Identifying Luck in Mario Party 7

ZoomZike on Youtube has been working for years on a comprehensive series of videos going through all the Mario Party games, and breaking down what parts of each are a matter of luck, and how many are of skill. Along the way, they also serve as fine guides to winning at them, at least as far as you are able.

They’ve gone through the series, trending longer with each one, for each game from Mario Party 1 through 7 (with an April Fool’s stop over at Advance). Even the shortest is at least an hour, and the most recent one is over five hours. That might seem like a whole lot, but imagine how long it took to construct! These are really deep videos, often with odds figured out through exhaustive, and exhausting, trial and error.

Mario Party 7 is the last of the four Mario Party games that came out for the Gamecube, even beating out the N64 portion of the series by one game. The early MPs were notorious controller destroyers, often resulting in the dreaded white dust of death, a result of ground plastic, emerging from the controller after heavy play. The Gamecube had controllers that weren’t as susceptible to wearing out, and so were better suited for the demanding play that Mario Party provides.

Anyway, here is the video, all five hours and 25 minutes of it:

And, here is the direct link:

Identifying Luck in Mario Party 7 (Youtube, 5:15)

A Walk Through Nintendo’s Internal Employee-Only Museum, Circa 2006

From the recent trove of preserved video from Noclip Game History Archive, here’s a look through Nintendo Of America’s internal employee-only museum/store, circa 2006, on Youtube. There is very little sound in the footage, so you might want to increase the playback speed to double.

For context, it was near the end of the Gamecube’s life, immediately before the release of the Wii, and the early years of the Nintendo DS. Objects glimpsed during the stroll include various consoles, records of Nintendo’s collaboration with the Starlight Children’s Foundation, Pokemon merchandise, Nintendo awards, some arcade units (including a glitched Mario Bros. cabinet), a Virtual Boy, various character statuettes, old playing cards, a capsule timeline of Nintendo history, and various games for sale at the time. It seems that the museum also functions as a retail space for employees.

Exploring Nintendo of America’s Employee-Only Museum (Youtube, 28 minutes)

Connections

The New York Times doesn’t add new games to its stable, alongside the daily crossword puzzle and Wordle, often. Spelling Bee is one I enjoy a fair bit when I think to look at it.

A newcomer to their game collection that’s in beta testing that seems interesting is Connections. It’s not a word game, at least not in the sense that a game involving manipulating letters is. It’s more a game of categorizing.

The puzzle from June 12, 2023

You’ve given a field of sixteen cells in a grid, each containing a word. The words relate to each other in four distinct groups, each containing four of the words. They’re all scrambled up so their positions in the grid don’t relate to their connections. To solve the puzzle, you must figure out which words connect with each other.

To help you, if you manage to pick four words that belong together and click the Submit button, the answer will be confirmed and the category identified, and the words will be removed from the grid, leaving only the words yet to be sorted, making it easier to deduce the remaining categories.

In the first puzzle I did, the words, mixed up here to preserve for you the opportunity to do it yourself, were:

OKLAHOMA HIP PACKER THEM

COWBOY ELBOW SPIRAL WRIST

AIRPLANE RAVEN MOTHER SHOULDER

SHELL KNEE BOWTIE BRONCO

There is only one solution to each puzzle, where every category has four members. Following is the solution and one way to arrive at it, so skip past this paragraph if you don’t want to be spoiled:

NFL players: BRONCO, COWBOY, PACKER, RAVEN

Pasta shapes: BOWTIE, ELBOW, SHELL, SPIRAL

Joints: HIP, KNEE, SHOULDER, WRIST

Movies with “!”: AIRPLANE, OKLAHOMA, MOTHER, THEM

The categories seem to be chosen so that some of the words could possibly be part of more than one, so you’ll have to use the fact that each only contains four to narrow them down. In this case, ELBOW is a joint and a pasta shape, but there are four other joints and only three pastas. If you don’t categorize clearly, you might figure that OKLAHOMA might fit in with the NFL players, but Oklahoma doesn’t have an NFL team, and anyway the category is composed of singular versions of sports team names that are plurals, and OKLAHOMA doesn’t fit that pattern. The hardest category here is Movies With “!”, which is very hard to get without eliminating the other categories first. This is what makes it a proper puzzle: solving one part of it helps narrow down the rest. If you got the other three categories correct first, the remaining one is handed to you. I got this one by first picking out the NFL players, which is pretty simple as there aren’t many ways to use the word BRONCO; then the pasta shapes; then from what remained the joints; then I was left with the movie titles with exclamation points.

If it’s like the others, the NYT will be making a new Connections puzzle available daily. I look forward to trying out more of them.

Connections (New York Times link, a subscription is probably necessary to play, alas)

Goblin Bet

Goblin Bet is a website that presents an endless sequence of D&D 5th edition monsters fighting each other one-on-one. You bet pretend gold pieces on the outcome. Like the similar-in-concept Salty Bet, none of the money is real, you can’t pay for extra currency and it can’t be exchanged for anything. In fact, the game won’t let you drop below 50 gold, so you might as well bet all-in if you get to that point.

The game follows a rough tournament structure. It starts with eight low CR creatures 1/8th to 1/4th, that fight each other in a branching kind of format. (There is nowhere to view the bracket, this has been determined largely through observation.) The winner gets to advance to the 1/2 CR round, where it might die quickly, but it might not. Most monsters are granted one added advantage randomly from a variety, and some of them are pretty powerful.

The brackets continue: 1 CR, 2 CR, 3 CR, and up and up, until around the 16 CR range. The higher the Challenge Ratings, the harder it is to figure out the winner of each match. A few abilities, in the combat system the site uses, are ludicrously powerful. We watched a Giant Crab stop over two complete brackets, at one point taking out a lion, because it had an ability, Stong Grappler, that was basically inescapable, so once its opponent was grappled, it just got advantage on all its attacks, and the opponent had disadvantage. In 5th edition D&D terms, “advantage” means, when you roll, roll two dice, and use whichever value is higher, and “disadvantage” means roll two dice and take the lower value. It’s a huge factor.

A lot of the fight outcomes come down to things like this, which you have to pick up by watching many matches. Flight, to give another example, is pretty strong, because it lets a creature keep attacking and retreating, forcing opponents without missile attacks to sprint sometimes to keep up, wasting turns. Often there will be fights where the outcome will be decided by whoever rolls better; it’s best to save your pretend money when that happens, and wait until there’s a fight with a clearer outcome.

It’s surprisingly addictive, and there’s an included chat that’s often pretty entertaining. I’ve enjoyed it anyway.

Goblin Bet

Roguelike Celebration 2023 Deadline Approaching

This is just to remind people that the (extended) deadline for Roguelike Celebration 2023 is coming up on us very soon, July 15th! If you have an interesting story to tell about roguelikes, a roguelike game to show off, or even just something involving procedural generation, please consider giving them a pitch! The conference has been virtual the past few years, and it is again this year, so you can stream your talk from wherever you live!

I’ve presented twice, may do so again this year although frankly my talks have always run over, I always have so much to say and the time is over before I’ve even gotten to a literal tenth of it. They do a lot to keep roguelikes in the public mindspace. If you have something to say there, I hope you’ll consider applying.

Roguelike Celebration 2023 Call For Presenters

Time Extension: Why Do So Many Japanese RPGs Use European-Style Fantasy Worlds?

Time Extension has come up here a lot lately, hasn’t it? It’s because they so often do interesting articles! This one’s about the propensity of Japanese games to use medieval European game worlds, the kinds with a generally agrarian society, royalty, knights, and their folklore counterparts elves, dwarves, fairies, gnomes and associated concepts.

They often fudge the exact age they’re trying to depict, with genuine medieval institutions sitting beside Renaissance improvements like taverns and shops. Nearly of them also put in magic in a general D&D kind of way, sometimes institutionalizing it into a Harry Potter-style educational system.

Notably, they usually choose the positive aspects of that setting. The king is usually a benevolent ruler. It’s rare that serfdom and plagues come up. The general populace is usually okay with being bound to the land. The Church, when it exists, is sometimes allowed to be evil, in order to give the player a plot road to fighting God at the end.

Hyrule of the Zelda games is likely the most universally-known of these realms, which I once called Generic Fantasylands. The various kingdoms of the Dragon Quest games also nicely fit the bill. Final Fantasy games were among the first to question those tropes, presenting evil empire kingdoms as early at the second game.

Dragon Quest
(All images here from Mobygames)

John Szczepaniak’s article at Time Extension dives into the question by interviewing a number of relevant Japanese and US figures and developers, including former Squaresoft translator Ted Woolsey. I think the most insightful comments are from Hiromasa Iwasaki, programmer of Ys I and II, who notes that this Japanese conception of a fantasy world mostly comes from movies and the early computer RPGs Wizardry and Ultima, that the literature that inspired Gary Gygax to create Dungeons & Dragons (which in turned inspired Wizardry and Ultima), especially Lord of the Rings and Weird Tales, were generally unknown to Japanese popular culture. Developer Rica Matsumura notices, also, that there is a cool factor in Japan to European folklore that doesn’t apply, over there, to Japanese folklore.

Wizardry: Proving Grounds of the Mad Overlord

It’s a great read, that says a number of things well that have been bubbling up in the back of my head for a long time, especially that JRPGs recreated both RPG mechanics and fantasy tropes at a remove, that they got their ideas second hand and, in a way similar to how a bunch of gaming tables recreated Dungeons & Dragons in their own image to fill in gaps left in Gary Gygax’s early rulebooks, so too did they make their versions of RPGs to elaborate upon the ideas of Wizardry and Ultima without having seen their bases.

Why Do So Many Japanese RPGs Take Place In European Fantasy Settings? (timeextension.com)

Fediverse Find: Lemmy Post on Great Obscure Games

Reddit has been severely wounded. I’m sure it’ll keep going for a while, there’s still a lot of people who use it, but it no longer feels like an unalloyed good, it’s obvious that its owners care more about profits than their unpaid mod staff, and a lot of the best users, the ones who produce the really interesting posts and comments, are leaving for other climes.

And… I’m glad. Even though I used Reddit, and Twitter too, I felt bad for doing so. Single websites should not be such a large part of the internet. These are ultimately reimplementations of older ideas of course, community discussion sites go all the way back to Usenet, which predates the World Wide Web by nearly a decade. The main reason anyone cares about them is that there’s already lots of people there, and their value grows as more people are involved with them.

Anything that breaks the hold of bigcorps over substantial pieces of the internet is a positive thing, IMO. All those people who are leaving Twitter for Bluesky or Threads, I feel like I need to warn them, it’s only a matter of time before you’ll be put back into this situation again, no internet site of service run by venture capital, or put under the gun by shareholders and “fiduciary duty,” can escape being ruined. It is an impossibility, the drive for ever-greater profits will inevitably ruin them. This ends the editorial portion of this post.

The most promising alternative to corporate ownership and control at the moment is the “Fediverse,” a collection of sites that all talk to each other and interoperate. Whether it’ll be the solution to the capitalist internet remains to be seen, there’s lots of challenges ahead for them, but one small current win is a post on lemmy.world’s Games board, asking users for their favorite obscure games. It’s got rather a lot of comments of people, all reminiscing about their favorites. It’s worth a good look, for you’re both certain to find people who love the same neglected titles that you do, and a whole bunch of games to investigate that you’ve never heard of before. It’s a marvel.

lemmy.world Games: What’s your favorite game you never hear anybody talk about?

A Secret About the Text in Nintendo Games

Let me tell you something about Nintendo games. While I have no knowledge from inside the company, either the Japanese or American sides, what I’ve seen over the years makes me pretty confident in this knowledge. There is a good chance it applies to other companies too, but I’ve noticed it most often from Nintendo. I share it now with you.

First, can you tell what the messages in these images have in common?

They all contain item names, but what’s more, they’re all written in such a way that the item name (along with whatever introductory articles it requires) is on a line to itself.

Nintendo games are written in Japan, and then localized to other countries. Localization usually involves translating, sometimes adjusting, the text, and sometimes graphics, to other languages. This process usually involves a bare minimum of engine work; the coding is largely ready for release at this point. It’s not supposed to need changing the code itself much, for localization.

Japanese fonts are mostly monospaced. Hiragana, katakana and kanji, the three kinds of Japanese characters, are depicted in them all with glyphs of the same size. I’m not sure this is why, but I think there’s a good chance it’s the reason, that text boxes in Nintendo games tend to not support that essential feature to all word processors made in the past three decades: word wrap. It’s not needed for Japanese generally, for the text will be written with newlines embedded. Most text isn’t dynamic, so it usually isn’t a problem.

Once in a great while, due to a localization error, this becomes evident. I remember seeing once a text line in Ocarina of Time, in a dialogue in Kakariko Village, where the text extended outside of the message window. It’s a bit surprising when it happens because usually Nintendo is good about catching it.

However, there is a weird implication of the need to keep all the words properly bordered within their message boxes: if a string has a dynamic part at all, a place where the text can vary, then the text around it must be written to account for the widest text that can possibly be put there.

This is generally true for most games I’ve seen, but where I notice it most frequently is in Animal Crossing games, which have a lot of dynamic text, and must account for the widest possible player, villager and, especially, item names, some of which are pretty long.

It is for this reason that, if a dialogue in an Animal Crossing game contains the name of an item, the other text on that line must be kept pretty short, to prevent the text from overflowing the bounds of the message box. Which is a pretty onerous localization requirement, when you think of it. As a result, the majority of dialogue texts in the game are written in such a way that the item name comes at the end of a sentence, so the inevitable following line break looks natural. This means a lot of characters in shop dialogue begin with an interjection of the item name followed by an exclamation point, so it won’t be so obvious that there’s going to be a lot of white space after the item.

Here are a few more examples from New Horizons:

Pikmin 2 Treasure Changes For Switch

Remember when Pikmin 2 came out on Gamecube? It marked a considerable departure from the first game’s structure. Pikmin had a hard time limit, and it was rather a rush to complete the game within its 30 days on your first try. Pikmin 2 dispensed with that, giving players as many days as they wanted. It also had “dungeon” areas, semi-random underground mazes where even the day timer was paused. A considerable portion of the game was in those underground areas.

One of the less-remembered things about Pikmin 2 was that it had actual product placement in it. Many of the treasures you found were outright commercial objects, modeled and textured in the game, some with vaguely promotional names, like “Courage Reactor” for Duracell Battery, or “Quenching Emblem” for a 7-Up bottle cap. Even the European and Japanese versions had these, although they reflected products from their territories instead.

Presumably because the licensing deals for these objects have expired, the Switch 2 version of Pikmin 2 uses different, more generic items in place of the trademarked originals. The replacements are an interesting lot. Where they could have just removed the old textures and replaced them with solid colors, they put in fake ingredients lists (too small to read), “Established 1920” notices, fake slogans and logos, notices of product quantity in Imperial units with metric equivalent, and more. You’d almost believe Olimar was finding real goods from Earth, ones that you just haven’t heard of. The tip-off is, the names of the replacement products are just slightly too generic. “Coconut Water” and “Night Lip Balm” are descriptive but generic, and so but really able to be trademarked. They’re a nice batch of fake brands though. For “Pineapple Fresh Slices,” they even made up a realistic-looking US-style Nutrition Facts label!

The differences have been recorded in a video by ModenXP on Youtube, embedded below:

And now, as an exercise in overkill, here’s a list of all the old and new versions, and interesting things about the replacements:

Courage Reactor (280 poko)Duracell D-Cell battery“Electric Power Super Battery,” a fake brand that replaces the multiple Duracell items among the treasures. It’s also a D cell. There’s a warning box that’s too small for me to read.
Quenching Emblem (100 poko)7-Up bottle capBottle cap for “Spicy Ginger Ale, Premium Quality.” There’s some other text along the outer edge that’s just on the other side of the readability afforded by the texture compression.
Alien Billboard (80 poko)Kiwi Shoe Polish, 1 1/8 ounce (31 gram) size“Shoe Polish, highquality shoe care.” “Established 1920.” The size is 32 grams, “1,128 OZ” in the British style, using a comma as the decimal separator instead of a period. The slogan “Shine & Protect” runs along the outer edge of the lid.
Drought Ender (100 poko)Old-style Dr. Pepper bottle capA bottle cap for “Coconut Water,” evidently a product someone would want to buy. The rim assures us, twice, that it is in fact “100% Pure Coconut Water.” Promise or threat, you decide.
Survival Ointment (90 poko)A tube of ChapStick lip balm“Night Lip Balm,” with “Extra Moisture.” Lots of tiny unreadable text on this one.
Gerkin Gate/Flavor Gate (100 poko)A lid to a jar of Vlasic picklesThe only item with a different title. This is “Orange Jam,” “Made With Real Fruit,” “Organic Homemade Product.” 13.4 oz (380 grams). Shouldn’t they have just called it marmalade?
Creative Inspiration (100 poko)Old-style bottle cap for RC Cola, eternal third-place in the cola wars“Delicious! Black Berry Soda.” One of the more generic logos.
Patience Tester (130 poko)A can of Sun Luck water chestnuts. How many company ad departments would let a licensor get away with implying their product tests one’s patience?“Pineapple, Fresh Slices.” “In heavy syrup.” Oh, joy. (I don’t like pineapple, and pineapple syrup is not something I would ever care to try.) It’s interesting that they changed even the type of product here, although it’s the same sized can.
Healing Cask (60 poko)A jar of Carmex salve, “FOR-COLD-SORES.” Even though the lid looks like it’s from the 50s, I think this is how the product looks even today.“Organic” Aloe Vera Cream. Nice stylized rendering of a plant on the cover, but otherwise pretty ordinary.
Salivatrix (30 poko)A lid for Dannon “Fruit on the Bottom.” Fruit on the bottom of what? It doesn’t say! It does tell us it has “Same Great Taste!”, but again, the same great taste of what? The mysteries belie this treasure’s paltry value. Bee the why, “Salivatrix” sounds like an enabler of a particularly niche kink.“Morning Fruit Yogurt.” Aaah that’s right, Dannon makes yogurt! Did they remake Pikmin 2 just so they could fix their omission? Blueberry, and Low Fat, Net Wt. 15 oz (425.25g). Thanks for the two decimal places of metric accuracy, fake yogurt lid.
Thirst Activator (300 poko)Cap to a bottle of Tree Top juice. What variety is left unspecified. One of the little jokes of the game is how far off the retail value the Salvage Pod’s valuation of your treasures is. 300 poko is pretty valuable!“FRESH Organic Fruit Sauce.” The name is still Thirst Activator though. Brings to mind gulping down a nice hearty jar of Ragu’s finest, mm-mmm. Both versions of the treasure have arrows telling a consumer which way to open the jar.
Massive Lid (100 poko)Old-style cap to a bottle of Yoo-Hoo Cola. Cola? The internet is mum as to the history of this mysterious product. I don’t want to imagine what it was like.The cap now reads “Mountain Water.” It’s a metal bottlecap, as if to a glass bottle. At least it’s recyclable. The title is odd; it’s a small cap, there’s plenty of bigger lids in the treasure hoard.
Happiness Emblem (100 poko)Another old-style bottlecap, this to a can of Squirt grapefruit soda. Squirt, a Dr. Pepper brand, is still made and sold even today.Ginger Ale LIGHT. Has an ingredients list right on the cap, just like the Squirt cap had. The ingredients are even readable: carbonated Water, high-fructose corn syrup, ginger extract. Hey, I’d drink it. Nintendo’s localizers know their territory.
Durable Energy Cell (160 poko)Duracell C-Cell battery.Electric Power Super Battery, again, Duracell’s counterpart in the Pikmin ludomatic universe.
Endless Repository (130 poko)A can of Beach Cliff Sardines, “Proudly made in the USA” and “in soybean oil.”“Sardines, Skinless & Boneless.” “In olive oil & lemon.” The “pull ring easy-open” and fake UPC code are nice touches. This is one of my favorite fake products, even though I’ve never eaten a canned fish in anger.
Pondering Emblem (100 poko)Cap to a bottle of Yoo-Hoo Chocolate Flavored Beverage. The pondering part of it is wondering what the hell Yoo-Hoo is made of.“Milk Crown” Cream Soda. Nice stylized representation of a splash of milk. The cap tells us “artificial flavor & color.” Remember to demand natural flavoring and coloring from your fictional video-game beverages!
Abstract Masterpiece (30 poko)A Snapple Cap. You can’t flip it over to see if there’s a Snapple Fact on the bottom.Sunny Tropical Juice. “What kind of juice?” “Tropical.” At least the label tells us it’s made from the best natural fruit. No synthetic fruit here, oh no no.
Optical Illustration (140 poko)Lid to a jar of Ragu tomato-based sauce. I joked about it, and lo, it has come into being. There is very little optical here, and it hardly qualifies as an illustration“Tomato Basil” homemade pasta sauce. One of the faker-looking treasures.
Activity Arouser (100 poko)The “W”-logo from the lid of a can of Wilson tennis balls.One of the few overtly fake brands, with a logo of a flaming tennis ball and the cryptic word “TARAI” in a sci-fi font. No other information is supplied. This mystery is going to haunt me.
Proton AA (90 poko)Duracell AA-Cell battery.The third of the Electric Power Super Battery collection. It looks a whole lot like one of those battery brands you can find at a dollar store, that last roughly 23 seconds when put to use.
Drone Supplies (130 poko)Underwood Deviled Ham Spread. A really distinctive package, round but wrapped in paper with a unique fold at the top.Tuna Salad Spread. The kept the paper wrapping. This is the one with the realistic Nutrition Facts label on the back.
Fuel Reservoir (120 poko)Duracell 9-Volt battery.Last of the Electric Power Super Battery set.
Fruit Guard (130 poko)A can (not just the lid!) of Tree Top apple juice. The words “Apple Juice” are not written in Comic-Sans, but it does look a lot like they are.FRESH Organic 100% apple juice. FRESH seems to be the replacement brand for Tree Top. At least it’s not drinkable fruit sauce this time. Also has a Nutritional Facts label on the back (as does the original).
Nutrient Silo (130 poko)Skippy creamy peanut butter.Ribbon’s peanut butter. They made a cute little logo involving a pair of cartoon peanuts for it! I demand fan art of them immediately, get to work! Also has a Nutrition Facts box and fake barcode.
Yellow Taste Tyrant (100 poko)The yellow, unpainted plastic lid of a wide-mouthed container of French’s mustard. The French’s logo is molded into the surface, and seems to react to light, which is interesting.A green painted illustration of a hot dog with the words “Hot Mustard” twice. The modeled French’s logo is gone.
Stringent Container (130 poko)A canister of Clabber Girl baking powder.The canister is of “Baking Powder,” “Queen’s Quality,” “Double Acting” and “Gluten Free.” Established 1932! Like the original, has both nutrition facts and a recipe, here for a chocolate muffin. You can just make out that a “serving” of this can of baking powder has 55 calories. At the bottom of the nutrition facts it says “European Leading Brand.”
Hypnotic Platter (100 poko)Bottle cap for A&W (presumably) Root Beer. Caffeine free.“19TH Anniversary” premium orange juice. Apparently sold in soda-style glass bottles?
There are also probably changed descriptions in the Piklopedia for these items, but I have yet to get the game myself so I can’t report on those.

27 Treausres that Changed in Pikmin 2 on Switch (Youtube, 14 minutes)

alienmelon on Virtual Pets and Desktop Toys

alienmelon is Nathalie Lawhead, a desktop toy creator who’s made a lot of cool things, like the Electric Zine Maker and Cyberpet Graveyard. Back in 2021 she made this great roundup of her own desktop toy work, as well as that of others. It was a whole field of computer software, not really games, that faded into obscurity right around the time that social media, that bane of all good internet things, started becoming big. Desktop toys were often distributed on personal websites, and Facebook and Twitter tend to muscle out those kinds of places.

Electric File Monitor

Some of the toys she’s made are the Electric Love Potatoes, virtual stray cats, fake virus checkers, love stories between the files on your computer, and RUNONCE, a virtual pet you can only play with a single time, after which it’s dead and gone, refusing to run again.

The article lists all of these, but with that it’s just getting started, linking to a plethora of old toys. One that comes to mind personally is the classic Neko desktop pet, a pixel-art kitty cat that would chase your cursor then fall asleep.

It’s a great introduction to/recollection of an old and vanished age of software. And it also contains the phrase, “In retrospect I don’t think it was cool of me to scare my mom with a potato.”

Make Tiny Weird Software, Please! (all about desktop pets, old computer eras, and virtual toys)

The Guardian Legend Shrine

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.

“BOO!” Who is this supposed to be though? A villain? There’s no one looking anything like this in the game.

The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.

Naria’s fanart. I like this one, it’s fairly tasteful.

Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?

Okay. We’ve found the perfect fan art. The rest of you can wrap it up, you can’t defeat this.

It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.

That Blue Randar is, as they say, totes adorbs.

The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.

The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?

Christopher Emirzian’s Guardian Legend Shrine

Kaze Emanuar’s Adventures in Mario 64 Optimization: Calculating Sine

I’ve mentioned Kaze Emanuar’s efforts to make the best Mario 64 there can possibly be on its native hardware. He’s compiled it with optimization flags turned on, made its platforming engine much more efficient, and worked hard to minimize cache misses, which was a major source of slowdowns in the game’s code. Under his efforts, he’s gotten the engine running at 60fps (although not yet in a playable version of the original). While these optimizations are not the kind of thing that can keep being found indefinitely, he’s bound to run out of ways to tune up the code, currently he’s still finding new ways to speed it up.

I hope you’re ready for some F-U-N (approximation FUNctions)

He made a Youtube video detailing his most recent optimization find: getting the game’s trigonometric functions executing at their speediest. What is interesting is that the Mario 64 code already uses a couple of tricks to get sine and cosine results in a rapid manner: the game only uses 4096 discrete angles of movement direction, and contains a lookup table that covers each of those angles. But it turns out that this optimization is actually a mis-optimization, because the RAM bus hits incurred to read the values into the cache are actually more expensive than just figuring out the values in code on the N64’s hardware!

The video starts out decently comprehensible, but eventually descends into the process of figuring out sine and cosine on the fly, and the virtues of the various ways this can be done, so you can’t be faulted for bailing before the end, possibly at the moment the dreaded words “Taylor series” are mentioned. But it’s a fairly interesting watch until then!