I had a different post ready to go today, but it’s been delayed by a few days for unavoidable reasons, so let’s do another Nintendo obscurity video, this time for things that can be found “out of bounds.” There’s several interesting cases mentioned and shown off here in this video from Nintendo Unity. It’s 11 minutes long.
Some of cases shown:
In Punch-Out!! on the Wii, off-camera, Piston Hondo is reading a Sailor Moon manga in a between-round cutscene.
On the original Pikmin’s title menu, the name of the menu programmer is off-camera to the left.
There’s a cartoon drawing of a Goomba as a texture beneath Pinna Park in Super Mario Sunshine. This has been given the name “Kug,” and there’s more information on it on Supper Mario Broth and The Cutting Room Floor.
Noki Bay in Sunshine has a model of a book locked in an unreachable area. There’s more info on it on The Cutting Room Floor.
This one’s relatively well known: the trophy of Princess Daisy in Super Smash Bros. Melee has a texturing error that gives her a third eye, hidden beneath her hair on the back of her head. The trophy for Meta Ridley also has a hidden heart texture inside of it.
In Earthbound, if you can clip outside of the terrain in the upper-right corner of Onett, you can reach the ultimate upper-right corner of the whole map. (All of the areas in Earthbound are connected on a single huge map!) Interacting with the corner there can access a debug menu left in the game.
There’s a secret control room beneath the island in Donkey Kong 64.
Another well known glitch, the video mentions the glitch that lets Samus get inside the level terrain in Metroid by rolling into a ball and coming out of it repeatedly while a closed door surrounds her. This is the means by which people can get to the glitchy “secret worlds” mentioned in an early issue of the Nintendo Fun Club News.
At the end, the video reminds of the “Minus World” glitch in NES Super Mario Bros.
I know, lots of posts on this blog end up being about Nintendo in one way or other, but their corporate stance of toymakers, regardless of its truth, means they often do interesting things, and one category of those things is having special animations when you delete save files. But deleting save files is destructive, obviously, so many people never see them. Here’s a video compilation of some of them. Of particular note is the deletion process of Animal Crossing games (yes, them again!), and of all of those there’s the one for the original Gamecube version, which pretty much implies you’re killing your village’s inhabitants. A pretty heavy trip to lay on a kid! Here’s that video, from Nintendo Unity (9 minutes):
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Last week I put off Sundry Sunday to let you know AGDQ was about to begin! So this week I’ve brought multiple videos, all with the theme of looking at a Legend of Zelda game from the point of view of the usual-rescuee, Z-girl herself. No, not the one in the green suit! What are you saying?
In Wind Waker, Zelda gets to take a fairly active role in the story, until you (and she!) find out that she’s actually Zelda, and then gets stuck in hidden secret sunken Hyrule Castle for the second half of the game, boo! What did she do down there? K_Grovyle gives us a look (2 1/2 minutes):
Of course the newest Zelda game as of this writing actually has Zelda as the protagonist for the first time, allowing her the kind of malicious gaming shenanigans usually reserved to Link (and to confirm, the one in the green suit is Link, not Zelda, honest). jjjj4rd presents an animation of her usual hobbies while wandering the fields and wilderness (3 minutes):
And some more (3 minutes)!
What’s that you say? Zelda is actually the main character of all the other games? Zelda’s a boy you’re telling me? Why that’s not true, how could you even think that, I thought it was obvious, I–
Oh. Okay then, I stand corrected. Zelda’s the boy. Carry on.
Argh! This video from Press A! on Youtube promises big by promising to explain how speedrunners blast through the over 5 1/2 million Bells needed to fully upgrade their (pre-2.0) house in Animal Crossing New Horizons, but then in typical game Youtuber fashion they explain nearly everything else about the game, the debt, and all the other things speedrunners must do along the way! Here is the 12-minute video, but I’ll give you the gist below:
First: the glitch only works on version 1.2.1 or earlier, so nowadays it requires hacks to downgrade your Switch to do them. And the trick also means having at least two users on the same Switch, both with residents on the island.
The trick involves duplicating items, then selling the duplicates. The items are duplicated by putting an item that can have other objects put on top of it, like tables or the cardboard boxes in the Recycle Bin, down near the border of the town square area.
First, an expensive item is put on the table or box. The Switch promo item given to the first player upon starting the game is typically used by runners. Both players are brought in, then the second player spins the box while the first player picks the item up off of the box. If done on the same frame, Player One will pick up the item, but Player Two’s rotating of the box will mean it also remains on the box. Now there’s two copies of the item. This process can be repeated immediately, filling up Player One’s inventory with the item. They then sell the items for profit, and continue.
I miss the days when you could just find this out from a text file on GameFAQs, but then tricks like that are a lot harder to discover randomly these days without something like Youtube’s discovery algorithm to uncover them, although it too is random and scattershot, or else following a ton of Discords to seek out all of the little gaming communities where all this data is hoarded.
So that is how they do it, but since it’s specifically on an old version of the game that you can’t even play anymore it’s of limited use to normal players. New Horizons changed so much in that first year that this information is largely of use as a curiosity unless you’re involved in the frankly bizarre speedrunning community.
My own trick for paying off your house means breeding expensive roses, ideally blue but black will do, then growing tons of them in the fields of your island and selling them. If you have the DIY recipes to make wreathes or crown from them, then it doubles their sale price. It won’t pay off your house of in under two hours, but if you can get your starter roses from elsewhere, you can pay it off much faster that way, maybe in a couple of months. I’ve explained the details of that process before, and in multiple places, but hey at least I didn’t just post it in a Discord where non-obsessives will never see it.
There, that’s my annoyed internet oldbie rant for today. Come back tomorrow where I’ll shake my fist at something else, probably AI slop. Ta!
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.
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!
Over on Bluesky there’s an extremely interesting thread by Max Nichols, that reveals a number of groups that are often thought of as divisions of Nintendo are, in fact, separate companies!
It’s a good idea to click through and read the whole thread, and there’s a number of people among the respondents, as well as Max Nichols himself, who are likely worth following if you’re on that platform. One of them, Hyrule Interviews, has this quote from old Nintendo of America employee, and idol of millions of preteen NES addicts, Howard Phillips:
SRD is such a strange case. When Phillips talks about working with external programming teams to develop arcade games, they’re talking about companies like Ikegami Tsushinki, who programmed Donkey Kong for them based off of Shigeru Miyamoto’s design. Brought into context with Nintendo’s “independent subsidiaries,” it becomes evident that they never really stopped doing that, but became more careful that they had the rights over whatever was produced.
It’s also interesting to put this into context with:
Rare, who came to work very closely with Nintendo for Donkey Kong Country and all during the N64 era, but then parted ways and was bought out entire by Microsoft. Rare still made games for other platforms during the 16-bit era, releasing Championship Pro-Am for the Genesis and versions of Battletoads for SNES, Genesis, and even for arcades.
Argonaut Software, who worked with Nintendo to make the 1st party release Star Fox and then-unreleased Star Fox 2.
Intelligent Systems, developers of Advance Wars, Fire Emblem and Paper Mario, among other games.
HAL and Game Freak, which are other companies Nintendo has close relationships with but are technically separate. HAL has released mobile games like Part-Time UFO; Game Freak made Drill Dozer and Pocket Card Jockey.
And as pointed out in the thread, Masahiro Sakurai, creator of Nintendo’s megahit series Kirby and Super Smash Bros., has never been a Nintendo employee! He created both series while working for HAL, then broke away and worked as a freelance game director.
It causes one to wonder: is Nintendo’s reluctance to staff up on the people who actually construct their games old-fashioned, very modern, or just idiosyncratic of them?
I am SO ENVIOUS. Kit & Krysta, formerly of the official Switch video podcast Nintendo Minute, currently of their own projects and Youtube channel, got cell phone video of an amazing place, a location in Tokyo somewhere that gamedevs sometimes meet at, and is crammed tightly with game memorabilia. It’s almost a museum all to itself, and unlike the Nintendo Museum, seems like they don’t mind video footage escaping their confines, although on the other hand this doesn’t seem to be open to the public. It doesn’t look like a lot of people could fit in there at once, anyway!
I usually steer well clear of the hard sell, or “prompt for engagement,” when it comes to asking you to follow links and view videos from here. I figure if you’re interested you’ll click through, and if you’re not, then maybe tomorrow. But I’m breaking through that reserve just this once, as this place is amazing. You really have to see this if you have any interest in Nintendo, APE, Pokemon, Dragon Quest or their histories (12 minutes):
So it seems that Nintendo has made another pronouncement about that least necessary piece of gaming lore, the timeline of the Legend of Zelda series.
If you don’t know anything about this, you are truly blessed by Din, Nayru and Farore. In summary, Eiji Aonuma, Nintendo’s overseer of the Legend of Zelda game series, has declared that almost all of the game in the long series fit into a massive set of timelines. Not a single timeline, because Ocarina of Time had a time travel plot, and that gave them the opportunity to split the series continuity, from that point, into three branches.
Most of this was described in Hyrule Historia book, one of three books that Dark Horse Comics put out, official tomes explaining much abo/ut the series and its canonical sequence of events. They also put up a website with the gist of things. Chronologically, the first four games in the series, unbelievably, are Skyward Sword, The Minish Cap(!), the Four Swords game that came with the GBA remake of Link to the Past (!!), then Ocarina of Time.
After that, there are three timelines: one in which Link didn’t defeat Ganon at the end of Ocarina of time, and the split timelines of Adult and Child link in that game. Why Ocarina gets special treatment for Link losing and none of the other games I can’t definitively say, except that it probably gives them more room into which to slot the series’ continued proliferation.
If Ganon in OoT wins, we get the timeline of A Link to the Past and Link’s Awakening, Oracle of Ages and Oracle of Seasons, A Link Between Worlds (which is essentially a direct sequel to aLttP), Tri-Force Heroes (remember that), and then, at the end of this line, the originals themselves: The Legend of Zelda and Zelda II: The Adventure of Link.
Then we have two lines for Adult Link’s time and Child Link’s time. For Link the Elder, there’s Wind Waker, Phantom Hourglass and Spirit Tracks, which is interesting since Adult Link creates a legacy where his descendants are all heroes as children, and indeed Hyrule is destroyed at the end of Wind Waker (I hope I’m not spoiling anything), Ganondorf is definitely killed, and the following two games take place in a new land. I’d love to see that era explored further, but we haven’t heard anything from it since the DS. “Meanwhile” Link the Younger has Majora’s Mask, Twilight Princess and Four Swords Adventures.
You might notice some interesting absences. What about Breath of the Wild and Tears of the Kingdom? People who have played all the way through those will notice a history that doesn’t jibe with the others, and the Triforce is hardly seen in either of them! In it the Sheikah is technically advanced, Hyrule has a history of technology, and Ganondorf arose all over again, not even to mention those Zonai people! What giveth?
Aonuma has said that those games don’t place on any of the current timelines! And Hyrule Warriors is its own alternate dimension, and the BotW-themed Hyrule Warriors sequel is probably also an alternate universe.
Until Echoes of Wisdom, the most recent game, those were the forefront of the Zelda metachronology, and seems to indicate that Nintendo was forging the series afresh. But on a different chronology page than the one I linked above, Echoes of Wisdom has been placed on the timeline, as part of the Hero is Defeated branch coming off of Ocarina of Time, after Tri-Force Heroes, but before The Legend of Zelda.
All of this is largely meaningless, of course. Some games refer to past games, but just as many forge ahead with only incidental callbacks. Aonuma has said that they don’t really pay much attention to where a game will fit into the timeline when making it, which explains why BotW and TotK throw away all that continuity, other than some familiar place names. But now we know that, somewhere in Nintendo, there is a poor shlub whose job it is to try to make it all fit together, and that they threw up their hands with the two open world games.
A thankless task. And who knows how long it can even be kept up? Eventually they’ll end up pulling a Castlevania, reboot the whole damn thing, and where from there? Crisis on Infinite Hyrules? Secret Imprisoning Wars? Nintendo52? I don’t even like to speculate upon it.