Sundry Sunday: Baldur’s Gate 3 Goes Too Far

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

From the excellent D&D-focused animation channel Dungeon Soup. I won’t say anything more except it has to do with Baldur’s Gate 3 (as it says in the title), and that it’s NSFW in theme if not technically in visuals.

From Supper Mario Broth: Luigi Concept Art & Mario Strikers Banners

From the “Small Findings” sub-blog of Mario obscurities site Supper Mario Broth comes this collection of concept art for Luigi, from last year’s Super Mario Bros. Movie. Here is the original post.


Here’s another image, from the main Supper Mario Broth site. Several spinoff Mario titles have promotional images for fake Mario universe companies used as background art elements. Most of the time these are used in the Mario Kart games. There were a few made for the original Mario Strikers, that went unused in the final game. This one appears to be for some kind of Bowser Support Hotline. Original post.

Completing Arcade Dragon’s Lair

Dragon’s Lair was the original laserdisc arcade game, and a big hit at the time. It immediately caused a large part of the ailing arcade sector to swing around to doing laserdisc games, a trend that will seem very familiar to people who have been following NFTs, overwhelming the market and ultimately further contributing to the downfall of the golden era of U.S. arcades instead of saving it. Dragon’s Lair, and its sequel Dragon’s Lair II: Time Warp and spinoff Space Ace, were by many accounts among the best of the era, with excellent cel-drawn animation provided by the studio of former Disney animator Don Bluth.

Now that I have properly introduced the concept to those who might not have known, I can now introduce this video (14 minutes), put together by the Youtube channel Broken Arcade, which demonstrates how to complete Dragon’s Lair. It’s not a perfect playthrough, but it is done on one credit, and while it plays the player explains what movements he’s doing on the joystick and button, along with notes on timing and tips for getting each scene right. The directions and button presses needed to finish each scene (which are presented randomly in the game) are also listed in the description to the video.

Even if you’ve never heard of Dragon’s Lair before, it’s worth it to watch the lush animation! Here it is embedded:

Demoscene: La Linea

The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.

Demos aren’t necessarily out to wow you by pushing a computer’s hardware to its absolute limits. Sometimes one will just present something that was obviously (to people who understand the platform) challenging to do, but is fun for its own sake.

La Linea is a series of short films made for television created by Italian animator Osvaldo Cavandoli. They may be familiar to 80s kids who watched a show called The Great Space Coaster, as they were in regular rotation as segments on that show. They feature an expressive and excitable character, known as “Mr. Linea,” who speaks gibberish and has a variety of adventures, despite the fact that he and his world are represented (with some cheating) as contortions of a single horizontal line. The character often speaks to the off-screen animator, asking for various items, devices and, occasionally, other characters to interact with. Every cartoon ends with the main character falling off or through the line in some way. Some of them are collected on Youtube. Here is an example (2 1/2 minutes):

In 2002, the demogroup Breeze made a tribute to Cavandoli’s work in the form of a full-length La Linea cartoon running on a Commodore 64. It doesn’t have the distinctive music or the gibberish, and there’s no photorealistic hand that reaches in to draw parts of the scene, but the style is otherwise faithful to the original. It is a remake of La Linea #10. Please, enjoy (3 1/2 minutes)!

The Blog at perfectpacman.com

The URL makes it seem like it’s going to be entirely devoted to that specific classic arcade game, but lately it’s concerned itself with two other topics, both pretty interesting. Here’s a link to the site, for ease of access.

Most of the posts by weight recently have concerned the lawsuit by Billy Mitchell to force Twin Galaxies to retain his scores in Donkey Kong, which as the evidence mounts up against him, much of it recounted on the blog, became increasingly unlikely to prevail. According to the blog, there are several major discrepancies in the footage he provided of his scores, that made it evident that they were produced in MAME, which for various reasons disqualifies them for the category he was aiming for. That evidence is recounted on this subpage, but among the most telling is that Donkey Kong’s software draws its levels in a way that interacts with the CRT redraw to produce, on arcade hardware, a couple of frames where the boards are incompletely drawn in a distinctive way, that is not evident in Mitchell’s tapes.

Comparison from perfectpacman.com showing the screen drawn in a way distinctive to MAME, but not to the arcade hardware.

By this point Mitchell’s name seems to be mud in classic gaming circles, so presumably coverage of this topic is nearing its end on their blog. That’s probably for the best, as their other major beat is covering gaming challenges that Twin Galaxies offers bounties on, like escaping Midgar in FFVII without using Materia, or getting as many Gold Skulltulas as a player can in Ocarina of Time without taking damage. That’s the kind of gaming geekery we can get behind!

Behind the Code: Why Does Nintendo’s Tetris Crash At Extremely High Levels?

Displaced Gamers’ excellent Being The Code series on Youtube looks into what causes Nintendo’s NES Tetris to crash at really really high levels, over level 150. In the process, it goes through how that game displays and adds scores together. Have a look (22 minutes)!

Homebrew Atari 7800 Arcade Ports

Just a quick post today, last year user PacManPlus made available free downloads of some of their Atari 7800 remakes of arcade games. For people who aren’t in the scene this might be of limited interest, but these games were formerly sold commercially on AtariAge’s website and not generally available for free. Atari 7800 emulation is, of course, easily available in RetroArch, but this page on the EmuGen Wiki lists some standalone emulators.

One of the included games is a game that is very rarely ported, Baby Pac-Man, because it contains a significant pinball component. The pinball physics in the remake are uncommonly good! The Youtube account The Atari Network reviewed it with gameplay video so you can see for yourself:

Baby Pac-Man isn’t the only game in the collection, but its especially notable. I haven’t even had a chance to look at the others yet, but there’s some interesting titles in there.

The remakes were originally sold commercially on cartridges, but they were recently delisted and removed from sale, so PacManPlus was kind enough to make them available for anyone to download and play. I for one appreciate his kind generosity!

PacManPlus’ Atari 7800 Arcade Ports (atariage.com)

@Play: Glorious Adventure in the Mystery Dungeon

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

It’s the shortest @Play column ever!

What is happening here? This is the newest Mystery Dungeon game, Shiren the Wander: The Mystery Dungeon of Serpentcoil Island. It’s actually a great deal of fun, a sharply-designed entry in the long-running classic roguelike series.

This isn’t “roguelike” like half the games on Steam. This is a true roguelike, even if it doesn’t have ASCII graphics: a turn-based RPG with substantial randomized elements, that demands that you live (or not) by your tactics, strategy and wits. I don’t begrudge others appropriation of the term, but it does mean I have to now use the qualifier classic when I want to discuss the old style. Really, it’s better to call games not in the original style roguelite.

The dungeon depicted is Heart of Serpentcoil Island, the traditional end megadungeon that most Mystery Dungeon games have. After finishing the “main” dungeon, and playing a lot of extra bonus dungeons that each show off a specific element of the game’s engine, there’s the megadungeon: a 99-level gauntlet of terror where you enter at level 1. None of the items you’ve collected throughout the rest of the game will help you here. You must start from scratch with just a riceball. You don’t even have a weapon or a shield to begin with: everything you have, you must find along the way.

The game doesn’t pull many punches in this dungeon, as you can see. At experience level 1, every space in a room (other than the entrances: that’s a secret tip for you!) could contain a game-ending trap. The only consolation is that they’re really quite rare! I was exceptionally unlucky in this run.

Additionally, the uses of many of the items, the scrolls, grasses, pots, bracelets and incense found in the dungeon, are unknown: their effects must be discovered, through means both blatant and subtle, for yourself. Some of them will be essential to your survival, let alone success; others, like the Ill-fated Seed, you really want to avoid using.

It’s a ludicrous test of knowledge and skill, and a fitting capstone to the game. If the experience shown in the video seems like it might put you off, at least it shows conclusively that the game isn’t taking it easy on you. If you win, and it can be won, it’s a great accomplishment. I’m still working on this one myself; I’ll let you know how it goes.

Sundry Sunday: Professor Item Explains How To Care For Peepy

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

This one comes from a fairly deep subculture that I can’t completely explain here, partly because I don’t understand it all myself. I feel like there is something in the origin of creator/website/video maker/memester/online shop itemLabel, some necessary context, that I don’t yet know. But they make fun videos, one of them intrudes upon our territory, and I need something for today’s post. Full steam ahead!

Here is what I can tell you. Peepy is a heavily memeable plush toy, that its makers insist, probably for safety and legal reasons, is a piece of art not a plush toy. It looks kind of like a fluffy peanut with googly eyes and a round beak. Like this:

There are a variety of style of Peepys (Peepies?). Peepy is one of a number of character toys artworks sold by itemLabel that are kind of friends to each other? Or not? The videos seem to indicate that they are part of a shared universe, but don’t actually create much of a shared lore. Explanations I’ve seen say that they’re written to suggest a shared lore without there actually being one, in a sense that people familiar with the Cthulhu Mythos will immediately understand: any solid connections are left for the viewer to invent.

Peepy and acquaintances are the subject of posts on itemLabel’s Youtube account, TikTok account, Instagram account, and Twitter account (link purposely omitted). The only two solid things we know about Peepy’s place, within the greater Peepiverse, are that Peepy loves to eat peanuts (makes sense, they are what they eat) and to commit crimes (wait what?). Its description on the characters page of itemLabel’s website reads: “A peepy thrives in the shadows, using its wit to stun enemies. Its ability to steal may surprise you. It loves peanuts and will commit any heinous act to get them.” This description belongs to a creature that, I remind you, looks like this:

But let’s set all of this aside and concern ourselves with the burning question: how does one care for a Peepy? To our rescue comes Professor Item! Professor Item tells us about Peepy’s habits and feeding through a video where he lives in what seems to be a portable gaming system like a Nintendo DS. In fact, he looks a fair bit like a 3D version of the Professor from the cult classic game Contact by Grasshopper Interactive, and has a similar kind of personality.

Without further ado, here is Professor Item to explain how Peepies are to be provided for:

Don’t have enough Peepy in your life? It’s not game-related, but let’s relax the rules slightly this once. Here is their theme song, written and sung by Japanese musician Emamouse:

And here is the incredibly trippy animation Peepy’s Secret, which features several other of itemLabel’s characters. If you can understand the words you have better ears than me.

Garfield+

I posted links to this elsewhere to so-so-reception, but darn it the idea is amusing enough to me: take an old 3D game that got really poor reviews, hack it to make it better (not to mention playable on current Windows), and post the hack online.

The game involved is a Garfield game for PS2 and PC that I hadn’t even heard of before. The person who did this objectively silly thing is a Youtuber, and they uploaded a 20 minute video on the game and their modifications. You can even download their modification to play yourself.

No one was clamoring that they do this. They themselves admit the game isn’t really that great. But they love it, for irrational reasons, and that’s fine by me. It’s not really terrible, they surmise that the egregiously poor reviews (0/10!) were part of the Internet Pile-On Effect, where the reviewer finds something it’s okay to hate, and proceeds to do so as much as they can. In this case, the game’s greatest sin is being a licensed game, and those are always the absolute worst, aren’t they?

Anyway, here’s their video in an embed. Again, it’s 20 minutes long, so it might not fit into your schedule. That’s okay.

Sundry Sunday: The President’s Story

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

Youtube animator Wooden Turtle has done Pikmin animations before, and we’ve linked some of them here: The Groovy Long Legs Experience, and Cooking With Louie #1 and #2. They’re fun riffs on Pikmin’s lore and backstory, and this week’s video is another of those.

In Pikmin, the game’s backstory was communicated mostly through Olimar’s Log, which was a situational message given at the end of each game day that reminded and expanded on its events. Pikmin 2 kept the idea but changed the messages to emails from Olimar’s employer, called Sacho. In the opening, it’s revealed that the freight company that he owned and Olimar works for undertook a gigantic debt due to the loss of a cargo of highly-expensive Pikpik carrots that he was responsible for. (To find out what happened to them, you have to finish Pikmin 2 to 100% completion.)

In Pikmin, you have a strict 30 day time limit to get enough parts of your ship to return home. Pikmin 2 has no time limit. You can take as many days as you want to collect treasures, and the number of days it requires is more like a score. To keep the pressure on the player, as the days reel off, you receive a series of increasingly frantic email messages from Sacho, who as it turns out unwisely covered the debt with an organization called “All-Consuming Black Hole Loan Sharks.” Their means to insure repayment are ruthless, but in fairness to them, you should know what you’re getting into from their name.

Sacho is forced to go on the lam to escape their wrath, and for a time lives beneath a bridge and befriends the animals there. But you don’t need me to tell you of those events: they’re animated in Wooden Turtle’s latest production! It’s eight minutes long:

Shiren 6 Main Dungeon Completion

Whew! At around 3:30 AM last night, I finally was able to play Shiren the Wanderer 6: The Mystery Dungeon of Serpentcoil Island. Five hours later I finished it on my first attempt, with no deaths. I had six Revival Herbs in inventory at the end. (There is a story battle against the boss at the beginning that you’re supposed to lose. I don’t know, maybe there’s a tricky way to finish it? I gave it a good try.)

I did this on my rarely-used Twitch channel. I’ve put the recordings of the play in a video collection, which you can see here.

I’m not going to say this means the game is easy. I can finish Super Famicom Shiren on one try too. I’ve been playing roguelikes for, oooh, over 30 years now? Shiren 6 falls a lot closer to the first Shiren games than Shiren 4 and 5, and I couldn’t be happier about that. I plan on written a full review later, after I’ve recovered from staying up all night playing this game.

I’m sorry that this isn’t more generally interesting, but I’m pretty jazzed!