Sundry Sunday: There’s Something About Pokemon Trading Card Game Pocket

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

I never got into the Pokemon Trading Card Game scene. I never got into Magic either. The thing about trading card games, I’ve always said, sometimes twice in a row even, is they seem more like a business model than a game.

It’s not that they don’t have good design, really, but that the purpose of that game is to make it so that players buy more cards. And despite that, whenever I bring this up among obsessed players, they say it doesn’t take money to win. No, but it makes winning much more likely. More money gets you more cards, and statistically, that means you get better cards. More money means you can outright buy better cards from traders. Money rules all, just like it does in the actual real physical world, and that’s something I play games to escape.

Recently the Pokemon Company released a second app version of their money-printing game. This one promises streamlined rules, and lets you get booster packs without paying cash, although being “free to play,” monetization is sadly a big part of the game.

Word is, it is also infuriatingly difficult to win at, an experience that TerminalMontage, creator of the “Something About” series of animations, captures aptly in their new animation. (8 minutes)

My opinion of the Something About cartoon is scattered. There’s some funny episodes in there, but it also relies a lot on the “earsplitting scream EXPLOSION” gag. It happens at least once in this video. And sometimes it substitutes hyper-energy for actual jokes. Yet, hidden amidst the LOLrandom, the good ones really are good. Will you find this one to be so? There’s but one way to find out.

Abyssoft Explains Smash Melee’s Home Run Contest World Records

The Home Run Contest in Super Smash Bros. is such a unique part of the game. It began in Melee (the second Smash Bros. game, the one on Gamecube) and has reliably returned in each version since then.

In Super Smash Bros.’ normal mechanics, characters attack each other to increase their opponent’s damage percentage. The higher a character’s damage, effectively, the lighter they become, and the easier they are to knock around with strong attacks. The object is to knock the opponent so far away that they leave the arena, either so they fall off the main platform and off the bottom of the screen, or so far to the side or top that they cross a kill line and are defeated.

The standoff: a character, a sandbag, and a bat.

The Home Run Contest is a solo mode where the kill line is removed on the right side of the screen. The arena scrolls infinitely to the right. On a platform on the left edge is a special opponent character, Sandbag-kun, or just Sandbag, who’s just a large cylindrical mass with a couple of eyes. Sandbag has no moves, and mostly just stands there. The aim is, to wrack up as much damage as you can over 10 seconds, then use the strongest attack your character has to knock it to the right. To assist in this, the game hands you a Home Run Bat, the game’s strongest attack item, to send it off with. The distance Sandbag flies is determined by the strength of your attack and the damage you’ve done to it. The game records the highest distance each character has been able to send it, and adds them all together for an overall record.

As is predictable for a game as fussed-over as Smash Melee, over the 26 years since its players have come up with all kinds of ridiculous strategies for flinging it downscreen. Later Smash games would do things like have the sun rise and fall as it spins through the air, but Smash Melee just lets it sail through the sky.

It’s an information-dense 25 minutes, but I’ve cued it up about two and a half minutes in to skip a lengthy intro and ad embed. Here’s the video from the start.

Size-Changing Effects in Super Mario Bros Wonder

Super Mario Bros. Wonder is 15 months old now, and as is usual for games this far out, the hype around it has died down. But this video, and its information, has been in my to-post file for a long time, so let’s get it checked off of my list.

In Super Mario Bros. Wonder, every level has a “wonder effect,” a sometimes-optional event that changes the gameplay in some surprising way. Like the Piranha Plants might start singing and marching through the level. That kind of thing.

There is a level with a boss fight against Bowser Jr. where he makes himself really small (accidentally), then really large, and the player’s size changes to the opposite: really big, then really tiny. The player’s physics change to reflect their new volume.

As it turns out, this effect is, in a way, faked. During this whole fight, the player’s size doesn’t change at all! Instead, the room changes size, and the camera is zoomed in or out so it’s not noticeable. Junior’s size actually changes twice as much. The changes to the player’s physics are applied on top of this state.

Rimea on Youtube made a video, like a whole year ago, that applied the Wonder effects from the boss fight in normal levels, and the player’s character doesn’t change size at all there, there’s the physics changes and that’s all. Then they put some other objects in the room, some question mark blocks, and they change size along with the room, making the camera gimmick a bit more obvious.

Here is their video explaining and demonstrating how the effect is done (6m). Why is it implemented like this? My guess is that the player movement routines in Mario games are really complex and detailed, and any time when it comes to a decision whether to change it or something else, the developers do everything they can to not mess with the precise and exacting parts of the engine, for fear of breaking some other obscure part of the game. The player program has to be used throughout the whole game, while the boss and its room are only used in one part, so it risks breaking fewer things to put the changes all on them. That’s how I see it, yeah.

Six Indie Games For Everyone to Enjoy

The indie showcases highlight the many games we check out on (Josh Bycer’s) channel, games shown are either demos or press key submissions.

0:00 Intro
00:14 Verses of Enchantment
1:41 Stopdead
3:44 Garbage Crew
4:46 Jello
6:12 Guardians of Holme
8:18 Reaver

Two Takes of Original Gaming

A double review of two of the stranger games I’ve seen in 2024. Both games were played with press keys while doing IGF judging.

0:00 Intro
00:21 Judero
3:17 Extreme Evolution: Drive to Divinity

Rampart Again

Perhaps it’s a bit self-indulgent, but I’ve found a playthrough by someone other than me of the arcade version of Rampart, and decided to spotlight it. It’s a game that seems fondly remembered by some, and doesn’t seem to have sold badly. It has a baker’s dozen ports for a wide array of consoles. But no one, besides me, seems to talk about it any more, and until this video I was the only person of whom I have knowledge of completing the arcade version.

Even the MAME people needed my help to correct a game-breaking bug in the Rampart driver, because no one on the project could play Rampart well enough to get to that level. I don’t say this out of pride, but rather of sorrow. Other than its creators, I am probably the person in the world who knows the most about it. For more info, I point you to our Rampart tag.

On the video, there are caveats. The first one is I didn’t exactly it, but instead, Youtube’s vaunted algorithm has filed to hide it from me, because it’s six years old yet my searches haven’t turned it up to me until now. Sometimes I wish Google would stop showing me things it thinks I’d like and instead for a change found something I’ve explicitly asked it for.

Second, it’s by a Japanese speaker, of the Japanese version of Rampart. That was a two-player maximum version with joysticks, and from watching it, I can tell you it’s much easier than US Rampart. The player gets more time to rebuild, levels are easier to pass, grunts are less aggressive, and the game doesn’t pour on the Flagships, the red ships, with anywhere near as much energy in the last two levels. They manage to finish the game in one credit, something I’ve never done on the US version, but I strongly suspect I could do it too on that version, and fairly easily.

Still, it’s someone other than me who has a complete game on Youtube, in however many credits. It’s played on arcade hardware too, which I haven’t been able to do since Rampart was at our local arcade, back when that place existed, around 1991 or 1992. Here is that play (57 minutes):

I really don’t want to detract from their game, bit I’m a bit disappointed. I’ve played Rampart, mostly in MAME but sometimes on the Gamecube version of Midway Arcade Treasures, and on one particular DragonCon I played the PS3 version (there’s something of a story there). Every time, I’ve had to fight against bad luck and the most diabolical impulses of designers john Salwitz and Dave Ralston. Sometimes I win and sometimes I lose, but, ever, only I care.

The search for other people who have finished the US version of arcade Rampart continues.

Late addition: I have more discoveries to offer on this matter, but I have to figure some things out first. To be continued….