Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
A few weeks back we posted a fun stop-motion animation of Louie, the hunger-driven sidekick and alternate leader character from the game Pikmin 2, hosting a cooking show in which he tried to prepare a Bulbear for eating. It didn’t go well, because Bulbears in Pikmin 2 spontaneously come back to life if not harvested quickly. Oops!
Well sponsors Hocotate Freight didn’t learn their lesson, and there’s now a second episode of Cooking With Louie. Word of advice: it’s best not to use live alien lifeforms as your method of roasting the dish.
Pixelfont is a neat web tool that will take an image you provide, laid out in the proper format (which you have some control over, like character width and height) and will turn it into a pixel TrueType font for you to use! The gamedev applications of this should be obvious.
This isn’t the first free online font-building tool of this nature. The classic in the field is Fontstruct, which can also produce pixels that aren’t square, and can even extend outside of their cells, but also shows ads (although unobtrusive ones) and doesn’t let you import an image. Still, both are rather of use, or at least are fun to play with!
MiyaTRT figured it out. Karariko’s Unemployment Rate. In both Breath of the Wild and Tears of the Kingdom.
You might disagree with their methodology. Like in BotW he declares that Paya is unemployed even though she is obviously training to become village leader after Impa retires. But it’s still an entertaining video, and probably will tell you some things about Chicken Town’s NPCs that you didn’t know before, like that in BotW one of the townsfolk stamps on one of their neighbors crops at night!
Not only is it everything in the game, including unused dialogue, but it’s not a text file on Pastebin, GameFAQs or Github, but on its own website, at dialoguetree.net! This means, when its domain expires, it’ll be gone from the web. Maybe the Internet Archive can rescue it….
If you’re not familiar with it, Thousand-Year Door is widely regarded as the best of the Paper Mario games. Not only does it update the game system of the original Paper Mario with all kinds of new ideas, but it has a fairly brilliant story given its having to work with Mario lore, and it has hilarious writing and memorable characters. Super Paper Mario, that followed it, has its charms, but a somewhat lesser story. And after SPM, it seems Nintendo decided that they weren’t fond of the branching-off of Mario lore that the Paper Mario games was doing, so games after that didn’t have as much of their own continuity.
This is the game where Mario joins a pro wrestling federation as “The Great Gonzales,” where he solves a murder mystery on a train (with a particular NPC who is slightly menacing somehow!), and has one of the best uses of Luigi from among all the Mario games: while you’re on your journey to rescue Peach, it turns out that Luigi is on his own weird adventure, in the “Waffle Kingdom,” that you only find out about from talking with him. Luigi his own crazy partners that accompany him, who have their own opinions about his adventure. Here is the page on dialoguetree.net that lists that part of the script–needless to say, it is spoilers, and if you plan on playing TYD you probably should experience it there first.
Just saw on Metafilter that The Escapist has fired Nick Calandra, who helped revive the site after they threw their lot in on the side of Gamergate during that whole fiasco. In summary, it took a huge amount of effort and good will on their part to recover, and that they did was largely because of Calandra, and long-time Escapist video maker Ben Croshaw, a.k.a. Yahtzee, the maker of the 16-year-running Zero Punctuation. Croshaw has left the site too, which is difficult for him because The Escapist owns the rights to ZP. I think he’ll probably bounce back from it, ZP is nothing without Crowshaw, seeing as how it’s inextricably tied up with his voice, editing, art style and sense of humor, all of that is a lot more recognizable than the name “Zero Punctuation,” and it’s all him, but it does mean having to start from scratch without a link from the old site, just hoping that his fanbase can locate him again.
(On Metafilter, people are mentioning that Croshaw was one of the voices both-sides-ing Gamergate, which is something I had not been aware of when I linked to him here in the past. I do think people are allowed to change, although I haven’t seen him say anything about it since. Mind you, his general style isn’t hugely appealing to me, so I probably still won’t be linking to him that much in the future.)
The word is that Calandra is taking Croshaw and possibly other people and may end up “doing a Defector,” start an independent site with the evicted/departing talent. Getting creators out from under the thumb of having to give up control in order to chase startup money is good, generally, and I wish them well on that.
“Aftermath” in the title doesn’t refer to the aftermath of the collapse of The Escapist, but to a separate thing that some people from Kotaku have started, for similar reasons to the Defector. In fact even moreso, since Kotaku is owned by the people who own Deadspin. Luke Plunkett, who I’ve linked to before, is among them.
Lately we’ve put Kent Drebnar’s news recap feature here on hold, on the grounds that it’s a lot of work for relatively little reader interest, but maybe we should revive it, with an emphasis on these new gaming outlets? It is a thought. Among the Aquatic Life Sizes of gaming journalism Set Side B weighs in at a mere Guppy, but supposedly any link helps increase Google ranking.
However, I am still concerned. There’s almost always something to be concerned about in this internet age, after all. My biggest worry about a proliferation of gaming sites is that many of them are going to go with hard paywalls. This is understandable, people gotta eat after all, but there are only so many dollars out there for these places to chase, and proportionately very few of them are in my pocket. I know that I feel strong qualms about linking to articles that most of my readers won’t be able to read.
Dr. Sparkle has come through once again with the 63rd edition of Chrontendo! It’s the third we’ve linked to from Set Side B (even if, for a while, we incorrectly labeled the previous one as #68, oops).
The games covered by this one are:
Knight Move (Japan only): A puzzle game involving landing a chess knight trying to land on a target square. Apparently this got a later release on PC by Spectrum Holobyte. Wikipedia tells us that the “A. Pazhitonov” listed as the creator on the Famicom version’s title screen is Alexey Pajitnov, the creator of Tetris. I cannot speak to that fact’s veracity, but it seems plausible enough. Pajitnov later would be hired by Microsoft to make puzzle games for them around the Windows XP era.
The Mafat Conspiracy: the sequel to Golgo 13! The US release does its Japanese manga source material a great disservice by not having the grim face of protagonist Duke Togo visible anywhere on the front of the box, instead using extremely generic cover art. In play, it’s very similar to a slightly more competent version of the original, just with a different scenario.
Disney Adventures in the Magic Kingdom: Another of those Capcom Disney games, a glorified minigame collection, and probably the worst of the bunch! We’re a mile away from Ducktales here. As if to confirm the player’s low expectations, trivia questions are part of the game.
Solstice: Isometric platformer of the style well-known around that time in the UK, a very difficult yet respectable exploration game, and probably the best game in this episode. I prefer its SNES sequel Equinox, programmed by the Pickford Brothers, which has a highly distinctive look.
The Last Starfighter: This is secretly a renamed port of the Commodore 64 classic Uridium! A little of the bloom is off the rose here, if only because high speed scrolling of the kind you see here is so common on the NES, yet so difficult to accomplish on the Commie. The C64’s distinctive look was heavily influenced by that system’s limitations: it takes some serious programming effort to get the C64 to be able to scroll significant screen data in a frame, enough so that, to do it, you basically have to leave color memory unchanged, since it can’t be relocated like tile definitions can. The NES can do scrolling much more easily than the Commodore 64, and had been doing very colorful fast-scrolling games like the Super Mario series for years, yet the game kept the same nearly-monochrome look as the C64 game. That’s why Uridium got such acclaim in the UK, because scrolling games like it were unknown on the system at the time, while the NES had support for it in the hardware, so it didn’t have nearly the same impact.
Captain Skyhawk: The main things I remember about this, a game which I’ve played and beaten, is it was made by Rare, and that Dave Barry once wrote a column about how much his kid dearly wanted a copy of this game. Dr. Sparkle is pretty hard on this one too, and I think for good reason. This is clearly a game intended to be in the River Raid style, but with elevation. It could have been done as a quasi-flight sim, with targets you have to duck beneath or fly over, but in its design the elevation barely matters, and instead it’s a lot more like a standard vertical shooter. The enemies don’t even cast shadows! Helicopters or ground vehicles alike can be shot if if they were on the same plane. It would have done better if it had either gone all-in on the elevation, maybe tying it to the player’s speed, and having fewer yet smarter enemies that also had elevation; either that, or taking out the elevation completely and making it into a 2D shooter more like Zanac or Raiden. Rare at that time understood the NES hardware better than most developers, and was more than capable technically of going with either approach. But they didn’t.
Then after you have Afterburner-style dogfighting levels, then the point where most players threw down the controller in disgust, when they’re asked to align and dock with a rotating space station. It all resembles a tech demo at Rare that Milton Bradley decided to try to make a few bucks off of selling as a game.
Hatris: Another game designed by Tetris creator Alexey Pajitnov, it’s also nowhere near as iconic as Tetris was, but as time has shown us, very little else is. I get the play mixed up with that of Nintendo’s Yoshi puzzle game, perhaps for good reason. Turns out there was an arcade version of this!
Palamedes: Another Tetris-ish generative piece-laying puzzle game, this one with a dice theme. And there was an arcade version of this too!
Hiryu No Ken III: 5 Nin No Ryuu Senshi: Only released in Japan. Dr. Sparkle is quick to let us know right off this isn’t the “Fist of the North Star” Ken, but the Flying Dragon: The Secret Scroll Ken. These games are a bit more simulationist (in a sense) in their depiction of martial arts than most beat ’em ups.
SD Hero Soukessen: Taose! Aku No Gundan: Also Japan-only, second in a long series of “super deformed” (basically meaning big headed, small bodied humanoid figures depicted in a cutesy kind of way) robot fighting games. The robots (and tokusatsu characters) are licensed from a variety of media, making this a massive crossover media series that could be seen as an inspiration for the hulking monstrosity that Super Smash Bros. has become. Properties that I recognized from the video are Kamen Raider, Gundam and Ultraman. This one has a fan translation patch.
In many kinds of games, one of the most difficult playstyles to pull off successfully is the pacifist: a character who either (according to its community) doesn’t harm, or doesn’t kill, any other character in the game. Lots of games have some form of violence as their primary verb, so eschewing all of that is choosing to make (your own) life harder.
A game in which pacifism is particularly difficult, yet possible, is Nethack. It’s a “tracked conduct” in that game, meaning, when your game ends, you’re informed as to if you played that way. There’s a page on the Nethack wiki all about it. Back on GameSetWatch I related a story, from a Usenet post, where a player won as a pacifist. Since then, many people have ascended (Nethack’s term for winning) as a pacifist. It’s hard, possibly the hardest single conduct, but there’s still lots of ways to take care of opponents without killing them, including let your pet do it. Nethack gives players ludicrously many possible actions, and there’s almost always a way.
There is another conduct, “never hit with a wielded weapon,” but it’s not necessarily much harder, since you can kill things with it, you just have to use other tools, or your fist. Monks, who fight best with martial arts, find that the best way to play anyway.
This is all a digression, because it’s hard to shut me up about Nethack, but it also serves as a segue. How about Fortnite? It’s a game where 100 people are dumped into a space and the only way to win is to be the last survivor. By definition, you can only win at it if everyone else dies, so they have to have an accident. Not a mafia-style “accident,” but a genuine one.
As it turns out, Fortnite even has an achievement for it, although its reward is laughably small. And it’s not so much that it’s hard, but relies heavily on chance. The video that follows then expands the subject a bit: it is possible to befriend another player, whose main objective is to kill you?