Strong Bad Plays Mini Golf in VR

Once upon a time the types of people on the Internet skewed much smaller in number, and you could be reasonably assured that if you made, say, a Monty Python or a Hitchhiker’s Guide to the Galaxy joke in forum company, nearly everyone reading it would get it, and probably also find it funny. Those days are long past, and in some ways it’s for the better, but the near certainly that people would just know what you mean did make it easier to find accord with folk you met online.

One of those universal early net touchstones was the Flash cartoon site Homestar Runner, and its true star Strong Bad. His name and look inspired by the early NES game Tag Team Wrestling, yes everyone knew about Strong Bad, and waited with bated breath for the weekly cartoon where he answered viewer email.

Email is much less of a thing now than it had been then, and the site updates much more sporadically these days, but Homestar and Strong Bad are still kicking for now, lovingly maintained by their creators the Brothers Chaps, Mike and Mark Chapman. The Chaps chaps have done other work since then: they once made a website (with a couple of cartoons) for the pizza chain Mellow Mushroom, collaborated with Telltale Games to make an excellent series of adventures, they created the Youtube series Two More Eggs (and we’re almost done following all of their Eggpo subseries here on SSB), they contributed to the Aquabats show back on pastel horse network The Hub, they wrote for incredibly awesome Disney Channel cartoon Gravity Falls, and more recently made a board game based on their breakout pretend man dragon Trogdor and a few computer games like Dangeresque: The Roomisode Triungulate.

Now we come to their most recent electrowork, an add-on pack for VR putt-putt sim Walkabout Mini Golf called the Homestar Runner Distraction Pack, that features 18 H*R-themed holes and a whole lot of in-jokes.

But if you are like me, and not only have you never heard of Walkabout Mini Golf before, but don’t even have a VR headset, this might seem like a great pile of interesting content that you have no hope of ever seeing.

Well I can’t say that it’ll cease your longing for all that forbidden golf, but they did release a 53-minute promo play of the game, with WMG creator Lucas Martell playing with Matt Chapman and Strong Bad himself, as represented by a floating head.

No, not that floating head. You get that reference, right? ‘Course you do, this is the internet.

The Nine Endings of Star Fox Command

This post contains spoilers for the various endings of Star Fox Command.

Old… man? (Images in this post come from vgmuseum)

The always-excellent Hardcore Gaming 101 is currently working through the Star Fox series, due to the well-received remake of (the remake of) Star Fox 64, still generally regarded as the high-point of the series.

Star Fox has gone through a lot of variation through its life. Rail shooters, strategy dogfighting, whatever Assault was, and even Zelda-style adventure. The strategy dogfighting is interesting as it plays out completely differently from the original game, becoming a kind of RTS. It’s a really interesting style, and one that I don’t think I’ve seen anywhere else. I’m a little upset that it’s not as popular as the rail shooter Star Foxes, because it’s really interesting from a design standpoint.

The original of this type, Star Fox 2 back on the SNES, was long known as an infamous unreleased game, shelved due to the impending release of the Sega Saturn and Sony Playstation, and the flat polygons and low framerate of SuperFX Star Fox would have looked insufficient in comparison to soon-to-come 3D titles like Panzer Dragoon and Tomb Raider.

While it didn’t get released until the SNES Mini in 2017, it did get a sequel, before the original had been seen by anyone who didn’t either work at Nintendo or played one of two leaked prototypes. Star Fox Command for the Nintendo DS featured the return of series co-creator Dylan Cuthbert, and elaborated upon the gameplay in its nearly forgotten predecessor.

Star Fox Command served as a conclusion to the story thread began in Star Fox 64, and perhaps realizing that whatever became of Star Fox after that would involve rebooting the series, it takes some pretty major liberties with the story. In Star Fox Command, it’s revealed that Andross actually had valid reasons for leaving Corneria, and that General Pepper forced him into exile for political reasons. By the end (spoilers!) former team member Peppy takes over command of the Cornerian military. Kurt Kalata of HG102 expresses some displeasure about this revisionist take on the story, and I have to agree, but oh well, they’re just games, and it’s not like Pepper served much of a role before, other than to deliver mission briefings, or reacting in hilarious dismay if you sent him a huge bill by getting a high score in SF64.

But even weirder than that….

Star Fox Command has nine endings, depending on which two characters you play the game with, and each of them serving as its own conclusion to the Star Fox 64 saga. It’s kind of a choose-your-own-future setup. Depending on your selection, Pepper’s heel turn isn’t the only reversal in the offing.

The nine different conclusions are all shown off on vgmuseum.com, and as Kurt notes, some of them are insane. Some of the story outcomes are a bit odd, but at least they’re interesting! In one, you take Falco on a side mission, resulting in Fox and company saving the day in your absence, causing Falco to leave Star Fox in disgrace, team up with Kitt, and start his own team. In another, Star Wolf saves Corneria, gets their fugitive status lifted, and become the toast of the system.

Krystal, the rescuee from Star Fox Adventures, is the focus of many of the endings. At the start of the story she’s left the team due to strife with Fox. In a couple of endings she and Fox get back together; in a couple more she joins up with Wolf! In one she leaves the team, and the galaxy all together, goes all emo and changes her name to “Kursed,” and becomes a bounty hunter.

She also started wearing black and listening to My Chemical Romance.

Probably the greatest ending is the one where Fox and Falco give up being space fighters and get into high-speed hovercraft racing called “G-Zero.” I remind you that one of the drivers in F-Zero X and GX is James McCloud, the name of Fox’s father, as a human but piloting a vehicle that looks an awful lot like an Arwing. The Super Mario Galaxy Movie isn’t the only one of their properties to cross into Nintendo’s Furry Universal Century.

How many planets are in the Lylat system anyway?

Monster Maze on Unused Zelda Maps

I started this post out intending to do a Multilink Monday, but within a few seconds of starting this video I came to realize, nah, this one deserves the spotlight all to itself. It’s well made, seems to be constructed with a stable eye and doesn’t seem hugely pandery… other than the big BACKROOMs intro card, I’m not a fan of that. But other than that, I appreciate the style. Creator Monster Maze seems to make good videos.

This video is on unused spaces in Legend of Zelda games. (24 minutes) If you want to see some weird developmental crap, it’ll fill the bill. Look and see:

There are loads of unused rooms in Zelda games! This video, despite being 24 minutes long, is more a highlight real than an exhaustive listing, but they do find some really interesting places, like an abandoned haunted house in Link to the Past, and the unused inside of the head at the top of Tingle’s Tower in The Wind Waker.

SGDQ 2026 Begins Sunday

It’s one of those two times of year again. Games Done Quick, the bi-annual week-long charity speedrunning marathon, begins at 12:30 PM (“Noon Thirty”) Eastern Time on Sunday, July 5th, that’s tomorrow. The day after today, the 250th occurrence of that particular US holiday some people make a fuss about.

This one is SGDQ, where the S stands for Summer. If my recollection is accurate, AGDQ, the one that happens in January, is the home of Awful Block, speedruns while SGDQ hosts Silly Block. You can keep track of them by the first letter: AGDQ for Awful, SGDQ for Silly. Even so though there’s a lot of leakage between the two, and many of the games in Silly Block this time would fit in well in its Awful relative, including the infamous Snoopy game on Commodore 64, Mega Man for DOS and The Legend of Zelda: The Wand of Gamelon.

The schedule is here. A few games of interest, I think, are Castlevania: Symphony of the Night, Kirby Air Riders (only Air Ride mode though), No More Heroes, a couple of games from UFO 50, the SNES version of Ogre Battle, Sonic 3 & Knuckles, Paper Mario: The Thousand Year Door, Vs. Super Mario Bros, Earthbound Beginnings, What The Golf?, The Legend of Zelda: The Wind Waker Randomizer, Gauntlet and Castlevania both for NES, and a naneinf run of Balatro, among many others.

1960s Navy Training Film on Computers

Surprise! Today’s post is about a video from Periscope Films from sixty years ago on the fundamental building blocks of computers from way back then. Right off we’re told that computers no longer rely on primative things like electromechanical relays (gags) or vacuum tubes (wretches). NOW computers are made of TRANSITORS, and we truly are living in the future! (18 minutes)

The cool thing is, while they’re much faster now denser now, and faster, and we have much simpler ways of interacting with them, and storage, both chip and magnetic, hold much more data, and each of these things has improved by a factor of billions or even trillions, computers still basically operate on these same principles.

This video mostly concerns itself with explaining how basic computer circuts are made. It makes for fairly dry viewing if you don’t know anything about electronics or circuit diagrams, but maybe it’ll be interesting anyway, from a historical perspective.

Extra: Four Bluesky Image Posts, Sure

It’s a bit light, maybe, to be a day’s sole post, so I’m throwing this in as an extra. I was looking through my saved post list on Bluesky and found a few entertaining images that speak to me. Largely they say, “@!#?@!“, just like Q*bert does. Please enjoy, if you are capable of that. I won’t hold it against you if you aren’t. Links are provided so that you can follow these fine arteests/screenshooters/shitpostors.

From Nick C:

Where does Pac-Man, um, pack the stuff he eats? If soy sauce existed in Pac-World this would definitely happen, and Miru would play along, that enabler. Meanwhile Pac-Man’s blood pressure is 3,000/a million.

From Ammnontet (this is just image 1 of 2):

This is exactly what all creepypasta sounds like to me. I only enjoy media where nothing bad ever happens and at the end you’re handed a free puppy.

From “Steeeve Duffy,” who has many great comics, but whose name has too many e’s:

It’s easy to imagine the voices from the N64 game speaking the characters’ lines. Later games established that Peppy Hare is getting on in years, and I like to think that inspired his scruffy depiction here.

And from Deltarune, “New Video Game Advisor“:

Susie’s severed head has to put up with a lot. The way her right eye shows through her hair, anime-style, makes her look like a David Bowie-style glam rock star: Susie Stardust.

Ribbie: Real Baseball in 8-Bit Form

We still mourn the end of Blaseball, which sustained some people’s hunger for a sports-like communal experience during Covid lockdown, but can understand that without everyone staying at home it wasn’t possible to sustain it.

It’s not Blaseball, but kind of similar in a way, if you look at it sideways and with unfocused eyes, is Ribbie, which takes real baseball games, being played live, and presents them in a style not dissimilar to a video game. By its nature Ribbie is properly enjoyed while games are in progress, but there is a demo available that presents an archived match.

There’s no rogue umpires, black holes or resurrected players, but it is an entertaining presentation. There is sound too, though off by default, so if you don’t want to experience games in deathly silence be sure to turn it on.

High-Level Minesweeper Tactics by Mine Bouy

Mine Bouy is a sporadically-posting Minesweeper enthusiast who posts interesting strategies sometimes, including one video about dealing with one of the most frustrating, yet sadly common, events in playing that game: “fifty-fifties,” or, situations where you have a choice of two spaces to reveal, and the chances that one will contain a mine losing you the game is ½ out of 1.

This situation may seem impossible to resolve, and it’s true that you have some chance of losing no matter how you deal with it. But there are sometimes ways to improve your odds and clear up the uncertainty without making a move that’s a 50% chance of losing. Mine Bouy calls this “breaking a 50/50.” (8 minutes)

Their strategy has to do with not picking one of the two questionable spots if you can help it. It relies on realizing that picking an adjacent spot with lower odds of failure may give you a chance to give you information that could reveal which spot has the mine. It trades even odds of exploding a mine with a greater chance that a spot is mine-free, and also revealing which of the 50/50 spots hides the boobytrap. Clever!

Two other helps linked from the video’s description are a browser-based Minesweeper analysis tool by MSCoach, which offers a no guessing mode that guarentees no 50/50s will be generated, and a Google Docs paper (by Scar) on the basics of 50/50s and the many forms they may take. You can play Minesweeper on the internet at Minesweeper Online, which also offers a no-guessing option.

Nicole Express on Throwaway Arcade Games

Now here’s something fascinating I had not heard of before Nicole Express recently wrote about it. Because of a law in Japan it was (maybe still is?) illegal to sell an arcade cabinet without a game in it.

When the market for replacement cabinets opened up, targets for upgrade kits without gutting an old machine to host them, they still had to have some game in them, even if everyone knew its PCB would be just be taken out and thrown away. It was also a way to assure a game center owner that the cabinet worked as advertised, as it could immediately be plugged and tested.

But games cost money to develop and need parts to implement, so these games have to be really simple. So there arose a micro-genre of games, usually a simplified remix of something from the cabinet manufacturer’s back catalog, using ancient processors, minuscule ROM and RAM, and the simplest means of driving the video signal possible, to fulfill this tiny and strange market need.

Sega’s Dottori-kun (image from linked site).

Nicole so far covers three such games: Sega’s Dottori-kun is a remake of their classic arcade game Head-On (remade before by Atari as Dodge ’em), a simple dot-eater where the player’s surrogate is a car that can only drive around a track one way. Taito’s Mini Vaders is a series of Space Invaders challenge boards, but with no enemy shots or sound. And most recently Konami’s Target Panic is a kind of fast reaction target shooting game, but using a joystick instead of a light gun.

Dottori-kun, a silent blue-and-white remake of a 1979 arcade game, was, via Sega’s Aero City cabinet line, a game they were publishing the year that also saw the release of their Super Scaler extravaganza G-LOC.

G-LOC, Dottori-kun’s sibling. (Image from Mobygames)

Nicole goes into detail about each of these games, possibly the most attention any of them has gotten outside of their creation, including their internals. She really knows her stuff, and dives into the implementation of each game. All three run on Z80s or variants. Only one of the three games, Mini Vaders, accepts coins. All three articles make for fascinating reading, at least to my fevered mind, so please click through

Richard Garriott Getting Ultima’s Copyrights Back

It’s been going around the gaming bigsites (PC Gamer, Time Extension, Kotaku, Eurogamer and others) that due to a quirk of US copyright law Richard Garriott, who begin the Ultima series in June 1981, may finally be getting back the rights to his now-ancient series from the corporate behemoth, Electronic Arts, that has long owned them.

The details of the story are that this only involves the copyrights, not the trademarks. But trademarks are different from copyrights, they must be continuously defended and expire if not utilized. Every so often Electronic Arts attempts to do something new with the Ultima name, but none of them usually turn out that successful. The sole remaining example of classic Ultima is the venerable MMORPG Ultima Online, older than World of Warcraft, even older than Everquest. It’s possible that EA could use its unbelievable continued existence as a pretext to keep hold of the Ultima trademark, but UO is incredibly ancient itself nowadays and doesn’t have the large userbase it once did.

I have no love for the monstrosity Electronic Arts has become, the memory of their enlightened early years under Trip Hawkins fading after decades of stagnating sports lines chained to big leagues licenses, and piles of brown and gray military shooters. They sit on countless classic computing properties, doing nothing with them while people who fondly remember them age and die off. Yet I choose to believe this isn’t out of spite, more that they can’t be assed to do anything with properties that aren’t gigantic sellers.

Ultima is one of the few cases where a piece of their gigantic lucite block of IP shows a crack that could be broken away. Richard Garriott has maintained his wealth from the time of Ultima’s success, and may have the resources to fund a revival. Whether it would be successful… I can’t say. Garriott has tried making multiple games since leaving behind Ultima with varying degrees of quality. His Tabula Rasa from NCSoft, from nearly 20 years ago, didn’t do well; I’m not apt to hold that against Garriott though, considering how badly they treated City of Heroes.

Every so often Richard Garriott comes up with some new concept, but truthfully it’s been a while since he’s made waves. I personally sat at a talk he gave at DragonCon a few years ago where confidently held forth on the direction that he saw gaming going, but then failed to go. I’ve tried Shroud of the Avatar: Forsaken Virtues recently, he was involved with it but has long since left it. I bounced off. I’d like to give him the benefit of the doubt, but Garriott’s most recent project involved NFTs, which seems like a huge danger sign.

My personal opinion is that Richard Garriott should immediately approach Digital Eclipse, developers of the terrific remake of Wizardry: Proving Grounds of the Mad Overlord, and together start making something along those lines. Richard, if you’re somehow reading this, please consider it! They do great work. Maybe something involving Ultima III, IV or VII? Any of those would be amazing and could open up this long-neglected series for a new generation of players.

Anyone else out there have personal experience with how amazing this game was?

I’ve heard that Garriott is going to be at DragonCon again this year. I plan on reporting on it on-site. Despite what you might think from what I wrote two paragraphs above I’m still rooting for him. Ultima is the most shamefully neglected classic RPG franchise out there right now, and I’m excited to think that it might make a comeback, no matter how unlikely that might seem right now. I didn’t think Wizardry could make a comeback either! Let’s all clutch our ankhs tightly and hope.

The CRPG Addict Plays The Original MUD

MUDs, and their sibling games MUCKs and MOOs, now almost forgotten except among a rapidly-aging userbase, used to be the biggest gaming draw on the internet. When MMORPGs became big, it was largely by using the lessons of MUDs and applying them to a 3D graphical world with action gameplay. Everquest (admit it, you haven’t heard that name for a while) and World of Warcraft would never have become big if it hadn’t been able to stand on the shoulder of MUDs. And now, with WoW’s memory receding in the minds of many users, I think it’s well time to go back and find out what the originals were all about.

The CRPG Addict has come around to reviewing the original Multi-User Dungeon, the first of many. Because PLATO predated so many networked computer games it wasn’t the first online multiplayer game, but it was one of the first that could be played by many people. The Addict links to an extensive Digital Antiquarian article from 2017 explaining MUD’s history.

That Antiquarian article is pretty amazing. In the original MUD, if you got enough experience points you could become a wizard, basically a moderator yourself. If you killed another player they had to start over from scratch, and you got 1/24th of their experience points. Other ways to gain points was to find treasure and drop it into the swamp. Once treasure was swamped it was gone until the next server reset, which only happened when nearly all the treasure was so disposed. While you could find and use weapons, there was a limited number of most of those in the game so most players had to be satisfied with basic stick weapons.

But despite these limitations, players managed. Wizards could crash the game easily (there was a command specifically for doing so!), so mostly they didn’t. Customs were decided on; it was improper to kill a player more than two levels below yours. The game continued, and players largely came up with their own solutions to social problems.

The CRPG Addict explains that the original MUD is still in operation at british-legends.com, and that you can even join him there to play today! Times are in his post.