I’m trying to ease up on Youtube links, which I’ve come to realize take up a lot of the content of this blog by weight. I probably won’t be too successful at this, as it’s become a lot harder to find interesting written content on the internet, though it was never really easy.
I’ve been playing a lot of F-Zero 99 lately. I’ve been working on posts introducing the game, which is really great I think, but that kind of content (ugh the C word) takes time to write and check.
So in the meantime, enjoy/cringe at this collection of fun, and bad, handles spotted in the game. Of course, such a determination of quality is inherently subjective. But I think you’ll find that its lack is easier to adjudicate.
Ganondoof,
◆El Guapo◆ (I like to think it’s a Cat Town reference)
Hootcifer (Owl House)
Valnar (Grandia II)
Ghost Cake
POWBlock
GimmieFife
ManChild30 (ah, honesty)
Snautilus
Gaudimann
SmileyBone (a Bone fan I see)
adorabunny
Mamasaurus
GIANTROBOT (there’s something to be said for pure enthusiasm)
Damitbobby
SnickerRoo
AAAAAAAAAH (I counted the As to make sure I wrote it right)
MissHeart (speaking for all the fem names in this list, takes a lot of guts to express girliness in this environment even if there’s no voice chat)
Moi
Cheesemage
Flarky (it’s fun to say!)
Chibi-Nini
LordFeh
Espurrator
GudNameGuy
Goooose
PixieVolt
Malo (taking time off from his shop)
Need4Sneed
Boisterous
Apostrophe
fax-kun
koppa (I hope this was intended as a Shiren reference)
HALLOWEEN! (I assume they only play one day a year)
Frizbeee
Bubbline
Orcustra
Lonk (a fellow GDQ viewer)
PeterMeh
lovemykids (I assume this is a pure statement of affection and not a demand)
TheKraggle (Lego Movie references are welcome)
DadMode7
SisterDoom
“Waddle DIO always comes first!”
Obnoxious names, much less in number thankfully:
Hugh Jass
BON9ERMan
Gotenks (what is this, 2002?)
Jeb Bush (what is this, 2016? and terrible?)
Wet Shart (I am opposed to this word and all that it stands for)
MAGA KING (Please go jump in a hole until your brain develops, if it ever will)
F-Zero 99 is not a fitting stage for such lusers. Get out of here with that sub-Sephiroth378 crap.
Don’t be like MAGA KING. If you’re going to be ignorant, at least have the decency to be quiet about it–also, less importantly, maybe try not sucking at F-Zero 99 so bad lol.
Note: while Nintendo continues to gamely update their blocklists to prevent newly-discovered ways to express slurs, they aren’t perfect, and I’ve seen a couple of outright offensive names. Those don’t even get the dignity of being present in my list of bad handles.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Usually Sundry Sunday is for things related to games, not games themselves, but this is fun and random so why not?
The WarioWare people have made some weird games. Nowadays they seem to be focused on realizing the software products of Mario’s moneygrubbing alter ego and his disreputable gang of sorta-friends, but they have another series, Rhythm Tengoku, known in (some) English speaking territories as Rhythm Heaven.
Every single Rhythm Heaven game is a joy, from Karate Man to the Final Remix, but my favorite is probably Packing Pests, a.k.a. Pest Protectors.
Your onscreen surrogate is Employee 333-4-591032, working for the suspiciously-named Spider-Free Candy Company. And, well, see for yourself (three minutes):
Your nemesis
No Rhythm Heaven mini game is much explained beyond its directions, but all of them tell a story by their details. Your character is a new hire. We know he works for Spider-Free Candy by the poster on his wall when the Wii version is played in widescreen. We know he’s creeped out by spiders by what happens if you accidentally clutch one or let one by your guard. And going by their faces we know the spiders try to leap into the box out of a manic kind of joy. They aren’t hostile! They just live to give you a hug, and to leap into boxes so as to give random other people hugs! Sadly, the demands of capitalism, and by that those of your paycheck, are to deny them in their life’s purpose.
Wizardry used to be the most popular computer game in the world.
It has fallen on hard times recently. Creators SirTech released the terrific Wizardry 8 but then almost immediately closed up. The name is currently owned by a Japanese developer, who make games in the classic style but they’re still quite different, chasing old ghosts instead of trying to adapt the idea for new generations.
A full examination of Wizardry will have to wait for another time, but until then there’s a repackaging of the original Apple II versions available from the Total Replay folks. It’s made to run off of a ProDOS-formatted hard drive, words that themselves form a fearsome incantation, but you can still play it emulated. And should!
It includes an update of the original Proving Grounds of the Mad Overlord, plus the successor scenarios Night of Diamonds and Legacy of Llylgamin, plus five fan-made scenarios. It also includes WizPlus, a character editor, but diehards won’t use that. It’s cheating!
To explain Wizardry in summary, it took the ideas of early Dungeons & Dragons and adapted them to a dungeon exploration simulation with the same kind of theoretical basis. In D&D, if a character dies and there’s no way to revive it, it’s gone: no backsies. And sometimes revivals fail, and the character is gone anyway. And the dungeon in a genuinely treacherous place. If your party wipes, to even try to revive them, you have to create a new party of adventures, take them in, find the deceased party’s corpses in the dungeon, and either use magic to revive them there or drag them back to town to have the Temple of Cant do it.
If this sounds forbidding to current sensibilities, it certainly is! But that’s the point. Because of it, it’s about as close as you can get to traditional RP-gaming as you can get on a computer, even more so that official D&D products. Roguelikes come close, but since you only play as a single character in most of them they still don’t quite fit that electronic bill.
Pixelfont is a neat web tool that will take an image you provide, laid out in the proper format (which you have some control over, like character width and height) and will turn it into a pixel TrueType font for you to use! The gamedev applications of this should be obvious.
This isn’t the first free online font-building tool of this nature. The classic in the field is Fontstruct, which can also produce pixels that aren’t square, and can even extend outside of their cells, but also shows ads (although unobtrusive ones) and doesn’t let you import an image. Still, both are rather of use, or at least are fun to play with!
MiyaTRT figured it out. Karariko’s Unemployment Rate. In both Breath of the Wild and Tears of the Kingdom.
You might disagree with their methodology. Like in BotW he declares that Paya is unemployed even though she is obviously training to become village leader after Impa retires. But it’s still an entertaining video, and probably will tell you some things about Chicken Town’s NPCs that you didn’t know before, like that in BotW one of the townsfolk stamps on one of their neighbors crops at night!
Not only is it everything in the game, including unused dialogue, but it’s not a text file on Pastebin, GameFAQs or Github, but on its own website, at dialoguetree.net! This means, when its domain expires, it’ll be gone from the web. Maybe the Internet Archive can rescue it….
If you’re not familiar with it, Thousand-Year Door is widely regarded as the best of the Paper Mario games. Not only does it update the game system of the original Paper Mario with all kinds of new ideas, but it has a fairly brilliant story given its having to work with Mario lore, and it has hilarious writing and memorable characters. Super Paper Mario, that followed it, has its charms, but a somewhat lesser story. And after SPM, it seems Nintendo decided that they weren’t fond of the branching-off of Mario lore that the Paper Mario games was doing, so games after that didn’t have as much of their own continuity.
This is the game where Mario joins a pro wrestling federation as “The Great Gonzales,” where he solves a murder mystery on a train (with a particular NPC who is slightly menacing somehow!), and has one of the best uses of Luigi from among all the Mario games: while you’re on your journey to rescue Peach, it turns out that Luigi is on his own weird adventure, in the “Waffle Kingdom,” that you only find out about from talking with him. Luigi his own crazy partners that accompany him, who have their own opinions about his adventure. Here is the page on dialoguetree.net that lists that part of the script–needless to say, it is spoilers, and if you plan on playing TYD you probably should experience it there first.
In many kinds of games, one of the most difficult playstyles to pull off successfully is the pacifist: a character who either (according to its community) doesn’t harm, or doesn’t kill, any other character in the game. Lots of games have some form of violence as their primary verb, so eschewing all of that is choosing to make (your own) life harder.
A game in which pacifism is particularly difficult, yet possible, is Nethack. It’s a “tracked conduct” in that game, meaning, when your game ends, you’re informed as to if you played that way. There’s a page on the Nethack wiki all about it. Back on GameSetWatch I related a story, from a Usenet post, where a player won as a pacifist. Since then, many people have ascended (Nethack’s term for winning) as a pacifist. It’s hard, possibly the hardest single conduct, but there’s still lots of ways to take care of opponents without killing them, including let your pet do it. Nethack gives players ludicrously many possible actions, and there’s almost always a way.
There is another conduct, “never hit with a wielded weapon,” but it’s not necessarily much harder, since you can kill things with it, you just have to use other tools, or your fist. Monks, who fight best with martial arts, find that the best way to play anyway.
This is all a digression, because it’s hard to shut me up about Nethack, but it also serves as a segue. How about Fortnite? It’s a game where 100 people are dumped into a space and the only way to win is to be the last survivor. By definition, you can only win at it if everyone else dies, so they have to have an accident. Not a mafia-style “accident,” but a genuine one.
As it turns out, Fortnite even has an achievement for it, although its reward is laughably small. And it’s not so much that it’s hard, but relies heavily on chance. The video that follows then expands the subject a bit: it is possible to befriend another player, whose main objective is to kill you?
The replacement for the old dev/null tournament, the November Nethack Tournament is on! Get yer armor and weapons, read your spellbooks and start testing those items! Maybe you’ll find a Wand of Wishing on the first floor? Probably not, but there’s all kinds of crazy D&D-ish adventures to be had this month, so get ‘hacking!
Not to keep banging the drum about the new Mario game, but there are a number of what we might call “music levels” in the game, and a couple in particular fit in with the spirit of the day. Here they are: Pumpkin Party and A Night At Boo’s Opera (length: 3 minutes). This is an edited-down version of a 28-minute compilation of all of the game’s music sequences, on Youtube.
Codes are largely a forgotten element of video gaming. They started out as debug features that didn’t get removed before release, then they became easter eggs to reveal to favored players, ways to dispense unlockables, ways to provide extra difficulty balancing, and even publicity tools, before the age of DLC gave developers a way to profit off of bonus features. Why have players enter up-up-down-down-left-right-left-right when you could just sell them play advantages outright. I’m simplifying the situation a bit, sure, but I’m not simplifying by much.
Codes still exist, once in a while, but it seems like they’ve gone back to being development aids. One of them crept into New Super Mario Bros. Wii, but only becomes usable if the game crashes. The code is: Home, Minus, Plus, Minus, Plus, 1, 2, 1, 2, A. It brings up a scrollable register dump and stack trace, and other assorted information. It doesn’t let you continue playing. For players, it’s just a curiosity, but it’s a thing that is interesting.
Oh Nintendo. As people following this blog can easily see, we have more than a little fondness for the output resulting from the playing card and igo board maker’s lucrative side venture into video games. Everyone wants to make them like Nintendo, but no one else actually does, or seems to be able to, or can even pin down what that would mean.
Super Smash Bros. Melee, the game potentially most harmed by Nintendo’s policies (image from MobyGames)
Maybe it’s because, despite being one of the biggest companies in the world, it still feels like a small company, in some ways? Or that they don’t seem as beholden to the bleeding knife of capitalism as other companies are? (This is illusory, of course.) Maybe it’s their adherence to Japanese corporate traditions, or the influence of Shigeru Miyamoto, or their toymaker’s vibe?
But there is a dark side to them as well: they can be incredibly controlling regarding their IPs. Years ago they reached out to a fan
They have what they would call a staunch anti-piracy stance, which you’d expect of most software companies sure, but what that ends up meaning, due to the fact that 99% of their software is made for closed systems like consoles and mobile (we haven’t forgotten about the Animal Crossing PC clock!), they have absolutely no modding support.
This has resulted in a zero-tolerance policy regarding infractions concerning the competitive Smash Bros. scene. Project M is a popular fan-made hack of Super Smash Bros. Melee that it feels like even mentioning will cause Nintendo to affix a red letter to your organization.
aMSa, the Yoshi-main Melee player who was the focus of AsumSaus’ excellent documentary (image from AsumSaus’ video)
Kotaku has reported that there is currently another round of fan backlash over Nintendo’s guidelines over the use of Smash Bros. games in community tournaments. There is good reason: the rules read like they were written by people ignorant of the extent of competitive Smash play.
Nintendo is also demanding tournament prices not rise above $5,000, and is disallowing sponsorships. While it’s true that Nintendo is justifiably a bit cautious about the edginess surrounding esports tournaments, which resulted in sexual misconduct allegations back in 2020, there is definitely a middle ground between preventing situations like that and hamstringing a burgeoning esport, and Nintendo should pursue it, or risk destroying this entire scene.
As I said, I am not a lawyer. Someone who is, is Moonie, who used his incredibly ZeFrank-sounding voice to made a Youtube video breaking down Nintendo’s new guidelines. He doesn’t seem as worried about them as others (the thumbnail to his video is a giant DON’T PANIC). Here is his 18-minute dive into the guidelines, but a major point is that they primarily affect unaffiliated community tournaments, which as a class are distinct from majors, which would have an explicit agreement with Nintendo that would make the limitations in these guidelines not apply. In order words, while some of the furor is justified (other companies like Capcom aren’t as limiting of community events), a lot of it is the result of failed Nintendo messaging. Nintendo does have a lot of trouble communicating things like this that won’t get everyone’s roar up.
But even with that proviso, it’s still not great? Nintendo is still claiming that fan modifications are entirely forbidden, even among community tournaments.
What do I think? Nintendo could fix all of this by changing their EULA by explicitly recognizing and allowing for fan work, but in a way that asserts the primacy of their IP. Again, IANAL, but if they put their own lawyers to work to try to forge a system whereby fans could continue to build off of their work, they might be able to do it in such a way that they don’t risk damaging their properties. Other companies have done it, notably Sega, who blessed fangame creators in a way that generated their megahit Sonic Mania. What is causing Nintendo’s overreaction here, in my onion*, is their institutional distaste for even acknowledging that people are hacking their systems and modifying their games in the first place.
* typo made on purpose
I must acknowledge, there would be a whole flowchart of knock-on effects if Nintendo were to acknowledge and accept fan modifications, and probably not all of them would be to Nintendo’s benefit. Particularly, just to modify their software requires breaking their system security, which doesn’t necessarily imply piracy but does mean opening up the system sandbox and maybe revealing system secrets like keys. Sega doesn’t make consoles any more, so it’s not an issue they have to worry about now.
But what is obvious is that they’ve frequently attacked a vibrant community, and making a lot of enemies out of players. There has to be a good solution to this.
As foretold yesterday, today’s post is on the sequel to Candy Box, Candy Box 2.
The Map, where you travel to various locations. There’s a few secret areas to find here….
Those colored boxes are magic spells
It’s a much more developed game, with rather a lot of depth to it, but it’s still ultimately an incremental-style game in form, even if its not as direct about it as most of that benighted genre tend to be. There’s many more places to go and items to find than the first game, and a lot more secrets. If you don’t use the wiki, you’ll probably get stuck and have to search around for a few days until you find (or save up) the means to continue.
This monkey has an item you really want, if you can figure out a way to defeat him
While figuring out all the various ways to overcome the game’s puzzles is fun, I find the most interesting thing about Candy Box 2 to be its engine, which is surprisingly flexible for a game presented entirely with text characters, which is kind of like a deluxe Javascript version of the venerable Unix library curses. There’s windowing, a Z-order so objects can pass in front of others, and colors are used for magic effects, and some areas even have special effects, like scrolling around, zooming in on the action, or being able to swim up and down.
The highlight in this one is the puzzle the Cyclops at the lighthouse can eventually be persuaded to let you try, which as far as I can tell is of a completely novel type, and could be the subject of its own entire game. Good luck with that, by the way.
Like the first game, there was a preposterous Metafilter thread about Candy Box 2, and it’s even more full of spoilers, and equally as bizarre if taken out of context. Please enjoy responsibly.