The reason this is a low effort week is because DragonCon is this weekend, and I am there. Some happenings:
There are two arcades on side. One (on the ground floor of Peachtree Center, accessible from the outside) is a temporary offshoot of Joystick Gamebar. They’re mostly retro games; their newest title, I think, is TMNT II: Turtles in Time. They have a great selection of games, including several really good pinball machines: Twilight Zone, White Water, High Speed and High Speed II: The Getaway, Funhouse and more.
Notably, the Joystick location has a Gauntlet. They also have Mortal Kombat II, X-Men, Dig Dug, Centipede, Donkey Kong, a sped-up Ms. Pac-Man, Joust, Sinistar and others.
The other is run and maintained by Save Point, and while they have a handful of older games, they’re mostly concerned with more recent Japanese games. This means an overbearing emphasis on rhythm games, with names like “Sound Voltex,” and fighting games.
The best games here I think that aren’t in those well-represented categories are Bombergirl (and they sell memory cards at the maintenance desk for saving your progress) and Gun Bullet X, a new installment of Bandai Namco’s variety shooting game known more often in the US as Point Blank.
Upstairs at Westin in Thursday is a gameroom set up for Gamecube games, and I think they’re open the whole con? It was there that I saw they had set up that utmost rarity, a four-machine Kirby Air Ride LAN network. Such a set up requires f0ur copies of Kirby Air Ride, four Gamecubes, and most significantly four Gamecube Network Adapters or third-party workarounds. There were also quite a few other Gamecubes running Smash Melee, The Legend of Zelda: Four Swords Adventures, F-Zero GX and others.
I’ve lamented how Atari Games shut down lots of interesting prototypes over their operation because they didn’t perform well on test, or maybe other reasons.
Well other game companies did it too, and one was Mylstar, a.k.a. Gottlieb, the makers of Q*Bert and a number of other classics. I found out about a very interesting little game called Wiz Warz that I’d have loved to have found in a classic arcade (if I had been able to visit many classic arcades back then). Insert Coin has a nice demonstration of it (9½ minutes). It’s kind of like Tempest, but you can fire at any direction into the playfield, and there’s lots of other unique elements too. We’re still in a low effort mode this weekend, so have a look, and speculate about a game that could have been.
Nintendo has released a series of short animations starring Mario in various inoffensive, vaguely humorous situations. They average at a little less than a minute each, are nearly wordless except for Mario’s vaguely-Italian noises, and are obviously intended for children. Hey, it’s a low-effort week. Consider yourselves informed.
The first:
Number two:
Tres:
One interesting thing bout them, they’re on Nintendo UK’s YouTube channel, and I think on Nintendo of Japan’s, but they’re not on Nintendo of America’s channel. I wonder why?
Some weeks ago I linked to a Wolfenstein 3D-like shooter by jimo9757 with a rendering engine implemented entirely in PETSCII, the only kind of graphics a Commodore PET, their first computer, was capable of producing. It was pretty shocking to see it in action, even if the best-looking version of it was the one made for a Commodore 64.
Well, here’s another video shenanigan along those lines, a platformer, one styled much like Super Mario Bros., also implemented with PETSCII graphics, and also from jimo9757. First the PET version (15 minutes, all eight levels), then the one made for the Commander X16 (3 minutes, a demonstration):
While other retro computer systems had their own distinctive fonts, including MS-DOS’s nigh-legendary code page 437, I think PETSCII is among the best. The PET could only do graphics at all using it, but it had quite a lot of foresight put into its character set. Among its characters are are seven different heights and widths of solid block, diagonal lines, balls, slopes, playing card symbols, box drawing borders of two different types, enough corners to make for decent low-res images, and reverse video versions of all of the above. Later 8-bit Commodore computers didn’t have to use PETSCII for graphics, but its presence made for a good baseline for amateur programmers without having to start messing around with POKEs (which every other kind of graphics on a C64 or VIC-20 required).
Still in a low-effort mode due to upcoming events out here, but we love gaming esoterica, so here’s Hunter R’s newest video on Animal Crossing, here about the Wii version, City Folk. (14 minutes)
Highlights are details on City Folk’s letter scoring system, music in the game that can be heard but is really hard to listen to, a couple of softlock bugs, and info on how Nintendo distributed custom items via WiiConnect 24, and its unexpected relevance to The Legend of Zelda: Skyward Sword.
I find this video hilarious. (1 minute) It does feature the vaguely upsetting image of a couple of cartoon anthropomorphs being devoured by predators, who are also cartoon anthropomorphs. Surprisingly safe for work… except for a couple of not-illustrated pieces of trivia.
It’s a low-effort week coming up for me, but I wanted to say a few words about Kibako’s video on all the ways Blue Shells can be dodged in Mario Kart World (6½ minutes). Even through most of the words are Japanese, the idea comes across pretty well.
You may remember that Blue Shells couldn’t be dodged at all before MK8. Well if you could figure out a way to become invincible you could avoid getting clobbered and the likely loss of position, but you never get invincibility stars in first place, they only show up if you’re badly trailing, so it doesn’t often come up.
But then people found out that if you used the Super Horn item just before getting hit by a Blue Shell, it’d destroy it, and Horns can generate when you’re in the middle of the pack. And then they found out, if you used a turbo-powered Super Mushroom in a brief window before the shell hit, you could actually zip out of its explosion without getting caught in it.
But now, there’s even more ways to dodge what had, since the Mario Kart 64 days, become legendary for being the inevitable, the Grim Reaper of Mario Kart. There are now three items that make you invincible, or at least invulnerable enough to thwart the Blue Meanie. And if you’re willing to use the new rewind feature and have the presence of mind to use it, you can more generally avoid getting hit. You’ll be sent back to an earlier place on the track, but used at the right moment and for just long enough, you actually come out ahead relative to the time lost from getting pasted.
Super Horns and Mushrooms (and Mushroom’s variants, the Triple Mushroom and Golden Mushroom) can still thwart the spiny menace. But… what about zippers? What about the turbo effect from Dash Food? For the answer to that, and some other possible options, I refer you to the video.
It’s an interesting problem. One interesting is the pixelization is an intrinsic part of it. The less obvious the pixels are (like, if the invader is too large), the less aesthetically pleasing it tends to be.
Posts will be a bit lighter for a week and a half or so, as I travel to and attend DragonCon again this year. If you’re going too, let me know!
Quick post today, here’s a 15-minute anime uploaded by Kineko Video, transcoded from a VHS tape, about the adventures of various Dragon Quest monsters. It is fun in ways that only classic anime tends to be!
I’ve heard it said that there are several different varieties of Nintendo Directs. There the Major Announcement type (Switch 2!), the Bunch of Games type (Indie World!), the Franchise Update type (what’s Pikachu up to next?) and then there’s the type that introduces an individual game. (Breath of the Wild!) This video is of that last kind, but the game it announces is not the usual kind of thing.
Why did he leave? I can’t say with any accuracy, I have no sources at Nintendo, but I do sometimes remember little things I’ve read, which may or may not be true. One of those things was that he had left under a cloud due to the perceived failure of Kirby Air Ride, which had a long and troubled development process, starting on N64 then moving to Gamecube, and not having a lot of traditional content compared to its sibling Mario Kart. But this could be false: I believe he’s said publicly it had to do with not wanting to make the same kind of game over and over. So now, let’s set this thread down, and come back to it in a few paragraphs.
Sakurai worked as an independent game designer for a while, enviable work if you can get it, and are as good at it as he is. The first game he made out of the gate was early Nintendo DS hit Meteos, a fine game that everyone should play, if they can find it now.
Meteos was an action-puzzle game that did genuinely new things in that genre, and was really good, a tricky combination. He then founded his own company Sora Ltd., which has maintained close ties with Nintendo: every game they’ve made since has been published by Nintendo. One of those was Kid Icarus: Uprising, another fondly-remembered title. And then….
Yeah, I’m getting to it. Sakurai has continued to direct every Super Smash Bros. title. It’s been said that Nintendo believes no one else can effectively make a Smash Bros. game. Super Smash Bros. Melee came out before Sakurai left HAL and was a gigantic hit; the Gamecube wasn’t exactly a stellar success, but imagine how it’d have fared if Melee hadn’t been made? People still play Melee in large numbers today; ask AsumSaus about it.
While some subsequent entries have not met with perfect acclaim (Brawl), every installment has still sold an awful lot of copies. Nintendo keeps asking Sakurai to make the next Smash Bros., and although he’s mention feeling tired and worn out (he heads gigantic teams to make them, and it’s an immense amount of work), even threatening to retire at one point, Nintendo seems to keep finding bigger dump trucks of money to leave at his houses. So as an independent agent he’s made the huge Super Smash Bros. Brawl, and the colossal Super Smash Bros. for Wii U and Super Smash Bros. for 3DS, and the utterly gigantic Super Smash Bros. Ultimate, the fighting game that contains Mario, Link, Samus, Fox, Ness, Ryu, Simon Belmont, fighting Mii characters, Cloud, Sora and freaking Steve from Minecraft, among with dozens and dozens of others, even more if you count the Mii costumes you can buy, including Shantae, Cuphead and extra-freaking Sans Undertale himself.
And now, to pick back up that thread I left back there on the ground.
A few months ago at the Major Announcement Nintendo Direct about the release of the Switch 2, there was a short section announcing a sequel what may have been the game that caused Sakurai to leave Nintendo: Kirby Air Ride.
Sakurai has been vindicated many times over since then. Does it not have much content? He’s make the Smash Bros. games, each a greater tribute to the concept of excess than the last.. He said he didn’t want to make the same game repeatedly, but there’s been six Smash Bros. titles now. And after all this time, KAR’s City Trial still has a surprisingly large and involved fanbase, and even a tournament scene.
Early in the new announcement video (below), Sakurai mentions that it was bosses at Nintendo and HAL that asked him to make a new Kirby Air Ride game, not the other way around. It had to have been quite the vindication for him. Here is that video (47 minutes); for discussion of its contents, see below.
It has the slightly confusing name, when mentioned alongside the original, of Kirby Air Riders. I’ll abbreviate it KARrs.
Where KAR basically only had Kirby as a character, with King Dedede and Meta Knight more as gimmick characters, KARrs is full of characters, including former villains (Dedede and Meta Knight of course, and newbies Magalor and Susie), allies (Gooey and Bandana Waddle Dee), enemies (Chef Kawasaki, Knuckle Joe, Cappy, Starman and Waddle Doo), and various Kirby colors too. It has most (if not all) of the vehicles, called “machines,” from the first game and a few more. And it supports up to 8 players, 16 when played online.
And it still has City Trial, which Sakurai accurately refers to as the main event. Air Ride mode is a good basis, but City Trial is why people still obsessively play KAR today. It has a new City, on a floating island in the sky, and named “Skyah” He said there’s only one map, which seems a shame. KAR only had one City Trial map too. Skyah looks more varied, but not much more varied.
The core of City Trial is the same: the search for vehicles, the collection of vehicle-upgrading patches, the player-vs-player combat, and the sometimes-faulty information on which Stadium you’re trying to optimize for. KAR is a game where you can be told prepare for a race, and 10% of the time it won’t be a race. “Mind games,” as Sakurai calls it.
There’s still random events, but now there can be random contests that take place in the time-limited City portion of the match. All the players who choose to participate join in a special minigame that can award extra powerups, but players can also choose to ignore all that noise entirely, and just keep exploring and collecting patches on their own.
What’s missing? Sakurai says at the end that there’s lots of things he didn’t have time to mention, but they might just be gone completely. One of them, Top Ride, isn’t likely to be missed; it was a single-screen racing mode kind of like Atari’s Sprint games. KAR’s Air Ride’s tracks often made appearances as City Trial’s match-determining Stadiums, but Top Ride played no part in it. It’s probably been binned.
Another thing missing is KAR’s Checklist feature, a grid of squares for each of the three game modes, and each space representing a single challenge. Clearing the grid offered meta-progression in a game that made absolutely no attempt at storytelling. The Checklist was one of KAR’s big unique ideas, and it migrated over to a couple of titles in the Smash Bros. series. It’d be a shame if it was entirely gone from the game that birthed it. But Sakurai is known to discard even prominent features if he’s bored with them; remember the “Special Bonuses” in the first two Smash Bros. games, and how they vanished starting with Brawl? Remember how its Trophies didn’t make it into Smash Ultimate?
Even without the Checklists, there’s so much in the video to be excited about. This is unquestionably the Switch 2 game I’m most excited about. It’s true, it’s a sequel to a game that Masahiro Sakurai has made before, but it’s also an opportunity to iterate on ideas that deserve to be given another chance. Kirby Air Ride was something unique, and how often do we see that these days? Kirby Air Riders may be that utter rarity here in the 53rd year of video gaming: the birth of a new genre. It’s a personal pleasure to witness.
The Legend of Makai is a 1988 arcade game from Jaleco, developed by NMK. NMK made a variety of games around that time, but one especially notable thing they did was publish a Famicom game in Japan called Densetsu no Kishi Elrond, which is a slightly modified version of Rare’s Wizards & Warriors. It’s no bootleg: it was licensed from them for release.
This is getting off the track a bit, but Elrond is one of those games where the changes are minimal, but what was changed is extremely interesting, since rarely will you have so a clear an example of what the publisher’s priorities are. In the Japanese version the level order has been rearranged, and your knight hero has only one life, but does have a numeric counter for their health, and by collecting health-granting meat you can increase your life total above its initial maximum.
Wizards & Warriors is one of those games that’s fallen into the classic gaming netherworld. Its publisher Acclaim no longer exists, and Rare has little connection with Nintendo these days, so while it’s possible to play it officially these days (as part of Rare Replay), it’s missing from most of the prominent avenues in which classic NES games have been kept playable, like the Wii and Wii-U Virtual Consoles, the NES Mini and Nintendo Switch Online. Back on the NES W&W was rather popular; its hero Kuros actually got a cartoon rendition as part of the cartoon segments of the game show Video Power (there he’s a generic barbarian who speaks in thees and thous forsooth, and has no armor). His second and third adventures were developed for Rare by the legendary Pickford Bros. But now, the series is gone, and probably will never be revived.
So why do I bring up Wizards & Warriors, a British game, in an article about The Legend of Makai? Because as Nicole points out, The Legend of Makai is a arcade game made by W&W’s Japanese publisher, and it has many things in common with Wizards & Warriors that can’t be coincidental.
Your character jumps in a similar way, that few other games replicate
Your character holds their sword out at all times, and if you jump into enemies you can stab them with it
You’re searching for colored keys
Levels have a verticality to them that’s reminiscent of W&W
You’re searching for permanent powerup items that increase your abilities, some similar to W&W.
Hardcore Gaming 101 also noticed the similarities. It’s unlikely we’ll ever know what went on there (maybe someone who can read Japanese can look through old magazines from the time?), but in one of those twists of fate, it’s easier to legally play The Legend of Makai now than Wizards & Warriors, for it’s been released through Arcade Archives (Switch, PS4), while W&W has to be sought out through Rare Replay, or else on the original cartridge.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
The circus is back, the creation of wonderful Youtube animator Gooseworx and distributed by Glitch on Youtube and Netflix. We’ve linked to several of their past installments, for being obviously computer-game adjacent. It’s about a bunch of humans trapped in a virtual world, as cartoon characters, overseen by a well-meaning but generally hapless AI overseer.
Here are the previous times we’ve linked TADC: Episodes 1-3, Episode 4 and (with Wigglewood) Episode 5. If you aren’t caught up it might be a good idea to see the ones you’ve missed; if you’re new, you should at least watch the first episode to get a good idea of the situation and the characters.
So, that new cartoon (34 minutes). Fed up with trying to come up with interesting adventures for the trapped humans, ringmaster Caine just dumps a bunch of guns in on them and puts them in a standard first-person shooter scenario: everyone gets three lives, go ahead and kill each other. the stakes are pretty light because they can’t die, a fact understood intuitively by the most mischievous of the Circus’s inmakes, Jax.
Not many of the characters like Jax. He’s the most cartoon-like of the bunch of them, always teasing the others, sometimes relentlessly, and making them the butt of his jokes. He really leans into his animated reality, a Bugs Bunny figure (although one who hates cross-dressing). But it’s hinted that he hasn’t always been like that, that he lost a friend, a frog called Ribbit, to being abstracted, the closest a Digital Circus character comes to truly dying, turning into a big blob-like eyeball monster and then being sent by Caine to a dark place called The Cellar for the safety of the others.
It’s a fun episode, but also very dark. Of course, most Amazing Digital Circus episodes are that way. Here it is: