Nintendo got its start making playing cards, and, incredibly, still makes playing cards to this day. I guess there’s always money in the banana stand.
A service Nintendo offered, and even more incredibly still offers, is to make customized playing cards for people, anyone, although the stated purpose is to promote products. The blog beforemario tells all about the service, and even links to Nintendo’s page where you too can order custom playing cards, and all you have to do is order them in a batch of at least 3,000 decks, oh and also navigate through the entirely-Japanese order site. Or you could just buy non-customized cards, some with Nintendo character art.
Lest the domain name not convince you that this is the same Nintendo, one of the example decks pictured uses Pikachu in its art (along with the appropriate copyright notices, as Nintendo doesn’t actually own the Pokémon characters).
beforemario has mentioned before that Nintendo still runs a large sideline in making traditional Japanese gaming equipment like Go and Shogi sets, or Chinese Mah Jong sets.
EDIT: As multiple people have reminded me of by now, there are other ways to get images off the system, though they’re annoying. Going through a smartphone app is annoying too. Everything involves getting out some bit of kit and plugging it in. It feels like a maze, so I think my issue that Nintendo is preposterously obstructionist over getting pictures off of their device stands.
Tomodachi Life is a big release from Nintendo, its first real use of their once-starring Mii characters since the quirky and underappreciated Miitopia, which basically puts your little pseudo-people through a D&D campaign, an idea so cool that I had it myself over a decade ago, though of course no one listened to me way back then, or really ever.
Let’s remember what Miis are. The name itself is a reference to the characters’ origin system, the Wii. You see, you just flip the W. The Wii was extremely popular, and opened up video gaming to hitherto unserved demographics, but because most “gamers” are entitled jerks they spread bad vibes about the system despite its popularity (remember “waggle?”), taking its sequel system entirely. Nowadays, Nintendo Switch Sports and Miis are probably its sole remaining legacy, regardless of how many other cool ideas it had. (A version of Opera made for it! News and Weather Channels! In Japan you could order pizza using it! I haven’t even gotten to Check Mii Out and Everybody Votes yet.)
This is the third game in the Tomodachi Life series. The first one was 14 years ago, the original Tomodachi Life for 3DS, got a cult following. It’s kind of Nintendo’s version of The Sims, if the Sims had (very) slightly more self-motivation, no mandatory biological need to fulfil, and an emphasis on weirdness. The second game, the sorely-missed Miitomo, was a free-to-play mobile game that also served as an instant messenger, but it hit sadly at a time when the old style of instant messenger apps were dying out, and lasted just over two years. It was dead in the water long before it closed.
What all the Tomodachi Life games really are is an elaboration of the old game of Mad Libs. “Hey _name_, I’m going to _place_! Should I pick up a _noun_ while I’m there?” Except it’s not just with words, but people too, your Mii characters fill in the role of actors in the many silly little vignettes built into the software. The game includes no characters on its own: you create everyone in the whole damn town, name them, pick how they look, and rate their personalities in five categories, then plop them onto the island and watch them bounce off each other.
Sometimes when they meet you’ll be asked to give the system a word or phrase for them to talk about, and that’s where the more explicit Mad Lib connection kicks in. Just like official Mad Libs*, Maybe nine times out of ten the jokes will fall flat, but that tenth time is comedy gold. Of course what everyone did, and still does, is make Miis of every celebrity and comic character they can fit into Nintendo’s limited yet oddly useful tools. In my game, I have a Mr. T character, downloaded from the Mii Channel on the Wii so very long ago, laboriously schlepped over to Wii-U (via system import) to Switch (via Amiibos) to Switch 2 (via another system import). Mr. T had a dream his first night in my game, on the isle of Yendor, in which he met three other Miis all with Mr. T’s face.
I’d love to show you the video of his dream, but I forgot to record it. Also, though, Tomodachi Life: Live the Dream has a fatal flaw. It’s a meme gold mine, sure, but Nintendo has disabled all media sharing from it. You can make all the great Miis you want, but no one else will ever see them! Its drawing tools are pretty darn impressive, but nothing you make with them can be shared on the internet! You can’t upload them to the Nintendo Switch smartphone app, or even transfer them to your cell phone using Nintendo’s stupid Wi-Fi system! I don’t know if you can get them right off an SD card, but ha ha, on the Switch 2 it doesn’t matter because it uses incompatible SD Express cards!
NINTENDO, ARE YOU LISTENING? WHY CAN YOU EVEN TAKE SCREENSHOTS OR VIDEO AT ALL IN TOMODACHI LIFE IF YOU CAN’T SHARE THEM? Nintendo is a company used to doing things its own way, which sometimes results in moments of brilliance, but at least as often means they do amazingly stupid things like this.
Because of this, you will have to live with potato-quality screen photos, taken with my very own smartpotato. I plant them below. Imagine how much better these would be if Nintendo actually officially supported the use their software was obviously made for. (Note: I’ve been told since writing this that you can still get images off using an SD card… although if you have a Switch 2 like I do you’re probably just as out of luck as it uses SD Express cards. I’ve yet to confirm cross compatibility with those, I don’t think I have the right kind of adapter.)
Hint: try alcohol next time. BTW, that’s the official Shigeru Miyamoto Mii on the right, as distributed through the 3DS’ online functionality. I also have a Masahiro Sakurai.Lego Larry is one of the more beloved Miis in my collection.This is exactly how this meeting would go down in real life.Another great thing about Miis is how far you can break them. “Edwin Tea” there is one of the several I scavanged from the Mii Channel and Check Mii Out, way back on the Wii.
Below is my absolute favorite of all the Mii interactions I’ve seen so far. Poor Patricia’s got it bad, and truthfully, I felt much the same way back in 2008. I kind of feel that way now, but sadly both his terms are up.
* BTW, did you know Mad Libs was co-created by Leonard Stern, who wrote many scripts for The Honeymooners, and wrote for and executive produced Get Smart?
Frank Cifaldi presents a look at a mysterious prototype of NES Punch-Out!! that’s turned up. It’s only got four working boxers, with Bald Bull missing key moves, but it also has quite a few working features, including the password system. It’s completely silent though. The game that is, not the video (5 minutes).
The weirdnesses continue…. The cartridge has mock-up art on it that looks like the “black-box” trade dress early NES games had. The chips on the cart are mask ROMs, not EPROMs. In the attract more scroll, arcade names are used for some of the fighters, like Pizza Pasta, Piston Hurricane and Vodka Drunkinski.
Jeremy Parish, formerly of 1UP.com, currently of Retronauts and Video Works on Youtube, made an April Fool’s video, but because he’s Jeremy Parish it took the form of an interesting backgrounder on The Wizard, that big-budget Hollywood movie that’s like a feature-length advertisement for the NES and Super Mario 3. (18 minutes)
The Wizard stars Fred Savage of The Wonder Years, a popular show that you barely hear anything about any more. Like thirtysomething, remember that? I don’t either.
Many of my nights lately have been consumed with trying to play enough Caves of Qud so that I don’t embarrass myself too badly when I finally decide to talk about it. Most of my early explorations were in permadeath Classic Mode, but I have come to realize that playing it that way would mean I would need several years to finish it. I may not actually finish it before I write on it. On Nethack I had the advantage of being obsessed with it for years, had read many spoilers on it and participated on the Nethack Usenet group. These days much discussion of that nature has moved onto Reddit, which I have strong moral qualms about visiting now, not to mention that its app sucks on toast.
It is April 1st, but I already made my silly fake post for the year a month ago. Here it is. Are we good then? Let’s move on.
I’m not happy with the clickbait title The Game Display chose for this video, claiming they found a “golden mushroom” in Super Mario Bros. 3 like it’s some actual thing. What it is is a 1-Up mushroom with a weird palette. But it’s still a video worth linking (11 minutes), and seeing, because to find it you have to learn about an unlikely secret mechanic in Mario 3 involving the map screen and the wandering Hammer Bros. You can watch it, but I’ll give you the gist down below.
Remember those map Hammer Bros. in Mario 3? They walk around after you finish a level or lose a life, adding a bit of extra uncertainty to the map screen, and giving you a stored powerup if you beat them.
But did you ever notice that sometimes the blocks in the battle arena where you fight the Hammer Bros. have powerups in them too, but only sometimes? And it isn’t something to do with the Hammer Bros. themselves, the same fight might have a powerup one time, but no powerup another. What determines whether it’ll be there or not? Is it random?
The diabolical thing is that it turns out the map intersection spaces, the little coin-like locations that Mario/Luigi can stand on but don’t contain levels, Toad Houses or anything that can normally be entered, are actually valid gameplay locations! They’re only loaded as battle arenas when you fight enemies encountered on the map screen on that spot. Although most of those locations look the same on each world, some of them have powerups in a specific block, and some don’t. The qualification for whether you can find it or not is where you fight the Hammer Bros., not which one you fight.
In the sky portion of World 5, there is one specific map screen spot where, if you can lure that area’s lone Hammer Bros. onto it and fight it there, you can find that 1-Up mushroom with the weird palette. It requires a lot of tricky actions to find it, since the Hammer Bros. icon can’t travel up one of the only two ways to that spot, and you also have to avoid clearing a couple of levels using Jugem’s Cloud, because if you clear a level normally, the M or L space that is produced blocks the movement of map screen enemies. You also have to avoid fighting and defeating the Hammer Bros. early of course, and you have to avoid turning the enemy into a Treasure Ship. That might seem like an unlikely thing to have to watch for, but it is a issue encountered in the video. Watch it and you’ll see.
It’s so cryptic and precise that it seems like it must be an intentional secret, the one non-level map screen spot with a 1-Up in it. Given how many infinite life tricks Super Mario Bros. 3 has, I can’t say that it’s particularly useful, but that isn’t the point. It’s a little nod by the developers to the obsessed player, a way of saying, we see what you did there.
The N64 came out after the release of the Sony Playstation, which had already begun its meteoric rise. The Playstation used optical disc media, and had no on-console memory for saving like the Saturn did, so memory cards were a necessity for saving game state. While the N64 didn’t absolutely need them, since the biggest advantage of cartridges as a game storage medium was the ability to include hardware like flash storage in the cartridge (a feature used in Super Mario 64, the first system pack-in), an iconic feature of the N64 was the controller ports, which allowed the use of flash memory cards that could hold save data for multiple games.
As the video demonstrates, memory cards were plugged directly into the controllers, and controller paks allowed for some nice features. My favorite was how Gauntlet Legends allowed players to save characters to their own memory card, so you could maintain state between games played on different cartridges. (This feature would be retained in the Dreamcast version of Gauntlet Legends, which also had controller port memory cards.)
The Nintendo 64 didn’t have a BIOS or other internal boot time code. Like with the SNES, all of its executable code was contained withing the cartridges, or “Game Paks.” (Nintendo certainly loved to call hardware “Paks.” Pak Chooie Umf!) This meant that controller management features couldn’t be included in the console itself as with the Playstation, and any management would have to be done in the cartridge itself.
I don’t know if it was a Nintendo mandate that all games that used memory cards had to include their own menu to manipulate saved data, but in practice that’s what happened. All those games with their own controller data managers! And many games didn’t even expose them in the menus. I suspect that to this day many former and current Nintendo 64 owners don’t know, if they want to check what data is on a card or delete something, they have to insert a card-supporting game and hold Start while turning the system on.
Not all games! Just games that use memory cards! And the weirdest thing, which the video makes a deal out of, is that every game uses its own assets to implement the menu: graphics, backgrounds, fonts and sounds. Dozens of bespoke UI implementations, all to provide the same functionality. Some games add extra features, like exposing a little extra data or letting you switch between controllers. Some games have separate menus available after their normal startup; Rare did this, and sometimes those used completely different menus. But as far as I know, if a game used memory cards, you could hold Start at boot time to manage them.
It’s just another oddity with what, in retrospect, has become one of Nintendo’s oddest consoles. More information on N64 controller pak management menus can be found at consolemods.org. Information on N64 controller paks themselves is at ultra64.ca, which includes Nintendo’s policies on what cartridges should do to facilitate N64 memory cards.
The subject of this post is Elie D’s 13 minute video about one of the mascot characters in Nintendo’s Mario universe thing. Here:
I could launch immediately into a tirade that people shouldn’t invest self-worth into what amounts to, not just a cartoon character, but a corporate-owned cartoon character.
But I don’t really want to? Despite everything we still don’t have as much female representation in gaming than we should have. The Mario character lineup still skews about 90% male. These are characters that people embody within a game, there should be more girls. (Also, why are three of them princesses?)
Overall this is a pretty silly topic for a non-Sunday post, but I have something unexpectedly great for each of the next two upcoming Sundays, so I wanted to squeeze this in while the squeezing was hot.
Did you know there are seven of them? Really! Super Mario World has way more moons than you need to win the game, by a large margin, but it still feels special to find one of these secret collectables.
MarMax Gaming points out all their locations in this video (10 minutes). There’s not a huge numbers of reasons to get them all, Super Mario World practically throws extra lives at you, but you still might want to know how to find them. Well, this is how. Here:
Mario Kart World, of course, has an open world mode, and much of the interest of an open world racing game is dynamic situations produced by the traffic.
There’s been explorations into where the cars and NPCs come go, and we posted a video on that topic a while back. Sometimes they end up meandering in loops. Sometimes they leave the roads and just go tearing about the landscape. Sometimes cars actually find parking spaces, leave themselves there, and NPCs pop out and start wandering.
Well, similar questions can be asked about the game’s trains (15m). Mr A-Game on Youtube followed them around for a while to see where they come from. He claims to have discovered “how the train system of Mario Kart World works,” but I’m not sure. There appear to be tracks that trains can travel down either way, meaning, there must be some system in place to prevent train to train collisions. He does uncover some strong tendencies of trains to take particular routes though.
If I had to guess, I think trains probably aren’t modeled outside far out of sight of active players, that they’re spawned randomly, and that some checks are performed to make sure two trains won’t share the same track. This is a guess, but it would be in line with the impromptu nature of the auto traffic simulation. It’d also mean that the P-Switch missions that rely on trains being in a specific place won’t be disrupted, and that the train can be left behind in the world after the mission without getting in the way of any grand schedule coordinating the trains.
Well, that’s what I think. Maybe I’m wrong. But… maybe I’m right?
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
About 3½ years ago, when I started doing this blog and Sundry Sundays, I would post a greater variety of thing here.
One thing I delighted in posting were video game-related ratings from web comedy master Lore Sjöberg, whose name I will always treasure from his work on earlyweb humor magazine The Brunching Shuttlecocks, which is sadly offline now.
About a year ago Lore started making web humor again, for a short while anyway, and one of the things he did was four more installments of The Ratings, one of the most popular features of old Brunching, once so popular that he collected many of them into a book. He even did a few video ratings during the time he 𝙼𝙰𝙳𝙴 𝙲𝙾𝙽𝚃𝙴𝙽𝚃 for Wired Magazine. I once linked to his ratings of Legend of Zelda weapons, which is still as funny as when he recorded it 17 years ago.
I’m deeply disappointed Niantic didn’t continue with the Hitmonchan/Hitmonlee naming scheme. That could have given us Hitmonsegal, Hitmonyeoh, and Hitmonvandamme.
If you enjoy it, or have ever enjoyed Lore’s work through the years, you can currently find him on Bluesky. Now that there’s not a thriving ecosystem of blogs to link to his work, he’s kind of hard to find now. Help the algorithm realize he’s a treasure, and go have a look!
ALSO, I just found out, AGDQ 2026, the week-long charity speedrunning marathon, begins today at Noon Eastern Time! Right off the bat it starts with Super Mario Sunshine and Jet Set Radio, and around 11:30 that night will be running the new Katamari game, Once Upon A Katamari! And from there there’s more great runs to watch, with the typically-hilarious Awful Block this year taking place midnight to sunrise Thursday morning. Here’s the full schedule.
“Zelda Day” is a random thing over at Metafilter. One day long ago, on December 26th, there was a day in which three Legend-Of-Zelda-themed posts were made in one day. Since then I’ve commemorated the event by making another Legend of Zelda post on the same day each following year.
Here is this year’s post, but you don’t have to follow it because I’ve included the links in this post too.
They’re all videos this year. These first links are to videos by Skawo:
I think I mentioned this one before, but again, in Ocarina of Time, if you go back the way you came during the event in Kakariko Village, the world will become a glitchy mess (7 minutes):
Capsyst Animations made three fake commercials for early Zelda games, in the style of the evocative illustrations from the manual. There’s the original Zelda, Zelda II and Link to the Past (all 1 minute long):
YES I KNOW, yet another Nintendo thing. Nintendo Adults are the video game version of Disney Adults, in so many ways. One more way now because there are actual Nintendo theme parks.
I maintain that I am not a Nintendo Adult. But they have had a long history of making inventive and interesting games. I thought they’d been failing a bit at that lately, but then comes Kirby Air Riders, as weird and distinctive game as they’ve ever published. (By the way, did you know that they’ve put up Christmas decorations on the Kirby Air Riders menu screen and paddock area?)