Sundry Sunday: The Groovy Long Legs Experience

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

In the year + one half we’ve been doing this, we’ve dug up a lot of varied things for Sundays. This one’s pretty short, but still, the fact they made it in stop motion is respectable. (At least I assume it’s stop motion. They could have made it in a computer I guess, but then, why make look like it was stop motion? Some kind of Lego Movie stylistic flex?)

Anyway, it’s another Pikmin 4 video. Pikmin 4 is not as sharply designed as Pikmins 1 or 3, it takes after 2 (it has caves, and even has one starring that game’s most infamous boss, the Waterwraith), but even the flabbiest Pikmin game is still a wonderful thing to behold.

This video covers is about an actual boss battle in Pikmin 4. Previous games had you fight monsters in the Long Legs family: the Beady Long Legs from Pikmin 1, the Raging Long Legs from 2, the Shaggy Long Legs from 3 and now… the Groovy Long Legs. This video is not confabulating much: it shines lights around, plays music, and your Pikmin actually do get down when you’re fighting it–which usually results in them getting turn into Pikmin Paste. Time to reload the floor….

The Groovy Long Legs Experience (Youtube, one minute)

Chris Trotter’s History of Atari

The Atari brand has been in so many hands, and been used for so many things (including, most recently, NFTs and hotels) that making sense of it all is maddening. Christ Trotter on the atomicpoet Pleroma instance made a fairly lengthy series of posts laying it all out that, to my eyes, is accurate. He may actually know more about their history than I do, although pride makes me loathe to admit it!

The whole thread is useful, but here’s the first post on it, presented as screenshot because WordPress doesn’t yet support embedding that kind of thing directly. I don’t know why it’s so blurry, that seems to be WordPress again.

Chris Trotter’s Capsule History of Atari (atomicpoet.org, a Pleroma instance)

Twinbeard Plays Super Mario Galaxy One Star A Day

Twinbeard is Jim Stormdancer, who’s on Mastodon. He created Frog Fractions, and its mysterious sequel. But these things are irrelephant to the subject of this post, which is that he’s playing Super Mario Galaxy, one star a day, and posting his play to Youtube.

There’s a playlist of the 51 (as of this writing) stars, and none of them have many hits right now. It’s possible that he does them in batches and just posts one a day, but that’s fine. It’s nice to just follow along at this pace.

Twinbeard hasn’t fallen prey to something I hate about the video internet, which I could complain of as TikTokification, but honestly there are people on TikTok who aren’t nearly as bad as some on Youtube. And Youtube was trending towards it anyway, with their often unwatchable Shorts section serving as just an extreme example of pre-existing trends. It may just be my advancing age, but I really really really dislike much of what I see on Shorts, and Twinbeard’s videos are a nice alternative to it.

Romhack Thursday: Segapede (not really a hack)

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

Screenshot of Segapede prototype (image from hiddenpalace.org)

In the 90s, there was effectively two Segas, Sega of Japan and Sega of America. Unlike with Nintendo though, where it’s fairly obvious that the Japanese division called the shots, Sega was a little more evenly split. Despite the company mostly being known nowadays for their Japanese productions, Sega was originally an American company, founded in Honolulu making entertainment devices for U.S. military bases. Indeed, SEGA originally stood for SErvice GAmes.

The Japanese branch began to pull out ahead when they started making home computers for that market, but by the time of the Mega Drive/Genesis there was Sega Technical Institute on the American side, which employed some talented developers, including Yuji Naka.

The story of STI is part of that of Segapede, a game created by Craig Stitt. Originally pitched as a Sonic spinoff, it would eventually be cancelled, but not before a demo ROM was created, which saw the light of day for the first time late last year. Not only available is the ROM image itself, but the story of its inspiration, development, and ultimate cancellation, all on its suitably-named home hiddenpalace.org.

The Story of SegapedeSegapede Prototype ROM (hiddenpalace.org)

Indie Game Showcase For 8/23

The weekly indie showcases highlight the games we check out for each Wednesday night stream. All games played were either press keys or demo submissions. If you would like to submit a game for a future showcase, please reach out.

0:00 Intro
00:14 Mango Mischief
1:20 20 Minutes Til Dawn
4:26 Blade Brigade
7:25 Draft of Darkness
10:16 Video Game Fables
12:30 Kokoro Ultimate

Unexpected Pinball Cow

Cows have had a long history associated with pinball. Not that long compared to the whole range of pinball, going back to the Great Depression, but in the days of games with dot-matrix displays, it became a tradition to hide cows in pinball games in some way.

Just one example. In Attack From Mars, if you hit the Big-O-Beam ramp, sometimes the animal being enlarged is a cow. (If you can’t take your eyes off the game, listen for the woman saying “Would you look at the size of that cow?!”) Further, if you press the start button several times during this animation (each press will be punctuated by a MOO), it’ll turn the Saucer Attack minigame into Cow Attack, which is actually slightly easier I find; the hit detection is pixel-accurate, and the cows make for bigger targets. Here’s Cow Attack in action (one minute):

A history of pinball cows would take quite a while to explain, and that’s not the purpose of this post. No, what I’m here to tell you is that the legend of the Pinball Bovines has crossed to the makers of Metroid Prime Pinball on the Nintendo DS, which contains a cow! Here is video proof (33 seconds):

It’s explained in a saved interview on the Metroid Fandom wiki:

Remrod: “Indeed I am. I am renting two squash courts to store about 100 machines. But our DS version of pinball is more fun than the real thing!” (laughter)

Terasaki: “That’s right. There’s even an unexpected appearance from a cow.”

NOM: “A cow? What’s that got to do with Metroid?”

Barritt: “There was a pinball game in the 1980s called ‘Fire!’ in which a cow puts in an appearance. The game is about a huge fire that once broke out in Chicago. The cause of the fire was a cow kicking over a lantern. Ever since then, cows have become a fixture as hidden characters in pinball machines. This is well-known among pinball aficionados in Europe and the States, and perhaps around half of the pinball games released since then have featured a cow concealed in them. Naturally, we also put one in Super Mario Ball…” (laughter)

Terasaki: “If you do happen to find the cow, please leave it in peace!” (laughter)

The cow in the game has wings and flies around. Please, if you play it, respect this noble beast.

The Copetti Site: Architectures of Recent Game Consoles

From the site, a diagram of the architecture of the Wii U’s Game Pad

A good old-fashioned website! It’s hope to information on the construction of a wide variety of console platforms! Docs on the NES, the Sega Master System, the PC Engine (a.k.a. Turbografx 16), the Mega Drive (a.k.a. Genesis), Gameboy, SNES, Saturn, Playstation, Virtual Boy (yes), Nintendo 64, Dreamcast, Playstation 2, GBA, Gamecube, Xbox, DS, PSP, Xbox 360, Playstation 3, Wii and Wii U.

The Copetti site: Architecture of Consoles