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.
For this episode of indie inquiries, we’re taking a look at the steam store page for Supernova. If you would like us to review your store page in the future, please reach out.
I turned fifty in February. No one believes me when I tell them my age, and for that reason I’m not too loud about it in person-one can very easily get tired of hearing “no way” in response to an admission like that. I don’t quite know what to make of my generally-youthful appearance. I know that things like that don’t last forever, so I’m trying to enjoy it without too much trepidation.
Anyway, fifty years in 2023 is a neat match for the history of commercial computer gaming. I was an early reader, so in the back of my brain I still remember hearing about the introduction of the Atari VCS, a.k.a. the 2600, in 1978, when I was but five. But there is a game system older than me: the Magnavox Odyssey.
The Odyssey was such a strange beast, in several ways. The first commercial TV-based home gaming computer, it didn’t have true interchangeable game cartridges; all of its games were hard-wired into the console. All of its cartridges came with the unit, and inserting a cart simply completed a circuit that told the internal electronics which game to run. The games had extremely simple graphics, we’re talking pre-Pong-level. Games cleverly used screen overlays, with translucent elements, to provide playfields and tracks. The computer didn’t even count score on-screen; it relied on players to keep track of that themselves.
The Magnavox was visible and remembered, moreso than really obscure machines like the Fairchild Channel-F and the Bally Astrocade, enough that it inspired a much more powerful (but still pretty weak) successor with true software called the Odyssey 2, or, as the machine’s trade dress stylized it, the Odyssey2. It’s funny: I have never once in my whole life ever heard anyone call it the Odyssey Squared.
Stories from the time tell us that the Magnavox Odyssey was stymied in the marketplace through an expectation, they say created by its advertising, that one could only use the Odyssey on a Magnavox TV. That wasn’t true, one didn’t need a Magnavox TV to use the Odyssey, but since a major component of each game had to be physically affixed to the screen, and its location and size had to match up with what the game’s design expected them to be, one did have to have the right size of TV to play properly.
The Odyssey was actually a little bit more of a success than commonly represented, surviving its first Christmas season without being discontinued, and even inspiring the production of some cheaper cut-down versions that only played some of the original’s games.
I love that the TV in this video has TOSHIBA prominently displayed across the bottom of its screen.
Infamously, the patent that Magnavox owned on the Odyssey was used to terrorize the game industry for a while. According to an NPR obituary on Odyssey team leader Ralph Baer in 2014, Magnavox eventually garnered over $100 million on infringement lawsuits, far more than it ever earned in sales, up until the patent expired in the early 90s. Consider: a patent issued on a machine invented before I was born was used to attack game makers into the SNES era. And this wasn’t even a software patent, which I would hope everyone recognizes sucks by now: the Odyssey was a physical machine, and its patent was of the ordinary kind.
(Yeah, it’s 2023 and I’m still banging on about patents. I know there are legitimate uses for them. In some industries, unpatented inventions are ruthlessly copied by others. I’m not here to argue about them in general.)
Ski’s overlay
To play Ski, the player uses the weird two-dial controller that came with the Odyssey, that worked kind of like the dials on an Etch-a-Sketch, to move a square on the screen. The square is the only visual element of the game: the whole rest of the screen is a black field. Over this, the player puts the Ski overlay, which depicts a simple course as a dashed line, winding around drawings of trees and mountains. The overlay is opaque except for the dashed line, so as the player moves the square with the controller, it lights up the line. The idea is to get the square from the start location to the end by one of several routes. The player is “penalized” for hitting obstacles only in the sense that they are left to apply their own penalties: participants are expected to be honest in this, maybe with the aid of a referee to do the time/score recording.
Magnavox developed a new version of Ski, called Ski Festival, that was planned to be released for a successor to the Odyssey, not the Odyssey 2 but a different successor that was cancelled. Little is known about it, other than an image in a sales brochure. People have zoomed in on the image and attempted to recreate the game from it. Video of this valiant attempt is here.
Both of the videos in this post come from the Odyssey Now project (Youtube) from the Vibrant Media Lab at the University of Pittsburgh, which seeks to preserve and provide information on this important console.
I had originally scheduled a post on this for a couple of weeks ago, but WordPress gained what I will euphemistically call a personality at that time, and the post developed a “critical error” whenever I tried to edit or view it. I kept pushing it back in the hopes of being able to figure out what was the trouble, but the trouble refused to be be figured out. So eventually I just remade the post.
Whether it’s intentional or not, if you ask Dall-E to depict a number of classic video game characters or elements, it’ll show itself to be surprisingly clueless. Here’s what I got from it:
“Mario” here is pretty good. His cultural ubiquity is inescapable.“Mario” again. Why the big M?That M again, and a medkit. That triangle in his teeth disturbs and dismays.Why is Mario always carrying things?“Pac-Man maze” is pretty bad. None of them even has the classic colors.The compugremlins siad, let’s just plaster Pac-Man on it and call it a day.“Pac-Man maze” More like pie-chart manPac-Man is either eating a pizza, or the planet Mars“Q*bert pyramid” is pretty bad in all its forms.At least it got right the idea it was supposed to be depicting geometric shapes.I have no idea where it got “ARETT”The worst “Q*bert pyramid.”This is supposed to be “Q*bert” himself.Also “Q*bert.” This has to be intentional, like they scrubbed all images of the ‘bert from its data.“Q*bert,” imagined I guess as an advertising mascot for a particularly unsatisfying brand of cracker.This “Q*bert” could be interpreted as a video game character, but it’s definitely not Q*bert.“Donkey Kong” consistently produced the worst results. All of them donkeys, none of them monkeys. This one’s an alcoholic.“Donkey Kong.” They could scrub their input of all DK images, but not Getty’s image collection?The least-chosen Warhammer 40K figure.Also, somehow, “Donkey Kong.”“Atari Centipede” is a centipede with a microchip theme, four times in a row.That’s kind of disturbing.Maybe slightly better?Centipede, or fish bones?“Pac-Man” here is pretty disturbing.“Pac-Man,” facing forwardThe worst “Pac-Man” result. How does it even?And “Pac-Man” once more, imagined as a beetle cyclops staring myopically at a pair of conjoined jellybeans.This is what I got for entering my description of that previous item. It’s not a cyclops, and the jellybeans aren’t conjoined, but it’s recognizably a beetle at least.
I’ve been trying lately to take it easy on the Youtube posts, but in this age of the internet they seem unavoidable. This one though, I think is unquestionably worth it, a six-minute video of the illustrator of classic Final Fantasy games (whose work mostly came through in monster images and manual art) doing a piece for the cover of the CD soundtrack in preparation for Cuphead’s Japanese release. The early moments of the video are preliminary sketches that show them getting used to the characters; the work he settles on is a Final Fantasy-esque interpretation of Cuphead and friends (and enemy). Thanks to NoxAeternum to finding this and posting it to Metafilter!