Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Along the same lines as videogamedunkey’s Explanation of Kingdom Hearts (previously) is this gloriously insane video that untangles all the non-linearity and heedless added backstory of the various Sonic the Hedgehog games and presents them temporally untwisted (9 minutes). Prepare to have your shameful ignorance of the ridiculously meandering basis of a video game cartoon character’s backstory shattered!
There was an All ? Panels in Mario Kart World run at AGDQ this year, and it was great, but that’s not what this is. No, this world record was recorded (geez that phrasing annoys me) in the practice room at the event. (28 minutes, don’t bother following both link BTW they go to the same place, I just didn’t want to link the parenthetical)
So what is this? As I think everyone knows by now, Mario Kart World is an open world game, and has an expansive free run mode. There’s a few things to do in free run: search out and complete P Switch Missions, collect Peach Medallions, and find and activate ? Panels.
The Panels look and act like the ? Panels in the SNES game: just roll over one to activate it. It doesn’t earn you an item like they did way back then, but the game does remember you did it, and it earns you a new decal for your vehicles.
There are 150 panels in MKW’s sprawling environment, and some of them are in some really tricky places! Please enjoy Helix13_ collecting them all in less than half an hour, showing off the game’s vehicle-parkour movement system as it runs, and demonstrating all kinds of tricks, like using the Rewind feature to get back from activating out-of-the-way panels. Or taking advantage of the fact that MKW will give you credit for a panel that you’re about to hit if you pause and change regions. And you get to enjoy MKW’s great soundtrack along the way, consisting of dozens of great songs from throughout Mario’s history.
We appreciate all kinds of electronic entertainment here at Set Side B, and fun and interesting websites definitely fits that idiosyncratic bill. It’s a simple guestbook-style application. The whole site, including the OS, is served from a single 3½-inch floppy disk.
The idea is, people can go there and enter a message for posterity, that will also be saved to the disk. Once it fills up that’s it, no more messages will be saved. Go and leave a message for the future, or at least, as much future as the lifespan of the magnetic substrate of the disk will allow.
Mario Kart World, of course, has an open world mode, and much of the interest of an open world racing game is dynamic situations produced by the traffic.
There’s been explorations into where the cars and NPCs come go, and we posted a video on that topic a while back. Sometimes they end up meandering in loops. Sometimes they leave the roads and just go tearing about the landscape. Sometimes cars actually find parking spaces, leave themselves there, and NPCs pop out and start wandering.
Well, similar questions can be asked about the game’s trains (15m). Mr A-Game on Youtube followed them around for a while to see where they come from. He claims to have discovered “how the train system of Mario Kart World works,” but I’m not sure. There appear to be tracks that trains can travel down either way, meaning, there must be some system in place to prevent train to train collisions. He does uncover some strong tendencies of trains to take particular routes though.
If I had to guess, I think trains probably aren’t modeled outside far out of sight of active players, that they’re spawned randomly, and that some checks are performed to make sure two trains won’t share the same track. This is a guess, but it would be in line with the impromptu nature of the auto traffic simulation. It’d also mean that the P-Switch missions that rely on trains being in a specific place won’t be disrupted, and that the train can be left behind in the world after the mission without getting in the way of any grand schedule coordinating the trains.
Well, that’s what I think. Maybe I’m wrong. But… maybe I’m right?
Really minor thing here, I’ve already mentioned it on social media in a couple of places, but here it’s a bit more auspicious?
I mentioned Yacht and Panic’s entertaining 90s alien cable simulation Blippo+ before. Blippo+ has 11 weeks of programming, with the last week being mostly credits and outtakes for all the various shows.
If you watch the Credits channel to the end, there’s a QR code that leads to a webpage that directs you to send a SASE to a specific address. (That’s a Self Addressed Stamped Envelope for you people younger than 35 years old.)
If you do this, they send you back something really nice in the mail. This!
In the story of Blippo+, the planet Blip discovers a “bend in space” that carries their broadcasts to a distant planet, implied to be Earth. At the end of the programming, some of the teenagers of Blip venture into the bend and off to an unknown fate. We don’t get any information on what happened to them, but maybe the existence of this patch implies they made it through after all.
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”