I’ve posted about the great Youtube walkthrough channel U Can Beat Video Games several times in the past, so I try not to report on every video they do. And lately, as they’ve been tackling bigger projects that take a lot more time to finish, there haven’t been as many to post about.
But now they’ve completed their four-part series, each at three-plus hours, on one of the most iconic JRPGs from the era, Final Fantasy IV, which of course got released in Western markets as Final Fantasy II. It goes over everything in the game, every secret, every step of the story, a lot of cool tricks and strategies, and more.
I understand some people use this as background for doing other things, or as their adult replacement for Saturday morning cartoons (look them up). In any case, it makes for a lot of viewing, so block off a fair amount of time for this.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
It’s a cover of the theme to Super Mario Bros. played in a medieval style (1 1/2 minutes). That’s all for today. This video has lurked in my files for months, I figured I’d go ahead and get it posted. Remixes of the SMB music are one of the oldest genres of internet meme music there is, so here it is in a really old mode. The channel it’s from does medieval covers of a variety of music, so if that sounds entertaining, please ambulate towards that vestibule.
Back in January, the wonderful blog Old Vintage Computing Research, which covers all kinds of old machines and devices, presented this bizarre “smart” watch from the early days of the World Wide Web. It didn’t connect to the internet itself; it sat in a cradle and had up to 93K (who could need more?) of precious plain-text data sent to it from a Windows 9X or 2000 machine, that you could then read “on the go,” “on the road,” “in transit,” “while sitting on a subway car sadly isolated from a web browser,” etc. This essential device would have cost you $85 at the time.
I couldn’t let this promotional image from the device’s long-dead website go without comment though, offering “Free download from WEB”:
Image from the blog, originally from the device’s website. This bikini-wearing computer graphics lady likes her Web-@nywhere so much she got a dorky tattoo of its logo. It’ll either take an expensive operation or a simple retexturing to remove that! No one tell her she’s wearing the watch upside-down.
They made a promo video for it (2 minutes), which shows some popular games from the jam over the years, and reminds us that this is the 20th year the jam has been running, making it nearly an internet institution by this point! And the video also reveals the theme-which is “roguelike,” hah.
This tab has been open on my browser for literally months, so I’m finally excising it from the bar….
A while back the site HackADay did a teardown of the NES, going through how to take it apart and reassemble it, and going through some of the elements of its assembly. It doesn’t go into a lot of detail, but that lets it be fairly short, at only nine minutes.
Another image from Nerdly Pleasures, the Japanese box for “Robot,” their name for R.O.B.
We linked the blog Nerdly Pleasures back on Sunday when we used their image of R.O.B.’s gyro setup. The post it came from though is deep enough that I figured it’s worth its own spotlight!
The lengthy and detailed post came from 2015, and in addition to positioning R.O.B. in time and Nintendo’s history, also provides some technical information, such as the sequence of flashes that games use to communicate with the robot toy to make it perform various actions.
Nerdly Pleasures seems like a fine blog, and it’s still going with a post on King’s Quest IV that went up on the 17th, and I look forward to pointing out more of their work in the future.
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”.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The Japanese person (or people) behind the website www.gamedesign.jp are mysterious to me. I know nothing about them, except that they’ve been making games, first in Flash, then more recently using the Ruffle runtime, since at least 2001.
DICEWARS
While the title under which they put up their efforts may not be memorable, if you’ve been playing web games for a while you probably know some of their work. Possibly their best-known game is DICEWARS, which is like a version of Risk that plays much much faster, most games over in minutes, instead, as with the people I know who have played it, of days.
In DICEWARS (several of GAMEDESIGN’s games are stylized with allcaps), you have nation whose territories are represented as colored areas, each containing a stack of from one to eight six-sided dice. Each nation gets a turn to act, during which they can use a stack of dice to attack the dice of a neighboring country. Fights are resolved by rolling all of the dice in the two stacks. If the attacker wins, they move all of their stack save one into their conquest and take over (the enemy dice are lost), with that single die remaining in the stack’s previous home to keep the lights on.
If the defender rolls higher, or there’s a tie, the attacker loses all of their dice in the stack except one and the defender loses nothing. A stack of one can’t attack, and is generally pretty easy to slaughter by other nations; a good element of strategy is figuring out how to keep high-dice stacks near the front, between enemies and your single-die lands, since you can’t manually move dice around between your territories. When a nation is done acting for a turn, they receive extra bonus dice relative, I think, to the largest contiguous group of regions they control. They are placed randomly among all their possessions.
Fairune (Flash version)
Various versions of DICEWARS can be found on mobile app stores, although I don’t think any of them are officially blessed, and they tend to disappear after awhile.
It turns out they have a lot of other games that you may know of. One of particular note is Fairune, which is a capsule, very much simplified JRPG. Fairune and sequels made it to the 3DS and Switch eShops, where they are very inexpensive and enjoyable. Fairune is copyrighted by SKIPMORE, which may be a different entity. It’s still a nice game, worth looking into.
EDIT: SKIPMORE has their own website, which now mostly presents their downloadable console and mobile games.
One year after the release of Super Mario Bros., and just five after Donkey Kong. SMB was the game that showed the world that Miyamoto was a game design superstar. Endo designed Tower of Druaga and Xevious for Namco, two games that are still fairly unknown in the U.S. but were extraordinarily influential in Japan.
Endo: Also Wrecking Crew, that game feels great. The graphics are so pretty. And who knew Mario was so strong. I love Mario.
Miyamoto: When we made Donkey Kong, I dubbed Mario “Mister Video”, and I told everyone how I want him to be used in Nintendo games for many, many years to come. You know, I struggled a bit with his design. In order to show his nose better I gave him a mustache, and to make his running animation easier to understand, I gave him those overalls…
from an interview from Famimaga magazine, Feb 1986, translated by Shmuplations
The full interview was translated by the (looks at thesarus) always magnificent Shmuplations, and is up on their site.
Phobia on Youtube shows off a ton of glitches in The Legend of Zelda: A Link to the Past. Right off the bat they mention that, using these glitches, you can basically just win the game at any time by warping inside a cave wall, finding Ganon’s room in the big connected underworld map, then going one screen up from there, but then they go back and demonstrate not only how to do that, but also how to do a ton of other things.
Some interesting facts revealed, besides that all the dungeons and caves are part of a single map, is that the caves count as their own dungeon, the number of keys there is set to -1, a sentinel value used to hide the key display, but which also functions as 255 keys if you ever encounter a locked door, and that all the Big Keys are the same item, just tracked separately for each dungeon. Meaning, if you can get to a dungeon room with the game thinking it’s a cave, you essentially have infinite keys, and finding a Big Key lets you unlock all the big chests while there.
There’s lots of other little details presented in an accessible manner as well, so if this kind of thing is interesting to you, as it is to me, there’s 35 minutes of it there for you on a plate.
Supper Mario Broth is excellent! You may already know of this Mario esoterica blog and its prodigious post rate. Somehow they keep finding interesting things to publish!
Here’s a recent mindblower. The four note sound effect from picking up a Red Coin in Super Mario 64 is actually a brief segment of the Bob-Omb Battlefield theme, pitch-shifted according to how many Red Coins you’ve found so far. Their post on the phenomenon has the sound synced up to match the point in the music it’s taken from, and it’s unmistakable once you hear it!
The era of the 3D shooter was inaugurated in 1992 by the shareware release of Wolfenstein 3D by id Software, for 80286-based DOS computers. It wasn’t until this year though that the game was backported to the 8088, the chip the original release of the IBM PC used, and CGA cards. The port was made by James Howard, who showed it off in a Twitter thread. Rees at RetroRGB wrote an article on this “updated” version.
The limited color palette makes for a decent GIF!
While the monitor colors for CGA are pretty harsh on the eyes, the code also has support for CGA’s little-known 16-color composite output, as well as Tandy graphics and monochrome.