The Amiga line of computers from classic Commodore are rightly revered, but they did have their limits. Infamously, the people at id Software claimed that, despite all its custom chips, Wolf3D and Doom weren’t possible on it, and it’s true that in the time since no one has managed to make games like those on stock Amiga without some pretty major drawbacks. It’s been said that the lack of those foundational first-person shooters were really what caused PCs to be seen as gaming machines. From there, the fact that you could use one machine for both work and play arguably paved the way for the Windows hegemony of the current day.
But let’s not forget that Amigas were quite capable in other ways, and a recent technical feat has demonstrated this: the creation, by someone called reassembler, of a nearly arcade-perfect of Sega’s arcade hit Outrun (itch.io). Outrun was amazing to see in action at the time, and it’s still pretty awesome to watch today. It used Sega’s “Super Scaler” hardware to push up to 128 huge sprites per frame. The Amiga, by contrast, only has eight hardware sprites, and they’re not that different from those on Commodore’s 8-bit computers really. Where the Amiga excelled was using its blitter, a way to rapidly modify memory using custom circuitry, to simulate sprites.
Let’s not be too harsh on Probe’s port, as it was written for earlier Amigas. The new port requires the AGA graphics set and a 68030 processor, meaning the earliest machine that could run it was the Amiga 4000.
reassembler has made a video explaining the optimizations he made to get the game running so smoothly. (16½ minuites) I eat this kind of thing up. Here’s hoping it’ll be a filling meal for you too!
Acronyms: KAR: Kirby Air Ride, the original for Gamecube. KARs: Kirby Air Riders, the new game for Switch 2. (Note the following lowercase ‘s’.)
Who’d have thought that a Kirby game could be so vicious? If you think Smash Bros is a fun and lighthearted romp then this game will show you how perilous a Sakurai game can be. Several of the characters, even among the limited selection in the demo, are former bosses (King Dedede, Meta Knight, Magalor, Susie), so you might think of this game as them taking out their frustrations on Kirby for beating them up.
I should say that the demo was missing many items and events, this only covers elements from the Global Test Ride demo, available here. The first Global Test Ride is over, but there is another one on November the 15-16th, depending on your timezone. The full version of Kirby Air Riders is out on the 20th.
While it allowed playing Air Ride, the namesake mode, in an offline capacity, the demo focuses on City Trial, the mode everyone remembers from the original KAR. The game comes with a bunch of tutorials, and they can be played even outside of the demo period. They explain the basics adequately, so other than a bit of a recap I’ll content myself with explaining City Trial in more detail.
If you’d like to see what it was like during play, I recorded some of my adventures playing the demo and uploaded it to Youtube, here (1 hour, 22 minutes):
How it works
You and up to 15 other people are thrown onto a big sandbox map, a city on Kirby’s home planet of Pop Star called Skyah. In the demo, in practice, you’ll be playing with 15 others; I never had a match with fewer than that.
You all start out riding Compact Stars, which are maneuverable and can glide a bit, but are really fragile and have little else to recommend them.
Rapidly move the control stick from one side to the other to do a “Quick Spin.” This is an essential move! While you can damage other machines just by driving into them at a sufficent speed, Quick Spins make it easier to do damage, and you even get a brief period of invulnerability at the start of a spin.
You have five minutes to pick up “patches,” single-color icons that increase your stats a bit in one of a number of categories. Get as many as you can!
There are different colors of boxes that appear. Blue boxes are the most important, as they contain both patches and food items that can repair damage. Red boxes contain Copy Essences that give you different attacks; Green boxes have other kinds of items. Only the patches are permanent. Break boxes by either boosting into them repeatedly or using the “quick spin” move.
You can also change vehicles. Ride up to an empty vehicle and hold down the Y button (sometimes called “Special” in the game) to switch to it. You take all of your patches with you when you do this!
While you can get off your vehicle by holding Y for a while, there is little reason to do so. You can’t even pick up power-ups while unmounted.
You can attack other players. So, too, can they attack you, and as mentioned at the start 16-player City Trial can be incredibly vicious. Stay on your guard. Players who are attacked usually lose a patch or two. If your vehicle gets destroyed, you’ll lose a bunch of patches, although not as many as in the original KAR, where you usually lost half of your patches. By the way, when I say you’ve “died,” I really mean your vehicle got destroyed. Your character cannot be harmed.
The city is pretty big, and has several hidden areas. Generally, the more out-of-the-way areas are safer, and have more powerups to collect.
Throughout the time period, different random events can occur. Some good, some bad, and some are just weird. If the event has some special location, an arrow will often appear around you pointing which direction it’s in.
One kind of event is the competition event, and it’s like a minigame. You’re told a “quick race” or a “dustup derby” is about to begin, with a start location somewhere in the city. It’s up to you if you want to participate, but if you do you’ll get at least eight random patches for participating, a few more if you arrive early, and you’ll get some more if you place well. Even if your vehicle gets destroyed in the event, it isn’t permanent. If you choose not to participate you can continue to explore the city, and without the participants attacking you might come out ahead. It’s your choice.
The purpose of all of this comes after time runs out. You’ll be given a selection of one of four “stadiums” to participate in using the machine and all the patches you’ve collected. The stadiums are all very different from each other: there are races of several types, battles, combat against enemies, button-pressing competitions, jumping contests, and even boss fights. At least one will be recommended to you based upon which machine you’re riding. Think carefully: some machines are unsuited to some stadiums. If your machine is really unsuited (a wheeled vehicle in an aerial stadium), the game will even stop you and ask if you’re sure, but it’ll let you do if anyway if you tell it yes.
This bit is important. Each stadium is its own game: you’re playing to win your stadium, not the City Trial session. Due to this a large game of City Trial can have up to four first-place finishers. If a lot of players (more than eight) pick a stadium, it’ll be split off into two separate competitions with their own winners. If you’re the only person to pick a given stadium, you win it automatically.
The finer points
Machine choice You start out with the Compact Star, which is extremely fragile. I don’t know if this is still true, but in KAR it was found to have zero defense, meaning Defense patches had no effect on it!
You’ll want to switch to another machine, scattered around the city, as soon as possible, before some of the players will pick up the stronger machines. Shadow Star is prone to being taken out in one hit, with the main compensation that the rider can do the same to other vehicles. Also, Wing Star has always been notoriously killable, and Paper Star is even more frail. All of the flight-focused machines are made of paper, figuratively or literally.
The sturdiest machines are Rex Wheelie, Bulk Star, Wagon Star, Battle Chariot and Tank. Especially Wagon Star, whose health bar can extend up and off the screen.
You can choose your character too, and that can have a substantial effect on your longevity. Throughout all the vehicles and characters there’s a general theme of lighter: easier to get killed and fly, and heavier: does more damage and sticks more to the ground.
Evasive maneuvers Driving in a straight line is pretty dangerous. In fact with people riding Battle Chariots and Tanks roaming around almost anything you do can be lethal to your machine, but driving in a straight line out in the open pretty much paints a big bullseye on your back. The more fragile your machine, the more important it is to avoid open spaces and driving in obvious straight lines.
Try not to brake for too long, or drive into walls. This might seem obvious, but there are players that look for people driving into barriers.
Awareness Despite all these things, you’re gonna die sometimes. Somethings that could help: look for icons at the bottom of the screen indicating pursuers. And be aware of a red border along a side of the screen: that means there’s a big danger nearby, like a bomb explosion or a Gordo.
Machine advice If you decide to go with a flying machine, all I can suggest is being very careful. Most of them can’t take more than one or two hits. If you go with one, you’ll want to spend most of your time in the air, where it’s much easier to survive, and get your stats from the tops of buildings and flying through rings
The most important stat, as with the original, is Top Speed. Not only is it generally useful in most stadiums, but the faster you move, the quicker you can get to patches, and the faster you can grow your machine.
Unlike in Kirby Air Ride however, depending on your choice of character you might have low acceleration, a.k.a. Boost. And all drivers that have high Top Speed have low Boost, and vice versa. If you’re playing a high Top Speed character, Boost may be a higher priority for you. At least one machine, the Bulk Star, can’t move at all unless you charge it up, so the Charge patches will be more important to you.
Places – Underground mall No place is completely safe, but the underground areas tend to have a better ratio of reward to risk. The mall is tight corridors and little room to avoid conflict, but also more boxes than other places. – Crystal Caverns The crystals here can be destroyed, and contain patches. They tend to get cleared out early in each match, but it’s pretty common for one or two to be missed if you find yourself here anyway. – Shipwreck The lift pad in inside puts you on deck, where you can use the cannons to immediately become airborne – Plaza This central location has ramps for getting into the air – Rails Like the original, there’s a system of rails that goes around the outside perimeter of the city. KAR enthusiasts tend to call these “rail jail,” since getting on them tends to mean you’re stuck for a few oh-so-important seconds. Now the rails sometimes have a patch on them, and you can escape a rail by holding to the side for a second or two. Be careful now to fall off on the wrong side though. – The Volcano During the Portal event you can sometimes find a lunar landscape, which is actually beneath the Volcano! The lift pad inside it sends you way up high in the air. Is there another way into the Volcano? I’m not telling! Because, honestly, I don’t know. Sakurai says there is, but that could just be via the portals.
Events – Meteors & Gordos Both involve huge round dangerous things falling from the sky. You don’t have much vertical range of vision, so it’s difficult to avoid them while you’re out on the surface. It might be a good idea to hide underground during these events. – Bosses (Dynablade, Grand Wheelie, Kracko) Fighting the bosses is dangerous, but can be a good source of patches. As with any event that attracts lots of players to one spot, you might actually get more benefit from attacking the distracted players than the boss. – Lots of Boxes They all appear in one location. Again, attacking the gathered players feeding at the trough works well here. – Portals The game hurries you into them, but they just lead to other places in the city. As explained before though, one of them leads to the lunar chamber beneath the Volcano. – Competition events It’s usually a good idea to participate in the competition events even if you don’t have a good vehicle or character for it. There are two kinds: Races and “Dustup Derby” bouts that are kind of like vehicular deathmatch. Even if you lose, your state is restored afterward, and you get at least eight random patches, risk-free, just for participating. – Secret rooms There’s a few secret rooms in the city that are usually locked off, and only open for this event. When they open, each has several of the same powerup in it. Sometimes they’re patches, but sometimes they’re just attack items. Unlike KAR, there’s more than one secret room in the city this time. The arrow around you points to the nearest one that still has powerups in it. – UFO One of the few upsides of aerial machines is being able to get up on the flying saucer when it occasionally visits. There’s a lot of patches up there, often including an All patch, which increases all your stats by one point. – Rare boxes, and Rare boxes with fakes Rare boxes have lots of patches and few downsides. Rare boxes with fakes, though, are infuriating; opening the wrong box will inflict a lot of damage on you, and has a good chance of destroying your machine outright. If it follows a similar philosophy as KAR then there’s some way to tell them apart, but in the hectic atmosphere of the demo period I didn’t have a chance to figure out what it was. – Treasure chests Search the city for a key, then take it to a treasure chest for a prize. The arrow around your vehicle points the way, although the two times I spotted this rare event I wasn’t able to get anywhere near one of the keys. – Tiny players! Gigantic items! All the boxes contain the same items! All machines fly more easily! Some of the events are just strange happenings. At least the worst events from KAR, dense fog, fake items and bouncing items, don’t seem to occur here, or they don’t in the demo.
Priorities – In the original, Top Speed was the undisputed king of powerups. Higher Top Speed means you can explore and find more patches faster, and most of the stadiums prioritize speed. Two things challenge Top Speed’s domimance. Bigger characters and vehicles tend to already have a good speed, but are slow to reach it; for them, Boost (acceleration) might be a greater priority. Second designer Masahiro Sakurai said in KARs’s first Nintendo Direct stated that Top Speed actually reduces your Defense a bit, which as far as I’m aware is new. Now Top Speed, while still very important, is a bit more of a tradeoff. Rider/vehicle combos with lower acceleration will want to get more Boost (which should properly be called Acceleration). Weight increases speed a little and makes you a bit more durable. Flight patches on a wheeled vehicle are practically worthless, and Flight lowers durability a bit too. Look out for the gray patches though, those are powerdowns. – The best Copy Abilities are Needle and Sword. Both are excellent for attacking bosses. Plasma is also pretty good, and easier to use than in KAR. – There are also special weapons and powerups. One of them, the Firecracker, has gotten a severe downgrade since KAR, it’s only got ten automatic shots now instead of the original’s 25 and so is useless if there isn’t a target in sight right away. That’s a common issuen with the powerups, but it’s especially bad with the Firecrackers.
Stadiums Oval Course: A race around a simple course. In KAR, all of the Air Ride courses got used as stadiums, but there’s been no hint that this will happen in the new City Trial.
Drag Race: A quick trip down a straight course. While races are a bit more competitive in KARs than they were in KAR because of the new trail-of-stars catchup drafting mechanic, this still usually comes down to whoever has the best speed stat.
Beam Gauntlet: The event doesn’t mention the fact that this is a race, but through a treacherous obstacle course. If your machine gets destroyed along the way, you end up in last place.
Gourmet Race: While called a “race,” the players are actually trying to collect as many food points as they can. The winner, I think, is usually the one who knows how to get extra food on top of the buildings, instead of grubbing the ground grub with the other players stuck down there.
Target Flight: A good event for upsets, if your vehicle has enough airtime to make it to the target board you might earn up to 100 points. This event gives you two tries to get the best total score.
Skydive: Also prone to upsets, this is my favorite of the new stadiums. Use the boost button to plummet down through the target rings, and find the highest-value landing place you can. You get a time bonus for finishing quickly, so even if you somehow end up here with a non-flying vehicle, you can get a good basic score by just plummeting down as fast as you can.
High Jump: Use a ramp to jump as high as you can. This one is mostly a stat check: how good is your flying power?
Air Glider: Use a ramp to jump as far as you can. While also a stat check in essence, at least in this one you have to strike a balance between forward speed and height.
Dustup Derby: a version of the “deathmatch” event from the city. If your machine gets destroyed you get another one, letting you stay in the game (but also letting the other players kill you again for another point).
Kirby Melee: the players are put in an arena with a cloud of basic enemies, many with copy abilities, and compete to defeat as many as they can. I found the Needle copy power to be very helpful here, if you can snatch up an enemy that has it.
Vs. Boss: A co-op event where all the players work together to defeat a bit enemy. The only boss in the demo is Robo Dedede. If you don’t work hard at attacking it you won’t win, although the players get ranked either win or lose. Quick Spins won’t cut it: you’ll need to use the powerups that appear in the arena to have even a slight chance.
There was also stadium where you tried to change more buttons to your color than the other players, and another battle event where there are powerups that make you huge and extra powerful. I’m pretty sure there will be more events in the full game than featured in the demo.
I’ve got a huge backlog of things to post about, so once a week I’m going to just dump a few of them into a post, preferably on a Monday without much discussion of the contents, just to get them out of my notes. I figured I’d do a new pixel art banner for this idea later, for now let’s get to the links!
SkiFree was part of one of the Microsoft Entertainment Pack releases for Windows 3.1, part of their limited gaming output before the went in on Xbox. Who knows, at the rate they’re going, maybe they won’t be doing Xbox much longer.
It’s a simple game where you guide a skier down through a scrolling course, avoiding obstacles, and trying to get a good time. After finishing the course and registering a time you could keep skiing, just for the fun of it, although eventually a yeti will chase your skier down and swallow them whole. Closing times on this slope are strictly enforced.
Its creator Chris Pirih maintains a homepage for SkiFree, along with history (it’s a port of a VAX terminal game he had written in Fortran), downloads (including one of an updated, 32-bit vesion), and other info. It’s the kind of page I’m surprised to see is still up, and hope remains up for decades to come.
Hello! John “rodneylives” Harris here. Let me quickly explain this before I get into it.
I have an overabundance of games links to present through Set Side B. My usual style of doing this is to pick one of them, then maybe write a bit of text introducing it, maybe a bit of a preview, a media embed of it’s a video somewhere (nearly always Youtube), and that’s a complete post. One a day, for approaching four years now. (SSB launched on April 5th, 2022.)
But working this way, I’ve developed quite a backlog! Not all of them are really worthy of a whole post, maybe, or I don’t have a full post’s worth of context to coax out of it.
So in an effort to clean up my link collections, I think I’m going to make regular posts, maybe one a week, that’s just several things that might be interesting. I post them, my link folder get slightly shorter, each individual person might be interested in one or two items in it each, then we move on to more of the usual kind of thing the rest of the week.
2. On Mastodon, there’s an account, @everybodyvotes@social,miyaku.media, that posts every poll published on the Wii’s “Everybody Votes” channel, back in the days when Nintendo would do fun, free things just for the sake of doing them. You can even vote on them again, using Mastodon’s polling feature.
3. On Balatro creator LocalThunk’s blog, they’ve published a timeline of its history, from original concept to launch, whereupon LocalThunk earned more money than he had ever had before in their entire life.
Years after Nintendo announced that Animal Crossing New Horizons wouldn’t get any updates following the 2.0 one that also introduced the Happy Home Paradise DLC, and underlined it by not even releasing any New Years arches after 2021, they’ve gone back on that statement, announcing that in January there’ll be a Nintendo Switch 2 paid upgrade (only $5 this time), as well as a free 3.0 feature update. As they tend to do now, they announced it in a video, not a Nintendo Direct video, but still (12½m).
There was a time when I would have been thrilled to hear about this. I did, after all, write a guidebook to AC:NH, the “Black Book of Animal Crossing New Horizons,” which I still sell at itch.io. It contains an absurd amount of material. I suppose now I’ll have to update it again, but I’m feeling ambivalent about going back to the island paradise, despite the fully-upgraded house and tens of millions of bells I’ve left there.
Animal Crossing New Horizons holds a special place, not just in the series history, but in video gaming history. Incredibly, it’s the second best selling game on the Switch, at over 48 million copies, and it has the pandemic and the concomitant lockdown to blame for it. It outsold all of the other Animal Crossing games put together, going all the way back to Gamecube (and, in Japan, the N64) because a lot of people, for a time, used AC:NH as a replacement social scene, a kind of mini-MMORPG, focused not on fighting fake monsters in a bullshit fantasy world, but on decorating fake houses and islands, in a different kind of bullshit fantasy world.
And I think that’s okay, despite my use of profanity! Of course video game worlds are bullshit; that’s what they are made of. They’re all fake, they’re mere bits and bytes, but if you have a group of friends who pretend they’re real, then they gain reality from it, substance granted from their shared experience.
Well, the people are gone. I can’t expect that even a small fraction of the players it had back then are still invested in it. A few will return for this, surely, but without another lockdown it’s impossible to expect it’ll come anywhere close to it.
And even if they did… I think I’m done with Animal Crossing. Not just New Horizons, but Animal Crossing in general, even with the idea of Animal Crossing. The grandmothers who famously played the various versions, who the media happily reported on as a kind of uplifting story, they’re gone now. What happened to their memory cards, I wonder? Do their descendants load them up from time to time, pretending to be their grandmum, to falsely reassure the animals they still love them? Do they keep it as a kind of museum? Do they put it in the attic, maybe for future generations to discover, assuming their consoles still work, or sell them?
These are all troubling thoughts for me. Recent events have reminded me that life is finite. I still play video games, for my own reasons, but I don’t think I can appreciate, that I can afford, another huge timesink game like Animal Crossing, whether it be New Horizons or anything else . If I knew many other people who still played then maybe I could muster the will. I was on a Discord of Metafilter members who all played, but I left it over a year ago, before I knew they’d revive it, to clean up my server list. (Discord limits the number you can be a member of, you know. It’s higher if you play for their much-loathed “Nitro” feature, but I condemn that to extra hell.)
If this changes, I’ll let you know. The book could still use updating. But the joy in it has left me. Sorry critters; it was fun for a while.
Another arcade classic strategy rundown, and again c0ncerning Donkey Kong. As the video rightly notes, the Springs board, a.k.a. Elevators, is most devoted players’ greatest barrier to playing to the kill screen, and even pros mess it up sometimes. I think it’s the worst part of the game, personally. Donkey Kong is great, says I, because it’s open to multiple strategies, while the later Elevators boards have to be finished a specific way, all because of those springs. That way is what this video (4m) is about.
Sadly the video has been made non-embedable, so it’s up to you to follow the link, if you care. The video encapsulates information on donkeykongforum.net (which it mislinks). That link is some hardcore geekery, of the kind beloved to Set Side B’s cadre of pixelated aliens, so please take a look.
Image from donkeykongforums.net.
Here’s the basics, in text form. Donkey Kong gets more difficult over the course of five “levels.” These are different from “boards,” a.k.a. “racks” or “screens.” In the corner of the screen there’s a notice, “L=X” where X is some number. That’s the Level. It goes up by one every time you finish a Rivets board.
The problem is, starting with Level 2, the spots at which the springs hit the ground is slightly randomized. The final climb up to Pauline’s platform is super dangerous, since Mario is vulnerable the whole way. Level 4 is the hardest difficulty for the springs on Elevators, and you have to handle it a very specific way: climb up to the first safe spot, wait for a spring that comes out bouncing at a specific location (near DK’s right foot) then running to another safe spot, then waiting for another specific spring speed to rush over and up the ladder.
So go forth and conquer the elevators, and as Coily the Sprite reminds us:
I’ll be honest, I got caught off-guard by the need to make today’s post, so it’s pretty simple today. But it’s still pretty cool.
There’s this Korean person who goes by Sanago on Youtube who used 3D pens to make models of various pop culture characters, and some of them are of video game characters. Here’s Sonic (11 minutes):
NOTE: In another world, Roguelike Celebration is going on today! A lot of people worked hard to organize it, and more worked hard to present at it, including some of the coolest people in indie gamedev, IMO, just to apply a little timely peer pressure. As I write this it hasn’t happened yet, so not a lot to say that I haven’t already, but I’ll say more about this once the talks have actually occurred. In the meantime….
I overall really like the direction the news of Kirby Air Riders is going, even if I have a few mixed feelings about it. There’s a lot of cool and funny new elements, but it also feels like Sakurai might be leaning a bit too hard into the Smash Bros. style. So many of the new features are note-for-note similar to Super Smash Bros, which I can’t just abbreviate to “SSB,” because that’s the same initials as this blog.
Like the fully-voiced opening theme song. The feature of Smash Ultimate that I hated more than perhaps any other part was that stupid theme song. It’s not that it’s a bad song itself, but every time I started the game up I was greeted by a song about the most overused tropes, not just in gaming, but in current-day media altogether: light and darkness. Oh, if my griping might start a movement to take pop culture back from terrible good-slash-evil narratives I would be a pleased whatever-it-is-that-I-am. I got the Adventure Mode out of the way very early in my time with Ultimate, I didn’t need to be reminded it existed at every startup. Air Riders has one of these songs too. I’m sure it’s nicely sung and produced, but it’s the opposite of what makes Kirby music great: bright, cheery, impressively scored tunes with an incredibly quick tempo.
Other features in both games:
For starters, the interface, especially the menus, are extremely Smash-like.
Amiibo support, in the sense that both games store machine learning parameters onto the figure’s 2K of flash memory to support trainable characters. Yes, figure players are back, the feature only interesting to me and a handful of others. I wonder how the game will utilize the approximately ½K of flash storage available to game applications this time?
Uses a currency for unlocks, and a weird kind of fake economy. Smash Ultimate has gold and “SP.” Air Riders has “Miles,” which are essentially gold coins again. Is anyone annoyed that gold, a metal without a lot of industrial use, is still absurdly valuable mostly because of jewelry use and tradition?
A very similar visual style. When unlocks happen, words splash across the screen in your face in exactly the same way familiar to anyone who followed the Smash Ultimate updates eight years ago.
Sakurai says it’s different, but “Global Win Power” still looks a whole lot like “Global Smash Power.”
On top of it all it uses the Smash Announcer, who unless my ear is mistaken (it frequently is) has been with the series since Melee, at least in English.
Not that the requisite griping is over, there’s lots of really fun things unveiled too. Like the inclusion of loads more Kirby characters, some of them pretty deep cuts. My favorites have to be Lololo and Lalala, who are direct references to HAL Laboratory’s early MSX hit Eggerland, known in the US as The Adventures of Lolo. Other than an obscure Windows release many years ago now, Lolo and Lala basically live on Planet Popstar these days, with no forwarding address left to the King of Eggerland.
Do you have any blocks that need pushing? No? Well we’re just going to hang out in case you get some.
Í’m struck by the fact that, by having so many varied villains who all have become Kirby’s friends over the years, Kirby’s adorable little universe has become one of the largest and deepest in all of gaming. Among Kirby’s friends are a mischievous penguin, a mysterious knight with a battleship, a lady robot entrepreneur, a mouse thief, a spacefairing alien, a spider person, a tricky clown, and more. Most of these characters were created after Sakurai left HAL and Nintendo, but yet are fully embraced by Air Riders, and I love that.
And there are so many weird little unnecessary touches. There’s a full lobby-like “paddock” where characters can congregate between matches, and they gave everyone full walking and jumping animations just for interacting within it. Sakurai says it took a lot of effort to make them, and I believe him. Also, it seems to be fully catered. Chef Kawasaki’s been busy, I see.
The best reveal was the new game mode, Road Trip. I’ve always liked Smash Bros’ weird side game modes, like Smash Run and Smash Board. There’s no one working in big gamedev who is as free with his thinking and design atoms as Masahiro Sakurai. He takes all these design elements and combines them in a way to create these little narrative engines. Road Trip fills the biggest gap of the original Kirby Air Ride, a game that, despite the greatness of City Trial, had absolutely no Story or Grand Prix mode, and so seemed a bit light. And indeed, there’s still no Grand Prix, or other structured racing-only mode.
Back to Road Trip, I especially like that it uses the patches from City Trial, so as you play you also create customized vehicles.
Kirby games don’t usually give you much of an indication of what day-to-day life in Dream Land is like, this is more than we’ve ever gotten.
All of the tracks from Air Ride are returning in Air Riders, although it seems the original City Trial City isn’t. Also returning is Top Ride, Sakurai’s weird homage to, of all things, Atari’s incredibly ancient Sprint series. He’s never mentioned Sprint in a Direct, but it’s so obviously a riff on Sprint. Even if he’s never heard of Sprint (given the breadth of his knowledge of the history of video games that seems really unlikely), it had to have been inspired by other games that were inspired by Sprint.
Another of Air Ride’s signature features, the Checklist, is back. To explain: each game mode has a grid of boxes, each with some feat or objective to perform. While you can unlock them in any order, you aren’t told what any of them are at first. But after you stumble upon your first unlock, the conditions of the squares surrounding that one are revealed to you, so it results in a kind of progression. Some of the squares unlock features when opened, and as you clear the board you’re eventually granted a handful of free checkmarks, to help clear out the hardest challenges.
In Air Ride, the Checklist was the only thing providing continuity between play sessions. That’s less the case with all the things there are to unlock in Air Riders, but what with Nintendo’s stubborn resistance to implementing Achievement features, as about the nearest thing to that Nintendo’s ever published, they’re welcome.
There’s a whole menu dedicated to making visual effects less jarring!
Here’s a flurry of little things I noticed:
A bespoke boss, a mecha version of our favorite emperor penguin*, called Robo Dedede. Say it quickly, it’s fun!
A special kind of collectable called gummis. They seem to have no purpose except to pile up onscreen in a physics engine and letting the player sift through them like a greedy candy miser.
A transforming vehicle, that transforms like a Transformer, metal bits shifting around into an alternate shape.
For the first time in any Kirby game, you can be nice to Whispy Woods, instead of making the old tree cry.
Some fun cameo characters revealed: Tortilding (from Forgotten Land), King Golem (from Amazing Mirror) and Computer Virus (Super Star), the funniest Kirby boss of all, where you fought it in a mocked-up JRPG-style battle.
A track only named “?” in the Direct, which uses music from the Nightmare fight from Kirby’s Adventure (the first “serious” opponent the pink blob creature ever fought), and features the Heart of Nova in the background.
For the first time really in a Nintendo game, it looks like they paid serious attention to accessibility! You can turn off screen-shake and move the camera so that motion isn’t so extreme. As time has passed I find myself more and more bothered by screen-shaking effects, though I’m not sure if that’s me, or just that they’re much more common nowadays than they were in the days of the NES.
Once of the license designs shown off uses iconography from the Japan-only Kirby Cafés.
I’d love to go to a Kirby Café some day!
* I think the official line is that King Dedede is some kind of eagle, but he’s never shown any hint of flying like a real bird, and the idea of Kirby’s first major antagonist being a penguin with royal pretensions is too much fun to reject.
While patiently waiting for Roguelike Celebration 2025 to start tomorrow, here’s something completely different, yet still somewhat random. The Youtube channel “Hidden Saves” points out two hard-to-reach item boxes in Mario Kart 64: the one hanging from the balloon in Luigi Raceway, and the one over the rock, only accessible from the huge ramp, in Koopa Troopa Beach. Along the way they break down the method the game uses to decide what item to give you from any box. Big surprise: it’s usually determined by what place you’re in.
Here’s the video (10 minutes) Or, since they spend over half of the video explaining the boxes and their methodology, you can click here to go right to the gist.
What did they find? Both of these boxes are rigged to give you a Blue Shell every time you hit it, even if you’re in first, where using it will cause it to circle the track and hit you who fired it. It’s not the result, due to the balloon’s weird timing, of naturally only getting the Raceway box while far behind, or of the spil you always take after getting the Koopa Troopa Beacn box knocking you back. That’s what they report anyway.
This year it’s happening between Saturday and Sunday, October 25-26. That’s the day after tomorrow! There’s an unusually good roster this year, and I don’t just say that because I helped find speakers for it this year.
We’ve already had a preview event with a couple of great talks, including a real star, Jon Perry, who created two of the best games in UFO 50, Mini & Max and Party House. While I spent a lot of time with Mini & Max uncovering its many secrets, it’s but a small fraction of the time I’ve played Party House. (If you want to hear Jon Perry’s talk, from September, you can find it here, as well as Ezra Stanton’s talk on Synergy Networks in roguelikes, and Alexei Pepers’ Designing for System Suspense.)
Mixing Hand-Crafted Content with Procgen to Achieve Quality
1:30 PM 10:30 AM 7:30 PM
Max Sahin
Stuff: The Behavioral Science of Inventory
1:45 PM 10:45 AM 7:45 PM
Florence Smith Nicholls
Roll for Reminiscence: Procedural Keepsake Games
2:30 PM 11:30 AM 8:30 PM
Alexander Birke and Sofie Kjær Schmidt
Hoist the Colours! Art Direction and Tech Art in Sea Of Rifts, A Naval Story Generation RPG
3 PM Noon 9 PM
bleeptrack
From Code to Craft: Procedural Generation for the Physical World
3:30 PM 12:30 PM 9:30 PM
Zeno Rogue
The Best Genre for a Non-Euclidean game
4:30 PM 1:30 PM 10:30 PM
Cole Wehrle
Play as Procedural Generation: Oath as a Roguelike Strategy Game
5 PM 2 PM 11 PM
Jeff Lait
Teaching Long Term Consequences in Games
6 PM 3 PM Midnight
Ray
A Mythopoetic Interface Reading of Caves of Qud
6:15 PM 3:15 PM 12:15 AM
Johnathan Pagnutti
Wait, No, Hear Me Out: Simulating Encounter AI in Slay the Spire with SQL
6:30 PM 3:30 PM 12:30 AM
Jamie Brew
Robot Karaoke Goes Electric
7:30 PM 4:30 PM 1:30 AM
Stephen G. Ware
Planning and Replanning Structured Adaptive Stories: 25 Years of History
8 PM 5 PM 2 AM
Tyriq Plummer
Scrubbin’ Trubble: The Journey to Multiplayer Roguelikery
8:15 PM 5:15 PM 2:15 AM
Andrew Doull
Roguelike Radio 2011-Present
Sunday, October 26th
Time
Speaker
Talk
12:45 PM 9:45 AM 6:45 PM
Ada Null
Dyke Sex and Ennui: Generating Unending Narrative in “Kiss Garden”
1 PM 10 AM 7 PM
Younès Rabii
We Are Maxwell’s Demons: The Thermodynamics of Procedural Generators
1:30 PM 10:30 AM 7:30 PM
Dennis Greger
The Procedurality of Reality TV Design – An Overview
4:15 PM 1:15 PM 10:15 PM
Paul Dean
Picking up the Pieces: Building Story in a Roguelike World
4:45 PM 1:45 PM 10:45 PM
Patrick Belanger and Jackson Wagner
Hand-Crafted Randomness: Storytelling in Wildermyth’s Proc-Gen World
5:15 PM 2:15 PM 11:15 PM
Nifflas
Music algorithm showcase
6:15 PM 3:15 PM 12:15 AM
Seth Cooper
Building a Roguelike with a Tile Rewrite Language
6:30 PM 3:30 PM 12:30 AM
Quinten Konyn
Anatomy of a Morgue File
6:45 PM 3:45 PM 12:45 AM
Alexander King
Don’t Pick Just One: Set-Based Card Mechanics in Roguelike-Deckbuilders
7 PM 4 PM 1 AM
Brian Cronin
Playtesting Process for Ultra Small Teams
8 PM 5 PM 2 AM
Mark Gritter
Sol LeWitt, Combinatorial Enumeration, and Rogue
8:15 PM 5:15 PM 2:15 AM
Dan DiIorio
Luck be a Landlord – 10 Lessons Learned
8:45 PM 5:45 PM 2:45 AM
Liza Knipscher
The Form and Function of Weird Li’l Guys: Procedural Organism Generation in a Simulated Ecosystem
If some of these talks seem like they’re spaced closely together, some of them are “lightning talks,” very short. Those have their titles in italics in the above list.
If you follow indie gaming circles, there are a fair number of exciting speakers among the talks! Jeff Lait (homepage) has made twenty highly interesting roguelikes, many as 7DRLs. Nifflas of course is the creator of Within a Deep Forest, the Knytt games, Affordable Space Adventures and others. Dan DiIorio is the creator of the oft-mentioned (at least in my hearing) Luck be a Landlord, and Zeno Rogue makes the long-lived, and brain-bending, HyperRogue.
And make sure to have a look at the Redbubble and Steam links too! In this year’s Steam selection, MidBoss and Shattered Pixel Dungeon are already on sale.
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
I was recently reminded of one of my favorite works of interactive fiction, the text adventure Lost Pig (And Place Under Ground), which can be played here.
It’s a comedy game where you play Grunk the Orc, a good-natured green person who works at a farm, but unfortunately let the pig out, and he’ll lose his job if he doesn’t bring it back. This rather minor quest is complicated by the fact that the pig isn’t so easily caught, and both Grunk and the pig fall into a small set of underground rooms at the start. The chambers are the home of a friendly gnome, who at the time was recognized as one of the most conversational characters in all of IF, capable of talking about dozens of topics. The game even has an optional feature that suggests things you can talk to the gnome about!
Example of play, from start
But the highlight of Lost Pig is Grunk himself, who talk caveman speak like this, no article and refer self in third person. As Grunk describe himself: Grunk orc. Big and green and wearing pants. You can have Grunk take his pants off, to the embarrassment of everyone but Grunk (that includes the pig). Grunk may seem a bit stupid at first, but Grunk’s smarter than he sounds. Unfortunately, your formidable adversary, the pig, is pretty smart too.
A lot of IF can be a bit imposing. Difficult puzzles! Lots of ways to die! Saving often! Long play times! While the puzzles in Lost Pig are challenging, there’s not many ways to actually lose (unless you do some obviously bad things, like burning down the forest at the start). You don’t have to worry about making the game unsolvable, which frees up brain space to focus on solving puzzles. It is a very pleasant little game that won multiple awards at XYZZY 2007. As it turns out, the game is a sequel to Grunk’s LiveJournal, which tells about his previous adventures in the army. (2002-2007)