Almost Something on Game Rentals and Instruction Manuals

In a 12-minute video on Youtube, the channel Almost Something discusses Nintendo’s lawsuit against Blockbuster Video over photocopying game manuals. First off, here it is:

The lawsuit was really about Nintendo trying to stamp out the game rental business in the US, which they were largely successful at in Japan. Cartridge manufacturers were genuinely frightened of rentals cutting into their profits, and resorted to measures like increasing the difficulty of games in the US market to prevent players from completing games on a single rental and losing out on sales. Howard Lincoln of Nintendo of America called game rental “…nothing less than commercial rape.” While the Software Publishers Alliance (SPA) managed to get legislation passed that outlawed the rental of computer software, video games were separately defined and rental allowed to continue.

They sought out any legal means they could to make game rentals less attractive. Manuals were one way to do this. While rental stores couldn’t easily copy the games in order rent our more copies, it was fairly easy to make a good-enough reproduction of a manual using a copy machine. Nintendo sued Blockbuster over the practice, which was eventually settled out of court, but Blockbuster sent a letter to the four stores they had who were accused of the practice telling them to stop.

If you were around at that time, you might remember that for a time rented games would sometimes come with their own small makeshift manuals, sometimes taking the form of an adhesive sheet stuck to the plastic case. It seems these were a small industry that saw the lack of durable instructions provided with games as a little economic niche they could take advantage of.

The lack of manuals supplied with games may have been the reason for a weird quirk on one of Nintendo’s games. The game Startropics has one infamous place where the game asks the player to enter a code from materials supplied with the game. There was a sheet of paper that came with boxed retail copies of the game, an Infocom-style “feelie,” that if soaked in water revealed a code (747) that had to be entered into the game at one point to continue. The code wasn’t revealed anywhere in the game, so players without the sheet couldn’t progress.

The sheet, with the code revealed. (Image from imgur.) The code is discussed in more detail on gaming.stackexchange.com.

Interestingly, while the WiiU Virtual Console version of Startropics has an online manual that reveals the code, the Switch online version has no manual, and leaves players stranded there unless they look up the answer online.

Zelda NPC Naming Inspiration

The Japanese versions of both Breath of the Wild and Tears of the Kingdom have hundreds of characters in several fictional cultures. User Chubby Bub over on zeldawiki.com has a couple of spreadsheets collecting much of the naming inspiration of both these games’ many characters, and has put them up on Google Docs! Here’s the one for Breath of the Wild, and here’s the one for Tears of the Kingdom.

That’s all this time, but if you’re interested in this information it’s a lot to get through. They have information on character names, map names, the shrine Monks, monsters, items and quite a bit more! And if this isn’t that interesting to you? Well, we’re a daily blog here, so check back tomorrow!

Sundry Sunday: DK Rap Remixed by Kirkhope and Substantial

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

People remember the DK Rap, the theme song from Donkey Kong 64 back on the Nintendo 64. It’s certainly memorable, and arguably iconic, although most would agree it’s not great as a rap? It was written by George Andreas (who wrote and sang the lyrics) and Grant Kirkhope (who composed the music).

We’re referred to it before here in a Sunday Sundry about brentalfloss’ excellent (but very dark) 2018 parody version, which kept most of the music the same. Well here’s an update that’s changes the music and lyrics, with the music from original composer Kirkhope, and the words written and sung by rapper Substantial, and by all rights it’s a much better song. Hear for yourself (3 minutes), it’s (puts on monocle) remarkably funky:

The Ringer on Funny Mario RPGs

Joshua Rivera on The Ringer reminds us of the history of comedy RPGs involving Mario, beginning with Super Mario RPG, then branching into the twin threads of the Paper Mario games and the Mario & Luigi series. They all share the common aspect of making Mario pretty boring, the archetype of the silent protagonist, and instead focusing on the world he inhabits.

Mario & Luigi (image from mariowiki)

In particular, the article mentions how the two of the principals behind Super Mario RPG went on to work on Mario and Luigi, and how Nintendo hasn’t made developing the series any easier with increasingly strict guidelines on how the characters can be used, like how modified versions of iconic, yet generic, types like Toads and Goombas can’t be created, possibly for fear of diluting their brands.

Zess T., a classic Thousand Year Door character who couldn’t be created today, because she’s not a bog-standard, mint-in-box Toad. (Image from mariowiki.)

The article also notes that both subseries have undergone revivals lately, with Origami King and Thousand Year Door in the Paper Mario series, and the new Brothership in the Mario & Luigi line, despite the shutting down of AlphaDream, who made them. But it’s not getting easier to make new games in either series, with Nintendo’s growing strictness over outside use of their characters and the serieses painting themselves further into a corner with each installment consuming more of the feasible possibility space.

Oh Fawful. Will we ever see your like again? (image from mariowiki)

Super Mario All-Stars Random Debug Mode

We are told by The Cutting Room Floor this interesting fact. Super Mario Bros. 3 has a debug mode that activates when a specific memory location contains 80 hex, that allows the user to grant Mario any powerup. In normal play this never activates because the cartridge initializes all of RAM to 0 as part of initialization. But the version of the game included in SNES Super Mario All-Stars, while it closely follows the original’s logic in many ways including including debug mode and its criteria for activation, doesn’t initialize memory when starting up. When the console boots up, its RAM contains random voltages that can be interpreted as nearly any value, and there’s a chance that there’ll be 80 hex in memory location 7E0160, and enable the debug mode for Super Mario Bros. 3.

While ordinarily this would be a 1-in-256 chance, some consoles are prone to favoring specific values, so some units will turn on debug mode more often. As a result a legend developed that certain Super Mario All-Star cartridges are special debug versions that accidentally got put into retail boxes and sold.

Supper Mario Broth made a short video (about 1 1/2 minutes) explaining how it works in crudely animated form:

As it turns out, Mario All-Stars has its own debug modes for each game in the compilation, but the one for Mario 3 is different, and buggier. Meanwhile the original debug mode for Mario 3 remains, intact, buried in the code, waiting for the value 80 hex to appear in its magic location to unveil itself.

Sundry Sunday: Supper Mario Broth’s Mario Compilation Video

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

The maintainer of awesome Mario obscurity site Supper Mario Broth has had a hard time of things lately. Their mother died and send them into a spiral of emotional and economic uncertainty, which the community helped out by generously contributing to their Patreon.

As part of their thanks, they posted a Youtube video to answer the question, “What is Supper Mario Broth?” and it’s, well…

It’s great! And very, deeply weird! And it’s only 2 1/2 minutes long! Every image comes from some point in Supper Mario Broth’s rich and aromatic history, and it’s a masterpiece of meme imagery. It’s here:

Every rapid-fire clip in the video is worthy of pausing on and zooming into. It’s incredibly dense! Please enjoy, perhaps with the benefit of the mind-altering substance of your choice. And here’s only a few images from the video:

Masahiro Sakurai on Satoru Iwata

I haven’t posted much from Kirby and Smash Bros. creator’s prolific Youtube channel on game development. There’s a lot of good information in there. The channel is winding down now after a good run, but now, near the end, he’s posted at one of his final videos a remembrance of his old boss, and beloved Nintendo company president, the late Satoru Iwata. (10 minutes)

It’s now been nearly 10 years since Iwata’s passing, and the outpouring of respect, admiration, and even affection, for him over that time has been remarkable. There’s a sense that we lost an amazing figure. Sakurai is brilliant in many ways, but he calls Iwata the smartest man he’s ever known. He strove to be polite, not to take offense in conflict, and to always act with logic instead of emotion. He helped transition Nintendo from being under the sole control of the Yamaguchi family to the more varied and ingenious company they’re known for being today.

In addition to running the company, Mr. Iwata started out as a programmer a HAL Laboratory. Think of how rare that is for a multi-billion-dollar company. They didn’t hire your standard MBA out off a business school, but put their future in the hands of a former coder. I have no illusions that, in many cases, that could have been disastrous, because programming and management require different skill sets, but Mr. Iwata pulled it off.

Sakurai finishes the video with a story of the last time he saw Iwata alive. He calls Iwata the person in the world who understood him the most. When Iwata wanted to see him, he didn’t delegate it to an assistant but always emailed him directly. It seems that Iwata was a good person who many admired and respected, but to Masahiro Sakurai, he meant something more.

The video isn’t very long, and there’s a sense of finality to it, not just in Sakurai’s memories of Iwata, but of the ending of his Youtube channel. Masahirro Sakurai on Creating Games is such an unusual series: an important and brilliant working game creator telling the world personally of his views as a creator. Such an unusual move! But Iwata created both the Iwata Asks series, and the Nintendo Direct promotional videos, which may have inspired Sakurai’s own series. Both men understand the importance, often neglected I think, of clear communication, both between others and the world.

Thank you, Mr. Sakurai, for what you’ve told us. And thank you, Mr. Iwata, for all your hard work.

Whatever Happened to Toadsworth?

Another Nintendo post. The company’s tight-lippedness, which has intensified since the days of Iwata Asks, lends itself to fan speculation about nearly everything, and part of that everything is whatever happened to Peach’s minister, Toadsworth. In Japanese he’s キノじい, Kinojii, which I think implies he’s second in rank behind Peach in the Mushroom Kingdom hierarchy. Or was.

Toadsworth was introduced as a third in the vacation party, with Mario and Peach, in Super Mario Sunshine, likely as a kind of chaperone to make sure it wasn’t Peach and Mario taking a personal trip together, which I’m sure would have been a scandal in the fungal broadsheets, their ruler traveling alone with a swarthy Italian. The kooparazzi would be all over it.

Throughout the Gamecube era, Toadsworth was a prominent element of Mario lore, racking up appearances in many games. He was in Paper Mario: The Thousand-Year Door, Mario Kart DoubleDash, several Mario sports, and especially in the Mario & Luigi games, which fleshed out the character more than any other source.

Piantapedia on Youtube made an 11-minute video exploring Toadsworth’s history. It contains the information that Toadsworth was explicitly removed from the Super Mario Bros. Movie, replaced with a character known as Toad General, which is as good a sign as any that Nintendo is purposely not providing the character any more exposure, except perhaps in remakes like the one of Thousand-Year Door.

Isn’t it odd? Nintendo, when given opportunities to expand upon Mario lore, whenever they take a strong stab at it, often walks it back to the baseline of the original Super Mario Bros. They seem reluctant to meaningfully develop the Mario universe. Sometimes this happens in immediately consecutive games: remember how Super Mario Galaxy 2 abandoned nearly everything from the first Super Mario Galaxy, pretending it didn’t exist, when presenting its story?

The fact that TYD wasn’t rewritten to remove Toadsworth indicates the character isn’t poisonous to Nintendo, necessarily, but neither do they seem interested in giving him any more exposure. For shame! Who knows what Peach and Mario might get up to behind closed doors without Kinojii to watch over things?

Why Is “Snowman’s Lost His Head” So Hard?

Super Mario 64 has 120 Stars to collect, 90 of them from individual named missions in the game’s 15 courses. Many players find that a fairly early one, Snowman’s Lost His Head in Course 4, Cool Cool Mountain, is among the most vexing. When I played it, I found it a illustrative example of what happens when the game gives you imprecise directions, and just asks you to try. I did try, time after time, until it just seemed to work, for some reason I couldn’t figure figure out, and by that point I was just happy to be done with it.

Cool Cool Mountain is a big area with sloped paths leading from the top leading to the bottom. For this Star, some ways up there’s a snowball that talks to you, asking if you could lead it to its body, a larger snowball, some ways down. As it rolls it grows in size. Ideally you stay ahead of it the whole way, and managed to get it to crash into its body. If this happens, it spawns a Star; if it doesn’t, then it doesn’t appear, leaving you to exit the course from the pause button or collect a different star before trying again.

Image from Mario Party Legacy

The problem is, you can do exactly what I explained and the snowhead still won’t collide with the snowbody. Sometimes the head seems to aim at your position near the end of its route, but sometimes it doesn’t, and even when it does, you have to be standing in a narrow region in order for it to produce the necessary impact.

As it turns out there’s three requirements. Kaze Emanuar broke them down in a two-minute Youtube video last year. It’s pretty short as far as these videos go!

The requirements are:

  • You must enter a single invisible sphere partway down, on the bridge along the route, before the snowball does on its trip. If you don’t, the snowball will continue, but it won’t even try to hit the body. You’ve already failed it.
  • At a specific spot towards the end of its route, it’ll check if you’re within a cone in front of its movement. If you aren’t, then it’ll just continue on and out off the course as if you hadn’t hit he sphere.
  • If you are within that cone, it will then direct its movement towards your location. If you aren’t standing so it’ll collide with the body, it can still miss it and you’ll fail the star.

The thing is, to a player, it looks like you’re only really needed at the end of the route. Why do you have to hit the sphere first? Even if you manage to stay ahead off the snowball the whole way, if you don’t touch the completely invisible sphere, the whole thing will break. And since it’s on a bridge, it looks like it should be fine to take a shortcut off onto the lower path.

Further, you have to be both within the cone and in a place where the snowball will collide with the body. There are many places you can stand that would direct the snowball to hit the body, but aren’t in the cone! The cone is also invisible, and the range off places you can stand to complete it is quite narrow.

Watch the video for the full details, it’s really short! Kaze does a good job of explaining it.

Twinbeard Finishes Every Goal of Super Mario World

I had a car accident last night, and while it could have been much worse in retrospect, I’m still pretty shaken. So for today, let’s just relax and watch Twinbeard, who had been playing through every level and finding every goal, finally reach the end of Super Mario World. (18 minutes) Whew.

A Look At Beta Versions of the Wii Channels

An internal Nintendo metaphor for the Wii’s UI was “more channels for the TV.” It’s a particularly Old Dad idea for the Wii really, as even at that time broadcast TV was beginning to decline in popularity, but it may have made more sense in Nintendo’s home territory.

The experiences of these channels, the Mii Channel, the News Channel, the Weather Channel, the Shop Channel and the like, are receding in memory, although there are fan efforts to revive them and connect them to new information sources. But at the other end of their development life, of their pre-release development very little has ever been known. Early Wiis had stubs in their place, that only directed the user to installing a launch-day update. (I experienced this myself! I drove 140 miles in order to wait in a line for a Wii on its launch day, November 19, 2006. I’m objectively insane.)

Those stubs weren’t the true original versions of the Wii Channels, they had been in development within Nintendo for some time. Those development versions of the Wii software have never been leaked outside the company, but there exists footage of them from various sources. Bjohn on Youtube has compiled what we know about the development Wii Channels into a 21-minute video. Here it is:

There’s a fair amount there, including early versions of the Internet Channel and early evidence of plans to include DVD support. (The Wii has a fully-operational DVD drive, but to avoid playing a license fee to the DVD Consortium it cannot play DVDs without hacks.)

Beta Wii Channels! (Bjohn on Youtube, 21 minutes)

Why Hasn’t Nintendo Adopted Achievements?

Some years back, as a casual remark in a place that I don’t remember, I said that Nintendo has a problem with using ideas that they didn’t come up with in-house. “Not Invented Here Syndrome” I may have phrased it. I forget the context too. It may have had to do with their refusal to use rollback code in internet multiplayer gaming, but there are other time where it’s seemed that there are things that are solved problems everywhere else, that Nintendo still has trouble with.

One of these things has been Achievements, a platform-recognized system where a player’s accomplishments are registered and stored, that can be observed outside the game and shared with others. Achievements began with the Xbox 360, and were soon after implemented by Valve in Steam, as “Awards” by Sony in the Playstation ecosystem, and even by fans playing games and romhacks in emulators as RetroAchievements.

One company that’s always avoided using them, despite being the oldest major console publisher still in operation, is Nintendo. They’ve avoided any cross-game recognition of skill or accomplishment, even though they’ve come close multiple times. Several of their games offer in-game recognition of accomplishments, in the form of “Stamps” or “Trophies” or “Stickers.” Super Mario Galaxy would post images on the Wii message board when the game was completed. When Miiverse was a thing, players could share messages with earned stamps from some games. But none of these systems had sharing outside of their respective games or individual consoles. None promises any account-level recognition.

Why is this? Nintendo’s games are enormously popular, and many players have rued the absence of any support for an achievement system, and to this day show no signs of starting one. Why? It seems like such an obvious thing. Everyone else does it. It would probably heap more value upon Nintendo’s bottom line, so why not?

As it turns out, it goes back to their Not Invented Here Syndrome. The person at whose fee the blame trail ends is unknown, but the evidence is there, in an episode of the Kit and Krysta show, available as a podcast with excerpts on Youtube. Hosted by two former Ninendo employees, who ran a periodic show that was promoted for a time on the Switch’s News channel, they tell the story of what happened when another employee brought up the possibility of offering something like achievements at a meeting. The recounting is in this Youtube video (4 1/2 minutes), with the important bit starting around 2:07:

From the transcript (there are some minor errors):

I remember I think you were in this meeting too this was like a pre E3
meeting somebody pretty high ranking got absolutely eviscerated in a meeting by another person who is very high ranking because they were they were suggesting doing something things in the style of micros why don’t why don’t we do like Xbox does this thing really well why don’t we do that and this was like a really like packed full meeting I’m and this person was like a senior director this person got eviscerated in that meeting of like we do things our way this is the Nintendo way we cannot simply follow the path of what Xbox like it was just like it went on and on I was like it was like a 20 minute lecture […]

so there you go yeah they definitely don’t want to do like copy their competitors but they also have that sense of like no everyone’s equal we’re equal opportunist gamers right I think they also see this as like this is not a pure way of experiencing a game like you rushing through it or like only focusing on this thing like that’s not how you should play a game I kind of agree with that cuz we did some dumb stuff get those achievements that’s true and then they also like want you to play that game in a very specific way so they don’t want you to use a different system to like do it your way because they want they’ve built this game specifically in the way that they think that you’ll enjoy it the most and they’re going to want you to do that[…]