St1ka’s Youtube Channel

St1ka is a Portugese Youtube creator who has retro gaming as his stomping grounds.

St1ka’s “INCREDIBLE” series. You might notice something(s) these thumbnails all have in common.

They generally do good work, although sometimes they include unexpected games in a series? As an example, their video on Forgotten 16-Bit games includes DOS and Amiga titles that are often not considered part of the bitness wars, PC Engine games that should rightfully be considered 8-bit, and even a couple of romhacks, which are a whole infested kettle. Once you start including romhacks your field has gotten large enough that you could likely never be done including things. And their monotonous vocal presentation grates quickly. Still though, they do their research, and the information is good.

Something else you’ve probably noticed from the thumbnails above is that St1ka’s not at all above focusing on female skin as clickbait, in such a way that it sometimes makes one feel vaguely creepy when loading his videos. It’s not a huge portion of the content, although the 16-bit compilation does feature as one of its subjects the Super Famicom title Princess Minerva which is a bit, as they say, sus. He admits to doing this in the Modern NES Games video, which, fair? Youtube is a content meat grinder and people try different things to be noticed. Also, the titles are a bit incendiary once in a while, in a style that many Youtubers use, and that often turns me away from a video.

Still, the amount of content that St1ka’s provides may overcome the negatives for you. He certainly cares about the subject. It’s a fun series, and it’s very likely to point you to some titles you’ve never heard of before. I leave the question of clicking through up to you.

St1ka’s Channel (Youtube) – 29 Incredible Modern NES Games (45 minutes) – Incredible 16-bit Hidden Gems You Never Played (44 minutes) – Forgotten 8-bit Games You Never Played (41 minutes)

The Modern NES Games video provides no information on where to get these titles! I believe strongly in accessible text, so here is where they can be found and what they are. If you choose to pore through this, or watch the video linked above, you’ll quickly discover that not all of these are actually “INCREDIBLE.” Blame St1ka for the discrepancy.

  1. Gold Guardian Gun Girl – While there’s a free demo version (Pixiv registration required), the full version is only provided in physical form, where it’s fairly pricey (around $60, but currently out of stock everywhere I looked). It’s homepage is in Japanese, and has links to where they sell it (when it’s available).
  2. Alfonzo’s Arctic Adventure – While made for the NES, it’s sold on Steam, Xbox, and Switch ($5). Limited Run Games sells it on physical cart ($60).
  3. Eyra: The Crow Maiden – Sold for $10 for a computer-playable version, $30 for a cart (either NES or Famicom), or $50 for a cart and a box. It was the subject of a Kickstarter campaign.
  4. F-Theta – Sold for $60.
  5. Alwa’s Awakening – A highlight of the video, it’s available in many places. Its home page lists them all, usually for $10. Of particular note is Steam, Switch and itch.io. While the original is made in a retro style, the actual NES version is on Steam, GoG and itch.io, also typically for $10.
  6. Battle Kid: Fortress of Peril – Can’t yet be bought for emulation, it’s available as a standalone game on Switch and Xbox.
  7. Battle Kid 2: Mountain of Torment – Appears to be out of print everywhere.
  8. Blade Buster: Available for free at romhacking.net.
  9. Chumlee’s Adventure: The Quest For Pinky – A reference to Pawn Stars, it’s for sale at itch.io for $10.
  10. Jay & Silent Bob: Mall Brawl – $15 on Switch and Steam.
  11. Astro Ninja Man – out of print, not legally available anywhere currently.
  12. Astro Ninja Man DX – for sale on physical cart for 5,490 yen. Also, an arcade version is currently available, if you have $523 to spare for a kit and an exA-Arcadia system to run it on.
  13. Fire And Rescue – $5 on itch.io.
  14. Steins Gate – Was released as an extra along with the Switch version of Stein’s Gate Elite, which is $60.*
  15. Legends of Owlia – Home page. Was available physically, but not anymore. The rom could be downloaded officially for free, but the link’s now broken. It’s been officially delisted. There’s an unlisted demo on Steam. It’s implied that they are okay with downloading it, if you can find it. Hey makers, if you’re reading this! Throw it up on itch.io and make a few extra bucks! You could make it pay what you want! There is no shame in that.
  16. Gaplus – St1ka misspells it as Galplus. This was included as an extra on Namco Museum Archives Volume 2, on Switch, Xbox, Playstation 5 and Steam. But the whole package is $20, which is a lot for a port of a semi-obscure arcade game. I suspect this is actually an unreleased game from the Famicom days. The Mermaid will probably cover the arcade version someday. Also, if you’re going to plunk $20 for a collection of basic NES games, get the one that contains Pac-Man Championship Edition, that one rocks.
  17. L’abbaye Des Morts – Please don’t ask me to pronounce it. Made, and remade, for a variety of platforms. A NES port is name-your-price on itch.io.
  18. Jim Power: The Lost Dimension – Another game with versions for several platforms. $20 on Steam will get you versions for PC, SNES and Genesis, and the NES version is coming to that eventually. It’s also on Switch, and they sell some of these versions on physical media on Limited Run Games.
  19. Gotta Protectors: Amazon’s Running Diet – Did I post about this before? Looks like I haven’t, possibly due to the conspicuous T&A factor. (We have some pride.) This was a basic NES game released to promote the latest release (Switch) in the Gotta Protectors series, which are a fun mixture of Gauntlet and Tower Defense, made by venerable game development house Ancient. The rom for Amazon’s Running Diet is free, but the official download link is hard to spot on the Japanese page of its creator-look for the image that says “Download English Version.” They made an updated version, Amazon’s Training Road, but it was only as a physical cart, and it’s no longer for sale.
  20. Project Blue – Available for $10 on itch.io, or $40 physically.
  21. Micro Mages – Physical for $40, on Steam or itch.io for $10.
  22. Mystic Origins – A prototype for an in-development successor, also for the NES, called Mystic Searches. Available on physical media for $50.
  23. Almost Hero – $50 on physical media. Why are so many of these only available on cartridges? I feel like they’re severely limiting their reach. I’m sure there are warez versions out there somewhere, but I figure, if they’re going to release games for the NES in 2023 and choose to restrict their work to people with real systems, it’s up to them. But seriously, why? itch.io is easy! Sell for $5 and let people emulate it. Who’s going to warez a cheap thing?
  24. City Trouble – Currently available free on their charmingly old-style website.
  25. Full Quiet – Fairly recent, first out in February of this year. This is how to release a retro game: it’s out soon on Switch, Xbox and Steam. They should consider itch.io, though….
  26. Rollie – Home page. Available on physical media ($60) and itch.io ($9).
  27. What Remains – Name-your-price at itch.io. Bespoke physical carts are for sale for $80 on their site, but through email contact.
  28. Reknum Souls Adventure is available on physical media only, on NES (50 Euro) and Dreamcast (20 Euro).
  29. Larry and the Long Look for a Luscious Lover – A NES remake of the original Leisure Suit Larry. Was released on physical media, is not currently available.

* It has become my policy not to duplicate egregious stylization in the names of commercial products, on the grounds that no one has time for that shit. The official spelling of Steins Gate is Steins;Gate, yes with a semicolon, but I can’t even bring myself to camel-case Youtube, Playstation, or Nethack (despite not even being commercial) these days, so I toss that misuse right out of my grammatical window.

Press The Buttons Finds Two Link’s Awakening Commercials

Matthew Green’s Press The Buttons is a gaming culture blog that predates our efforts by many years. They don’t update as obsessively frequently as we do, but the find good things!

They found a couple of commercials promoting Link’s Awakening, which turns 30 years old this year, one from Japan and one from the United States. The Japanese one is light and fun and a joy to behold. The American one, well, has rap lyrics, and is poorly lit, and is mostly a guy singing to game footage. Nothing against rap, but if there was ever a Zelda game that was less befitting the approach that commercial gives it, other than maybe Wind Waker, this one is it.

Here’s the Japanese one, which at least presents characters actually in the game:

A Tale of Two Link Commercials (Press The Buttons)

Romhack(ish) Thursday: ZIIAOL

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

Let’s get back to talking about other Zelda games than the 800-pound, battery-powered, flame-spouting, spike-studded elephant in the room.

I make no apologies for it: I love Zelda II: The Adventure of Link! It’s second only to the original game for me, and I’ve probably played it, in its unaltered form, more than The Legend of Zelda by now. Because you can play enough of TLoZ that it becomes kind of boring, but a game of Zelda II is never a guaranteed win. There’s just enough randomness in it to mess you up once in awhile, even for speedrunners, and while you can do things to account for it, you can never completely negate it. Bots, those blue blobs that jump at you, exist to humble overconfident players. They look like weak enemies, and don’t do much damage once you have some Life levels, but there is always the chance that they’ll ding you. I love that. It has a very high skill ceiling.

How does this NES game screenshot manage to be widescreen? Well….

Zelda II has long been regarded as the black sheep of the series, like how many Nintendo series have second installments that play with the formula. It’s the only Zelda with an experience system, it’s the only one with a separate combat screen, and it’s the only one with a system of extra lives.

It is also the only Nintendo-made Legend of Zelda game, released pre-Breath of the Wild, that has never been remade in any way! Zelda I had BS Zelda, the first Satellaview one; Link to the Past had both a Satellaview update and one for GBA; Link’s Awakening has been remade twice. Ocarina of Time has Master Quest and the 3D version, Majora’s Mask is also in 3D on the 3DS, and Wind Waker, Twilight Princess and Skyward Sword all have HD revisions. That leaves Zelda II.

To further heap laurels upon it, I say it’s the Zelda with the best combat! The newly-teenaged Link has a sense of weight and inertia to him that fits swordfighting well. It works so well that it seems like an obvious thing, but the fact that so few other games do swordfighting so well proves how difficult it is to get right. Breath of the Wild and its sequel have good combat, but silver-level enemies in it are just a bit too much of a damage sponge, and appear too often in the late phases of the game.

Now I’m bending the rules a bit by including this game because it’s not a romhack, it’s a fan remake. But it looks like a romhack. And the game follows Link’s movement from the NES game very closely. If he moves any differently than he did in that outing 36 years ago, I can’t point to how. Any skills you have from playing Zelda II will transfer over exactly, which is good, because they are hard won.

Unlike A2MR, the fan recreation of Metroid II: Return of Samus that Nintendo cruelly quashed, this game has only slightly upgraded graphics, it all looking like it could have been done with the original engine. It’s not, it’s made with Unity, and it pulls out just a couple of effects it’d have been hard, if not impossible, to have done on Famicom-level hardware.

Beyond that, the game’s structure is not greatly changed. The basic map of North Hyrule is similar to the NES game. There are differences, sometimes big ones, but the game still has the same feel, enough so that people who have played a lot of it on the NES will immediately know much where to go and what to do. There’s just a new wrinkle in some places.

ZIIAOL is, I must emphasize, an even harder game than Zelda II. It’s really made for people who are familiar with the original. To pick just a few instances of its higher difficulty: you only start with three units of health and magic instead of four, you must find three Magic and Heart Containers to improve that stat, there are new subquests and places to find, and some areas are slightly randomized. (The game also has its own built-in randomizer, if you really want to mix up your game.)

Yet, of many of the enemies that had tricks to beating them, the tricks still work. I’m thinking especially of its infamous knight enemies, the Ironknuckles, which sent a generation of kids screaming away from the TV. Yet, once you know their trick, to jump and hit them high on the way down, in the helmet, they become fairly simple to beat. The same trick works here, which is a huge relief. (If only it worked in the combat Timer game on the recent Zelda Game & Watch!)

Anyway. It’s free on itch.io, and if you have any interest in the original, or NES games in general, it’s worth it to give it a shot. You’re going to die a lot, but that’s probably going to be true of the original too. But they’re fun deaths.

Why is it called by its initials, “ZIIAOL?” My guess is, it’s probably to help it stay off of Nintendo’s radar. I have used the name from their itch.io post in case it helps them in this goal.

ZIIAOL (itch.io, $0)

On Beam Lighting’s Removal From Metroid Prime Remastered

One of the coolest graphic effects from the original Metroid Prime was dynamic lighting from some of your weapons. Not only did it look amazing to see your shots light up surfaces as they zoomed down corridors and across rooms, but they even made the game a little easier in dark places. I remember at least once using shots to help me get a read on surfaces in a pitch black area.

It was such a distinctive feature that some people were a bit upset that it wasn’t included in the recent remastered version for the Switch, especially since it was included in the remake of Metroid Prime, in the Metroid Prime Collection released for the Wii. What happened?

Youtube channel KIWI TALKZ spoke with Jack Mathews, one of the programmers of the original version, in a Youtube video, where they revealed that the beam lighting effect was designed around a specific feature of the Gamecube hardware, that made it nearly free. They theorize that it could have been included in the Switch’s version, but it would have been much more costly there, especially at its 60 fps target. The Switch was designed, either cleverly or infamously depending on your point of view, around a mobile graphics chip, that was never intended to wow with effects, even those available to 22-year-old hardware.

It is interesting though, to think there are things the Gamecube’s now-ancient 3D chips can do easily that the Switch has trouble with. Mind you, the Switch does target a much higher resolution than the Gamecube, not 1080p but still 900, which is a lot more than the Gamecube which was aimed at standard def televisions. But on the other armored hand, it has been over two decades. Ah well.

Why Beam Lighting Was Removed In Metroid Prime Remastered (KIWI TALKZ on Youtube, 6 minutes)

Things You Didn’t Know About the Playstation

The blog Get Info reveals some facts about Sony’s original game-playing videobox that are not well known! By weight, a lot of this blog is Nintendo stuff, so it’s nice to get some stuff up here about its competitor. They’re all revelations from the book Digital Dreams: The Work of the Sony Design Center by Phil Kunkel. I have no information if he’s related to The Game Doctor from Electronic Games magazine, Bill Kunkel, who passed away in 2011.

Have you seen one of these discolored from age?
I don’t think I have.

The two most interesting facts: it was designed based on the Macintosh Plus, and its plastic case contains a bit of violet to counteract plastic discoloring over time. Oh, why couldn’t Nintendo have foreseen this with the case of the Super Nintendo, it really looks bad when its plastic changes color!

Five interesting facts about the design of the original PlayStation (Get Info)

Jason Scott Reminds Us Of Software On Cassette Tapes

I had one of these, although it got pretty decrepit later on. Images here from the article on the Internet Archive.

Commodore users of a certain intersection of class and age will remember the Datasette, a custom tape player that early Vic-20 and C64 users could use to load and save their programs on standard “Compact Cassettes.” This was a very slow process, that was so timing intensive that the C64 had to blank its screen during it, because its graphics chip demanded exclusive access to memory while it got the needed data each frame to render graphics. Of course things were rather different in Europe, where cassette tapes were a much more viable medium, and tape loading could actually be faster than the 1541 disk drive (a notably flawed and slow design).

The Atari 8-bit counterpart to the Datasette

Scott walks through this unique period of home computing history. I still have tapes of old Commodore software lying around (because I rarely can bring myself to throw such things out). Maybe some day, if I can get my old Commodores working and displaying again, I’ll try them out and see if they work.

But fortunately, for commercial cassette software archived on the Internet Archive, you don’t have to go through such lengths! Although you can still wait for software to load if you want to! The IA offers emulated software for both the Sinclair ZX-81 and Commodore 64 that are supplied on virtual tapes, so you too can experience the exciting process of waiting for programs to load. In Scott’s words: “Incomprehensible! Mysterious! Uninformative! Welcome to home computing in the 1980s!

I notice that much of the Commodore 64 software mentioned in the article actually had tape loading graphics. I can’t explain this. It kind of makes me feel cheated, from the many times I sat watching a blank light-blue screen. Presumably the UK coders who made much tape-based 64 software had, in their tape-loading bag of tricks, a way to overcome the VIC-II’s timing issues. I wouldn’t doubt it.

The Easy Roll and Slow Burn of Cassette-Based Software (Internet Archive)

Scrapped Playable Peach in Super Mario 64 DS

Wonderful Mario obscurity blog Supper Mario Broth recently posted about evidence found in the cart for a playable Princess Peach in the Mario 64 remake for the Nintendo DS. Incomplete, slightly broken animations for Peach were found in the game’s data.

The original post shows the animations in motion, which includes some glitchy movement in her right arm. Maybe she was meant to hold something in it?

Sonic 2 vs Sonic CD

It’s certainly not an eternal question, but for classic game-players (I try to avoid the word gamer, ugh) it’s still a very good question: which is better, Sonic the Hedgehog 2, or Sonic the Hedgehog CD?

It’s a good enough question that even though Youtuber kiro talks’s video about the differences between them has several common things about to that I ordinarily consider flaws, that would ordinarily cause me to think not to link to it (especially its editing, its length, being drawn out, and asking leading questions), the question, and its answers, are useful enough that I’m linking to it anyway.

Because it’s really instructive to view the differences in design between the American and Japanese Sonic sequels! Yuji Naka helmed the American sequel, Sonic 2, but headed a team made largely of Americans, and although a lot of Western-made games for console Japanese consoles are bad, Sonic 2 is legitimately great! Meanwhile, IMO of course, Sonic CD has some interesting ideas and great moments (the time travel mechanic could have been awesome) but its level design is a bit lacking.

Not to seem either jingoistic, or its opposite, but it isn’t often that a mostly-American team from that time could show up a Japanese team on largely equal footing, and this is one time that it happened. But both games are very playable, and the differences are instructive of some fundamental differences in approach.

Sega was going through some internal strife at the time, which became more and more prominent in the later days of the Mega Drive/Genesis and especially in the Saturn era, and it could be argued that it meant that, while I believe the strife was largely over in the Dreamcast era, the company wasn’t in the place it could have been by that point, and it may have contributed to the system’s failure by its output not being strong enough to challenge the Playstation 2.

When Japan & America Made Different Sonic Sequels (Youtube, 21 minutes)

Indie Game Showcase 6/15/23

The indie showcases highlight the many indie games I cover on my Wednesday night streams. All games shown are either press keys or demo build plays.

0:00 Intro
00:15 Blow & Fly
1:34 Hunter X
3:02 Eiyuden Chronicle Rising
5:19 Trepang 2
7:53 Ad Wars
9:53 Floppy Knights

Arcade Mermaid: Hole Land

Arcade Mermaid is our classic arcade weirdness and obscurity column! Frequently (no promises) we aim to bring you an interesting and odd arcade game to wonder at.

It’s been awhile since the Merm has brought us something weird and fun to look at, and wow, this one’s really weird.

To get us started, you are free to interpret this as either a warning, a promise, or a money-back guarantee, but you should know going in that this is a journey that ends with this upstanding member of the community right here:

Inexpertly cropped out from the background, but it still gets across the essential je ne sais quoi.

They’re a stunner, aren’t they? And they live for the great taste of robots. But let’s start from the beginning.


Hole Land is a shooter, and apparently the only game made by the Spanish company Tecfri. Wikipedia tells us it was only released in Japan, possibly because it came out in 1984, and the arcade scene in the US was falling apart.

Consider for a moment the concept. Hole Land. Land of Holes. Certainly a theme that bears contemplation. It seems that you are an invader to this land, a gaily-colored robot that runs back and forth across the bottom of the screen, that shoots upward at a horde of adorably, and understandably, angry monsters of various sorts, in order to claim it away for things that aren’t monsters, or holes.

The land itself is against you: volcanoes in the background launch rocks at your droid with suspicious accuracy, and the monsters throw bombs down at it. Getting hit by projectiles doesn’t destroy your ‘bot, it just disables it for a few seconds. A little guy runs on-screen to fix your problem and allow you to resume blasting after a short delay. If a rock hits you, it smashes your head down into your torso, and you have to push the fire button rapidly to decrush yourself.

I love the animation on these little guys.

The game consists of three boards, that cycle. In board one, the monsters (called “Silfoos”es and “Xagart”s) all run down from the top of the screen. Because it’s a classic-era arcade game, they have a odd system to their attack: They wind their way down in a curious way, akin to the Centipede, moving all the way to one side, dropping a levels, then taking another horizontal pass.

Level 1

This gives you many opportunities to shoot them, but they’re a little cleverer than the standard video game oppono-target: they duck into the holes repeatedly as they pass, and your shots will miss if they’re in a hole, which is often. They’re also smart enough to stay in a hole if you keep shooting at it while it’s hidden. While they make a horizontal trip across the grid, if you hit the lead monster of a line, it causes the others to reverse direction, which may be good or bad depending on how far they’ve gotten. Unless the wave is almost over: then they progress to the bottom of the grid for a pass, then, as if dissatisfied that you haven’t killed them yet, sprint across one more time without even bothering with the holes.

If, after so many opportunities, you still haven’t fried one of them, it’ll take a run across the screen on your level. Your robot is blessed with the power of jumping, and you must leap over it to avoid losing a life.

Level 2

The problems though are: you’re probably focused on shooting at its associates still falling, or dodging the bombs they throw or rocks from the volcanoes from the top of the screen, or if you’ve been hit you might not be able to jump it. If multiple monsters made it through it might not even be possible to leap over them all. If you don’t make it over a monster, it knocks the robot’s bottom half off, a type of damage your mechanical assistant seems unable to repair, so scratch one life. Helpfully, if you’ve already made it far into the wave when that happens, the game will advance you to the next level as a consolation.

Creatures from Level 2

Those bombs and rocks, from the monsters and volcanoes, are your biggest problems. They fall down with great speed, and bounce around too, and if one hits you when the monsters are low enough on the screen the chances are slim you’ll get repaired before one of them uses your lower half as a kickball. Despite all the chances that the monsters give you to shoot them, Hole Land is a dangerous place, and it took several tries for me to get through even the first three screens.

The second board is similar to the first. The monsters are “Kiles” and “Morfos” for some reason. The screen is a lot darker, making it harder to see the monsters and the bombs that fall down.

Level 3

But then comes the third board, where the game changes up a lot. Now the grid of holes is gone, replaced by a few scattered openings, but dominated by a big imposing crater at the top of the screen. There’s some more new monsters, “Microons,” and some unnamed colleagues that I assume are also Microonian. They don’t hide in the holes, but instead parade around the screen in Galaga-like patterns, giving you a good chance to plug them as they pass by.

Sometimes they run straight down at you on their last pass, to try to overwhelm your gun before you can incinerate their monsterly asses.

Monsterly ass

On this level there are also little rat creatures that hide in the holes, waiting for the end of the level where the run in from the wings for their one pass at tearing up your droid. And there are spiders that hang down from threads, that can’t be shot, and will hold your robot in place for a few seconds if they touch you.

But all this is just in preparation for the main event: their boss.

Ladies, gentlemen and enbies, the MAIN EVENT

In 1984 boss monsters were not yet in vogue, yet Hole Land certainly has a memorable one.

It’s not named in the game’s intro. I have put some effort into trying to come up with a suitable name. I thought of Testicules, rhymes with Hercules, but it looks like it’d be pronounced like “molecules.” Gonad Man is a possibility, but it’s obviously not a man; it may not even be male, technically, but Gonad Person doesn’t have the same ring. Scrotor has already been used by Mystery Science Theater 3000. As a brainstorming exercise, and for your own entertainment, I invite you to come up with your own name for this globular goblin.

Whatever its name, once it has emerged from its Hole, the fight is on. It advances straight down, slowly. Your job is to shoot out its jagged, pointy teeth, one by one. It feels like it takes multiple hits each, but in fact each tooth takes only one shot. It just has to hit it dead on; shots that don’t strike a tooth right in its middle have no effect. You also must knock out all of its lower teeth, every one, before any hits to upper teeth will register.

While you’re blasting away, it’s ominously stomping its way down towards you, KA-WUMP KA-WUMP, following your movements with its bloodshot eyes, and throwing rocks from its hands. It’s aim isn’t good, it can only really throw straight down or at specific angles to the left and right, but it can throw from either hand, and as it gets menacingly closer its rocks get harder to avoid. Hits don’t damage or destroy your robot, but they do knock it away, making you have to scramble back over to get in more shots, but likely getting back just in time to be hit by the next rock.

If it gets all the way down, it stomps to the side to catch your robot, then it eats it, its hands working with the effort of crunching it to bits:

NOM NOM NOM NOM

But the best part is if you succeed in shooting out all of its teeth. While your robot jumps around in inane joy, your now toothless foe sits, defeated and sad. While it might be a grotesque testicle monster from out of a giant hole in the ground, it’s gracious in failure and acknowledges your accomplishment, with a synthesized voice no less. Civility is not dead in Hole Land!

Here is my playthrough, if you’re curious what this all looks like in action:

Better yet, you could have a look at this video from classic gaming Youtuber Zerst, who hosts plays of lots of obscure and bizarre old arcade games and whose channel was where I first found out about it, and who made it through all five difficulty levels. There is no ending other than the Congratulations screen at the end of each level; it probably cycles endlessly from there.

I don’t know if I could add much more about it than this. It’s very hard, it’s difficult knocking out all of the boss monster’s teeth before it eats you, and on later levels the volcanoes’ rock deluge is incessant. But they really don’t make them like this any more. The time window for the making of this kind of crazy arcade game was pitifully short. Even relatively simple games take so much time and person-power to construct that, unless one’s just doing it as a hobby, willfully chasing bizarre concepts will probably turn away most of the gaming public, and that’s a shame.

Well, that’s all on this one. I bid you all a fond farewell, coming from the Land of Holes!

On One Of Our Tears of the Kingdom Videos

The world is a weird place.

Last week, our minor character Röq (pictured left), a barely disguised excuse to post Legend of Zelda: Tears of the Kingdom content on our blog, made a video about something that happened to them in the game. They posted it to Youtube. That video is embedded below:

They made a post containing it. The video itself is ten seconds long. It’s good for a few laughs. I’m going to drop character now, Röq is, after all, just me pretending.

Well, we keep getting comments on that video. It’s weird. So I went in and checked its view count.

The video has over 131,000 views on Youtube. Dear holy frog!

This fish doesn’t have 130,000 views. Poor Marot.

A couple of other posts have 4K and 11K views respectively. I guess there’s just a huge demand for Tears of the Kingdom meme posts right now? The odd one out is the Fish Songs video, about Marot, a Zora who “sings” the same “song” in her dialogue in both Breath of the Wild and Tears of the Kingdom, that video only has like 20-or-so views. There’s no accounting for musical taste.

Interesting information! If you have a video on Youtube that gets over 100,000 views, even though it has ads, and monetization isn’t available to you, what you receive is exactly bupkis.

There’s such a demand that I mused about going all-in on TotK memes, and… eh, I’m good? I’m not really a meme kind of person? I find all the jokes about Rauru trolling Link in the comments to be kind of tiresome? I’m not mad or upset at all, I’m just kind of numb to it. I’m glad people think its funny, but I feel like playing to this crowd is a dead-end for me. I’m not going to stop making videos, far from it, but there’s as good a chance it’ll be another post about something like Marot (who I adore).

If you’re reading this blog from the URL in the video comments: hello! Welcome to Set Side B! I work very hard to make daily posts about gaming matters. We have extensive archives on many topics. If you read us long enough you will find many strange and interesting things. Thanks for visiting!