For this Perceptive Podcast, I’m talking with Christopher Bischke from Daylight Basement Studio to discuss their game Rightfully, Beary Arms that just released on early access. We spoke about making their first rogue-lite and the challenges of balancing the elements there.
Could You Realistically Survive in Super Mario 64?
It’s a fun idea, to determine if you, as a physical human being person, with all your physical human being person needs, could survive in the world of Super Mario 64, were you somehow to be transported there permanently.
The video embedded and linked below, from a Youtuber named Pretzel, is the projected beginning of a series about whether you could survive in different game worlds. Games are abstractions, and play life in them often leaves out details like drinking, eating, or (let’s face it) pooping. By ignoring that and trying to look at them as if they were actual places you are, by definition, engaging in pedantry, ignoring the essential nature of these places. But it’s fun to think about somewhat. At least we know this world has cake!
Could You SURVIVE in Super Mario 64? (Youtube, 14 minutes)
U Can Beat Video Games Covers Final Fantasy IV
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.
Here are the direct links and embeds:
Part 1: Beginning to Cecil’s promotion to Paladin (3h44m)
Part 2: To Dr. Lugae in the Tower of Bab-Il (4h8m)
Part 3: The Underworld and up to the Bahamut optional fight on the Moon (4h17m)
And finally:
Part 4: The remainder of the game, and the ending (3h38m)
If you think this is huge, it’s only going to get huge-r when they reach Final Fantasy VI (er, III)!
Indie Showcase For 4/9/24
The indie showcases highlight the many indie games we play here on stream, all games shown are either press key submissions or demos. Please reach out if you would like me to look at your game.
0:00 Intro
00:14 Overrogue
2:02 Crowns and Pawns: Kingdom of Deceit
3:37 Wizordum
5:11 Only Lead Can Stop Them
6:41 VergeWorld
8:20 Biocrisis: Return 2 the Lab
Paper Mario: Thousand Year Door Obscurities
It’s been some time since we had one of these obsessive quirk videos. I’d been feeling a bit self-conscious about using them a lot I suppose, plus none of them struck my brain the right way. Well, here’s one that’s pretty good, from Youtuber Bringles (21 minutes):
I won’t like this will be mostly interesting to people who are familiar with the game, but I should explain a few things in case you aren’t but still want to watch.
A “superguard” is a special mechanic in TYD. After the concept was pioneered with Super Mario RPG, the first Paper Mario also included a timed reaction move, often a button press, you can do in response to enemy attacks to reduce damage. But singe the first two Paper Mario games purposely keep their battle numbers pretty low, with most attacks doing single digit damage, sometimes even just one or two points, any reduction to that ends up being significant.
Those moves are called guards. Thousand Year Door goes a step further, with superguards. If your reactive button press happens within a three frame window of the attack’s impact, your character will often take no damage. That’s really strong, which is why both the frame window is so slight and way some enemies play cagey timing games with their attacks to try to trick you into guarding early or late.
One of the things the video reveals is that, in Western releases of the game, nearly every non-item attack in the game can be superguarded. The Japanese version, which was released first, has a lot more attacks that can’t be superguarded, making this a mechanic that was un-nerfed.
Another interesting mechanic revealed by the game is how a lottery in the game works. Players draw a ticket and try to match a four-digit number. You might expect that to work randomly, but it’s much less random than you’d think. Instead it decides how many real-world game days (using the Gamecube’s real-time clock) it’ll be before each of the four tiers of prices will be won. The number of days is random, but only by a bit: it’ll still be a while before the wins happen, but within a limited range. The highest prize won’t be won until at least 335 days since the game was started. There is no chance of winning it before then! That might sound unfair, but since it’d be a 1-in-10,000 chance of winning it fairly, it’s more bending the odds in the player’s favor. Although honestly, who would even be playing the same game of PM:TYD nearly a year after beginning it?
One more thing you should know is that TYD has this stageplay aesthetic in its battle sequences, which take place on a wooden stage in front of an audience of Mario characters. Some enemies play around with the stage (like hanging from the ceiling), but the audience also can play a role in the fights. The video reveals that two particular kinds of audience members don’t trigger randomly as one might expect, but react to certain failures of the player’s behalf during combat. X-Nauts throw rocks if an attack hits but does zero damage (like if the target is invulnerable or guarding), and Hammer Bros. throw hammers at you if Mario misses with a Hammer attack, in something like a display of hammerer pride.
It’s an interesting video all in all, concerning a game that’s much deeper than it may seem at first.
Obscure Mechanics in Thousand Year Door (Youtube, 21 minutes)
Sundry Sunday: Duelin’ Firemen Trailer
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
If you haven’t seen it before (it made a trip around the blogs and such back in 2001), you really aren’t prepared for Duelin’ Firemen. The version that people saw then was really low quality though; a few years back, as part of a documentary about its making that seems like it never really got off the ground, a somewhat better quality version appeared on Youtube. It is, um, really something.
Duelin’ Firemen was a cancelled FMV game, probably a music game, for the 3DO console. Right off the bat it shows you it means business: not one but two planes, one of them in fact the space shuttle Columbia, the other Air Force One, collide with the top of the Sears Tower. The trailer was made in 1996 so you can’t blame it for being inappropriate due to either of those things. You might still consider it inappropriate due to other things, but it’s not too much offensive, unless you consider its childish innuendo or gleeful appraisal of a city in flames offensive. It might just be waiting for a massive citywide conflagration to hit the media for people to tsk at it for that. Which, well, would probably be fair.
Let me not keep you waiting any longer! Here is Duelin’ Firemen, the video game intro trailer that got submitted to freaking Sundance in 1996. You won’t be the same person afterward that you were before. Because we’re all changed by our experiences, be they great or small. But it really is an experience. 7 1/2 minutes’ worth of one:
Recognizable people in it, behind all the poorly composited flames, include blacksploitation star Rudy Ray “Dolemite” Moore, DEVO’s Mark Mothersbaugh, Dr. Timothy Leary, Rev. Ivan Stang of the Church of the Subgenius, Steve Albini, David Yow, and no doubt others I’m leaving out or don’t myself recognize. I’ve never been great with pop culture figures, or music figures either. But you don’t have to know who any of them are to enjoy it, probably with the aid of the mind-altering substance of your choice.
If you want to find out more, there’s this promotional interview (4 1/2 minutes) from around the time, and other clips on the documentary’s Youtube page. Or you could leave yourself blissfully unaware. That’s fine too.
And hey! The website duelinfiremen.com has recently been revived, and promises an upcoming interactive comic!
DUELIN’ FIREMEN!
Hardcore Gaming 101 Covers Snake’s Revenge
Hardcore Gaming 101 is one of the most important game history sites on the internet, and site creator Kurt Kalata writes on a wide variety of games for consoles and computers alike. Recently they’ve been on a Metal Gear kick, and that means covering the black sheep of the series, Snake’s Revenge.
Snake’s Revenge is the forgotten Metal Gear game, an NES sequel made without Hideo Kojima input, to the NES port of Metal Gear that he also had nothing to do with. It has a reputation for being terrible, but that’s really unmerited. As Kurt Kalata notes, while it has its flaws, is ignored by later Metal Gear games, and it has a story based on the manual scenario for Metal Gear written by Konami’s crazy American writing staff*, it’s technically proficient and has good music.
You can, and should read it for yourself, here.
* The American manual for NES Life Force says that the evil planet-eating monster Zelos was the proud progeny of “Ma and Pa Deltoid.” In the description of Dracula’s Heart in the manual for Castlevania II, it warns: “Careful! The heart attacks.” These were not means isolated occurrences from Konami’s US staff.
2 Great Indie Platformers
This is a double review of Koa and the Five Pirates of Mara and Super Catboy, both played with press keys provided by the developers.
0:00 Intro
00:18 Koa and the Five Pirates of Mara Review
4:36 Super Catboy Review
A Stay At Nintendo’s Original Headquarters
When I say original headquarters it’s really original: the building they started out of in the late 1800s as a maker of playing cards! I like to mix up the content here and include some history when I can amidst all the gaming geekery. The building has been restored and is now a fairly small and cozy hotel! The stay is recorded on the blog beforemario, with many many photographs.
Nintendo has still been a playing card company for quite a while longer than it’s been a video game company, and while there are some artifacts contributed by the founding Yamauchi family recognizing their game products, mostly it’s a pretty chill hotel, haunted no doubt by friendly and playful ghosts. And they serve food! Have a look.
Sharopolis Looks Into NES Technical Feats
Youtuber Sharopolis has a 20-minute video up examining several specific NES games and how some unexpected tricks were pulled off in each: Rescue: The Embassy Mission, Crash and the Boys Street Challenge, Castlevania III and Jurassic Park. I love learning about how developers overcame hardware limitations, and if you’re reading this, I’d wager there’s a good chance you do too!
Indie Showcase For 4/2/24
The indie showcases highlight the many indie games we play here on the channel. All games shown are either press key submissions or demos.
0:00 Intro
00:14 Tater Spud
1:50 Zor: Pilgrimage of the Slorfs
5:09 Recursive Ruin
7:31 Backpack Hero
9:58 Incision
11:55 Elementallis
Shiren 6: What Happens When You Finish The Final Dungeon
I’ve been playing a lot of Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island lately. Partly in preparation to add a chapter on it to my Mystery Dungeon book, partly because I like Mystery Dungeon games. I streamed my playthrough of finishing the main dungeon (on my first attempt!) here.
Here is the title screen (which is a spoiler for after finishing the main dungeon, although that is really only a short way into the game):
After you finish every other task in the game, including finishing the final 99 Floor “megadungeon” where most items are unidentified, the title screen changes to add a nice rainbow:
I forgot to get a picture with the title in place. I can’t go back and get it now because of what followed….
There is one more thing to do at that point though. That is to play through the megadungeon again, but finding 12 “Celestial Stones” that severely restrict your inventory by the end.
Well, I’m not sure if they really counted on anyone doing that? There doesn’t seem to be much reward for it. It doesn’t go remarked upon by anyone in the game. But it does change one thing: the title screen. Here it is:
I like the red “IN SPACE” stamp! Sadly, all the graphics in the actual game still show an island floating in the atmosphere, and not in orbit. I wonder if they plan on doing something with this in an update? That seems like a lot of extra work for the benefit of not a lot of people.
Looking through my screenshots, I found this illustration that can be unlocked for behind the main menu, showing Shiren stumbling upon a Monster House:
There’s a lot more to say about Shiren 6, after I gather up my thoughts about it….