Obscure Extra Lives in Super Mario World

The Game Display tells us of an interesting kind of secret in Super Mario World that few know about. Once in a while in that game, a 1-up Mushroom just randomly seems to appear, flung into the air, sometimes in such a way as to seem to encourage you to leap off a cliff to go after it. Here is their video explaining what’s going on with those (9½ minutes):

There are some locations in a few levels that have four invisible spots in the background that can detect your presence. If you touch the four in order, the extra life appears. They’re found throughout the game, and they’re supported in code to the extent that, if you find one in a level, the game sets a flag for that level so it won’t appear again in that play session. You have to exit your game and load it back up again before you can get another extra life by this means from that level.

Many of these locations are arranged so that to trigger them in order, you’ll have to move in a loop around some location. This is similar in concept to the stakes in Super Mario 64 that, if you run around them a few times, cause them to generate coins to collect. Another kind of weird secret in a Mario game. I feel like Shigeru Miyamoto must have been lying awake at night brainstorming ever more obscure things to put into them.

Declan Chidlow’s Rundown of Every Console Web Browser

Over on the site vale.rocks Declan Chidlow has written up a complete rundown of every console web browser, and it’s certain to spark memories in many of you. Including web browsers in consoles used to be a useful way for a company to distinguish their system from others, but as they admit at the end of the article, now the web is with us constantly, on phones and tablets, and people are more likely to turn to game consoles to escape from it. I’m sad about that, there’s still a lot to like about the World Wide Web, it’s mostly the social media elements of it that suck.

Probably the first console web browser, on the Phillips CD-i. (image from the site)

The systems listed are the CD-i, the Sega Saturn, the Apple Bandai Pippin (wow really?), the Nintendo 64 (only in Japan with the 64DD add-on), the Game Boy Color (through the Mobile Trainer cartridge), Sega Dreamcast (I remember it well), the Wonderswan, Playstations 2-4, Portable and Vita, Nintendo DSes original, I, 3 and New 3, Xboxes 360, One, S and X, the Wii and Wii U (the Wii U had quite a cool browser, as the article explains), and technically speaking the Steam Deck (which can run lots of other software too). But please click through and read all about them!

Web Browsers on Video Game Consoles (vale.rocks)

Indentifying Luck in Mario Party 10

It’s been a small eon, but ZoomZike is finally back with the latest in his epic series of video deep dives, Identifying Luck in Mario Party, with a 2½ hour entry on Mario Party 10, being for the Wii U probably one of the least played titles in the series.

We’ve linked to these several times before, and I claim directly to you that they’re about as good as you get when it comes to investigating game internals. PannenKoek goes more into specifics and implications maybe, but ZoomZike has much more ground to cover. He’s now done twelve Mario Party titles, all in this playlist, and as they’ve continued they’ve gotten even more complete and detailed. The shortest of all of them is for MP1 at 1½ hours long; the longest, for MP7, is nearly 5½ hours!

Each video covers all of its game’s boards and events, all of its items and how they work, and all of its minigames. While “Identifying Luck” is the title and ostensible purpose, what we get is more like a complete guide to the internals of each game, includingly the many ways the games put their thumbs on the scales, often in favor of the last-place player.

They take a long time to chew through, oh yes, but if you want to know how the masters of video board gaming put their long-running series together, I don’t think you can find a better source.

The Website of Benimaru Itoh

I was listening to Retronauts 768 a couple of days ago, about the 20th anniversary of the release of Mother 3. It was interesting and you might enjoy it too, but the reason for this post is that they mentioned that Nintendo art legend Benimaru Itoh still maintains an old-school website.

That is a thing about Japan; it’s on average behind the times concerning technology and internet trends, for example Geocities Japan outlived the original by a decade, but it looks more and more like that’s actually a really good thing as the Western internet dives enthusiastically down the cyber-commode. Old-school websites are in again, at least among the right people, and one of those people is Benimaru Itoh.

The focus is mostly on his art, all of which I find very nice. Like this one:

So nice!

Or this heartfelt image in memory of Nintendo’s beloved late president Satoru Iwata, who programmed many games for HAL Laboratory:

Image from website.

There’s plenty of other examples on the site, many of them promotional music posters. More in line with our focus here at Set Side B, Itoh was the artist of some of the old Nintendo Power comics, like the Metroid and Star Fox series. He’s also a musician, and has “a doubleneck acoustic/electric mandolin/ukelele!”

Maybe Benimaru Itoh didn’t write this dialogue, but he could have.

Benny’s Arcade: The Website of Benimaru Itoh

Drew Mackie’s 101 Facts About Mario

Mackie’s Thrilling Tales of Old Video Games often covers Nintendo-related topics, and this one is much more so than usual: a barrel-full of trivia related to Mario, his games, and his friends, enemies, rivals and hangers-on, spread out across seven long pages, all glorious text with some images and other media scattered through.

From the pages: a flyer for the original US arcade release of Donkey Kong. SNORT! HELP! FIGHT!

Most of it is new information, including a fair bit of arguing against perceived elements of Mario lore, like his getting his name from a Nintendo warehouse landlord. I’m personally glad that one of the many sources cited is Matthew Green, deceased game journalist and the maintainer of the (also deceased) blog Press The Buttons. Wherever you are Matt, I hope there’s lots of great games to play.

Also from the article: the cover of “Popeye Magazine for City Boys,” an odd Japanese publication. Mackie suggests the photo may be one inspiration for the appearance of Mario.

There’s a bunch of stuff there. It’ll take you quite a bit of time to work through it all, but honestly? It’ll still be much faster than if it were all presented in a two-hour Youtube video, so count your blessings! Wait, they’re already counted: 101, a hundred-and-one blessings. How holy!

One more image borrowed from the post: a phone card with Mario and Peach sharing the scene with their vaguely-Arabian counterparts from Doki Doki Panic.

PlayChoice-10 Punch-Out Is Different From Cartridge

It’s a weird thing to change, but there is a slight difference between the version of Mike Tyson’s Punch-Out!! in the Playchoice-10 version than any other version of the program. As explained on the NES/Famicom game’s page at The Cutting Room Floor, when you start a game in Playchoice Punch-Out, it asks you to enter your initials.

Image from The Cutting Room Floor

It does this because of a couple of other changes: the player is identified by their initials before each fight, and it saves a high score table for each fight that’s displayed when the game comes up in attract mode.

While we’re on the subject of Playchoice differences, on dual-screen Playchoice-10 machines, the top screen is used as a simple UI for selecting games and tracking how much playtime you have left, but it also displays instructions for the game. The instruction screen for Metroid contains a simple map of the first area. (Cutting Room Floor article with image)

Just a minor thing today, as I’ve been splitting my time between other projects. I may have mentioned the Punch-Out fact here before, but if I have it’s been awhile.

Nintendo’s Custom Playing Card Service

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.

Nintendo’s Stupid Tomodachi Life Media Policy

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?

The Video Game History Foundation Examines a Famicom Punch-Out Prototype

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 on The Wizard

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.

Well, back at it. Send fresh water.

The Game Display Shows Off Super Mario 3’s Most Secret 1-Up Mushroom

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.

Secret Controller Pak Maintenance Menus in N64 Games

(EDIT: Fixed misspelling in title argh.)

Why are these a thing? Retro Game Attic takes a look at the secret Controller Pak menus included in many (all?) memory card supporting games for the Nintendo 64. (14 minutes)

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.