The Copetti Site: Architectures of Recent Game Consoles

From the site, a diagram of the architecture of the Wii U’s Game Pad

A good old-fashioned website! It’s hope to information on the construction of a wide variety of console platforms! Docs on the NES, the Sega Master System, the PC Engine (a.k.a. Turbografx 16), the Mega Drive (a.k.a. Genesis), Gameboy, SNES, Saturn, Playstation, Virtual Boy (yes), Nintendo 64, Dreamcast, Playstation 2, GBA, Gamecube, Xbox, DS, PSP, Xbox 360, Playstation 3, Wii and Wii U.

The Copetti site: Architecture of Consoles

About Kirby Air Ride City Trial

One of the best Kirby games isn’t a traditional Kirby game at all. Long before Kirby and the Forgotten Land finally worked out how the game should work in three dimensions, there was Kirby Air Ride, a Gamecube racing game that’s so weird. Kirby tools around on the Warp Stars that are his trademark ride through a number of courses at speeds usually only seen in an F-Zero game. There’s a variety of stars that can be ridden, more to unlock, it was the second game in which Meta Knight was fully playable, and the first where King Dedede was (unless you count short sequences in Kirby 64).

Kirby Air Ride had three modes, but they all felt a bit half-baked except for one. The standard Air Ride mode wasn’t bad, but could only be played one course at a time, with no overarching mode that connected them. That’s right, it didn’t have a “Grand Prix” mode. And the other competitors were only differently-colored Kirbys (Kirbies?) anyway. The courses were pretty good, but it didn’t give you much to keep you playing except for its checklist (which we’ll get to).

There was also a special racing mode that took place from an overhead view, on special one-screen courses, like Atari’s Sprint games, which felt even less substantive than the standard racing mode.

Possibly the best multiplayer experience on the Gamecube

But the reason Kirby Air Ride is special, and the reason I still have my copy of the game after all these years, is City Trial, which is one of the most engaging racing game experiences I’ve ever seen. It’s really good. Not because it has any overarching structure the other modes lack (other than its checkbox screen). But because it’s so novel; no other game I can think of provides the kind of gameplay that City Trial does, unless you count Smash Run from the 3DS version of Super Smash Bros., which was also made by Masahiro Sakauri. But even it isn’t really the same thing, because you can’t interact with the other players during it!

“Forget it Jake, it’s Kirbytown.”

City Trial puts from one to four players, either human-played or computer-controlled, in a free-roaming city area. It’s not really a “race” at all. While the city is, spatially, quite large, the players’ warp stars are so fast that it only takes about 20 or so seconds from one end to the other, and the game also keeps you appraised of where the other Kirbys are with on-screen indicators and a map in the corner. Over a period of between three to seven minutes, you zoom around trying to collect powerups for your star. They come in a variety of types: Top Speed, Acceleration, Charge, Turning, Gliding, Weight and more, all taking the form of 2D icons scattered randomly around the city.

Giving your warp star a tune-up is as easy as scooping up these symbols.

As you collect icons, each provides a small permanent (for the duration of the match) improvement in that one area of your star’s performance. Some are in boxes, which must be broken apart either by colliding with them repeatedly or spin attacks. Some of them are gray-colored, which are permanent power-downs.

Throughout the time limit, you seek out and collect as many as you can. If there is a maximum stat you can reach I’ve never seen it; I think it can go at least as high as 20 icon’s worth, but it’s nearly impossible to get that high. It’s gratifying to feel your default “Compact Star” get steadily better and better as you snatch powerups. But also, there are other vehicles throughout the city, and you can get off your default star at any time by holding down on the control stick and the A button and board another one. All of the varied stars from Air Ride mode (some of which aren’t really stars at all) are present, and they all control really differently from each other. Some even have special properties, it’s not a case at all of them just having different stats. When you switch stars, you get to take all of your collected powerups with you, though if you have a lot you’ll drop some, and have to spend a few seconds picking them back up again.

The amount of care that went into this one mode is almost shocking. You can attack other players and steal their powerups! You can even destroy their warp star, and force them to wander around on foot to find a replacement! Some of the traditional Kirby copy abilities can be found and used against the other players! There’s random events, with a lot of variety, that can happen, providing different dangers, or opportunities. You can sail out over the ocean on your hovering star. If you get enough height, you can fly over the invisible border wall and explore even more ocean.

What cosmic horror is invading Popstar this week?

You can also collect Legendary Machine parts, which are hidden in some of the boxes. The Hydra, from the more recent Super Smash Bros. games, is a direct reference to this. If you manage to find all three parts, to either the Hydra (the green one) or the Dragoon (the red one), you get to ride it. They’re both ludicrously overpowered, although they can also be difficult to control.

Target Flight is one of the more common competitions. It’s like a lost Monkey Ball minigame.

The real mark of genius in this mode is what happens when time runs out. The game shows a chart with everyone’s vehicle stats on it, then throws all the players into a random event. Your vehicle’s stats may make this event easy or hard! If you end up in an event where you have to attack enemies or aim to collide with targets, you might find yourself wishing you had laid off getting all those speed-ups, but plenty of the events are races too, including all of the race courses from Air Ride mode. How do you know what kind of event it coming up? There are two ways: sometimes, during the City Trial portion, the game will drop you a text hint as a message. (Hilariously, once in a great while it lies.) Or else, if you don’t like the randomness, you can choose broadly what kind of event will happen in the game settings.

Whichever player comes out on top in the event, the victory is short-lived. There is no huge victory celebration, no advantage to be gained. The game doesn’t even save player profiles. But City Trial mode is entertaining enough that we don’t really end up caring much? It’s even fun to play against computer opponents.

It was a long time ago, but at one point I had every one of these squares checked off.

Each of the three modes in Kirby Air Ride has a “checklist,” a grid of squares, each representing some accomplishment, or at least occurrence, that can happen in its game. This is the closest thing Air Ride has to progression. If you’ve seen the Challenges in Super Smash Bros. Ultimate, this is the same kind of thing. All of the challenges are hidden at first, but when you unlock one, the requirements for the ones around it are revealed to you. Some of the boxes unlock things, like new events, being able to play as Meta Knight or Dedede in the practice mode, or more Kirby colors. But mostly it’s just something to give obsessive players (like myself) something to work for. In a racing game without even a Grand Prix mode (seriously what is up with that?), I’ll take what I can get.

An aerial view of the bad part of Kirbytown, where the Waddles Dee all wear eyepatches and have goatees.

One more cool thing? Until fairly recently (and ignoring that non-canonical anime series), City Trial was our only glimpse into what day-to-day life was like in Dream Land. This city is evidently where Kirby and his friends live and play (I don’t think any of them have a job). There’s skyscrapers, a river, an ocean, an underground region, mass transit rails, a golf course (overseen by Wispy Woods), a castle and a volcano, and even “dilapidated houses,” which the players can demolish with their vehicles. I guess even Planet Popstar has a seedy part of its towns.

Apparently, day-to-day life in Kirbyland is spent in endless vehicular combat sessions. I’d like to say that I’m surprised, but for some reason, I’m not.

If you’d like to see how this works out in play, here’s an hour and 54 minutes of City Trial play, without commentary, on Youtube:

romchip.org: Battling Entropy In Restoring Arcade Machines

From the article, a photo of the inside of an original Pac-Man game. The insides of most arcade games are usually a stark contrast to their externals, even upon release, but time is often unkind to them.

I’ve been working on diversifying our link game a bit, so here’s a more academic article, one with an actual bibliography no less, from the site romchip.org, by Kieran Nolan on restoring arcade machines. I’ll let the link speak for itself this time!

Arcade Entropy (romchip.org)

Roguelike Celebration Preview Event on September 10th

The fine folks at Roguelike Celebration are holding a free “fireside chat” style preview event next month on the 10th, at 4pm US Pacific time, 7pm Eastern! Any rogue-likers out there should definitely have a look.

  • David Brevik will talk about the development of Diablo, a game that I understand some people greatly enjoy!
  • Aron PietroĹ„ and MichaĹ‚ OgĹ‚oziĹ„ski will talk about hardcore city-building survival game Against the Storm!
  • Nic Junius will be presenting a talk titled “Play as in Stage Play: Designing Dynamic Narrative Moments Through Character Acting.”

You can submit a question for the talks here, and get a free ticket for them here! And look forward to the full Roguelike Celebration 2023 event on October 22 and 23!

Nintendo Files 31 Patents for Tears of the Kingdom Features

Revealed by Amber V at Automaton, Nintendo has gone on a spree of filing patents on features of The Legend of Zelda: Tears of the Kingdom.

Some of the software they’re trying to add the force of law to protecting include adding momentum of an object to a character standing atop it, figuring out what object the character is standing on, and showing a map of a place the player is fast traveling to during its loading sequence. What is it with companies patenting things that can be done during loading? Namco for a long time had a patent on minigames that could be played during loading periods, which is why for a long while (perhaps to this day) you have had to sit and wait for a game to complete loading before doing anything, instead of at least having fun during that time.

If Nintendo has its way, other companies won’t be allow to present screens like this unless they license the “technology” from them.

My stance, long-held and admittedly strident, is that patents should not be applied to software, ever, full stop. I am sure that some people might disagree with that opinion. They are welcome to, but I am unlikely to change their mind without a damn good argument.

Nintendo registers numerous new patents from Tears of the Kingdom, even for loading screens (automation-media.com)

Sundry Sunday: Game Stuff From Internet Funeral

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Internet Funeral was (is) a subreddit dedicated to surreal images with text within them. Reddit is currently in a Muskian implosion, but fortunately lemmy.world has its own version of Internet Funeral, which is where these images come from.

Luigi and Peach get existential:

Source post

mAsTeR sWoRd tImE:

Source post, by GreenCrush

Oh no I’m not ready:

Source post

“Psychology Warning”:

Source post

You don’t see that every day:

Source post, by RealM

And, a 22-year-old site obituary:

Source post. I’d love to know what site this was, so I could try to pull it from the Wayback Machine.

Homestar Runner: Dangeresque in The Roomisode Triungulate

Every time Homestar Runner releases something new, it’s cause for celebration. They’ve been doing this for 23 years, and that’s not counting the original Mario Paint thing with the characters they made, long ago, that kicked off their merry legacy. Even though the days of them updating weekly and Strong Bad popping off sarcastic answers to emails left, right and center are long gone, every few months another new thing comes out of the Brothers Chaps’ content grinder, and we love that kind of sausage.

Of course making free stuff doesn’t pay the bills, and Adobe Creative Cloud is hella expensive these days, so much of their more recent stĂĽf takes the form of little paid projects, like the Trogdor board game. So it is with this, a quite nifty collection of three point-and-click adventures. One of them came from their website long ago, but it’s now remade in that Unity thingy. it’s joined by two completely new games, and the three of them have better animation and full voice acting now! All are full of the wit and fun that Homestar Runner-branded contentTM has long been known for.

I managed to finish it in a night, but it was a very entertaining night! This thing is packed full of more jokes and character even than the Telltale series they did back in the Wii days. It’s amazing how many obscure interactions have unique voice lines, so be sure to try everything, and using everything on everything else.

Dangeresque: The Roomisode Triungulate, on Steam and itch.io (Windows and Mac, $8)

AsumSaus’s Smash Melee Info Videos: Is Melee Good?

If there’s two constants here at SSB, it’s that we post a lot of Nintendo content, and a lot of Youtube video stuff.

Nintendo, because they’re the most interesting of the major console manufacturers, and one of the most consistently great developers around today. I still think that Atari’s coin-op division, later split off as Atari Games, was more ingenious in their classic era, because they made such a wide variety of games and rarely did sequels, but Nintendo would definitely be second place, and has the advantage of still being alive as a company. (Atari Games has been gone for 18 years now, and that number isn’t getting lower. That makes me really sad.)

One of Nintendo’s biggest series is, of course, Super Smash Bros. It wasn’t always so. Smash on Nintendo 64, the first in the series, was a great little game, and the first time that they crossed over between basically all their properties, but it wasn’t until Melee, the second game, that it really became huge, despite being on the relatively low-selling Gamecube hardware.

Super Smash Bros. Melee was the game that really established the pattern for the rest of the Smash series: offer a ton of content, give everyone unprecedented amounts of fanservice, and offer a super fast-paced game with an eye towards the esports scene.

On that last point they succeeded: Melee is a very popular esports game. I don’t know if it’s more popular than Ultimate, the current Smash game released for Switch, although I don’t follow that scene generally so I really have no idea. All of the Smash games have some esports interest, but Melee’s the most popular previous title, I think.

Melee had a 13 month development time, fairly short, and resulted in a fair number of bugs, and that’s where AsumSaus’s videos are most interesting. Few games have had their internals splunked as deeply as Melee’s has, and they dredge up the most interesting facts from all that data.

I’ll just present one of their videos this time out, from three years ago, but I leave the door open to spotlighting others in the future. They’re just that interesting. So, here’s their 37-minute video asking, in considerable depth: outside the specific and highly particular subset of Super Smash Bros Melee that is tournament-level competitive play, taken as a whole: is the game actually good? He obviously enjoys that one tiny bit of it a great deal, but, what about all the rest? Watch the video to find out.

Is Melee A Good Game (AsumSaus on Youtube, 37 minutes)

Sundry Sunday: Hour-long Youtube Videos of Silence With Various Noises

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Sometimes on Sunday we find very old things that survive down to us through years. But sometimes we find some fairly new memes, and this is one of those.

I don’t know when or where this started, but there’s this collection of videos on Youtube that are just silence, but with, very once in a while, maybe every two or three minutes, a sound effect to break the repose. Fortunately, most of these videos lead off with the sound effect, so you’ll know kind of what the result will be.

Why load up a video like this? Well as far as I can tell, the idea is to have it playing in the background while you do other things, such as watch a movie. Once in a while, the sound will happen to play around the time something significant in the other thing happens, and the unexpected juxtaposition is humorous, or at least interesting. Basically, humor through randomness. I’ve long had an idea for a mobile app that would do something like this, with randomized noises, but in the end figured it was too niche to bother with. Maybe I should try it after all?

While this idea extends beyond just video game sounds, several prominent examples have to do with games, keeping us within our site’s roomy theme. For best results, whatever those might be, it’s probably best to have on an ad blocker, or else some of the random noises will be commercials for terrible mobile games or Old Spice deodorant.

Here’s Lego Yoda screaming sporadically:

Mario, doing something similar:

Now the interruption is by the first four notes of Megalovania from Undertale:

A Minecraft Villager peppers your the next hour with infrequent noises:

Or here, just Minecraft sounds in general. The sounds in this one are fairly frequent, two or three a minute. There has got to be a Creeper noise in there somewhere to cause sudden jolts, I’m sure:

Angry Bird game noises:

The Mario 64 Thwomp sound effect:

Waluigi:

And, a duck quacking. It’s not a video game duck. I just like ducks.

If you watch more than one of these, expect your Youtube suggestions to get weird for a while. Now that your day has been enlivened and enriched I take my leave of you until the morrow. Ta!

M.U.L.E. Turns 40

Dani Bunten’s classic economic simulation M.U.L.E. is one of the all-time greats, still fairly obscure even among people who know and talk about video and computer games, but hugely influential. Wikipedia tells us that Shigeru Miyamoto considers it an influence on the Pikmin games (although other than in theme I really don’t see it).

There are three current ways to play M.U.L.E. One is Planet M.U.L.E., an official port sponsored by Ozark Softscape, which is several years old, and I was certain I had posted here about before. It’s a proper update with new graphics and a lot of character. A thing about M.U.L.E. is that the original versions were intricately designed in a lot of ways, not just in game rules but the little details. The way the phase ending noise speeds up, the exact difficulty of catching a Wampus, the speeds with which players walk through terrain, the many details of auctions, even the time it takes to outfit a mule and leave/enter town, it’s all finely calculated. You can tell that Dani cared deeply about the game, and it’s a polished as any game I’ve ever seen, and that’s the old 8-bit computer versions. Planet M.U.L.E. isn’t as polished, but it’s still very nice, and you can tell its makers thought hard about it. It offers both local and online play.

Sadly, Planet M.U.L.E. seems to be on life support. While games can still be played, and the automated best player posts still go up on its blog, it’s not gotten an update in years, and it’s even possible they’ve lost the source code.

One legacy of Planet M.U.L.E. is a wonderful Youtube video they made that explains the game and how to play. It’s a great introduction:

M.U.L.E. Returns was a mobile port. It has a website, that’s still around, but apparently none of those versions are available. It’s got a page for a Steam version, but it’s not available despite the original game being released in 2013. The site claims it may come back some day, but it cannot be purchased currently.

Then there’s the new roboanimal on the block, M.U.L.E. Online, which is on itch.io for a very reasonable $5. It has the blessing of Ozark Softscape, and is a near match for the Atari 800 version. You won’t get any improved graphics or sound here, but you will get a game that copies the original very closely, which is perfectly fine in my opinion. It offers local single and multiplayer, as well as internet-based online play. They also promote a board game version of M.U.L.E, which I’ve long wanted to try!

Or there’s emulation. Back in college I played M.U.L.E. with roommates via an Atari 800 emulator burnt to a Dreamcast disk, a great way to play if you have the system, controllers and means to construct the disk because the Dreamcast has four controller ports. (M.U.L.E. is by far at its best when you have four people playing.) The Commdore 64 and IBM PC versions were also made by Dani and the others at Ozark Softscape. The C64 port is close to the Atari 8-bit version. I don’t know about the DOS PC version. I can say that the NES version made by Mindscape is a terrible version, while sadly possibly the most-played because of the great popularity of the NES. If you tried that version and wondered what the fuss is about, you should seek out the Atari 8-bit version and play it before writing off the game entirely.

World Of Mule is a fansite dedicated to M.U.L.E. in all its forms. For its 40th anniversary, they’ve published a long retrospective on the game, its history and the new versions. (That’s where the above image comes from.) It’s a fitting tribute to one of the most influential computer games ever made.

Long ago, on primordial wiki-like site everything2.com, I personally wrote a long examination and play guide to M.U.L.E. While my writing style back then was pretty crazy, I think the information holds up. If you have an interest, you may want to take a look.


Planet Mule ($0, Windows, Mac and Linux)

M.U.L.E. Returns (versions currently unavailable)

M.U.L.E. Online (itch.io, Windows, Mac and Linux, $5)

World of M.U.L.E. (carpeludum.com)

M.U.L.E. The Board Game (boardgamegeek item page)

Preserving Monkey Ball Flash Games

Adobe (formerly Shockwave) Flash had a good long reign on the web as the premier means of presenting snappy interactive content without requiring repeated trips to the server. For ages, Javascript wouldn’t cut it for many purposes. Being tied to a full authoring environment helped it gain in popularity. Whole careers were built off of creating Flash content for the web.

Flash was easy enough to work in that many companies would produce Flash applets, even games, merely as promotional content, intended to be cheap and quick to make and ultimately disposable. Many of these games were lost when the websites they were a part of were taken down.

The Flashpoint Archive project, headed (I think) by BlueMaxima, has as its mission the preservation of these ephemeral creations. A post on Flashpoint will be coming eventually, but in the meantime I’d like to point out a 2021 Youtube video by (adjusts glasses) “Goober13md,” although I suspect that he may not actually be a medical doctor.

Goober13md’s beat is all things Monkey Ball. He made a video about the search for, and ultimate rediscovery, of three Flash games commissioned by Sega to promote the first Super Monkey Ball titles, as well as one for Super Monkey Ball Adventure (which Goober13md is understandably reluctant to mention by name). It’s an informative story about the difficulty of content preservation in a time, which is still ongoing might I add, where companies don’t see their web presences as anything more than transitory. Look look, see see!

The Super Monkey Ball Flash Games That Were Lost For Over a Decade (Youtube, 29 minutes)