Roguelike Celebration Preview Event on September 10th

The fine folks at Roguelike Celebration are holding a free “fireside chat” style preview event next month on the 10th, at 4pm US Pacific time, 7pm Eastern! Any rogue-likers out there should definitely have a look.

  • David Brevik will talk about the development of Diablo, a game that I understand some people greatly enjoy!
  • Aron Pietroń and Michał Ogłoziński will talk about hardcore city-building survival game Against the Storm!
  • Nic Junius will be presenting a talk titled “Play as in Stage Play: Designing Dynamic Narrative Moments Through Character Acting.”

You can submit a question for the talks here, and get a free ticket for them here! And look forward to the full Roguelike Celebration 2023 event on October 22 and 23!

Nintendo Files 31 Patents for Tears of the Kingdom Features

Revealed by Amber V at Automaton, Nintendo has gone on a spree of filing patents on features of The Legend of Zelda: Tears of the Kingdom.

Some of the software they’re trying to add the force of law to protecting include adding momentum of an object to a character standing atop it, figuring out what object the character is standing on, and showing a map of a place the player is fast traveling to during its loading sequence. What is it with companies patenting things that can be done during loading? Namco for a long time had a patent on minigames that could be played during loading periods, which is why for a long while (perhaps to this day) you have had to sit and wait for a game to complete loading before doing anything, instead of at least having fun during that time.

If Nintendo has its way, other companies won’t be allow to present screens like this unless they license the “technology” from them.

My stance, long-held and admittedly strident, is that patents should not be applied to software, ever, full stop. I am sure that some people might disagree with that opinion. They are welcome to, but I am unlikely to change their mind without a damn good argument.

Nintendo registers numerous new patents from Tears of the Kingdom, even for loading screens (automation-media.com)

Sundry Sunday: Game Stuff From Internet Funeral

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

Internet Funeral was (is) a subreddit dedicated to surreal images with text within them. Reddit is currently in a Muskian implosion, but fortunately lemmy.world has its own version of Internet Funeral, which is where these images come from.

Luigi and Peach get existential:

Source post

mAsTeR sWoRd tImE:

Source post, by GreenCrush

Oh no I’m not ready:

Source post

“Psychology Warning”:

Source post

You don’t see that every day:

Source post, by RealM

And, a 22-year-old site obituary:

Source post. I’d love to know what site this was, so I could try to pull it from the Wayback Machine.

Homestar Runner: Dangeresque in The Roomisode Triungulate

Every time Homestar Runner releases something new, it’s cause for celebration. They’ve been doing this for 23 years, and that’s not counting the original Mario Paint thing with the characters they made, long ago, that kicked off their merry legacy. Even though the days of them updating weekly and Strong Bad popping off sarcastic answers to emails left, right and center are long gone, every few months another new thing comes out of the Brothers Chaps’ content grinder, and we love that kind of sausage.

Of course making free stuff doesn’t pay the bills, and Adobe Creative Cloud is hella expensive these days, so much of their more recent stüf takes the form of little paid projects, like the Trogdor board game. So it is with this, a quite nifty collection of three point-and-click adventures. One of them came from their website long ago, but it’s now remade in that Unity thingy. it’s joined by two completely new games, and the three of them have better animation and full voice acting now! All are full of the wit and fun that Homestar Runner-branded contentTM has long been known for.

I managed to finish it in a night, but it was a very entertaining night! This thing is packed full of more jokes and character even than the Telltale series they did back in the Wii days. It’s amazing how many obscure interactions have unique voice lines, so be sure to try everything, and using everything on everything else.

Dangeresque: The Roomisode Triungulate, on Steam and itch.io (Windows and Mac, $8)

AsumSaus’s Smash Melee Info Videos: Is Melee Good?

If there’s two constants here at SSB, it’s that we post a lot of Nintendo content, and a lot of Youtube video stuff.

Nintendo, because they’re the most interesting of the major console manufacturers, and one of the most consistently great developers around today. I still think that Atari’s coin-op division, later split off as Atari Games, was more ingenious in their classic era, because they made such a wide variety of games and rarely did sequels, but Nintendo would definitely be second place, and has the advantage of still being alive as a company. (Atari Games has been gone for 18 years now, and that number isn’t getting lower. That makes me really sad.)

One of Nintendo’s biggest series is, of course, Super Smash Bros. It wasn’t always so. Smash on Nintendo 64, the first in the series, was a great little game, and the first time that they crossed over between basically all their properties, but it wasn’t until Melee, the second game, that it really became huge, despite being on the relatively low-selling Gamecube hardware.

Super Smash Bros. Melee was the game that really established the pattern for the rest of the Smash series: offer a ton of content, give everyone unprecedented amounts of fanservice, and offer a super fast-paced game with an eye towards the esports scene.

On that last point they succeeded: Melee is a very popular esports game. I don’t know if it’s more popular than Ultimate, the current Smash game released for Switch, although I don’t follow that scene generally so I really have no idea. All of the Smash games have some esports interest, but Melee’s the most popular previous title, I think.

Melee had a 13 month development time, fairly short, and resulted in a fair number of bugs, and that’s where AsumSaus’s videos are most interesting. Few games have had their internals splunked as deeply as Melee’s has, and they dredge up the most interesting facts from all that data.

I’ll just present one of their videos this time out, from three years ago, but I leave the door open to spotlighting others in the future. They’re just that interesting. So, here’s their 37-minute video asking, in considerable depth: outside the specific and highly particular subset of Super Smash Bros Melee that is tournament-level competitive play, taken as a whole: is the game actually good? He obviously enjoys that one tiny bit of it a great deal, but, what about all the rest? Watch the video to find out.

Is Melee A Good Game (AsumSaus on Youtube, 37 minutes)

Sundry Sunday: Hour-long Youtube Videos of Silence With Various Noises

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

Sometimes on Sunday we find very old things that survive down to us through years. But sometimes we find some fairly new memes, and this is one of those.

I don’t know when or where this started, but there’s this collection of videos on Youtube that are just silence, but with, very once in a while, maybe every two or three minutes, a sound effect to break the repose. Fortunately, most of these videos lead off with the sound effect, so you’ll know kind of what the result will be.

Why load up a video like this? Well as far as I can tell, the idea is to have it playing in the background while you do other things, such as watch a movie. Once in a while, the sound will happen to play around the time something significant in the other thing happens, and the unexpected juxtaposition is humorous, or at least interesting. Basically, humor through randomness. I’ve long had an idea for a mobile app that would do something like this, with randomized noises, but in the end figured it was too niche to bother with. Maybe I should try it after all?

While this idea extends beyond just video game sounds, several prominent examples have to do with games, keeping us within our site’s roomy theme. For best results, whatever those might be, it’s probably best to have on an ad blocker, or else some of the random noises will be commercials for terrible mobile games or Old Spice deodorant.

Here’s Lego Yoda screaming sporadically:

Mario, doing something similar:

Now the interruption is by the first four notes of Megalovania from Undertale:

A Minecraft Villager peppers your the next hour with infrequent noises:

Or here, just Minecraft sounds in general. The sounds in this one are fairly frequent, two or three a minute. There has got to be a Creeper noise in there somewhere to cause sudden jolts, I’m sure:

Angry Bird game noises:

The Mario 64 Thwomp sound effect:

Waluigi:

And, a duck quacking. It’s not a video game duck. I just like ducks.

If you watch more than one of these, expect your Youtube suggestions to get weird for a while. Now that your day has been enlivened and enriched I take my leave of you until the morrow. Ta!

M.U.L.E. Turns 40

Dani Bunten’s classic economic simulation M.U.L.E. is one of the all-time greats, still fairly obscure even among people who know and talk about video and computer games, but hugely influential. Wikipedia tells us that Shigeru Miyamoto considers it an influence on the Pikmin games (although other than in theme I really don’t see it).

There are three current ways to play M.U.L.E. One is Planet M.U.L.E., an official port sponsored by Ozark Softscape, which is several years old, and I was certain I had posted here about before. It’s a proper update with new graphics and a lot of character. A thing about M.U.L.E. is that the original versions were intricately designed in a lot of ways, not just in game rules but the little details. The way the phase ending noise speeds up, the exact difficulty of catching a Wampus, the speeds with which players walk through terrain, the many details of auctions, even the time it takes to outfit a mule and leave/enter town, it’s all finely calculated. You can tell that Dani cared deeply about the game, and it’s a polished as any game I’ve ever seen, and that’s the old 8-bit computer versions. Planet M.U.L.E. isn’t as polished, but it’s still very nice, and you can tell its makers thought hard about it. It offers both local and online play.

Sadly, Planet M.U.L.E. seems to be on life support. While games can still be played, and the automated best player posts still go up on its blog, it’s not gotten an update in years, and it’s even possible they’ve lost the source code.

One legacy of Planet M.U.L.E. is a wonderful Youtube video they made that explains the game and how to play. It’s a great introduction:

M.U.L.E. Returns was a mobile port. It has a website, that’s still around, but apparently none of those versions are available. It’s got a page for a Steam version, but it’s not available despite the original game being released in 2013. The site claims it may come back some day, but it cannot be purchased currently.

Then there’s the new roboanimal on the block, M.U.L.E. Online, which is on itch.io for a very reasonable $5. It has the blessing of Ozark Softscape, and is a near match for the Atari 800 version. You won’t get any improved graphics or sound here, but you will get a game that copies the original very closely, which is perfectly fine in my opinion. It offers local single and multiplayer, as well as internet-based online play. They also promote a board game version of M.U.L.E, which I’ve long wanted to try!

Or there’s emulation. Back in college I played M.U.L.E. with roommates via an Atari 800 emulator burnt to a Dreamcast disk, a great way to play if you have the system, controllers and means to construct the disk because the Dreamcast has four controller ports. (M.U.L.E. is by far at its best when you have four people playing.) The Commdore 64 and IBM PC versions were also made by Dani and the others at Ozark Softscape. The C64 port is close to the Atari 8-bit version. I don’t know about the DOS PC version. I can say that the NES version made by Mindscape is a terrible version, while sadly possibly the most-played because of the great popularity of the NES. If you tried that version and wondered what the fuss is about, you should seek out the Atari 8-bit version and play it before writing off the game entirely.

World Of Mule is a fansite dedicated to M.U.L.E. in all its forms. For its 40th anniversary, they’ve published a long retrospective on the game, its history and the new versions. (That’s where the above image comes from.) It’s a fitting tribute to one of the most influential computer games ever made.

Long ago, on primordial wiki-like site everything2.com, I personally wrote a long examination and play guide to M.U.L.E. While my writing style back then was pretty crazy, I think the information holds up. If you have an interest, you may want to take a look.


Planet Mule ($0, Windows, Mac and Linux)

M.U.L.E. Returns (versions currently unavailable)

M.U.L.E. Online (itch.io, Windows, Mac and Linux, $5)

World of M.U.L.E. (carpeludum.com)

M.U.L.E. The Board Game (boardgamegeek item page)

Preserving Monkey Ball Flash Games

Adobe (formerly Shockwave) Flash had a good long reign on the web as the premier means of presenting snappy interactive content without requiring repeated trips to the server. For ages, Javascript wouldn’t cut it for many purposes. Being tied to a full authoring environment helped it gain in popularity. Whole careers were built off of creating Flash content for the web.

Flash was easy enough to work in that many companies would produce Flash applets, even games, merely as promotional content, intended to be cheap and quick to make and ultimately disposable. Many of these games were lost when the websites they were a part of were taken down.

The Flashpoint Archive project, headed (I think) by BlueMaxima, has as its mission the preservation of these ephemeral creations. A post on Flashpoint will be coming eventually, but in the meantime I’d like to point out a 2021 Youtube video by (adjusts glasses) “Goober13md,” although I suspect that he may not actually be a medical doctor.

Goober13md’s beat is all things Monkey Ball. He made a video about the search for, and ultimate rediscovery, of three Flash games commissioned by Sega to promote the first Super Monkey Ball titles, as well as one for Super Monkey Ball Adventure (which Goober13md is understandably reluctant to mention by name). It’s an informative story about the difficulty of content preservation in a time, which is still ongoing might I add, where companies don’t see their web presences as anything more than transitory. Look look, see see!

The Super Monkey Ball Flash Games That Were Lost For Over a Decade (Youtube, 29 minutes)

When Shooters Became RPGs

For this podcast I did, we took a look at the Shooter genre focusing on the 2010’s, when more RPGs elements were added to shooters and the rise of the “Role Playing Shooter”.

Sundry Sunday: An Episode of the Parappa the Rapper Anime

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

Did you know there was a Parappa anime? It was released in around 2001, around the time Parappa the Rapper 2 for PS2 was released.

Parappa creator Rodney Greenblat said, in a Gamasutra interview in 2005, that other than character designs he wasn’t allowed to be involved with producing the anime. I it shows, especially with the focus on the new characters Matt and Paula. They feel like the writers included them because they wanted to write to their personalities, maybe because they didn’t want to step on the toes of the developers of the games by writing for their characters. It’s not an awful show, but it’s not what a Parappa show should have been.

An episode that ties in with the games a bit more than usual is Episode 13, which involves Parappa’s karate teacher Tamanagi-sensei, known to English speakers as Chop Chop Master Onion. He sounds a lot like he does in the game, even speaking Japanese, and it’s great to hear him get more lines.

Parappa the Rapper: Episode 13 – ACHO! ACHO! (Youtube, 22 minutes)

Wii to WiiU Data Transfer Animations, Starring Pikmin

This would ordinarily go into a Sundry Sunday post, but it’s interesting for historical value. Unlike the Switch’s spartan interface, the WiiU took some of its UI design inspiration from the 3DS, which was a bit more playful. The 3DS supported theming the main menu, which is a feature that never came to the WiiU, but they both did support StreetPass, with the WiiU still having its little-noticed StreetPass server settings among its rainbow-colored settings menu options. And of course both systems supported the Miiverse, Nintendo’s failed attempt at its own gaming-focused social media service, which let users make text and drawing posts, tied in with their Mii feature (still in the Switch although much declined in prominence), and allowed Nintendo to send users information directly to players. Miiverse is gone now, has been for years, but some people I hear are working on a fan-led revival. I shudder to think of what will get posted there without Nintendo’s moderators.

Back to the interface. Probably the quirkiest of Nintendo’s UI creations was an animation that went with the tool, downloaded fro the Wii’s Shop Channel, that transferred system and shop data from the Wii into an SD card package to be transferred to a fresh WiiU system. It could have been a simple progress bar, but they had their developers create a charming (gee I use that word a lot) sequence where Pikmin, at that point only those from the Pikmin 2 game that had last been seen on Gamecube, visually bundle up all of the transferable software, use a walkway to carry it into a waiting rocketship, and jet off to a nearby sun marked with the WiiU logo. At that point, the user would be prompted to move the SD card to the WiiU, where after installing a corresponding tool from the WiiU’s eShop, the process could continue, with a matching unloading animation.

If you never had the chance to see this sequence (easily possible given the WiiU’s low sales), or just want to relive the process, here it is, both of the Wii to WiiU data transfer animations, at about eight minutes:

This video only shows the animation. If you’d rather relive the whole process, including system menus, instructions and warning messages, here is a 15 minute video that records it. It also seems to have a couple of scenes that aren’t in the above video, including the one depicted in the head image.

A brief personal story. When the WiiU came out I got one. The WiiU’s fate was already sealed by that point, and I got it pretty cheap from a local Target. By that time my much-played Wii had been suffering from some serious issues. It had been hacked many times, the Homebrew Channel installed and its boot software replaced.

People will tell you that doing this is only for the purposes of piracy, and that’s really not true. We put the Wii to use as a general media player. It lived mostly at a friend’s house, and whenever I would go over we would use it to watch movies and things from SD cards. We even watched a DVD or two that way; while the Wii had a DVD drive installed, Nintendo didn’t spring for the licenses to play DVD movies, so it was purely intended as a data drive. You could bypass that restriction with the right homebrew software, although it wasn’t great and didn’t seem able to do menus, so we almost never used it.

My Wii had put into heavy use for game and media playing, and I put on and removed a lot of software over time, in addition of course to hacking it several times. As a result, it had gotten quite glitchy. Sometimes it wouldn’t boot, sometimes it would boot okay but wait until getting some ways into a game and freezing, and sometimes, weirdly, it’d show the opening Health warning screen, but the letters in the font would glitch out, individually. It was really a sight to see.

As a result I was really glad to get the saveable data off of that system and onto hardware that was reliable. I had to go through the whole sequence more than once, as the console froze along the way a time or two, but fortunately I got it, and our large Mii collection, all off and onto the WiiU, where it still lives today.

Collecting and saving Miis, from friends and the nearly-forgotten Check Mii Out Channel, and the Mii Parade of random Miis sent from Nintendo, is an aspect of the Wii that has not survived to the Switch. I hope whatever successor the Switch gets has something like it. And bring back StreetPass too!

Wii to Wii U Data Transfer w/ Pikmin (Youtube, 8 minutes)