Animal Crossing New Horizons (Lack Of Recent) Updates

This is a bit of an expansion over a couple of Mastodon posts I made yesterday. (On what account? Here!)

Animal Crossing New Horizons was an amazing hit for Nintendo. It hit right at the start of the pandemic, and so quickly became the second best-selling game on the system.

The Legend of Zelda: Breath of the Wild? 27 million copies. Super Mario Odyssey? 23 million copies. Super Smash Bros. Ultimate? 29 million copies. These are all very high sales figures. Nintendo has made bank during the Switch era.

Animal Crossing: New Horizons? 40 million units sold. That’s over 2.4 billion dollars in gross revenue, and not even counting Nintendo Online subscriptions and the paid DLC! The only Switch game to surpass it has been Mario Kart 8 Deluxe, which has sold 47 million units.

You’d think a game like that would have a long support life, but you’d be wrong. Three years in and it’s been over a year since the last meaningful update. Nintendo has largely abandoned the audience of the most popular Animal Crossing game ever made, by a huge margin.

Why is this so strange? Most games don’t update after a couple of years, after all. There are games that have made a go of a long-lived, if no perpetual, update cycle. Team Fortress 2 famously went on for like a decade of frequent updates, and while Valve has cooled on it since it still sees a lot of play. Stardew Valley is still updated from time to time, and it’s an indie game, although one with a very low overhead.

Animal Crossing, however, has, from the beginning, been a form of gaming that almost demands to be played for a significant period of time. People have played the Gamecube version for many years, keeping their island alive through decades of real time.

Before consoles could connect to the internet, of course, they couldn’t even be updated. But with the introduction of the internet a lot of options became available. The possibilities for a game-as-service approach to Animal Crossing have been great and, in large part, unexplored.

Image from Animal Crossing Wiki
Image from Nookipedia

The thing that really made this all visible is the New Year’s Arch item. The first year the game was released, they made available an archway, made of balloons, with the number 2021 set at the top of it. Then for 2022 they made another version of it, but notably, it didn’t involve hardly any new geometry; it was just the 2021 arch with different colors, and a 2 in place of the 1. It looked almost a if it had been auto-generated, like maybe the game itself had support to make arches programmatically. The item’s catalog description, which was identical for both arches, is even careful not to mention the year on the model: “An arch bearing the Gregorian calendar’s number for the new year.” Why be so elliptical about it if it wasn’t intended to be reused many times?

Behold them in their generic splendor

But no, that wasn’t the case. 2023 saw no new arch at all. The first two arches now stand out in the inventory as a stark reminder of that brief window of time when New Horizons saw active support. Ten years from now, people who come back to the game, or (heaven help them/us) never left it will still see only those two arches, mementos of the time when the game was new. It’s not like a new arch would be a huge addition: there’s obviously already a content pipeline that can be used to add new items fairly easily, and a 2023 arch made along the lines of the 2022 one would probably be about five minutes of work.

No one expects Nintendo to add new features indefinitely, or always for free, but the lack of a new arch, the lowest-effort update imaginable, makes it clear that absolutely no additions will be coming to the game, probably ever, not even extremely minor things like updated yearly items. ACNH updates were something that Nintendo could have comfortably milked for years. It’s not like we aren’t already paying them for online server access.

Animal Crossing is not like other games, but Nintendo doesn’t seem to realize that, has never really understood what the series is about. The archway is just another example. And it doesn’t make a fan of series want to buy any new versions if they know they’re going to be supported only for a brief period of the game’s lifetime.

Romhack Thursday: Super Mario World Coin Chaos

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

You could consider the act of creating a romhack to, itself, have difficulty levels.

The easiest kind of hack to make, usually, is the simple graphic hack. Most game engines don’t really care what its characters look like, it just tells the hardware where in memory to get the data to display the game objects. If you only change the graphics, the rest of the program is none the wiser. That’s why there were so many dumb visual hacks in the early days of romhacking.

Up one level of difficulty is the level edit. These can be pretty hard if unaided, but many games these days have bespoke map editors. Many classic-era games don’t store their area data internally as tilemaps, meaning it’s not quite true that you can change game levels to just anything, and many of these programs are not simple to learn or use, but it beats finding and editing pointers directly out of the game’s binary code.

A fairly difficult thing to do is to modify the game’s engine itself. Platformer engines are complex mechanisms, especially back in the days when they had to be highly optimized in order to leave time in each frame for other necessary game logic. Many Game Genie codes modify engine operation, but many of those same codes make the game glitchy and prone to crash. Especially if the modifications involve the creation of additional game states, that not only must interface with the rest of the game’s code without breaking things, but must also have room found for them inside a typically crowded game program.

Super Mario World Coin Chaos, by Jp32, doesn’t change the engine much, but makes them count. A few of them:

  • Mario has unlimited lives, which isn’t an uncommon change for a hack like this.
  • Mario’s health isn’t determined by his powerup state. 1Up Mushrooms have been repurposes to add a hit point, up to five. Powerups affect his abilities but don’t give him any extra hits.
  • Fire Flowers grant a limited number of fireball shots. One level, Frozen, starts Mario out with them, and offer additional shots.
  • While underwater, holding down Y allows rapid swimming, as if Mario were holding an item.
  • The level Automatic is an autoscroller, but with a twist: Mario doesn’t have free travel throughout the screen, but moves forward automatically at walking speed.
  • The level Climb grants Mario a wall jump! Like many game wall jumps, it’s hard to get used to, and requires tricky timing.
  • Yoshi can fly forever, but Mario takes damage as usual while riding him.

The biggest change, though, is that instead of trying to reach a goal, Mario is trying to collect coins by whatever means he can. When he gets his 99th coin the level immediately ends.

In difficulty, the game isn’t Kaizo-hard, but it heats up rapidly. The first level is about as hard as a later Super Mario World level, and it gets tougher from there. There are two tracks of levels and the player can progress along either, but both are pretty tricky. I’ve gotten about two-thirds the way through so far, so if there’s any objectionable content after that point, well, mea culpa.

The variety of themes and how they affect the 99-coin objective make this a hack not to miss. It’s not very long in number of levels, but there’s a lot of challenge here waiting for you. Good luck!

SMW Coin Chaos (by Jp32)

Romhack Thursday: Zelda Ancient Dungeon

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

In the world of romhacks, the term “Ancient Dungeon” has a specific meaning.

Way back in the SNES days, there was the cult favorite JRPG Lufia and the Fortress of Doom, a.k.a. Estpolis Denki. While overloaded, and most agreed harmed, by its ludicrous encounter rate, it had a good number of interesting innovations. It had an end-of-game stat report and a kind of New Game Plus mode, called “Try Again,” which reset players to base level but increased player experience and gold earned by four times. It had hidden Dragon Eggs throughout the world that could be collected and redeemed for special advantages near the end of the game, whereupon they would be scattered throughout the game, and refound, for more advantages. The game also had “Forfeit Island,” a place full of shops where every item the player characters ever sold throughout the game would make their way, and could be re-purchased.

Its prequel, Lufia II: Rise of the Sinistrals, had even more play innovations, including visible monsters and a Zelda-like system of items that could be put to various uses on the exploration screen. Another thing Lufia II expanded on was the first game’s “Ancient Cave,” which was a dungeon that only a single character could enter. It didn’t take up a large portion of the original game, but Lufia II expanded it greatly, turning it into its own alternate game mode, that could be accessed from the main menu after completing the game.

Probably inspired by the Mystery Dungeon games, this version of the Ancient Cave was a 100-level randomized dungeon that reset players to Level 1 and no equipment when they began. It’s a completely optional challenge in that game, but many players found it highly interesting.

In romhack circles, an “Ancient Dungeon” is a game that completely tears apart its original game and turns it into a randomized play experience like Lufia II’s Ancient Cave. A similar implementation is Mega Man 9 and 10’s “Endless Mode,” which has also been recreated in romhacks for other Mega Man games.

Most Ancient Dungeon hacks are for JRPGs, but now we have one for Nintendo’s Legend of Zelda, and you might find it worth checking out.

The Legend of Zelda: Ancient Dungeon takes its name literally, in that the whole game is just one dungeon. There are no overworld screens. Each room contains a number of enemies, sometimes easy, sometimes hard, sometimes few, sometimes many, and sometimes a boss. They still drop items when you kill them, so you can build up lost health if you’re careful.

The creator of the hack managed to include the overworld enemies in the dungeon rooms, and also include monsters who are not ordinarily found in the same dungeon in the same room, by dynamically loading monster graphics during room transitions. That’s a pretty decent technical trick!

The layout of the dungeon is completely random. Monsters are chosen dynamically as you go. Many Ancient Dungeon hacks are actually computer programs that do the random generation themselves, and write that layout to the rom, so if you play the same version multiple times you’ll get the same dungeon each time, but that does not happen here.

The game shuts the doors out of each room until all the enemies inside have been defeated. Sometimes when you clear a room, a random item will be left. Once in a while this will be one of the game’s major items, like a Sword or the Ladder. You often get Heart Containers or other major items from beating bosses. There are also rooms where an old man offers to sell you another item using the rupees that you find along the way.

This Ancient Dungeon hack doesn’t map logically. Often you’ll enter a room with one exit, which will lead to a different room than it was when you were there before. This doesn’t mean your choice of exit is completely meaningless though. You’ll still enter the next room out of the opposite side of the screen as you left the last room, which can be important if you’re expecting a boss in the next room.

One thing about this hack is that it ramps up pretty slowly. When Link has full hearts he can shoot his sword, which can make quick work of many screens of enemies. If you take even half a heart of damage, though, you’ll go to only short-ranged attacks until you can build it back up. Getting far demands a lot more care than normal Zelda. You might find Water of Life as you go, which you may have to make a difficult choice as to whether to use it quickly and get your sword back, or save it for when the monsters get tough.

In my first test play I mostly ruled at it. I’ve played a ton of Legend of Zelda over the years, and I even managed to-carefully-destroy a three-headed Gleeok with just five hearts, a Wooden Sword and a Blue Ring. But I still lost, on Room 155, when I was unexpected thrust into a room with three blue Darknuts and three blue Wizzrobes, not a pleasant sight when you only have those five hearts and Blue Ring.

The hack does not allow for saving your progress, and unless you cheat by using savestates you lose everything you’ve done when Link gets his ticket punched. 155 rooms is a long way to go to only have five hearts to show for your progress.

I don’t know if I’ll try it again. Zelda’s dungeon rooms sure get monotonous after awhile. It could use a lot more variety in graphics, and its colors don’t even change throughout all those rooms. But this hack was released very recently, and I look forward to seeing what creator arnpoly does with it in the future!

Youtuber LackAttack24 did a successful hour-long play of this hack, if you’d rather watch than try it yourself:

The Legend of Zelda: Ancient Dungeon, by arnpoly (romhacking.net)

Pretendo

Pretendo is a recreation of the Nintendo Network, Nintendo’s online networking infrastructure for 3DS and Wii U software. It’s still under development, but when it’s fully operational it may even be able to resurrect lost and lamented services like Miiverse and Wii U Chat.

To help avoid legal entanglements it’s a clean-room reimplementation that doesn’t use Nintendo confidential documentation, which does slow their work, and users will have to make new accounts since they don’t have access to Nintendo’s account information (and wouldn’t want it if they did have access).

Even when Pretendo is usable by normal users, unless you’re playing using an emulator (Cemu is the only one that supports it), you’ll have to hack your system to use Pretendo’s servers. Currently the servers for some 3DS and Wii U games are still operational, but it’s only a matter of time before Nintendo shuts them down, just like they did with the Wii, despite its popularity. It is nice to know that people are working for replacement infrastructure for that eventuality.

A similar service, Wiimmfi, is in operation to replace the Nintendo Wi-Fi Connection that Wii and DS games used.

How Gravity Works in Super Mario Galaxy

Another Youtube video? Yeah I know. This one explains how gravity works in Super Mario Galaxy. It’s 29 minutes long. The basic gist is, there are eight kinds of invisible gravity field objects, based off of simple shapes, in the game, which are used in concert to create the various orientations that Mario switches to as he moves around: Parallel, Sphere, Cube, Disk, Torus, Cylinder, Wedge, Wire (basically an arbitrary path in space), and Cone, which is only used in two places.

An interesting fact from near the end of the video: gravity affects Mario’s shadow! Shadows point towards where Mario will fall, not according to how light strikes him, to give players a sense of where he is spatially in 3D space.

How Spherical Planets Bent the Rules in Super Mario Galaxy (Youtube, 30 minutes)

Super Mario Bros Level Glitches

The Youtube channel Retro Game Mechanics has done a series of three videos on glitches in Super Mario Bros. One involves using the NES game Tennis, which has a certain property of its code that allows you to load all kinds of funky levels in SMB.

They’re all interesting, but the one that floats my particular boat is the third, which turns into a deep dive in the compressed manner that Super Mario Bros. stores its levels in ROM, and uses to draw them during play in real time.

1. Access Glitch Worlds in Super Mario Bros. via NES Tennis (13 minutes)

2. Exploring Glitch Level Pointers In Super Mario Bros. (15 minutes)

3. Super Mario Bros. Glitch Levels Explained (30 minutes — this is the one embedded above)

Romhack Thursday: Metroid + Saving

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

What is the ultimate fate of the library of the NES? Right now a lot of people who played it in their childhood are still around. We won’t be around forever. Once we’re all gone, or even mostly, will anyone still care about them?

I don’t believe that game design goes obsolete, but novelty is a big driver of game enjoyment, and what was once popular can fuel a nostalgic appreciation. Once both of those things are gone, will NES games be able to win new generations of players to their side?

Metroid + Saving’s file select screen, showing collected items

I think there is reason to be hopeful in this area. After all, lots of speedrunners are focused on these games, and many of them are fairly young, not even having been born yet when the NES was new and Nintendo Power was in print. Still, there are some games that are a bit player unfriendly, viewed through modern eyes, and one of them is Metroid.

The original Metroid is a difficult game to enjoy now. It’s got a gigantic game world for a NES game, but no mapping option at all. To win the player must explore, find a lot of items necessary to winning, probably find some more that make winning viable to a non-expert, and fight countless monsters that can very quickly end the player’s session. While the player can continue as many times as they wish, they always resume at the entrance to the area they were in with only 30 health, so to survive long enough to resume their explorations they usually must spend a lot of time grinding for energy balls, a process that can take quite a lot of time.

Added is a basic wall jump feature! The time’s really tricky, but since the game was designed without one, it works out okay.

Nintendo generally doesn’t remake their older games, except occasionally with graphic upgrades, such as with Super Mario All Stars. The gameplay, however, they leave alone. But they did remake Metroid, as Metroid Zero Mission, which added a lot of the later niceties that Super Metroid introduced, has a much more logical game progression, and even has an expanded end game. It seems to indicate that even Nintendo thinks Metroid is a bit hard to get into.

The map reveals the layout of the whole game, but except for a few cases, you still have to search out important items.

There is a whole genre of romhacks devoted to fixing the more unfriendly aspects of older games, and one of the most successful of these hacks, in my opinion, is snarfblam’s Metroid + Saving. It’s recently gotten an unofficial update by SimplyDanny, which is slightly friendlier, but both are substantially more playable games to people who aren’t inured to classic Nintendo difficulty.

The first thing it does is get rid of passwords. People playing with savestates may not care, but there is a lot to be said for approaching these games as they were intended by their original makers. And Metroid’s first release, on the Famicom Disk System, did have save files! So the save functionality (if you’re playing on an emulator or supporting flash cart) isn’t a revision, it’s more of a restoration. You lose the JUSTIN BAILEY password, but it’s not like the original game isn’t still out there.

The door transitions have been made much faster!

But Metroid + Saving has a lot more going for it than just that. It has a map! In the original it appears when you pause, but SimplyDanny’s version also puts a small map inset in the upper-right corner of the screen. It’s not the first classic Metroid hack to add a map (that might be Parasyte’s Metroid Automap patch), but its inclusion here is well taken. It’s hard to express how helpful a map function is to new Metroid players. It changes the nature of the game, keeping a lot of its challenge, but reducing the frustration, and also helpfully providing hints as to where secret passages may lie.

Missile doors take fewer missiles to open!

The new unofficial addition also restores all your energy when you begin a new session, makes random health and missile drops more common, and makes the game subtly easier in a few other ways. The Ice Beam has been strengthened considerably, a change I don’t agree with (it seems too powerful now), but it does greatly reduce the number of shots you must pump into late game enemies.

If you tried out Metroid before and found it its diamond-hard surface too difficult to break, you should give this version a try. It’s still challenging, oh yes, but a lot more accommodating to newbies. It is a version of Metroid for the ages.

Metroid + Saving 0.3, made by snarfblam

Metroid + Saving 0.5.2, modified by SimplyDanny

Princess Peach Through The Years

Wonderful blog Thrilling Tales of Video Games did a retrospective last month that went through all the various versions of Princess Peach there’s been. Interestingly, while Peach’s look largely solidified in the promo art for Japanese Super Mario Bros. 2 (the insanely hard one, a.k.a. “The Lost Levels”), before that there were all kinds of takes on the character, ranging from Miyamoto’s own drawing (used in the box art of Super Mario Bros. in Japan) to a variety of versions all trying to adapt her single sprite image from the ending of SMB.

Peach in this illustration was drawn by Shigeru Miamoto himself. (Image from blog)
And this is the first version of modern Peach. (Image from blog)

The post features a whole bushel of Peaches, many barely seen outside of Japan. Recommended highly!

Thrilling Tales of Video Games: A Parade of Princess Peach Prototypes

Guide to the SNES Architecture

Image from the site

Rodrigo Copetti has an interesting rundown of the architecture to the Super Nintendo Entertainment System! It’s an interesting system over all. In clock speed it’s really not that much faster than an NES, but it has vastly superior graphic and sound capabilities, plus so much more addressing space that the phenomenon of mappers that ruled nearly every NES game worth talking about (except maybe Super Mario Bros. and Tetris) was completely absent. The SNES did have frequently-used add-on chips, but they tended more to take the form of co-processors to take some of the load off of the machine’s relatively slow CPU.

Super Nintendo Architecture: A Practical Analysis by Rodrigo Copetti

News 12/8/22: Akka Arrh, Steam Dwarf Fortress, Sexy Game Flyers

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

Hello blobs! Welcome again to our recognizable brand of snarky response to gaming media which I am given to understand has not been seen anywhere else over the past 30 years of the internet! I’m so original! Let’s get started….

Image from Lost Media Wiki. To think, until recently there were only three Akka Arrh units in existence, jealously guarded by their owners, and now, it has its own official website and Steam page.

Well it looks like Atari had the same idea we did regarding putting some of its neglected prototypes out there! Not only has their classic-era unproduced game AKKA ARRH (it’s fun to say!) playable in the Atari 50th Anniversary collection, but W. Shanklin at Engadget tells us it’s getting a remake! One quib with the article though, it says it didn’t get made because it was too hard, but playing it in the Anniversary collection I got rather a few waves in, on my first try? They got Jeff Minter on board for the remake, so you know it’ll be A. great, B. trippy, and C. have cheeky ungulates in there somewhere!

Keith Stuart at the Guardian visited Play Leisure, a UK company that refurbishes and resells classic arcade machines! It’s always nice when we here at Set Side B can link to a Real Publication, something that gets pressed in ink onto paper, that may have a shelf life, and not be purchased by Ziff-Davis and then rapidly shut down.

At PC Gamer, Ted Litchfield mentions surprise at learning that Bungie’s first three FPSes have been available free on the internet for over a decade. I am sure that the free availability of the Marathon games is something that was once generally known about. You remember Marathon, right? Back when Bungie only produced games for Macs? It HAPPENED, honest!

PC Gamer additional item! Joshua Wolens mentions that the Steam version of Dwarf Fortress hit its two-month sales goal in 24 hours! It couldn’t have happened to a nicer elaborate dwarf death simulator! Let’s spin the Wheel of Mortality, it could come up Goblins, Vampires, Forgotten Beasts, Were-Things, Demons, Fluid Physics, or Dwarf Psychosis!

Stay classy, Konami.

Zoey Handley at Destructoid sparks a dozen internet flamewars with their article listing the 5 best N64 games! Guess what you think they’ll be. My guesses are Mario 64, Ocarina of Time, Majora’s Mask, Star Fox 64 and, oh, Mario Party. The answers: Majora and Star Fox, but then they chose Ogre Battle 64, Banjo-Kazooie, and F-Zero X. Which, yes they’re good, but over Ocarina? (Well honestly I think Ocarina of Time is a little overrated, but it’s usually a safe bet? Oh well, to the next item.)

This is the game that the estate of Edgar Rice Burroughs sued maker Taito over, because they claimed ownership over the concept of the nearly naked jungle guy. The nearly naked jungle girl depicted in the flyer above was not a factor.

Truly, there is no demographic out there more vulnerable to the marketing wiles of the sexy poster babe than middle-aged male business owners, and the arcade industry has long known this. Rare Historical Photos has a collection of arcade flyers, 90% of which feature variations of the scantly-clad promo lady. Konami’s U.S. division in particular made a lot of use out of them. Those ladies look like they do all their shopping at Girls’s Costume Warehouse.

And Sorrel Ker-Jung at Destructoid reminds us that we don’t have to care about the “Game Awards.” They don’t even have a catchy name like the Oscars, Emmys or Tonys. I wouldn’t even trust them to come up with a good name, because it’d probably be something hamfisted and too-obvious, like the “Miyamoto,” or the “Wright.” Bah!

Secrets of Gamecube Animal Crossing

I’m still playing New Horizons after over two years, and as I write this just had my third Halloween! I’ve got a lot of Jack’s Robes and Jack’s Heads in storage if anyone needs one. But that’s beside the point.

How many of you had the original Gamecube Animal Crossing? I did back in college, and it was quite popular with me and my roommates! One of them picked up her own memory card, to have her own town, where she build up a fortune in bells. She was kind of obsessed for awhile.

Gamecube Animal Crossing existed in the days of the early web, but at a time where people were a bit less determined when it came to investigating a game’s code for information on how its systems worked. As such the schoolyard rumor mill was still a large part of the game’s experience, and all kinds of outlandish lore would get traded around. Of course that still happens today (and misinformation is rampant in general), but if someone wants to know the real scoop, that information is out there for the diligent. (Hell, I wrote an ebook on the very topic of Animal Crossing New Horizons strategies and secrets.)

Youtuber LSuperSonicQ (with help from Chuggaconroy) made a video investigating many of the rumors surrounding the original game. You should watch the video, but seeing as it’s 20 minutes long, here’s a rundown:

  • Brutus the cursed villager: does not exist in the game’s code.
  • Deathwing the cursed fish: does not exist in the game’s code.
  • Villagers meeting each other and changing moods: outcome depends on the personalities of the villagers.
  • Rare dialogue: often the result of talking to a villager when they’re in a mood.
  • Angering villagers: hit them with tools repeatedly, push them around a lot, or talk with one many times in a short period.
  • NES games “Forbidden Four”: Ice Climber, Mario Bros., Super Mario Bros., and The Legend of Zelda. Ice Climber and Mario Bros. were released via eReader and are difficult & expensive to access now. At first included Mike Tyson’s Punch-Out as well, but it was distributed by a code generator (that’s now sadly defunct).
  • Super Mario Bros. and The Legend of Zelda: were never released by any means, and are only accessible via Action Replay or other hacking means. (Although it is claimed that this code generator can generate them.)
  • The NES item: does function, but only plays rom files that are on the memory card, and Nintendo never distributed any! Roms can be put onto a card with file transfer methods and played with GCAC’s NES emulator.
  • Gyroid boxing: the rumor that gyroids can be made to fight in the boxing ring furniture items is false.
  • The Ringside Seating wallpaper: the crowd cheers if you ring the Judge’s Bell while it’s up!
  • Master Sword: cannot be pulled from its pedestal. The Super Star, however, will make you flash if interacted with.
  • Password system: can be used to obtain items that are not ordinarily obtainable, like villager event clothing and special stationery, through means like the code generator I linked above.
  • Comic Book, Glasses Case, Pokemon Pikachu: Ordinarily part of villager lost item quests. They can be generated themselves with password generators and placed in houses, but they have no models there, and so are invisible.
  • Tom Nook sleeping in his shop: unviewable in the US version, but in the Japanese version there is a secret means to open his shop late a night, by tapping your shovel on his shop’s window three times.
  • Working for Nook out of your uniform: it works! Just show up for work out of uniform. He’ll react, but let you do it anyway.
  • Mr. Resetti’s surveillance center: unavailable in US version. In Japanese version can be found by breaking a cracked rock and jumping down a hole. While there, Mr. Resetti and his brother Don’s feet are visible. They are not Digletts! Some sequels made the surveillance center able to be visited even in the US. (New Horizons, sadly, is not one of them.) Described at 10:32.
  • Resetti’s music: there is a code that replaces all the game’s music with Resetti’s theme until the game is reset.
  • Post Office: there are messages for sending letters to players with full mailboxes, and for writing a letter to a villager but waiting to send it until after they leave. The trick of writing a letter to a villager and keeping it in your inventory so they won’t leave does not work.
  • Police Station: Copper has animations for interacting with some visitors (Joan and Wendell are mentioned), and is known to fall asleep at 2 AM!
  • The Dump: Nothing special known.
  • Beta Map: Through a process described in the video, it’s possible to be sent to a testing map through normal gameplay. It’s shown off in the video. It’s impossible to escape from it though without resetting. It’s described at 15:58.
  • Secret K.K. Slider songs: K.K. Song, Two Days Ago, and I Love You, can only be obtained by asking for them by name. (Each successive sequel made the previous game’s unlisted songs “official,” but added their own unlisted songs.)
  • Three songs, Forest Life, My Place and To The Edge, can only be played randomly if K.K. Slider doesn’t recognize a request, and cannot be obtained at all in GCAC.
  • The Whale: I’ve seen this one personally! There is a gigantic fish shadow that can be seen randomly, and very rarely, on the boat ride to the Gameboy Advance island. It cannot be caught. Here’s more info.

Everything You Never Knew About Animal Crossing for GameCube feat. Chuggaconroy (Youtube, 20 minutes)

News 12/1/22: DABLOONS

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

Quite a bit to get through today! Pull up a florb and moop for a bit!

Luke Plunkett at Kotaku informs us of Nintendo pulling support from the third-party tournament Smash World Tour, leaving them in a gigantic financial hole. This will severely harm tournaments’ willingness to trust Nintendo in the future, and the esports scene around future Nintendo products. Nintendo’s response at the end is especially frustrating, claiming they did not request any events be cancelled while still denying SWT a license, forcing them to cancel anyway.

Benj Edwards at Ars Technica: an AI from Nvidia can play Minecraft now, performing tasks based on text prompts. Congrats, you’ve invented a 10-year-old!

Image from Wario 64’s Twitter feed

After our initial post, I’ve purposely been trying not to talk up the Super Mario Bros. movie, but I do think this post from Ryan Leson at IGN is of interest, about Shigeru Miyamoto noting that Donkey Kong’s been a bit redesigned for the movie, still recognizably the Rare-made version of the character, but with some adjustments to more resemble the original version.

Here’s Rich Stanton at PC Gamer on the effort to preserve a Ridge Racer Full Scale, a version of the arcade game that featured an actual car chassis the player would sit it, had triple ultra-wide display, and cost operators $250,000. Very few were sold, and it’s possible only one survives, which was in Blackpool. After an arcade museum sought to purchase it, but refused when they learned of damage to the frame, it was thought lost, but although the physical structure of the unit has not been salvageable, the car portion and the hardware have been saved, and its code dumped. More can be read at Arcade Blogger.

Yep! I’m old.

Richael Watts at Rock Paper Shotgun has a piece up on Dabloontok, an RPG-ish thing a bunch of people are doing on TikTok, involving cat videos trading an imaginary currency called “dabloons.” This isn’t imaginary in the sense of crptocurrency, or indeed all money when you think about it; this is really imaginary. How many you have is completely on the honor system. Participants use it to “trade” with these cats, and they can also be “stolen” by them. The whole thing seems pretty silly overall, but it’s entertaining to learn about!

And at Engadget, I. Bonifacic remarks upon Pong turning 50 years old. Yeah, that number isn’t getting any smaller. It’s a useful retrospective, although I take issue with them saying that without Pong Nintendo would not exist. Nintendo is over a century old, originally making playing cards. What is more likely is they wouldn’t exist as we know them today-they may not have gotten into video games at all. (By the way, they make traditional Japanese game playing equipment too, like go boards!)