem, then converted to the Famicom by Hudson Soft, where as a prominent early title for that system it went on to sell over a million units, and became a part of Japanese popular culture. From there it reached a number of other systems, including a version for the PC Engine, called Battle Lode Runner, that much later would make it back to the US as an early Wii Virtual Console release. A few other game series that would become cultural fixtures in Japan, adding hundreds of thousands of sales beyond that of their U.S. editions, were Spelunker, Wizardry and Ultima.

Image from MyAnimeList, still kicking after 18 years

At the time Hudson Soft licensed an adaptation of their Adventure Island game, itself deserving of a long post, as an anime production, called Bug tte Honey, which I’m still not sure how to pronounce. It was a Captain N-style setting, where video game players were transported into the game world to have various adventures. It was used as a showcase for several Hudson properties, including Lode Runner.

Lode Runner is a timeless classic, something that we didn’t realize how good it was when we had it. I mean, we knew it was good, but we didn’t yet know how difficult it was to create something so elegant.

For a history of Lode Runner, publisher Tozai Games has a short retrospective and timeline that still survives on the web.

Lode Runner Total Recall

Animal Crossing New Horizons (Lack Of Recent) Updates

This is a bit of an expansion over a couple of Mastodon posts I made yesterday. (On what account? Here!)

Animal Crossing New Horizons was an amazing hit for Nintendo. It hit right at the start of the pandemic, and so quickly became the second best-selling game on the system.

The Legend of Zelda: Breath of the Wild? 27 million copies. Super Mario Odyssey? 23 million copies. Super Smash Bros. Ultimate? 29 million copies. These are all very high sales figures. Nintendo has made bank during the Switch era.

Animal Crossing: New Horizons? 40 million units sold. That’s over 2.4 billion dollars in gross revenue, and not even counting Nintendo Online subscriptions and the paid DLC! The only Switch game to surpass it has been Mario Kart 8 Deluxe, which has sold 47 million units.

You’d think a game like that would have a long support life, but you’d be wrong. Three years in and it’s been over a year since the last meaningful update. Nintendo has largely abandoned the audience of the most popular Animal Crossing game ever made, by a huge margin.

Why is this so strange? Most games don’t update after a couple of years, after all. There are games that have made a go of a long-lived, if no perpetual, update cycle. Team Fortress 2 famously went on for like a decade of frequent updates, and while Valve has cooled on it since it still sees a lot of play. Stardew Valley is still updated from time to time, and it’s an indie game, although one with a very low overhead.

Animal Crossing, however, has, from the beginning, been a form of gaming that almost demands to be played for a significant period of time. People have played the Gamecube version for many years, keeping their island alive through decades of real time.

Before consoles could connect to the internet, of course, they couldn’t even be updated. But with the introduction of the internet a lot of options became available. The possibilities for a game-as-service approach to Animal Crossing have been great and, in large part, unexplored.

Image from Animal Crossing Wiki
Image from Nookipedia

The thing that really made this all visible is the New Year’s Arch item. The first year the game was released, they made available an archway, made of balloons, with the number 2021 set at the top of it. Then for 2022 they made another version of it, but notably, it didn’t involve hardly any new geometry; it was just the 2021 arch with different colors, and a 2 in place of the 1. It looked almost a if it had been auto-generated, like maybe the game itself had support to make arches programmatically. The item’s catalog description, which was identical for both arches, is even careful not to mention the year on the model: “An arch bearing the Gregorian calendar’s number for the new year.” Why be so elliptical about it if it wasn’t intended to be reused many times?

Behold them in their generic splendor

But no, that wasn’t the case. 2023 saw no new arch at all. The first two arches now stand out in the inventory as a stark reminder of that brief window of time when New Horizons saw active support. Ten years from now, people who come back to the game, or (heaven help them/us) never left it will still see only those two arches, mementos of the time when the game was new. It’s not like a new arch would be a huge addition: there’s obviously already a content pipeline that can be used to add new items fairly easily, and a 2023 arch made along the lines of the 2022 one would probably be about five minutes of work.

No one expects Nintendo to add new features indefinitely, or always for free, but the lack of a new arch, the lowest-effort update imaginable, makes it clear that absolutely no additions will be coming to the game, probably ever, not even extremely minor things like updated yearly items. ACNH updates were something that Nintendo could have comfortably milked for years. It’s not like we aren’t already paying them for online server access.

Animal Crossing is not like other games, but Nintendo doesn’t seem to realize that, has never really understood what the series is about. The archway is just another example. And it doesn’t make a fan of series want to buy any new versions if they know they’re going to be supported only for a brief period of the game’s lifetime.