Romhack Thursday: Gyromite No-Robot Hack

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

People who got the expensive Deluxe Set in the early days of the NES received two so-so games instead of Super Mario Bros, both designed around the peripherals included in the set. Their compensation for not being able to bop around the Mushroom Kingdom, and paying a premium besides, was Duck Hunt, which was okay, and Gyromite, which was absurd.

As a bonus, the title screen has been changed from “Robot Gyro” too.

Gyromite, or “Robot Gyro” according to its title screen (it didn’t get localized from Japan at all!) puts you in the shoes of Professor Hector, who has to collect all the bombs in his lab. Sadly, he’s left all these monsters wandering around. Fortunately, there are these red and blue pillars that block the monsters, but they also block Hector.

The pillars can be moved, but not directly by Hector. Instead, you use the A and B buttons on the controller. But, not the first player controller: the second player controller is used. And the player isn’t supposed to manipulate them themself. They were supposed to put the controller into a contraption involving levers, spinning weights, and the “R.O.B.,” or Robotic Operating Buddy, another peripheral included in the Deluxe Set.

The intended process was:

  1. The player uses their own controller to give commands.
  2. The screen flashes in response to those commands.
  3. Photoresistors in R.O.B.’s eyes read these flashes.
  4. Depending on the flash, R.O.B. moves opens or closes its claws, lifts them up or down, or rotates.
  5. Through these means, the player is supposed to manipulate R.O.B. to pick up the spinning, top-like gyro weights and place it in a motorized holder, which begins rapidly spinning it.
  6. The player sends more signals, to cause R.O.B. to transfer it, still spinning, onto a platform.
  7. The platform serves as a lever, so the weight presses down on the platform, which causes it to press the button on Player 2’s controller.

The signals control R.O.B.’s motions, not the controller’s. They result in it lifting or lowering his claws, or opening or closing them, or rotating. What if a weight runs out of spin and falls over? Well, it’s up to the player then to manually pick the weight up and put it back into its holder, during the game, as R.O.B. has not the facility to do that itself.

Above, Youtube user zoclates demonstrates this process in an advanced level of Gyromite. Here is a direct link, it’s about six minutes long. Surely, kids who got the Deluxe Set enjoyed this far more than they would playing Super Mario Bros.

These days R.O.B. has retired to serve as one of the weirder characters in the Smash Bros. series. But there’s actually a kind of fun game there in Gyromite, beneath the involute process intended to control it. You can play it without R.O.B. at all, just by directly pressing the buttons on the second controller yourself, but this is both a bit unwieldy, and makes the game too easy.

The Gyromite No-Robot patch localizes these functions on one controller. Since the unmodified game’s timer for each level is extremely long to allow for the time it takes for R.O.B.’s mechanics to function and for the tops to spin up, it also shortens the time limit to preserve some element of challenge. It turns a game that requires expensive and rare hardware to play it as intended, or at least remapping the Player 2 controller in an emulator, and making it much more enjoyable.

Gyromite Special Edition [romhacking.net]

Stuff About Last Year’s Zelda Game & Watch Device

Forever late to the party, I splurged a bit and got the Zelda Game & Watch Nintendo made last year, and you can still find on sale in some places. It doesn’t seem to have been as popular as the Super Mario Bros. version, despite being a somewhat better value for the money. It’s hackable, but it requires opening it up and doing some soldering, and has so little storage that to really make use of it you have to replace its Flash memory chip too.

But even if you don’t hack it, it’s a nice thing just to have? It’s got a great screen for one thing. And as reports were on release, there is a light-up LED Triforce that shows up through the back case when it’s on that’s just a nice touch. The games are largely as they were on their original release, although with flashing effects toned down to avoid triggering seizures in photo-sensitive sufferers of epilepsy.

This is such an unnecessary addition, but I love it. Nintendo is really calling out to Zelda fans here.

Of new features though, the standout is the clock mode, which I’ve not seen a lot of people talking about! It self-plays a kind of weird version of The Legend of Zelda via AI. Monsters are generated, the AI destroys them, then more monsters are generated. They drop items, but rupees don’t seem to matter. Every two minutes, Link moves to a new screen. Every 30 minutes or so he changes location between the overworld or a dungeon. He finds items, he beats bosses, he gets heart containers, he slowly collects Triforce pieces, and at noon and midnight he defeats Gannon and starts all over again. There are even secret staircases to find, although the AI seems to know where they are.

The rupees serving as the colon in the time can be collected!

At any time during this show, you can press A and B at the same time to take control of Link yourself. He controls exactly like he does in the NES version, with enough nuance (like, the edges of the screen are a safe zone like in the console version) that I wonder if this isn’t a hugely hacked-up version of the game’s rom that’s providing the show. The sound is just ticking by default, but if you hold the A button down for five seconds it enables the sound from the game too.

If you choose to control Link, you can’t access the subscreen, but you can switch items using the Select button. If you run out of hearts Link respawns almost immediately. Also you can’t move to a new screen yourself, instead the game advances to a new area after two minutes regardless of how well either you or the AI player does. If you leave the controls alone for a couple of seconds the AI will take back over for you.

I don’t know if the world map that Link travels through is mappable. I’d be very interested to know if it’s a hack, and if it is, if someone could break it out of the software. If it isn’t, maybe the game world could be recreated in a hack of the original Zelda rom?

The Zelda II timer game is rather fun in small doses

There is also a special version of Zelda II. When you activate the Timer function, the version of Link from that game will automatically fight enemies, and you can take over from its AI too. This version is more explicitly game-like: it tracks high scores earned (by either human or AI) in each of its ten time limits and on each of three enemy sets, plus one more, a special mode where it records the time a human player can defeat a number of enemies. (Hold A for five seconds from the timer set screen to activate it.) And there’s a version of the old Game & Watch title Vermin included, with Link instead of its generic character that was later christened Mr. Game & Watch.

A note about the combat implementation of Zelda II in the timer game. Ironknuckles show up here, but the trick familiar to people who have played a lot of the NES game, of jumping before an Ironknuckle and stabbing as you’re coming down, as of slashing through the top of the enemy’s head, which always gets past the shield, does not work in it. Instead, to get past an Ironknuckle’s defenses, you must rely on the fact (in this game) that they can’t movie their shield while they’re attacking with their own sword.

Oh, it’s got three emulated Zelda games too, although I’ve played them so much before that the new stuff is much more interesting to me

So, it’s time to make an embarrassing admission. This is at least the seventh time I have legally owned the original Legend of Zelda. I had its NES cartridge, the Virtual Console rereleases for Wii, Wii-U and 3DS, the GBA rerelease, and the one on the Gamecube bonus disk for pre-ordering Wind Waker. I’ve probably forgotten at least one other version along the way-I had Gamecube Animal Crossing, which has the rom of The Legend of Zelda on its disk too, although it was never made available without hacking, and I subscribe to Nintendo Switch Online, meaning I can also play it there if I were to be of that mind. Now, I own a yet another device that can play The Legend of Zelda. Most of that time I could have played it for free via emulation, yet I keep buying it.

Yes, on the day I got it, I did a deathless run of Legend of Zelda on it. It was mandatory.

My response to people who are somehow in favor of Nintendo’s draconian legal response to pirates is, why do I keep doing that, continually giving them money for a game I’ve bought many times, when if I had the mind I could probably have gotten a hundred copies off the internet? Am I just stupid, or is there some other motive at work here? I am open to either possibility.

The Secret of SMB’s Hidden 1UP Blocks

Super Mario Bros. has 10 “1UP” blocks throughout its eight worlds. One of them is in World 1-2, and another is in world 8-2. These are visible (although they appear to be ordinary bricks when hit), and always produce a 1UP Mushroom when hit.

But also, there are a total of eight other 1UP Mushroom blocks in the game. These are hidden, invisible and intangible unless struck from beneath. That causes them to appear and produce a 1UP Mushroom… sometimes.

The 1UP blocks are always in the first level of each world (1-1, 2-1, 3-1, and so on.). They also always appear if you start on that level (say, using the level selection feature unlocked after finishing 8-4) or if the player has just warped to that level. But in other situations, the block usually doesn’t appear.

Image from Stephen Lindholm’s website. Text is from Nintendo’s “How to Win at Super Mario Bros.”

What causes them to appear? Even Nintendo’s guide authors at the time didn’t know. Depending on the source, it either had to do with whether Mario was big when he hit it, or whether he found all the coins in the previous world.

Stephen Lindholm’s website has the details on the true criteria, and you should read it there, but to summarize:

  • There is a flag in the game that is set when a game is begun, when the player warps, or if the player has collected a certain number of coins in the third level of the previous world. 1-3, 2-3, 3-3, etc. That is the deciding factor.
  • How many coins is needed? In World 1-3, it’s all but two. In all the other X-3 levels, you must collect every coin! The game has a short table in its code for the minimum number of coins necessary to earn the mushroom on each level.
  • If you do this, the flag is set. When you get to the following world’s first level, when the 1UP Mushroom block would be generated by the game’s world building code (which operates off the screen to the right of the player’s location), if the flag is set, the invisible block is placed and the flag is unset.
  • If the player dies before collecting it, or never hits it, either way the mushroom is lost.

Romhack Thursday: Vs. Super Mario Bros on NES

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Nintendo is a company with a long history, having gotten started making playing cards. They jumped into the video gaming market, like a lot of companies, making dedicated consoles that were released only in Japan. It was the release of the arcade game Donkey Kong that started them on the path to becoming the worldwide success they are today.

Title screen for the Vs. Super Mario Bros hack

The sales of Donkey Kong, and successor games like Donkey Kong Kr., Donkey Kong 3, and Mario Bros., put a lot of Nintendo cabinets out there. In the mid 80s there arose a market for upgrade kits, an alternate set of internal components for an arcade machine that could make it into a new game for players to enjoy. Simultaneous with the success of the Famicom and NES, Nintendo sold a kit called the “Vs. System” that their old cabinets could be converted into, as well as dedicated cabinets that used it.

Among the software Nintendo made for their Vs. cabinets, so they made special arcade versions of many of their NES cartridges for it. Many of these are expanded versions of the originals, with new features. We’ve already looked at Vs. Castlevania, a version of Castlevania remixed for the Vs. Unisystem by Konami. One of these updated versions was of Nintendo’s first huge Famicom hit, called Vs. Super Mario Bros.

Hey, that flower’s supposed to be a 1 Up Mushroom!

Vs. Super Mario Bros. seems, at first, a lot like the original game. It’s got a high score screen and some other minor changes. Players familiar with the Famicom/NES version will find that it changes significantly as they get further into it. Many later levels are completely changed, and much harder. When Nintendo released the Japan sequel to Super Mario Bros., they used levels from the Vs. System port to help flesh it out.

Many changes were made to the game to support arcade play. “Loops” where players could farm extra lives were toned down or removed, extra lives in general were reduced in number, and warp zones don’t take the player nearly as far into the game. Another change made was to add operator adjustable difficulty, allowing the cabinet owner to set how many coins were needed for an extra life.

SUPER PLAYER’S

Through emulation, Vs. Super Mario Bros is completely supported in MAME. But for technical reasons, you can’t just play MAME roms in an NES emulator. If you’d like to play it in the emulator of your choice, or have a means to get it running on actual hardware, creator BMF54123 applied all of the play changes of the arcade version back into the NES version of Super Mario Bros., and even added a title screen that allows you to apply the same difficulty settings that were available to an arcade operator.

Expect a number of tricks that would later get reused in the Japanese sequel to Super Mario Bros.

If you’ve never played Super Mario Bros before… then wow, I’m impressed you even found this blog. But also, this is perhaps not the best way to experience the game now. The demands of arcade design make for a much more challenging experience than the original. If you’re very familiar with the home versions, though, it can be an interesting new way to experience it.

Vs. Super Mario Bros for NES (romhacking.net)

Sundry Sunday: Mario Twins

This one’s really going back a ways. The description on this 2012 video says it’s a Newgrounds classic, and I was not a habitué of that site then, I’m sure it goes back to at least 2005.

It is a type of meme video that long time internet layabouts will recognize the irreverent take on some property, in this case Super Mario Bros. done up in a whimsical yet somewhat profane way. The highlight of the audio, though, comes after the introduction, where performers Group X do a voiced rendition of playing Super Mario Bros., including music and sound effects, back by drum and cymbal (and, later, bass). Being a part of gamer culture from that that you can expect some coarseness (like a crude Flash animation of poop being tossed at a toilet). Some people like that kind of thing I hear, I can’t tell you why.

The attributes of early Flash animation are prominently on display, like copious use of tweens. Flash is still around as an animation tool, and I presume tweening is still available, but with the death of browser-based Flash (not counting Ruffle) recall of the unique crappiness of badly-made shape tweens is rapidly fading from internet memory.

Well, there it is. Hey, it’s Sunday, I’m not supposed to be stressing about posts made today!

Video: GoldenTorizoCode

This is a channel on YouTube of various Super Metroid glitches and weirdness. A lot of it is pretty deep magic, and they tend to throw around evocative terms like Murder Beam, Chainsaw Beam, and even Spacetime Beam. Those links are useful in understanding what in the burning acidic heck the narrator is talking about. Knowing and caring about the gameplay of Super Metroid is, of course, required for comprehension.

But if you do know about Super Metroid, and you do care about learning about some of the more ridiculous glitches in videogamedom, then you’re in for something that is a reasonable approximation of entertainment.

The name of the channel refers to a debug feature left in Super Metroid’s code, that can be pulled off without hyper-obscure tech, although in the process it’s likely to crash your game. When you enter into the room of the of the bosses, the Golden Torizo, if all of the face buttons are held down during the transition, your equipment will be overwritten by a number of items. The code gives you all of the beam weapons in the game, which is good, but also turns them all on at once, producing the afore-mentioned Murder Beam, which will likely crash the game, not good. The opposite of good.

Here’s links to a few of these videos: an unused enemy called a Bang, activating “God Mode,” and how to obtain and use the end-game weapon Hyper Beam against bosses. It is some pretty intense geekery, but that’s sometimes what flows out of the faucets around here.

Nintendo Direct, September 2022

Nintendo released a new Nintendo Direct yesterday, and everyone in the gamesphere is posting about it as they always do. I suppose we should say something too. While it’s not directly related to our subject matter, Nintendo is as niche as a major game publisher gets, so I believe I can find room for it.

First, here’s the video if you care to watch it yourself (the relevent part is about 45 minutes long, I’ve cued it up to the content):

In summary:

Not to bury the lede like Nintendo usually does, the last trailer was about the sequel to The Legend of Zelda: Breath of the Wild, subtitled Tears of the Kingdom. I think they should just call every game Magical Thingumy, but no one ever listens to good sense. The given release date is May 20, 2023, so, not much longer to wait. Despite the closeness of its release, even less was presented about the game than the last time it showed up in a Nintendo Direct!

Fire Emblem Engage seems to offer crossovers between characters from prior games, including Marth himself, Mr. Fire Emblem, the hero of the first game. I mean all the big game companies seem to be falling over themselves to cross their games and even series together into a thick homogeneous paste, why should Nintendo be any different? Arguably they started the whole trend with Smash Bros. anyway. Fire Emblem has been to this well once before with the mobile app Fire Emblem Heroes. Release date: January 20.

A crossover between Fitness Boxing and Fist of the North Star, the anime property no one’s been clamoring for. “Box with familiar characters.” Sure, like, um, that guy. Hatatatatatatata! I’d explain more, but you’re already dead.

OddBallers, a party game for up to six players. Tunic makes it to Switch, where it should probably have debuted. Remakes of Front Missions 1 and 2 (first time out of Japan for the second), with 3 coming in the future.

New release Splatoon 3 (what, it’s out already?) is getting its first Splatfest. Mario Strikers Battle League is getting new characters Pauline and Diddy Kong.

Octopath Traveler 2 is coming and it looks the same, and a new Final Fantasy Theatrhythm (with a ton of DLC of course).

The original Mario + Rabbids took a lot of people by surprised with its deep gameplay, and it even somehow made the Rabbids more fun than annoying. Other than a couple of minor gameplay features (exploring, Sparks), and maybe playable Bowser, the only really new information was its release date of October 20. I mean, there’s pre-order bonuses and a season pass, but it’d almost be more news if those weren’t going to be offered.

Let’s keep rolling with that farming theme. Harvest Moon: A Wonderful Life is getting remade as Story of Seasons: A Wonderful Life. Why change the brand? Are there rights issues around the original? Turns out, yes. Jessica Thomas lays it all out for us at thegamer.com.

More farming! New games called Fae Farm and Harvestella. I guess if you’ve completely exhausted all of Stardew Valley’s many many features and updates and are still not farmed out, there you go. You could also go out and get some seeds and plant your own garden, unless you live in the city, you poor soul. Still, this way has far less back-breaking labor, and you don’t have to smell manure.

Even more farming! Your feed trough runneth over! Rune Factory 3 is being remade, and another Rune Factory series is coming.

Playing these things since the Atari VCS days has inoculated me against a lot of hype, but the me that played Goldeneye back in college would have been thrilled by this.

A bevy of new N64 games is coming to the Nintendo Switch Online Expansion Pack, including, Pilotwings 64, Mario Parties 1-3, Pokemon Stadium 1 and 2, 1080 Snowboarding, Excitebike 64, and, amazingly, Goldeneye 007 with online multiplayer. I am practically certain that rights issues will have required that it be modified in some way, but that it has managed to come out at all is amazing considering the James Bond property’s owners, and that Nintendo and game creator Rare are nowhere near as close as they were back then. I’d like to know the story behind its rerelease. Honestly, the original came out twenty-five years ago. If this had made it out on Gamecube or even Wii it would have been a sensation, but FPSes have advanced so much since then. Well, nostalgia is a powerful drug. (Yeah, I said it.)

Along those lines. In addition to Octopath Traveler 2, the fandom dairy farm department of Square Enix is rereleasing Final Fantasy VII Crisis Core on Switch. I am apparently the only person in the gaming world without an abiding affection for Final Fantasy VII (the load times put me entirely the hell off the original game when it was new), so I can only watch from the sidelines. S-E also released (yesterday) the oddly-titled Various Daylife. I’m Somewhat Minuteinterested!

Speaking of fandom milking, prepare to low mournfully at the news that Mario Kart 8 is getting still more DLC tracks! And Capcom is releasing cloud versions of various Resident Evil games. Moooooo.

Wii Switch Sports is finally getting its Golf mode, released in a free update, before the end of the year, with 21 holes. I don’t know why they just didn’t wait to release it when it was finished, especially since Golf was the standout mode in Wii Sports, but I guess it’s common practice to delay a major feature or two on release now so a game can get a sales boost by announcing that feature later. There’s a spreadsheet deep in Nintendo’s marketing department that lays out the financial advantages of doing so. They keep it in a folder next to all their demonic contracts.

Shigeru Miyamoto appeared for a moment to hype the animated Mario movie releasing in the Spring, and the Nintendo World amusement park in Japan, and a new one opening soon in Hollywood, California. It’s kind of amazing to think that this is the very same Miyamoto who designed Donkey Kong in the early 80s, at a very different Nintendo. He devoted a lot of time to explaining the smartphone ARG Pikmin Bloom, even though it’s not particularly new. He mentioned that Pikmin 4 is coming out, but very very little about it.

Radiant Silvergun is being remade. Actually, has been remade, and should be out by the time you read this. It’s being released by “Live Wire Inc.” The word Treasure wasn’t mentioned at any time during the game’s brief appearance in the video.

Finishing up. Intrinisically co-op 3D platformer It Takes Two comes to Switch two, er, too. Fatal Frame: Mask of the Lunar Eclipse. Another Xenoblade Chronicles 3 DLC update. A new Spongebob Squarepants game, sure why not. Factorio is coming to Switch. Ib. (Ib? Yeah, Ib) Atelier Ryza 3: Alchemist of the End & the Secret Key (what the hell is an atelier anyway and why do so many JRPGs have them?), Just Dance 2023 (sadly not for the Wii), Bayonetta 3, Master Detective Archives: RAIN COODE, Sifu, Endless Dungeon, a remake of Tales of Symphonia, Life is Strange: Arcadia Bay Collection, Romancing Saga: Minstrel Song Remastered, Lego Bricktales, Disney Speedstorm, and Fall Guys: Season 2. Kirby Return to Dreamland Deluxe returns to the classic 2D-style Kirby gameplay.

This Direct’s hype score: 3/10. The only substantive announcements were Fire Emblem Engage and N64 Goldeneye 007! We knew Zelda was coming already, and all the other Nintendo things were either brief teasers or we already knew they were coming.

Wake me when it’s May.

Masahiro Sakurai’s Game Design Series

Sakurai’s fifth video, on frame rates.

A lot of the gaming web has been fawning over Kirby and Smash Bros. creator Masahiro Sakurai’s design videos. I haven’t had the chance to look at them yet, but they look interesting at least. They’ve been coming out at a good clip, like one every two days.

Sakurai’s star is so high right now, that it’s worth noting that (going by memory) he left Nintendo with a bit of a cloud over his head, after Kirby Air Ride was seen as something of a failure. Nowadays KAR (nice acronym!) is seen as an underrated classic, and I have put many hours into its City Trial mode, which is terrific, a tiny open-world high-speed racing/party game. More people should have the chance to play it; it is unique, which is something I can’t say about many other games. While the 3DS version of Smash Bros. has a mode inspired by it, in versus mode human players cannot interact with each other during the exploratory portion of the game, which harms it somewhat.

At the height of his abilities, Sakurai can make really interesting and new kinds of games, like Smash Bros. was, and like Kirby Air Ride and (the sadly neglected these days) Meteos are. It’s a shame that Smash is so popular, one of Nintendo’s biggest tentpoles, enough to crowd out his other work. I’m really interested to see what the next crazy idea he comes up with will be!

Sakurai’s Game Design Videos, on YouTube

VGDensetsu: The Work of Yōichi Kotabe

VGDensetsu hasn’t appeared in these pages yet and it’s high time we remedied that. This particular link is to a five-part series about an animator who switched careers to doing illustration for Nintendo, and played a major role in determining the look of many of their most popular characters, including Mario and Link.

Mario characters influenced by the work of Yōichi Kotabe
While often at the time illustrators went uncredited, it’s considered likely that Yōichi Kotabe did these illustrations of Link from Zelda II, and the island of Koholint from Link’s Awakening.

VGDesetsu: Yōichi Kotabe — 60 Years of Animation and Video Games
1. The Toei Era2. From One Studio to Another3. From Animation to Nintendo4. Diversification and Transmission5. Towards New Horizons

Video: Identifying Luck in Mario Party

We just had a post on a long series of videos about Super Mario 64‘s the A Button Challenge, so why not do another? I’m sure this won’t abuse your willingness to put up with what scientists call “all my crap.”

Mario Party is a series that skill will only carry your so far into. After a certain point, only the favor of The Lady (not Peach or Daisy) can ensure your victory. But, how much of the game is up to the rolling of virtual dice? And to what lengths are people willing to go to find out? Well at it turns out, lengths of over 16 hours:

This series is not yet complete, in that creator ZoomZike has yet to produce one on Mario Party 7, or later games, but the one on Mario Party 6 is over five hours long all by itself! This is truly a level of obsession with which my own petty focii cannot hope to complete.

News 8/23/22: Falcom, DLC, Playing Cards, Shipping

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

News posts has been light lately. I’ve been worried I’ve been starting to congeal. Even alien blob creatures get older. Well let’s go with what we have–

Kerry Brunskill at PC Gamer breaks the news about Startrader, a shmup made by Falcom for the PC 98. Falcom was mostly known for its classic and unique RPGs, while the PC 98 was mostly known for its erotic anime-styled games that could somehow make full-color pictures (yes, often of naked women) often with only 16 colors and a whole lot of dithering. Startrader went against both the RPG and eroge trends, but still managed to host some amazing artwork.

How did they do that in 16 colors?

At NintendoLife, Kate Gray suggests 3DS and Wii U DLC you should get, if you can, before their eShops shut down. Games discussed include Fantasy Life, Xenoblade Chronicles X, Phoenix Wright: Ace Attorney Spirit of Justice and Dual Destinies, the many songs of Threatrhythm Final Fantasy and its Curtain Call sequel, and Fire Emblem Fates.

Kotaku’s Luke Plunkett brings us a sad story of a couple of packs of Nintendo playing cards from the 50s, that were bought at auction but, once opened, turned out to have been ruined by age. The arrow of time is one-way, sad to say. Ow, my nucleus!

And it’s not game related, but a friend-of-the-blog suggests, from Benj Edwards at How-To Geek, this guide for shipping fragile electronics.

Hyrule Interviews

It’s a big searchable database of a lot of interviews the people who have made Legend of Zelda games! You can browse by selections of quotes, by game, by publication, by interview topic, or by job rule. It’s a pretty plain site to look at, but there’s a lot of gold to find there if you’re at all curious about this long-running and immensely popular series.

One useful feature the site offers is pre-made images of some quotes (sadly, not all) suitable for including in Twitter posts! Here’s a few:

Hyrule Interviews