How Many Bokoblins are in Tears of the Kingdom?

Now that the release of the game is some distance behind us, it seems apparent that, after all the videos about death machines and Korok torture have run their course, The Legend of Zelda: Tears of the Kingdom doesn’t have as much meme longevity as Breath of the Wild had. This is probably because BotW got some of the categories of video (like harassing Yiga) out of peoples’ systems, and also how brightly the Zonai device roundup compilation flame burnt for a while. Even Wolf Link’s minimalist run collection has slowed to a halt lately.

This is why I was pleased to see a video appear yesterday from MiahTRT both telling and elaborating upon how many Bokoblins there are in Tears of the Kingdom. The brief answer is 3,509 in the various tiers. Some of them can advance in power through the game due to the game’s hidden experience mechanic, a carryover from Breath of the Wild, that causes the monsters in the game to become more powerful depending on your actions in the game. (It does not increase Link’s power, although it may cause stronger items to generate.)

It’s a short video, at about four minutes, and unlike many videos seeking to stretch themselves out to increase ad revenue, it gets right to the point in answering its question. Thanks, MiahTRT!

How Many Bokoblins Are There In TOTK? (Youtube, four minutes)

Retro365 on Little Computer People

It’s one of those genius ideas that, after its introduction, lay fallow for a long while, 15 years in fact, before bursting back on the scene again and becoming a megahit.

The box of the European version of Little Computer People for Commodore 64. (image from MobyGames)

The original is Activision’s 1985 “game” Little Computer People, designed by Rich Gold and David Crane, and the return was Will Wright’s 2000 release of the original The Sims. The Sims has a bit more game elements than the original, and a lot more in terms of progression. Other than some minor moments of interactivity LCP was largely a passive thing, but the they share the same central idea: simulated people living inside your computer, living their own lives.

It’s something that game designers return from time to time. There was the satirical web game Progress Quest, where you “create” an RPG character who goes on adventures completely without player input. As a “zero player game,” there is absolutely nothing you can do there to help or hinder the simulated character; it may be the first game that can live entirely on your desktop’s system tray. The concept is also reminiscent of Yoot Saito’s Seaman on the Sega Dreamcast. More recently there’s the Garden screen in this year’s UFO 50, where a little pink person lives in a largely empty field and house, unless you can fill it with furniture, devices, animals and other items by completing various goals in its 50 games.

A Little Computer Person with his Little Computer Dog. (image from MobyGames)

Retro365 looked into the history of Little Computer People, and tells us that Rich Gold’s original idea was for a completely passive experience, inspired by the fad at the time for pet rocks, and it was David Crane that added the idea that you could interact with the character living on your computer disk, using a simple text entry system and parser. The article contains the interesting fact that Will Wright was not only inspired by Little Computer People, but spoke with its creator during the creation of The Sims.

The unexpected Japanese box art for the PC88 version of Little Computer People. Weirdly, the line-drawing art in the background kind of looks like a Sims house.

While LCP was nowhere near as popular as The Sims, which became one of those perpetual cash cows that seem to be all EA has cared about for many years now, its foundational nature means that all students of game design should take a look at it.

Little Computer People: When Digital Life Came To Life (Retro365)

Romhack Thursday: Super Mario Bros. Mini

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.

Today’s subject, however, is not one of them. It’s not a hack at all, actually, it’s homebrew! It’s a homebrew remake of Super Mario Bros. for the Gameboy Color, created by Mico27.

But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.

While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.

Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!

Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.

Super Mario Bros. Mini (by Mico27, itch.io, Gameboy Color ROM, $0)

Battle Train Developer Interview

For this perceptive podcast, I sat down with Joseph Mirabello from Terrible Posture Games to talk about developing the upcoming roguelike Battle Train. We spoke about the challenges of roguelike design, what is special about Battle Train, and then talked about their Kickstarter.

Someone Other Than Me Talks About Rampart

It’s true! Thanetian Gaming on Youtube has an 18-minute video about Atari Games’ neglected classic Rampart. Remember back in September when I posted a strategy guide that no one asked for over four days? Judging by his video he could stand to read it, but no matter, I’ll accept anyone talking about my favorite arcade game in a positive light!

Score Keeping on the NES

Sometimes I feel like I should put a content warning here when the technical level of a post is higher than usual. This one would probably be a five out of five for geekery. It’s a video from NESHacker on counting score on the Nintendo Entertainment System. But I don’t want to discourage you from watching it! It’s nine minutes long, and it contains a definition of the term double dabble.

Human-readable numbers are tracked by computers in a number of different ways. Nowadays we basically just do a printf or some version of it, but on a 1 megahertz platform, optimization really matters. It’s easy to think of computers as being impossibly fast, but in truth speed only ever counts relative to the efficiency of the algorithm you use. Computers are fast, but they aren’t all that fast.

One of the big tradeoffs in processor design is, fewer complex instructions that do a lot but take a lot of cycles, and processor complexity, to execute, or many simple instructions, each doing little and being relatively simple, and not needing a complex processor design to implement.

The 6502 microprocessor generally follows the latter design philosophy. It made some important tradeoffs to keep costs down. For example, it doesn’t have hardware that can multiply arbitrary numbers together. It relies on the programmer, or else a library author, to use the instructions given to code their own multiplication algorithm, if they need one. The result is going to be slower, probably, that if the chip had the circuits to do this automatically in silicon, but it reduced the cost of the chip, basically allowing more to be made, or else increasing the profits for the manufacturer.

Personally I’m a fan of just storing the score as a series of digits that match up to their positions in the character set. Gain 1,000 points? Just bump the 1000s-place up by one, and if it goes past 9, subtract 10 and bump the 10,000s place. That’s a tried-and-true system that many games use, and works well if all you ever have to do is add numbers. Comparing values, like for detecting extra life award levels, make things slightly more complex, but not by much. There’s sometimes other factors involved though, and that may explain why Super Mario Bros. uses different systems for its counters, as explained by NESHacker.

Sundry Sunday: DK Rap Remixed by Kirkhope and Substantial

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

People remember the DK Rap, the theme song from Donkey Kong 64 back on the Nintendo 64. It’s certainly memorable, and arguably iconic, although most would agree it’s not great as a rap? It was written by George Andreas (who wrote and sang the lyrics) and Grant Kirkhope (who composed the music).

We’re referred to it before here in a Sunday Sundry about brentalfloss’ excellent (but very dark) 2018 parody version, which kept most of the music the same. Well here’s an update that’s changes the music and lyrics, with the music from original composer Kirkhope, and the words written and sung by rapper Substantial, and by all rights it’s a much better song. Hear for yourself (3 minutes), it’s (puts on monocle) remarkably funky:

Ridiculous Tetris Piece Spinning

Modern-day Tetris contains some weird techniques. Some time back they regularized the ruleset of Tetris, using a confidential, yet mostly deduced, system called the Tetris Guideline. Although there are some games that go outside the guideline in some ways, modes that are called standard Tetris, or just plain “Tetris,” must stick to the guideline as a condition of their license agreement.

The Tetris Guideline, by now, has been part of the game for longer than it’s existed without it, but the most popular versions of the game, the Gameboy and NES ports, existed before the Guideline became a thing, so many people who mostly played that version may not be aware of how the game has changed since those days.

Some aspects of the Guideline are a bit controversial, like allowing infinite spin. Others have to do with regularizing how pieces move when rotated, which has some unexpected consequences.

These two short videos contain demonstrations of Tetris piece spinning. Now, I know for a fact that some of these spins are not part of the Tetris Guideline, especially those that involve spinning the “O” piece, the 2×2 square. Apparently a couple versions of Tetris support spinning this piece, even if it doesn’t make sense, and it has the potential to behave in odd ways. It’s interesting to speculate on the exact kind of drugs the spin algorithm is using when they allow pieces to warp into completely enclosed regions.

Here are the videos. Tetris Spins From Satisfying to Cursed (2 1/2 minutes):

And an “All Spins Tutorial” (6 minutes):

While some of the spins are not possible in standard Tetris modes, many of these are. Some games even reward you for pulling them off.

Indie Inquries Store Page Review

This is a store page review for the indie game Andy Blast vs. the Forces of Evil (45 minutes), if you would like me to review your page for a future episode, please reach out.

(Editor’s note: this is a review of a Steam store page, to help developers to construct better customer-facing material. It is not a review of the game itself.)

Legends of Localization Shows Signs of Activity

Clyde “Tomato” Mandelin, translator and localizer of video games, including especially of the fan translation of Mother 3, has a website and blog called Legends of Localization. It had been sleeping for a couple of years, but recently has sprung to life again with two posts this year. A few days ago he linked to a 2017 live playthrough and translation in a series of Youtube videos he made of a Sega Saturn JRPG called Tengai Makyō: The Apocalypse IV, a satirical game that pokes fun at Western culture, that he refers to as kind of a cousin of Earthbound. At 31 videos, each about two hours long, it takes quite a while to get through the whole thing, but it sounds like fun. Here is the 62-hour epic:

On the same day, he posted a history and timeline of fan’s waiting for news about an official localization of Mother 3.

Back in April he curated a collection of articles about bad game translations, including games like Twinkle Star Sprites and Breath of Fire II, but also has a collection of iffy translations of English games into Japanese. It turns out that Atari Games was notorious for them, inspiring a couple of long-lasting Japanlish memes.

At the top of the screen: “koin ikko ireru,” an awkward way of saying “Insert Coin.” (image from the Legends of Localization site)

I hope these posts are an indication of further writing from Tomato in 2025!

Aftermath Looks Back On One Year of Operation

Two whole days in a row of non-Youtube links? Who’d have thought it possible! Shame yesterday was on Nintendo-related things, the other over-frequent subject of our little blogmachine, but I guess you can’t have it all.

Aftermath is composed of just five webugees (original word plz steal) from various other bigcorp contentboxes, and is one of a whole wave of similar creator-owned outfits that also includes Second Wind, 404 Media and Defector. All seem to be doing pretty well… for now… but we’re hoping all the best for all of them, at least until they grow into Kotakus, Escapists or Washingtons Post of their own, and come to oppress an entirely new generation of writer. But that’s the future, and there’s still time to avoid it, at least according to my good friend, the Ghost of Collective Ownership Future.

Aftermath’s principals have an article up describing their experiences, and its variously enlightening and illuminating. Running a small business is a process rife with pitfalls, and when you’re just five people, most working part-time and not able to afford to just pay others to take care of the hard parts, it can be difficult, especially when at your last jobs you could just focus on doing the thing you’re good at, the thing you like doing. Another problem that being only five people creates is fragility. Not intending to jinx them at all, but if one of them were to suddenly pass away, could the remaining four keep the banner held aloft?

But they are doing it. It’s working! And they have plans to expand next year. If you want to follow them and help keep them afloat, they have a trial subscription going where you can read them for one month for just $1. And their monthly rate is just $7 anyway, $10 for commenting privileges and Discord access.

Reading the article, especially the bit about how sites like this tend to slowly bleed subscribers over time just as a fact of their existence, as life happens to their readers in the aggregate, but gain them in lumps as new features are introduced or bursts of publicity occur. It feels like we could all stand to recognize this, and remember these sites need subscribers to survive. Aftermath’s rates are quite reasonable I think, considering that the New York Times charges $25 a month for their output, and as a bonus Aftermath doesn’t even publish frequent transphobic op-eds from right-wing jerks. Huh!

The Ringer on Funny Mario RPGs

Joshua Rivera on The Ringer reminds us of the history of comedy RPGs involving Mario, beginning with Super Mario RPG, then branching into the twin threads of the Paper Mario games and the Mario & Luigi series. They all share the common aspect of making Mario pretty boring, the archetype of the silent protagonist, and instead focusing on the world he inhabits.

Mario & Luigi (image from mariowiki)

In particular, the article mentions how the two of the principals behind Super Mario RPG went on to work on Mario and Luigi, and how Nintendo hasn’t made developing the series any easier with increasingly strict guidelines on how the characters can be used, like how modified versions of iconic, yet generic, types like Toads and Goombas can’t be created, possibly for fear of diluting their brands.

Zess T., a classic Thousand Year Door character who couldn’t be created today, because she’s not a bog-standard, mint-in-box Toad. (Image from mariowiki.)

The article also notes that both subseries have undergone revivals lately, with Origami King and Thousand Year Door in the Paper Mario series, and the new Brothership in the Mario & Luigi line, despite the shutting down of AlphaDream, who made them. But it’s not getting easier to make new games in either series, with Nintendo’s growing strictness over outside use of their characters and the serieses painting themselves further into a corner with each installment consuming more of the feasible possibility space.

Oh Fawful. Will we ever see your like again? (image from mariowiki)