Brawl in the Family Compilation Kickstarter Nears Completion
Nominally about Smash Bros., its name just goes to show that classic gaming webcomic Brawl in the Family has been around a long time now. It started in 2008, and while it hasn’t published new cartoons since 2014, its creator Matthew “BitFinity” Taranto keeps making new content, some of which we’ve linked before, like Megalixir.
BitFinity has a Kickstarter going for an “ultimate” version of all the Brawl in the Family comics, and a wealth of additional material. It’s already made its base target and is chasing stretch goals now with five days to go. The next goal is new Brawl in the Family comics, and plenty of people would like to see that I think! Here’s a promotional video for it.
Matthew doesn’t know who the hell I am, but I enjoy his work, and I think you’ll enjoy it too, so please consider it? And one of the levels is a King Dedede-ish plush toy, and won’t that be nice to have and to hug?

That’s it for today. The search for interesting things to link stretches ever onward. See you tomorrow!
Amazing Next Fest Demos
This is part 6 of my favorite demos from next fest 2024.
0:00 Intro
00:20 Stonemachia
2:41 Letalis
4:34 Wild Woods
5:57 Strategem Lost
7:52 Everwarder
10:16 Bioweaver
12:16 Mother’s Sword
13:55 Unless
15:20 Break the Line
17:17 Heritage: A Dragon’s Tale
18:47 VinDefiant
DOOM: The Gallery Experience
Found by long-term MeFite Going To Maine, DOOM: The Gallery Experience is a DOOM mod that changes out all of its various elements for museum equivalents. Ammo becomes drinks from among Wine, Beer, Gin or “Watr”; Health has become Cash (which you can spend in the gift shop) and Armor becomes Cheese. (You still pick them up like powerups, though.) And there’s still secret passages to find. The map is generally the same as that as the first level from the shareware game, although the demons have been moved out and replaced with objets d’art, all of which can be examined for information on the work.
You can either play it yourself on Newgrounds, or get the general idea from this Youtube video (4 1/2 minutes):
AGDQ Begins Today!
I’m putting aside Sundry Sunday for today, to let you know that the (relatively) long-lived week-long charity speedrunning marathon, AGDQ, or Awesome Games Done Quick, begins TODAY, just a couple of hours after this post goes up! It snuck up on me this year!

It’s one of two GDQ marathons every year. The other SGDQ, usually happens in the middle of the year. I usually do an overview for each marathon of runs that I find interesting, but I feel like that’s more for me than anything you’d find useful? Still, there’s some terrific runs lined up this year. The complete schedule is on their website.
Of course GDQ does other speedrunning events throughout the year, including Frame Fatales and Hotfix, but the ceremony and energy of doing it before a large audience, both in-house and online, builds the hype to mammoth levels. Every year they raise millions of dollars for their chosen charities.
Here’s an informal list of things that I find to be highlights. When I mention times, I’m generally speaking from the context of US Eastern time.
Sunday launches with a run of Pikmin, a game that’s intrinsically suited to speedrunning, and soon after there’s one of Kirby Air Ride City Trial “Any%.” I’m not sure what that means (City Trial games are by their nature time limited anyway), but I presume it’s clearing off the checkboard, a huge list of achievements to aim for. Then there’s a Wind Waker Any% run near the end of Sunday that finishes it in a bit over an hour, that probably takes advantage of the late-game skips that have been found in the treacherous final room before the Ganondorf fight.
Monday leads off with two Alan Wake II DLCs, then Lego The Hobbit, which I’m sure will have much more entertainment value than the trilogy, somehow, of Hobbit movies. Later there’s a PC port of Turok 2, Super Lucky’s Tale, and a selection of retro games including Ninja Gaiden II, Snake Rattle N Roll, Dick Tracy and then a 42 minute Final Fantasy Legend II, which I’m sure will be as bizarre as that game’s storyline, followed by a bit of UFO 50. Approaching 1 PM there’s a more substantial UFO 50 set, followed by Super Meat Boy, Mario Maker for the 3DS, Sonic Origins and a Metroid Prime race. Then as a bonus game (one for which there’s a donation incentive), there’s Breath of the Wild, played with two players on one controller. The day concludes with several substantial runs: Red Dead Redemption Undead Nightmare DLC, Horizon Forbidden West and Yakuza.
Right after midnight Tuesday morning there’s Shenmue and Beat Slayer, and at 8:43 is VA-11 Hall-A. Later Castevania: Portrait of Ruin, Unicorn Overlord, Ys VIII, Spyro Reignited, then the amazingly difficult F-Zero GX, then Super Mario Bros. “Any% STA.” I’m not sure what STA means in this context. The last run of the night is the recent Silent Hill remake.
Wednesday morning there’s the Batman Forever arcade game and Gauntlet IV for the Genesis, which hews very closely to the arcade original, but in “quest mode,” a special console-only scenario. Other interesting games include two Sonic titles, a bonus inventive of all the romances in Fallout: New Vegas, a Super Mario 64 A Button Challenge TAS showcase and Rocket League workshop maps. Starting late at night and rolling into Thursday is what I presume to be “Awful Block,” since it leads off with the notoriously awful Superman 64.
Thursday has a surprisingly long run of Mario & Luigi: Partners in Time, an all-dungeons run of Tears of the Kingdom, and Sega’s “Chunithm Luminous Plus” arcade rhythm game. There’s a number of longer runs in the later half of the day.
Friday has a sequence with Castlevania: Dracula X, Gimmick 2, Froggun Encore and No One Can Stop Mr. Domino, and later on FFVII Rebirth and GTA Vice City. Afterward look out for Nintendo World Championships (not the cart from the 90s, the recent Switch release), Tetris: The Grand Master and a PS1 “Mystery Vs. Tournament.” There’s Kaizo Mario World 3 as a bonus incentive, and a standard Mario World race late at night, and another arcade rhythm game.
Saturday is the last day, starting with Peggle Extreme, Metal Gear Solid, Super Monkey Ball Banana Rumble and Mega Man 10. Around 10 AM is the traditional super long Pokemon run, this time a race of Omega Ruby and Alpha Sapphire. (Are the runners playing different versions?) Then there’s two Elden Ring runs, then one I posted about before, the eagerly awaited Crazy Taxi with live backing band. (Yeah yeah yeah yeah yeah!)
The last three games are Ocarina of Time with a no logic randomizer, that is, the game mixes things up without regard to how finishable that makes the game, leaving it to the player to use glitches to overcome any blocks, then Echoes of Wisdom Any%, and finally a Super Metroid randomizer race.
Obscure Facts About Classic Mega Man Games
RollingCutter over on Youtube has compiled two videos, so far, of unusual and unexpected facts about classic Mega Man titles. First I link the videos (here’s the first, and the second), then some of the more interesting facts from them:
#1 (10 minutes)
#2 (15 minutes)
So, some (but by no means all) of the interesting facts they revealed:
- In Mega Man 2, most of the Robot Masters get healed if you use their own weapons against them (with the exception of Metal Man, who dies in two hits to his weapon).
- With the exception of Mega Man 3, the paths drawn on the map screen between levels of the multi-part Dr. Wily stages roughly match the routes you take through them.
- In Mega Man 10, there are three boss fight rooms between drone enemies that match the weapons and behavior of past bosses from throughout the series. The lit boxes in the background of the fight generally correspond to the numbers of those bosses. For example, the drone that matches the behavior of Elecman, DLN #8, lights up the 8th of those background tiles, counting left-to-right from the top of the screen. Watch the first video for details.
- Mega Man 6 has two instances (one described in each video) where two elements in a stage are linked. In Flame Man’s stage there are oil pools that light up and become deadly if struck by fire from enemies. But one pool late in the level is sometimes already on fire when you reach it. It’s because its state matches that of another oil pool earlier in the level: if that oil pool gets set aflame, then it’ll be on fire too. And in one of the Mr X stages later on, there are balance platforms in the level that match the state you left the same kind of platforms in in the room before.
- In Mega Man 7, the cloud platforms can be frozen or electrified by your weapons. If electrified, they’ll do damage to you for a short time.
- Hitting Heat Man with the Crash Bomber (MM2) heals him and speeds him up. Hitting Spring Man with thunderbolts repeatedly eventually causes him to glitch out and make the level impossible to finish. (You have to use around three full weapon tanks of energy to do it.)
- In Mega Man 3, you usually can’t pause the game while a weapon’s bullets are onscreen, either your default Mega Buster’s shots or those of a special weapon, but they didn’t implement this check when firing shots when Rush is onscreen. If while Rush is onscreen you fire shots, then switch to another weapon, the Buster’s shots will have the properties of the weapon you switched to. In certain places (depicted in the second video) this makes certain enemies must easier to defeat.
- In the Copy Mega Man fight in MM3, where there’s one true boss and two fakes, the first time they appear the top one is always the real one; when the bosses teleport out and back in, the real one always appears one frame before the others.
- In Mega Man 2, if you pause the game while Wood Man’s in the middle of a jump, the boss will immediately jump again in mid-air.
- In my opinion the highlights of the series so far. Mega Man 3 has debug features left enabled in the game, that can be operated using the second controller. This is the reason for the generally-known trick (from Nintendo Power) where you can make Mega Man jump super high, even in the air, using the second controller. And in Mega Man 1, if you’re very high up on the screen in a specific place in Ice Man’s stage (above the score), and jump and quickly move back and forth at the top of your jump, the game can glitch out in surprising ways. The second video has several examples, such as the game resetting or crashing, messing up the palette or graphics, or even immediately starting the Yellow Devil boss fight with incorrect graphics.
- There are certain bosses throughout the series where it’s possible to land a hit on them while their energy bars are filling at the start of the fight. In some cases this results in weird behavior, but in Mega Man 7, you can destroy Spring Man and Turbo Man before the fight starts this way. (Cloud Man can also be damaged this way, but it might cause the game to glitch out.)
SNES Mice on the NES, and how both systems read their controllers
As it turns out, as explained by the below video (here’s a direct link, 10 minutes long), the NES and SNES have very similar control setups. Both controller ports have seven lines, and both read them using a shift register that can be used to read arbitrary numbers of buttons. The SNES basically just has more buttons to read.
Due to this, there’s homebrew NES software that’s made to use the SNES mouse, and even emulators that will convert your PC’s mouse into simulated SNES mouse signals, which will be fed into the emulated NES and the software running thereon. (It isn’t all buttons, but it sends the displacement as a binary number.)
The video comes to us from the account of CutterCross, who’s making CrossPaint, an NES art program that uses the SNES mouse. A demo can be gotten from itch.io.
Next Fest Showcase Part 5
This is part 5 of my favorite demos from next fest 2024 October edition.
0:00 Intro
00:17 Spirit X Strike
4:22 Juice
5:21 Wings of Endless
6:49 Rivals of Aether II
8:23 Popucom
10:32 Hordes of Hunger
12:40 Silly Polly Beast
14:06 Glitch Dungeon Crystal
15:30 Pest Apocalypse
Gamefinds: GAR-TYPE

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
It’s a new year, and probably going to be an exceedingly crappy one, so let’s at least start it out with something amazing and wonderful. For while it’s a world where millions of people make extremely stupid decisions, it’s also one where some people work diligently to make bafflingly detailed works of art like Lumpy Touch‘s GAR-TYPE, the R-Type/Saturday Morning cartoon crossover you didn’t know you’d love. CW: pixelated cartoon gore, but that sounds worse than it is.

To reuse my Metafilter description: Help ace fighter JON STARBUCKLE, stationed on the USS ACRES, pilot the GAR-TYPE D to destroy GORESTAR, a planet-eating threat, with your choice of three different weapons: Ravioli, Macaroni or Spaghetti.
There’s so many genius touches in this, like the signs for Italian restaurants in the first level, or the name of the Lasagna Base, or the unexpected boss of the second level. It vividly realizes the aesthetic of the anime-influenced Japanese shooter. Even if it’s too difficult for you (and it might be too difficult for me), you can enjoy the trailer and playthrough video below for a tour of its ridiculous action.
Here’s that trailer (1 minute):
And the playthrough video (19m):
GAR-TYPE — Newgrounds, itch.io ($0, Unity: HTML5, Windows & Mac)
Set Side B 2024 in Review
We used to do monthly summary posts, but they ended up being a lot of work to keep up, and often there would be something interesting I’d want to post about that would preempt them. So in their place, and in recognition of Set Side B’s new Bluesky feed (which supplements, but doesn’t replace, our Mastodon feed), here’s a recap of what I consider to be just some of the more-interesting blog posts we published in 2024.
If you’re just coming in from social media and wondering what we’re about, Set Side B is a daily blog that covers what we call “the Flipside of Gaming” (notice the tasteful use of our tagline), specifically in the Retro, Niche and Indie fields. All of that basically gives us license to chase after whatever gaming information we enjoy, which is usually the antithesis of AAA gaming. If we’re being honest with ourselves, we do cover games sometimes that might be called Triple-A, the Legend of Zelda series comes up a lot and they’re often considered headliners, but Nintendo generally tends to have rather a different approach to gamedev than other companies. I’m not going to say they’re perfect, frog knows they have their faults, but they still manage to surprise us from time to time.
So, let’s get on to that recap. Posts marked Sundry Sunday are finds from gaming culture, usually funny Youtube videos. Posts that largely include original content by me are marked Original. I might have misapplied that signifier in places, because I often include extra commentary on posts, and even after spending two hours constructing this behemoth of a list, I have gone mostly by memory and not reviewed every post here. I’m certain that you’ll find something interesting, if you have a look. Set Side B’s archives are unusually rich with wonders, mostly found but sometimes made, and I’m sure if you take a spelunk through our mines, you will be rewarded.
JANUARY
JAN 1: Mario Kart’s catch-up system
JAN 2: FM-synth enhanced version of the Space Harrier theme on Japanese Master System hardware
JAN 5: The many fan revivals of Toontown Online
JAN 6: Dialup AOL-era Neverwinter Nights
JAN 9: Original — The 10th-Key scatter bug in NES Pac-Man
JAN 12 & MAY 20: Hempuli’s many riffs on Sokoban – Part 1, Part 2
JAN 15 & 16: Dark Arts of Pinball – Bang Backs and Deathsaves
JAN 21: AGDQ highlight: Playing Gyromite, but with a dog in place of R.O.B.

JAN 24: Original — On Stephen’s Sausage Roll
JAN 27 & 29: Displaced Gamers’ Behind the Code on Dr. Jekyll & Mr Hyde, Part 1 and Part 2
JAN 31: Gamefinds — Cosmic Collapse, a Suika Game-style remake in Pico 8, but with better play
FEBRUARY
FEB 1: The “no fire” bug in arcade Galaga
FEB 2: The inefficiency of Super Mario World’s score display
FEB 3: Mario Paint’s Data Over Flow error, when you draw an image that can’t be saved
FEB 11: Sundry Sunday — BitFinity’s song + animation Megalixir

FEB 17: Chrontendo #64!
FEB 20: Project to finish every non-hacked Mario Maker 1 level enters home stretch
FEB 22: Original — Nintendo Direct quick takes

FEB 24: Gamefinds —A Pico 8 remake of DOOM
FEB 25: Sundry Sunday — various versions of the music from Gyruss
FEB 26: Original — How to play Pocket Card Jockey: Ride On (with a video tutorial!)
FEB 29: GifCities
MARCH
MAR 6: Fans fix the Garfield PC game
MAR 7: Speedrunners get custom N64 control sticks to make up for the infamous dust of death
MAR 14: Displaced Gamers on why NES Tetris crashes at extremely high levels
MAR 20: Winning at arcade Dragons Lair
MAR 24: Sundry Sunday — Baldur’s Gate 3 has gone too far
MAR 28: 4D Golf releases on Steam
APRIL
APR 3: Sharopolis on Youtube looks into NES games that perform particularly skillful technical feats
APR 4: Nintendo’s old corporate headquarters is a hotel now, and Before Mario stayed there
APR 7: Sundry Sunday — The crazy trailer to lost 3DO music game Duelin’ Firemen

APR 13: Original — On the New York Times’ Connections puzzles
APR 16: Annotated video playthrough of maddening arcade hit (in Japan) The Tower of Druaga
APR 17: Atari (not the same as the old Atari) makes arcade games with Food Fight Frenzy
APR 18: PannenKoek spends nearly four hours explaining Mario 64’s many glitchy invisible walls
APR 22: Nintendo Monopoly depicts Mario in the style of Rich Uncle Pennybags

APR 27 & JUN 25: Original — On Dungeon, a 30-year-old CRPG system for the Commodore 64, and my own attempts to rerelease it. The original and efforts to revise it.
APR 29: Commodore Free Magazine
MAY
May 2: Moviecart, adapting films to play on an Atari 2600
MAY 3: The history of KidPix
MAY 5: Sunday Sunday — Animated Lego breakfast with Super Mario
MAY 6: Retro Game Mechanics explains how to glitch out Super Mario World by stomping Wigglers
MAY 9: Which version of Wizardry to play?

MAY 15: Original — Comparing the character sets of microcomputers
MAY 16: Original — A directory of U Can Be Video Games’ videos
MAY 23: Nintendo uncensors Vivian’s transness in the remake of Paper Mario: The Thousand-Year Door
MAY 24: Original — @Play: Which is better, ring mail or splint mail?
MAY 25: Dani Bunten’s early classic computer game Wheeler Dealers has been preserved
MAY 30: Awesome Donkey Kong romhack compilation
MAY 31: Ocarina of Time timer bug, taking advantage of extremely low health
JUNE
JUN 4: The esports scene around Farming Simulator
JUN 7: Hardcore Gaming 101 thread on obscure arcade secrets
JUN 9: Sundry Sunday — Bing Bang, an awesome animation for a Splatoon 3 song
JUN 13: Complete but abandoned Tarzan Atari 2600 game recovered after 40 years

JUN 14: On Game Dads, small, inexpensive yet capable handheld emulation machines
JUN 16: Sundry Sunday — Mexican Flyer (that song from Space Channel 5) and its history
JUN 22: Dan Olsen of Folding Ideas discusses James Rolfe, the Angry Video Game Nerd
JUN 28: Mattel’s handheld Dungeons & Dragons LCD game
JULY
JUL 2: Website for generating animated Earthbound battle backgrounds
JUL 5: Original — On the history of Wizardry
JUL 12: Snafuru’s extensive Wizardry fanpage
JUL 13: The MAD Magazine type-in program
JUL 16: Blade & Bastard, the (current!) Wizardry novel/manga
JUL 19: Dune author Frank Herbert’s book on 80s microcomputers, “Without Me You’re Nothing”
JUL 20, 25: Original — Getting Started in Digital Eclipse’s remake of Wizardry: Proving Grounds of the Mad Overlord, Part 1 & Part 2

JUL 23: The Mr. Saturn text generator
JUL 29 & AUG 5: Looygi Bros tests various glitches in the Nintendo World Championships game, Part 1 & Part 2
JUL 31: A presenter at RustCon explains why MISSINGNO happens in Pokemon
AUGUST
AUG 2: Original — Review of World of Goo 2
AUG 6: Shmuplations translates an interview with a programmer on arcade Donkey Kong
AUG 13: Original — Science facts from No Man’s Sky
AUG 14: Comparing versions of Space Harrier
AUG 15: How randomness is used in Ms. Pac-Man
AUG 17: Complete Youtube playthroughs of the original Zork trilogy
AUG 19: A blog about Sega’s Flicky
AUG 20: Hidden Dialogue in Earthbound
AUG 21: The game Mission: Impossible on CP/M
AUG 24: Sunsoft’s Hebereke cartoons on Youtube

AUG 28, 29 & SEP 2, 4 & NOV 19: Original — How to play Atari Games’ Rampart, and also someone other than me talking about Rampart, Part 1, Part 2, Part 3, Part 4, someone else
SEPTEMBER
SEP 3: Obit for Andrew Greenberg, co-author of Wizardry
SEP 7: Hidden flags in Earthbound, the Mole Playing Rough, and the Game Over Glitch
SEP 9: Balatro University’s beginner’s guide to extremely high scores
SEP 10: Spelunky on the Commodore 64
SEP 15: Balatro (intentional) deck-peeking involving Misprint

SEP 18: Gamefinds — Blob the Klex
SEP 19: Kaze Emanuar on misapplied optimizations in Super Mario 64
SEP 20: Why hasn’t Nintendo implemented achievements?
SEP 22: Sundry Sunday — The Untitled Goose Programme
SEP 25: Katamari Damacy turns 20
SEP 30: The Rogue Archive
OCTOBER
OCT 2: Ed Logg on creating Gauntlet
OCT 4: Original — Getting Started in Pilot Quest (UFO 50 game # 44)
OCT 5: A walkthrough of Barbuta (UFO 50 game #1)
OCT 6, DEC 22: Sundry Sunday — The Amazing Digital Circus, Parts 1-3, Part 4
OCT 8: On the maddening difficulty of “Snowman’s Lost His Head” in Super Mario 64
OCT 9: Aftermath’s Chris Person on web forums in 2024
OCT 11: Whatever happened to Toadsworth?
OCT 12: Masahiro Sakurai on Satoru Iwata

OCT 15: HTML for People, an online book about learning to make websites for themselves, as intended
OCT 18: Displaced Gamers on the awfulness of NES Ikari Warriors
OCT 22: Original — My talk on Mystery Dungeon games for Roguelike Celebration 2024
OCT 23: UFO 50 Showcase
NOVEMBER
NOV 7: Randomly-occuring debug mode in Super Mario All-Stars’ version of Mario 3
NOV 8: Blaster Master & Wing of Madoola’s unreleased and lost arcade versions
NOV 14: Tomato’s excellent game translation blog Legends of Localization shows fitful signs of activity
NOV 17: Remake of the DK Rap by Grant Kirkhope and Substantial
NOV 18: Score keeping on the NES

NOV 21: Super Mario Bros. Mini on the Pico 8
NOV 22: Retro365 on Little Computer People
NOV 23: How many Bokoblins are in The Legend of Zelda: Tears of the Kingdom?
NOV 26: Almost Something on game rental lawsuits and photocopying instruction manuals
NOV 28: Original — A deep strategy guide to Party House (UFO 50 game #25)
NOV 29: Moving Miis from the Wii to the Switch
NOV 30: Someone has written a script that will defeat ANY game of Pokemon Platinum
DECEMBER
DEC 2: The Zelda Timeline is updated to account for Echoes of Wisdom
DEC 6: Game making IDEs GB Studio and BB Studio
DEV 11: Kit & Krysta take a tour of a secret gamedev hangout in Tokyo
DEC 13: Intro videos for Caves of Qud
DEC 14: Info from a data scrape of the entire Steam storefront
DEC 15: Sundry Sunday — An old cartoon, “Microcomputers: An Introduction”
DEC 16: Nintendo’s weird corporate structure
DEC 17: Some Body lays out how the AI works in Pokemon Mystery Dungeon: Red & Blue Rescue Team
DEC 19: Grouping ghosts in Ms. Pac-Man

DEC 24: The conclusion of the backstory of Team Fortress 2
DEC 25: A program that plays Animal Crossing music and weather noises in the backgroun on your computer
DEC 30: Hunter R. explains the letter grading system in Gamecube Animal Crossing
The Letter-Writing System in Gamecube Animal Crossing
I’m opening this post with a special message to any anthropomorphic animal video game characters who happen to be reading this. As we will see, they rate this special prologue quite highly, and so it will make us very popular to any Dottys or Apollos in our audience, being exactly the sort of thing they want to hear. In the secret, inner language of their minds, I’m sure it confirms all their biases and makes them feel good about themselves:
I.I.I.I.I.I.I.I.I .I.I.I I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I I.I.I.I.I.I.I.I.I .I.I.I .I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I .I.I.I.I.I.I.I.I.I .I.I.I .I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I.
Nintendo’s Animal Crossing series has a lot of weird systems in them. Some games wear the grass down according to character walking patterns; all the games have the “Stalk Market,” a risky way to make a lot of money; most of the games have a lost-and-found; and so on.
A system that was in the first game, and I’m not sure was ever adapted for later games (but then it might have been) was letter-writing, not just to other players in the same village, but to the villagers. They’d save the letters you wrote them and show them off to other players if they moved to another town, and even write you back. Of course, parsing and intelligently responding to any text, no matter the language, was beyond computers of the time (and despite what AI enthusiasts will tell you, still isn’t), so the game has to fake it in some way. But, how?
Well, what is the purpose of writing letters to characters in the game? It gives villagers something interesting to show people when they move to their villages, and, it’s a roleplaying exercise for the writer, a way to pretend the animal denizens of your town are real people and not simulated game mechanics present to make the game seem less empty.
Both of these design goals work best if the person writing the letter actually writes real letters, and not random jumbles of characters, so Animal Crossing has a mechanism to reward players for writing what appear to be real letters, and not placeholder gibberish, and its system of ranking text to attempt to reward actual letter-like writing is quite complex. It looks for punctuation that looks generally appropriate, capital letters after sentence-ending punctuation, triples of characters that commonly appear in English, and sequences of characters followed by spaces that approximate the word lengths of English. Of special interest: these are elements that have to be tweaked by language, and so they pose a special challenge to localization.
Hunter R., popular Animal Crossing Youtuber, released a video that explains exactly how GC Animal Crossing scores letters written to villagers. As it turns out, the text that scores the very best looks a lot like that in the preamble to this post, up above. Go figure! Here is his description (10 minutes):
How Villagers “Read” Your Letters In Animal Crossing (Youtube, 10m)
EDIT: My mistake! Originally the villager-friendly message near the beginning of this post was missing a trailing period, which would cost it some points when brought under the exacting animal eye. It has been corrected.
Sundry Sunday: Rhythm Heaven Reanimated
Nintendo’s Rhythm Heaven games are still a bit obscure, but have a passionate fanbase. They share design sensibilities with the WarioWare series, which is because both share a character designer, Ko Takeuchi. They both have a distinctive clean-line look, and a similar sense of humor.
About four years ago, some of those fans made one of those reanimation compilations of the series, and the fruits of their labor is unusually keeping in spirit of the original, which itself samples many different art and musical styles. The reanimation feels like it could have been one of the remixes from the games itself.
Speaking of, the reanimation covers all of the remixes, of all of the games in the series, with the result that the full sequence is eighteen minutes long! It’s quite faithful to the originals, despite the vastly different animation styles, and it even scored an appreciative comment from Takeuchi himself! Here it is, but be warned: you’ll watch it for a while, then see one of the videos mention it’s only half over, and you’ll think to yourself, no way:
An aside, a different reanimation project near to my heart, but unrelated to video games, is the highly-memeable 2004 collaboration that animated They Might Be Giants’ Fingertips (6 minutes, original page). Note, in its original Flash incarnation, different elements would be selected on every play, an aspect that is unfortunately lost in these renderings.