The Lego Star Wars games (in fact, almost all of the Lego video properties) are very funny, even though they’re not all made by the came people. The games are made by Traveler’s Tales, the movies by Warner Animation, and the made-for-video productions by at least one separate group. And yet, they all share a certain light-hearted and irreverent sensibility that I find really appealing.
Star Wars has a lot of character deaths, but the Lego games do a good job of making them fun instead of tragic, as befitting their style. In this compilation of scenes from Skywalker Saga, note particularly how Darth Maul “dies”:
Randall Munroe’s popular and (by now) venerable geek webcomic XKCD has been known to make “interactive posts” sometimes, little apps or even games that readers can play with. Lately there’s been two in particular of these, both focused towards space exploration: Gravity, made to promote Munroe’s recent book What If? 2, and Escape Speed, created in celebration of SpaceX’s recent launch, or at least celebrating the idea of it, since its actual fact turned out to not be so great.
Both games are much larger than they seem to be at first, offering a vast amount of void to whoosh around and entertaining planets to find within all that space. Gravity is mostly just for exploration, while Escape Speed is more like an actual game, starting your ship off with very modest capabilities that grow in power as you collect upgrades, which are gray circles with stars on them. You can find at least one upgrade on or near most objects out in space, and sometimes several.
There’s a lot to find, especially in Escape Speed, which also has a lot of minor collectables to locale, which it’ll track between runs. Escape Speed even has a couple of objectives to complate: locating the Hyperdrive, which requires finding out what happened to the map of Boston on Subway Planet, and eventually escaping from the huge crystal sphere that contains the game universe. Both games have enough going on that they have giant pages on the Explain XKCD fan wiki revealing their secrets. In case you can’t be bothered to discover them yourself, here’s the one for Gravity, and here’s the one for Escape Speed.
Each indie showcase highlights the many indie games we play here on the channel, if you would like to submit a game for a future one please reach out. All games shown were either press keys or demos.
Another work of Babarageo, Karate Great riffs on Kung Fu, known as Spartan X in Japan in which you have to take down hordes of mooks, and the occasional boss, using karate moves. This revision of the idea gives you only one control, an attack that’s activated by clicking/tapping the game screen. This causes your leggy karate lady to swiftly knock basic opponents right off the screen, and inflict damage on bosses both mini and major. Further, if you can hit four opponents in quick succession, she’ll switch to some gun fu, pulling out a pink pistol and just blasting following opponents. Why doesn’t she use the gun all the time isn’t explained; it only shows up as the fifth through eighth hits of a combo. And if you can get in a ninth hit… well I don’t want to spoil it, but it makes short work of most bosses.
All of these moves make K-lady pretty overpowered for most of the game! It isn’t until the last couple of stages where you face opponents where just clicking away at the screen rapidly won’t suffice. The last boss, an evil CEO, has an attack that can’t be deflected by the normal means, and will probably stymie you until you come to realize that you have to learn how to trigger the combo-ending move to thwart it.
This one’s coming to you from some years back. Ginormo Sword, by Babarageo back in 2008, a Flash game that’s playable once again via Ruffle. It is one of a small, but gratifying, genre of games where you start small and just get bigger and bigger and bigger, and part of the fun is just seeing to what extremes the game supports you going.
Games like Dungeons & Dragons pay at least lip service to realism, less so now than its origins, but it’s still there. There are limits, both theoretical and practical, to how far characters can gain levels, can gain statistics, can gain hit points, and that makes sense. For even Superman, when it comes right down to it, is still a roughly humanoid creature of a bit over six feet in height. If he were in the same comic universe as Galactus, it would defy credibility if this vast being were stopped by what to it was an amoeba.
Ginormo Sword is what you get if you peel back these limits, and basically say, if you can earn the cash for it? You can do it. There are limits, but the game goes to ridiculous extremesbefore you run into them. It’s basically an “incremental game,” like a clicker, but in a different format. See for yourself.
The eternal struggle: schools want to give students computers on which to do assignments and participate in remote learning, and students want to use those machines to have fun doing things other than schoolwork.
Fizz over on Metafilter, who regularly makes great gaming posts points us to a Vice article on the conflict, and a Youtube channel of tutorials, made by kids, for kids to use to get past software blockers on school-provided laptops. It shows that school remains a place for kids to learn valuable lessons, just not always the ones that administrators want them to learn, or in the ways they want them to learn them.
The Pico-8 is the most popular fantasy game console by a wide margin. We’ve already linked to Josh “cortex” Millard’s Ennuigi, which is notable enough to have its own Wikipedia entry.
Ennuigi was more of an extended joke than a game, though, while Pico-8 Moon Patrol is no joke; it’s substantially harder than the original arcade game, putting you up against harder obstacles earlier. Sometimes it doesn’t feel fair when a flying saucer drops a bomb at such an angle that neither speeding up nor slowing down could have avoided it in time, although it’s possible, in this version, to shoot down the bomb before it strikes you.
Give it a try! This video is my best run to date, getting through the first three sectors:
Phobia on Youtube shows off a ton of glitches in The Legend of Zelda: A Link to the Past. Right off the bat they mention that, using these glitches, you can basically just win the game at any time by warping inside a cave wall, finding Ganon’s room in the big connected underworld map, then going one screen up from there, but then they go back and demonstrate not only how to do that, but also how to do a ton of other things.
Some interesting facts revealed, besides that all the dungeons and caves are part of a single map, is that the caves count as their own dungeon, the number of keys there is set to -1, a sentinel value used to hide the key display, but which also functions as 255 keys if you ever encounter a locked door, and that all the Big Keys are the same item, just tracked separately for each dungeon. Meaning, if you can get to a dungeon room with the game thinking it’s a cave, you essentially have infinite keys, and finding a Big Key lets you unlock all the big chests while there.
There’s lots of other little details presented in an accessible manner as well, so if this kind of thing is interesting to you, as it is to me, there’s 35 minutes of it there for you on a plate.
It’s 11 years old now but still as ringing and fun as when it was new. If you’ve never before encountered the video tale of the afterlife journey of the shirtless mayor of Metro City from Final Fight, here you go! If you have seen it before then why not have a second look?
Watching a lot of speedruns, as I’ve said before, can give you a distorted view of what video game difficulty is actually like. Speedrunning has been a going hobby for well over a decade now. New strategies are worked out and evolve. If they’re good ones, they become a part of everyone’s runs and are further refined. If they’re not good ones they’re discarded. What I’m saying is, the state-of-the-art advances. It doesn’t recede. People keep getting better. TASes are even more optimized than that, and are at this point really a completely different process, more scripting and exploring program function than playing a game in the traditional manner.
There may come a time, eventually, where, confident that runs have been perfected, speedrun becomes less focused-upon. Then after a period, people may come back and try to match the records of old. Or, maybe people will just stop speedrunning games, at least from the NES and SNES era. Many of these games are deep, but they aren’t an inexhaustible resource.
When you watch a speedrun, even one that’s three or four years old, you aren’t watching the effort of one person, but of a chain of people stretching back. Runners watch each other’s attempts and try to improve upon them. There aren’t many secrets.
Watching speedrunners who have played these games hundreds of times may cause you to think that the games are somehow easy. One way some challenge can still be preserved is in attempting challenge runs, like completing a game blindfolded. Like Punch-Out. Finishing Punch-Out blindfolded. That’s something that people do, but it’s still pretty challenging.
And it’s generally considered that Super Punch-Out!! for the SNES is the hardest Punch-Out game to do blindfolded. I’d think that that would be NES Punch-Out, since Tyson at the end is very random and can knock Little Mac down in a single punch throughout the first half of the first round, but the commentators on this video say it’s SNES Punch-Out, and I believe them. In this race, both players take a defeat at one point! That’s not something you often see at GDQ.
If you know what you’re doing Super Punch-Out is a fairly short game. This whole run (a race between two people) takes about 22 minutes from start to end. One nice thing about this race is that it doesn’t become a case, common in speedrun races, where one player jumps into the lead and stays there the entire rest of the race. The lead changes a couple of times, and is up in the air until the last fight.
If you’ve never encountered Super Punch-Out!! before, you might be surprised by how much it differs from the much better-known NES game. NES is very much a game of pattern recognition and exploitation. The SNES version brings back the two arcade games’ power meter, adds a dizzy mechanic that can affect every opponent, and just has a lot more randomness. Not blindfolded it may be a little easier than the NES game, it doesn’t have any opponents like Mike Tyson. But it still has its challenges, as much personality as the 8-bit game, and further, doesn’t lean nearly as hard on ethnic stereotypes, and those are all good things!
It’s three years after the release of Animal Crossing: New Horizons, famously introduced to a human contact-starved world right when efforts to contain Pandemic 2020 were at their height, unlike now when the world has largely decided to let the immuno-compromised fend for themselves. This isn’t the place to say what I think about that, but it is the place to write something that, had it been known in 2020, might have helped people out a lot.
Every day, the game hides up to 10 100-bell coins, 5 wasps nests, and 2 random furniture items in trees on your island.
If you care about finding any of these things, there is a way to make the game put them where you want them. Selling wasps and items made from nests can bring in about 10,000 bells a day. The furniture can be given to villagers to help increase friendship. The coins aren’t worth much, admittedly.
Doing this, you can easily get the items you want each day without searching among all your trees. I use it to get the two random furniture pieces each day.
To make this trick work, you must have _exactly 17 non-fruit trees on your island_, enough to generate all the randomly-placed tree items. They can be cedar or other, plain trees.
If you don’t discover one of these items on a day, it’ll be left there for following days. It only places new items if the old ones haven’t been discovered, up to the maximum of each type. The trick relies on this fact.
Decide which of the categories of items you want to lock down the location of. Starting from that location, shake each tree until you find one of the objects you care about. In the example images I use furniture (the leaf icons), since those are a type of item it’s useful to search for quickly. You’ll probably want to have a net on hand, and maybe some Medicine, in the likely event you find one or more wasps’ nests.
Once you found the kind of item you want, stop shaking trees for that day. On the next day, all of the items you discovered will be found among the trees you shook that day, just in different places. Now, shake only the tree you want the item to appear in. If it’s not the item, keep shaking the trees you had shaken before until you find it. With luck, you’ll find it before you shake them all. Now stop shaking trees again.
Doing this day after day, you can get the item narrowed down until it appears where you want it to be generated. Once it appears there, stop shaking for that day, and then don’t shake it again on following days. Start over with another of the type of item you want to narrow down.
By working like this, probably within a couple of weeks you can get all the items you want generating where you want them. So long as you don’t shake any other trees, those will always produce the ones you want. If you shake other random trees, you’ll introduce uncertainty into what’s generated.
In this way, I have produced two trees that always produce furniture every day, generally without fail. This trick has been tested for months on my island.
The only drawback that I can find is, a couple of seasonal events (Christmas and Easter) are known to disrupt it, since they can repurpose some of your trees as non-random types for a little while. When the event ends, you’ll probably have to set it up again.