Donkey Kong High-Level Basics

Continuing with this week’s theme of classic arcade strategy videos, these Donkey Kong videos are from a variety of Youtube sources.

Rob O’Hara on basic strategy (9½ minutes). Note that he’s playing on one of those multi-machine emulators so the sounds are a little off.

arcadeimpossible talks with former world record holder Hank Chen (22 minutes):

Getting deeper into the weeds now. Here’s a high-level strategy video on just the Barrel (a.k.a. Girders) boards (41 minutes!). All the following videos are from Chambers_N Gaming:

Was that a lot to say on this one subject? Well hold on, that was just part 1! Here’s part 2, which is another 42 minutes!

And here’s detailed strategy on the Rivets (a.k.a. Ziggurat) boards, although it’s “only” 19 minutes:

That a single game can inspire so much discussion so long after its release speaks volumes about the quality of its design. A lot of it has to do with how much randomness is in the game. Even the best players die sometimes! Donkey Kong is heavily resistant to rote patterns, although there’s still things the player can do to subtly affect each board, and make it more manageable. On the Barrels boards, on higher levels, you can affect when barrels decide to come down ladders by steering towards them as they reach their decision point.

Video Games 101’s Super Mario World Speedrun Guide

Between U Can Beat Video Games, Video Games 101 and other channels like that of the late SaikyoMog, there are _<i>lots</i>_ of video guides to classic games. If I linked to all of them here they’d overrun the channel. I’m considering making those links a weekly thing, like Sundry Sunday and (sporadically, these days) romhacks, to keep their numbers under control. We’ll see.

Many of these videos are very long, and sometimes multipart besides. This video, a speedrun guide for Super Mario World from VG101, is not. (18 minutes)

Of course Super Mario World is a game that’s been destroyed by speedrunning. If you set aside scripted, tool-assisted speedruns (TASes), which I usually do nowadays, there are people who have still taken advantage of glitches to warp directly to the credits from gameplay, and perform much weirder tricks besides. This video doesn’t rely on those: it’s just the most direct route from start to finish through its levels, as God and Tezuka intended.

Secret 1up Triggers in Super Mario World

I think it’s pretty obvious that, while the game is excellent in many ways, Super Mario World has so many extra lives that they end up almost meaningless. There’s all the traditional ways to build up your horde of Marios waiting in the wings for their chance at platforming glory: getting 100 coins, hidden 1up blocks, knocking a bunch of enemies off with shells, stomping on many enemies without touching the ground, and defeating lots of enemies with a single Starman. Then there’s those specific to Super Mario World: getting 5 Dragon Coins, finding a 3up Moon, getting a lot of gray coins generated by a gray P-Switch, having a lot of enemies on-screen when hitting the Goal Tape, and earning several in one of the bonus games.

But there’s one source of extra lives that few know about, or at least, I didn’t know about it. There are invisible triggers in some levels that, if you cross over their activation points in order, will generate a single 1up Mushroom. Looygi Bros shows off all 15 of these spots in the game here (8 minutes):

Why Nintendo decided to include these spots in a game where players will usually be walking around with double-digit life counts, I couldn’t tell you. Super Mario World is one of those Mario games where it doesn’t save progress after every level, so running out of lives is a real setback. But they could have just designed it so that it saved more often? I guess they just saw that it’s fun to earn lots of extra lives.

Use a GBA as a Switch Controller, No Fooling

It is true, but you do need some extra items. Not only the Gameboy Advance, but a Gamecube, a GBA controller cable, the Gamecube controller adaptor (the one made to support Smash Bros. games) and a Gameboy Player with boot disk. But if you have all of these items, none of them need to be modded. It’s all Nintendo code and hardware, baby!

The process is to boot the Gamecube and Gameboy Player with the GBA plugged into it with the cable. Then turn off the Gamecube leaving the Gameboy Advance on, disconnect the GBA cable from the GC, then plug it into the Gamecube adapter plugged into a USB port connected to the Switch. If the GBA is still powered on, it should be usable as a Switch controller at that point, until it’s turned off!

If you don’t have them all that kit, a modded GC or Wii will also suffice for the Gameboy Player. It’s all demonstrated in NotRealEric’s video. There is also some alternate hardware usable, including third-party adapters and connectors. The video is ten minutes long, but the setup is in the first 3½ minutes of it; the rest is demonstrating some use cases, including Mario Kart 8 Deluxe.

The hardest to find of these devices now, if you don’t use modded hardware, is the Gameboy Player, which is quite expensive used. But if you do happen to have all the pieces, it’s quite the hack. It seems to work due to a controller-emulation program the Gameboy Player (or modded GB or Wii running mGBA) sends to the GBA, which, amazingly, is Switch compatible.

Maybe you have a magic combination of gizmos lying around to use this trick, and use a GBA as an extremely limited Switch peripheral? Yeah, let’s not kid ourselves, this is pretty silly and doesn’t have a strong use case, considering that Switches come with two Joycons, but it’s amazing that it works at all.

Nintendo’s “My Mario” Cartoons

Nintendo has released a series of short animations starring Mario in various inoffensive, vaguely humorous situations. They average at a little less than a minute each, are nearly wordless except for Mario’s vaguely-Italian noises, and are obviously intended for children. Hey, it’s a low-effort week. Consider yourselves informed.

The first:

Number two:

Tres:

One interesting thing bout them, they’re on Nintendo UK’s YouTube channel, and I think on Nintendo of Japan’s, but they’re not on Nintendo of America’s channel. I wonder why?

Hunter R’s Curosities of Animal Crossing City Folk

Still in a low-effort mode due to upcoming events out here, but we love gaming esoterica, so here’s Hunter R’s newest video on Animal Crossing, here about the Wii version, City Folk. (14 minutes)

Highlights are details on City Folk’s letter scoring system, music in the game that can be heard but is really hard to listen to, a couple of softlock bugs, and info on how Nintendo distributed custom items via WiiConnect 24, and its unexpected relevance to The Legend of Zelda: Skyward Sword.

Nintendo Direct on Kirby Air Riders

I’ve heard it said that there are several different varieties of Nintendo Directs. There the Major Announcement type (Switch 2!), the Bunch of Games type (Indie World!), the Franchise Update type (what’s Pikachu up to next?) and then there’s the type that introduces an individual game. (Breath of the Wild!) This video is of that last kind, but the game it announces is not the usual kind of thing.

Masahiro Sakurai is an odd duck. Famously the creator of both Kirby and Super Smash Bros., the last game he made as an employee of HAL Laboratory and/or Nintendo was Kirby Air Ride, or KAR. We’ve posted about KAR four times before: in general, the effects of its vehicle stat patches, the online competitive KAR scene and Sakurai’s own commentary about it. This time makes five, and it’s safe to say it won’t be the last.

Why did he leave? I can’t say with any accuracy, I have no sources at Nintendo, but I do sometimes remember little things I’ve read, which may or may not be true. One of those things was that he had left under a cloud due to the perceived failure of Kirby Air Ride, which had a long and troubled development process, starting on N64 then moving to Gamecube, and not having a lot of traditional content compared to its sibling Mario Kart. But this could be false: I believe he’s said publicly it had to do with not wanting to make the same kind of game over and over. So now, let’s set this thread down, and come back to it in a few paragraphs.


Sakurai worked as an independent game designer for a while, enviable work if you can get it, and are as good at it as he is. The first game he made out of the gate was early Nintendo DS hit Meteos, a fine game that everyone should play, if they can find it now.

Meteos was an action-puzzle game that did genuinely new things in that genre, and was really good, a tricky combination. He then founded his own company Sora Ltd., which has maintained close ties with Nintendo: every game they’ve made since has been published by Nintendo. One of those was Kid Icarus: Uprising, another fondly-remembered title. And then….

Yeah, I’m getting to it. Sakurai has continued to direct every Super Smash Bros. title. It’s been said that Nintendo believes no one else can effectively make a Smash Bros. game. Super Smash Bros. Melee came out before Sakurai left HAL and was a gigantic hit; the Gamecube wasn’t exactly a stellar success, but imagine how it’d have fared if Melee hadn’t been made? People still play Melee in large numbers today; ask AsumSaus about it.

While some subsequent entries have not met with perfect acclaim (Brawl), every installment has still sold an awful lot of copies. Nintendo keeps asking Sakurai to make the next Smash Bros., and although he’s mention feeling tired and worn out (he heads gigantic teams to make them, and it’s an immense amount of work), even threatening to retire at one point, Nintendo seems to keep finding bigger dump trucks of money to leave at his houses. So as an independent agent he’s made the huge Super Smash Bros. Brawl, and the colossal Super Smash Bros. for Wii U and Super Smash Bros. for 3DS, and the utterly gigantic Super Smash Bros. Ultimate, the fighting game that contains Mario, Link, Samus, Fox, Ness, Ryu, Simon Belmont, fighting Mii characters, Cloud, Sora and freaking Steve from Minecraft, among with dozens and dozens of others, even more if you count the Mii costumes you can buy, including Shantae, Cuphead and extra-freaking Sans Undertale himself.

And now, to pick back up that thread I left back there on the ground.


A few months ago at the Major Announcement Nintendo Direct about the release of the Switch 2, there was a short section announcing a sequel what may have been the game that caused Sakurai to leave Nintendo: Kirby Air Ride.

Sakurai has been vindicated many times over since then. Does it not have much content? He’s make the Smash Bros. games, each a greater tribute to the concept of excess than the last.. He said he didn’t want to make the same game repeatedly, but there’s been six Smash Bros. titles now. And after all this time, KAR’s City Trial still has a surprisingly large and involved fanbase, and even a tournament scene.

Early in the new announcement video (below), Sakurai mentions that it was bosses at Nintendo and HAL that asked him to make a new Kirby Air Ride game, not the other way around. It had to have been quite the vindication for him. Here is that video (47 minutes); for discussion of its contents, see below.

It has the slightly confusing name, when mentioned alongside the original, of Kirby Air Riders. I’ll abbreviate it KARrs.

Where KAR basically only had Kirby as a character, with King Dedede and Meta Knight more as gimmick characters, KARrs is full of characters, including former villains (Dedede and Meta Knight of course, and newbies Magalor and Susie), allies (Gooey and Bandana Waddle Dee), enemies (Chef Kawasaki, Knuckle Joe, Cappy, Starman and Waddle Doo), and various Kirby colors too. It has most (if not all) of the vehicles, called “machines,” from the first game and a few more. And it supports up to 8 players, 16 when played online.

And it still has City Trial, which Sakurai accurately refers to as the main event. Air Ride mode is a good basis, but City Trial is why people still obsessively play KAR today. It has a new City, on a floating island in the sky, and named “Skyah” He said there’s only one map, which seems a shame. KAR only had one City Trial map too. Skyah looks more varied, but not much more varied.

The core of City Trial is the same: the search for vehicles, the collection of vehicle-upgrading patches, the player-vs-player combat, and the sometimes-faulty information on which Stadium you’re trying to optimize for. KAR is a game where you can be told prepare for a race, and 10% of the time it won’t be a race. “Mind games,” as Sakurai calls it.

There’s still random events, but now there can be random contests that take place in the time-limited City portion of the match. All the players who choose to participate join in a special minigame that can award extra powerups, but players can also choose to ignore all that noise entirely, and just keep exploring and collecting patches on their own.

What’s missing? Sakurai says at the end that there’s lots of things he didn’t have time to mention, but they might just be gone completely. One of them, Top Ride, isn’t likely to be missed; it was a single-screen racing mode kind of like Atari’s Sprint games. KAR’s Air Ride’s tracks often made appearances as City Trial’s match-determining Stadiums, but Top Ride played no part in it. It’s probably been binned.

Another thing missing is KAR’s Checklist feature, a grid of squares for each of the three game modes, and each space representing a single challenge. Clearing the grid offered meta-progression in a game that made absolutely no attempt at storytelling. The Checklist was one of KAR’s big unique ideas, and it migrated over to a couple of titles in the Smash Bros. series. It’d be a shame if it was entirely gone from the game that birthed it. But Sakurai is known to discard even prominent features if he’s bored with them; remember the “Special Bonuses” in the first two Smash Bros. games, and how they vanished starting with Brawl? Remember how its Trophies didn’t make it into Smash Ultimate?

Even without the Checklists, there’s so much in the video to be excited about. This is unquestionably the Switch 2 game I’m most excited about. It’s true, it’s a sequel to a game that Masahiro Sakurai has made before, but it’s also an opportunity to iterate on ideas that deserve to be given another chance. Kirby Air Ride was something unique, and how often do we see that these days? Kirby Air Riders may be that utter rarity here in the 53rd year of video gaming: the birth of a new genre. It’s a personal pleasure to witness.

Nintendo Indie World 8/7/25

Our own Josh Bycer isn’t the only source of indie recap videos out there. Nintendo themselves released a new Indie World video yesterday with a number of new games listed, as well as an upcoming free update to one of my favorites, Little Kitty Big City. (I interviewed its creators for Game Developer some months ago!) Here’s the video (15 minutes):

The biggest surprise is, at the end, the news that both Caves of Qud and UFO 50 are coming to the Switch platforms at last! UFO 50 is out now! Please forgive my breach of decorum when I say, yippie, and besides that, wahoo. Thank you. (sips tea)

Sundry Sunday: There’s Something About Pokemon Mystery Dungeon

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

From TerminalMontage, who’s shown up here multiple times before. I thought maybe I might have already posted this, but a quick search seems to indicate that I haven’t, and it’s a useful intersection between Nintendo things, roguelike things, and silly things.

Specifically, this Something (5½ minutes) is About the original releases of Pokemon Mystery Dungeon Rescue Team, Red and Blue. And you’ll probably best see what all the About is about if you’ve played the original.

I’ll throw in some notes about the references in this video:

  • The rescue mechanic, which involves teleporting rescued Pokemon. How the hell does it work?
  • Kecleons, the shopkeepers in PMD, are as scary as depicted here. To think that this would be a lasting legacy of the Nethack Devteam’s Izchak Miller.
  • The music in the volcano segment is from the game, and it does the thing that the kids these days call “slaps.”
  • Make sure to fast forward through the credits for a final closing gag, where we find out who Cyndaquil really is.

Things Pvt. Skippy Is Not Allowed To Do At A Switch 2 Launch Event

Things Pvt. Skippy is not allowed to do at the Switch 2 release event, #14: Loudly read their erotic, explicit Sonic/Shadow fanfic.

#18: Spread rumors that the Switch 2 requires a new, more costly form of electricity to use.

#23: Dress in a robe, ask others in line if they’ve accepted Mario as their lord and savior. Also, they cannot set up a shrine to their Wario Amiibo.

#26: Show off the SD Micro Express card they bought online, telling people “If you don’t have one of these, you’re already dead.”

#28: Swear people to secrecy, tell them they’re a spy working for Sony, then take pictures of people in line to send to “headquarters.”

#32: Bring a blue bowl with spikes glued to the underside, then throw it at the person at the front of the line and try to take their place.


To explain: Lists of things Private Skippy is not allowed to do (usually in the U.S. Army, but also other armed forces or even other places) are an ancient form of internet humor, possibly older than the World Wide Web itself. It’s the kind of thing that would have been traded around Usenet, or even Fidonet. (Its absence from Know Your Meme proves its affected by recency bias.) TV Tropes has a page on Skippy, a claim it originated in 2001—I think it’s older but could easily be wrong—and a link to the webpage skippyslist.com, which is a broken WordPress install. Sorry Skippy.

Here is one surviving list on the Web, although part of the process of Skippy is that people add new items as they pass it around, so there is no canonical list. I should warn you that, as a very old form of internet humor, you can expect these lists to have questionable items on them, depending on who’s posting it. The list I linked also prefaces the list with a backstory. It’s entirely unnecessary: many of us know a Pvt. Skippy of some variety, even if they never served.

On Rescuing Mario Paint Projects From Cartridges

Mario Paint, Nintendo’s weird but beloved image, animation and music creation tool from way back on the SNES, is an anomaly. As with the Gameboy Camera and everything else Nintendo makes that has creation as its purpose, so much love went into it! It has an interface with whimsical characters like the Save Robot and Undodog! There are jolly icons representing the musical notes in the music maker! You can play with the title screen! Totaka’s Song is hidden there! There are randomized startup and erase animations! There’s that fly swatting minigame! Homestar Runner wouldn’t have existed without Mario Paint! I could, and should, go on, but I should more get to the point.

The post needs some visual interest, and Mario Paint’s title screen contains more joy per square pixel than almost anything else in this life, so here!

The point is, Mario Paint was also pretty unsuited to its hardware. I mentioned recently the fact that the cartridge doesn’t actually have enough memory to save all of its data and tries to use data compression to make everything fit, which, due to the nature of compression, doesn’t always work. Also, Mario Paint came with the SNES mouse which it requires, packed in, raising its price and increasing it even more in the aftermarket. And, worst of all: you can only save one image to the cart at a time, and the official supported way to preserve your work, as the Brothers Chaps did with the Homestar Runner link above, is to record it using a VCR.

This sounds like the kind of thing the hacking community could solve, but a rapid Google search (I’m running out of time in making this post) doesn’t turn up anything, even though I’m sure this exists somewhere. Someone on hackaday.io says they’re working on a physical device that could rescue the image off of a Mario Paint cartridge, and would even have an LCD screen built into it so you could see a cart’s image saved onto it, which I’m sure would have blown a young Mark and Matt Chapman’s minds long ago. But the last update was in 2023.

Going the other way, putting outside images onto a Mario Paint save, is not only possible but there’s a tool to do it automatically, hosted, awesomely, on Neocities.

The homepage of AutoMP, which can put images into Mario Paint save data, but not currently get them out. With that good old-time web design aesthetic!

There’s speculation that Nintendo themselves might do something with Mario Paint and the Switch Online service on the Switch 2. The Joycons on that system can be used as mice! But given the direction Nintendo’s been going with Sw2 (“switwo”) it’d probably be a paid feature, and nothing’s even been hinted at yet so who the hell knows. But imagine support for exporting Mario Paint images to your SD card, or onto your smartphone?

Michael MJD Shows Off Nintendo Promotional Web Browsers

The Internet was really turning into a big thing in the early 2000s, and a lot of companies hopped onto it to hawk their products. Nintendo was a little more standoffish about it than Sega, remember that the Sega Dreamcast had a built-in dial-up modem, and came with a web browser disk, while the Gamecube had no online functionality without the LAN adapter.

Web browsers would come to Nintendo platforms with the DS and Wii, and there are hints that they had at least considered it with the Gamecube (we’ll look into that tomorrow). But Nintendo did release PC web browsers, in order to help hype their games among internet savvy kids.

Michael MJD examines the phenomenon in a 19-minute video, here:

The programs in question were produced by Media Browser, who tried to turn branding-soaked web browsers into a viable business model. Media Browser is long gone (they lasted just two years), but some parts of their website are preserved on the Wayback Machine. Customized browsers produced were themed after Mario Tennis, Paper Mario, The Legend of Zelda: Majora’s Mask, Pokémon and Nintendo Power (thought it’s more of a Banjo-Tooie theme).

After Media Browser went out of business, another company, Braun Communications, stepped in and made three more browsers, it seems using the same software Media Browser did, for Metroid Prime and two more Pokémon games.

Under the hood they’re all reskins of Internet Explorer 5.0, so Media Browser/Braun wasn’t actually distributing web browsers per se as fancy borders to put around the browser that was already on Windows users’ machines. It also meant that Mac and Linux users weren’t allowed to have a Legend of Zelda web browsing experience: Ganondorf wins again. These were all free browser skins, but some of them showed ads to you, so you were essentially installing an ad banner directly to your machine for no useful benefit. Bonzi Buddy, eat your heart out.

So! What is using Nintendo’s branded web browsing solutions like today? Well first, even if you dig up the version of Windows they support (Win 95-98-ME era), they demand to be registered before use, and that site is long dead, so it’ll require a registry hack to put them through their paces. All of these browsers still exist on the Internet Archive, as linked on the video’s description section. Here’s direct links to the pages: one, two, three, four. If you look through them you might find some extras, like screensavers of the different properties. Those should still work, right?