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.)
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.
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.
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.
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.
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
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:
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):
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.
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.
The original Legend of Zelda, unique in the series, not only has keys that can be used in any dungeon, but you can even buy keys, for considerable expense, in shops, for either 80 or 100 rupees.
But, is the purchase of keys ever necessary? Usually Zelda 1 gives you many more keys than you need. Even in the Second Quest, which tightens the screws, you can usually get by if you just make sure to clear every room and bomb some walls.
But consider the worst-case scenario. What if you open just the wrong doors? Is it possible, if you waste keys on rooms that aren’t on the critical path to completing the game, to make it so you have to resort to buying keys in shops?
In an 11-minute video, “TheRetroDude,” as he styles himself, examines this question. tl;dw: not in the First Quest, but it’s technically possible to soft-lock yourself, unless you resort to commercially-provided keys, in the Second Quest, if you’re very injudicious about the doors you open. Here:
Before Mario is a Blogspot blog (remember them?) devoted to Nintendo’s company history before they made video games. Well, their December 13th post doesn’t fit that bill entirely, since the museum is quite new, but they did focus on those aspects on display that don’t deal with their freakishly popular electronic products.
Nintendo got their start making playing cards (images from Before Mario)Er, so we’re consuming Kirby’s plastic bottled regurgitation?
I found out about this program that runs in the background and plays time- and season-appropriate Animal Crossing music. It’s free, there’s versions for Windows and Mac on the site, and I found a copy on the Arch depository so there’s obviously a version for Linux too. It even has a rain option.
Pretty simple today, but it’s free and fun and free. It’s freeee!
How long has it been since you thought of TF2? I played it a bit, enjoyed it for a while, but in the end FPSes aren’t really my thing. Guns and shooting people, realistically, even in a heavily stylized and humorous way, not for me. But I can respect all the work that went into it, and it’s a landmark of both gaming and gaming culture.
Team Fortress 2 has an official comic that lays out the story of the game, such as it is. It had six issues, then it just trailed off in 2017. Well, they finally made one more, to wrap it up. The game’s not done yet no, people will probably be playing Team Fortress 2 until the world collapses, and the stories of those many games are the real saga of TF2. But there is a backstory to all those stories, and it’s told in those comics.
At the end it even has a holiday theme. Seven years later, Soldier breaks Merasmus out of prison, and then tells him the true story of why The Administrator has BLU and RED fight each other. Well, kind of. Then the Korean mafia gets involved. Merasmus dies, but comes right back as a ghost, because he’s Merasmus. Other things happen.
Then we go to Scout’s house for Smissmas. Find out what happens next yourself, but I will give you the panel near the end with all the mercs together. Because it’s Smissmas Eve, and a fitting coda to the entire Team Fortress 2 thing.
Look at all the Sandviches! But, uh… which one is Pyro? Is that a delicate question?
By the way, if you choose to download that CBR it’s a doozy, it’s over three-quarters of a gigabyte because the images are all saved as PNGs.