It’s a fun idea, to determine if you, as a physical human being person, with all your physical human being person needs, could survive in the world of Super Mario 64, were you somehow to be transported there permanently.
The video embedded and linked below, from a Youtuber named Pretzel, is the projected beginning of a series about whether you could survive in different game worlds. Games are abstractions, and play life in them often leaves out details like drinking, eating, or (let’s face it) pooping. By ignoring that and trying to look at them as if they were actual places you are, by definition, engaging in pedantry, ignoring the essential nature of these places. But it’s fun to think about somewhat. At least we know this world has cake!
It’s been some time since we had one of these obsessive quirk videos. I’d been feeling a bit self-conscious about using them a lot I suppose, plus none of them struck my brain the right way. Well, here’s one that’s pretty good, from Youtuber Bringles (21 minutes):
I won’t like this will be mostly interesting to people who are familiar with the game, but I should explain a few things in case you aren’t but still want to watch.
A “superguard” is a special mechanic in TYD. After the concept was pioneered with Super Mario RPG, the first Paper Mario also included a timed reaction move, often a button press, you can do in response to enemy attacks to reduce damage. But singe the first two Paper Mario games purposely keep their battle numbers pretty low, with most attacks doing single digit damage, sometimes even just one or two points, any reduction to that ends up being significant.
Those moves are called guards. Thousand Year Door goes a step further, with superguards. If your reactive button press happens within a three frame window of the attack’s impact, your character will often take no damage. That’s really strong, which is why both the frame window is so slight and way some enemies play cagey timing games with their attacks to try to trick you into guarding early or late.
One of the things the video reveals is that, in Western releases of the game, nearly every non-item attack in the game can be superguarded. The Japanese version, which was released first, has a lot more attacks that can’t be superguarded, making this a mechanic that was un-nerfed.
Another interesting mechanic revealed by the game is how a lottery in the game works. Players draw a ticket and try to match a four-digit number. You might expect that to work randomly, but it’s much less random than you’d think. Instead it decides how many real-world game days (using the Gamecube’s real-time clock) it’ll be before each of the four tiers of prices will be won. The number of days is random, but only by a bit: it’ll still be a while before the wins happen, but within a limited range. The highest prize won’t be won until at least 335 days since the game was started. There is no chance of winning it before then! That might sound unfair, but since it’d be a 1-in-10,000 chance of winning it fairly, it’s more bending the odds in the player’s favor. Although honestly, who would even be playing the same game of PM:TYD nearly a year after beginning it?
One more thing you should know is that TYD has this stageplay aesthetic in its battle sequences, which take place on a wooden stage in front of an audience of Mario characters. Some enemies play around with the stage (like hanging from the ceiling), but the audience also can play a role in the fights. The video reveals that two particular kinds of audience members don’t trigger randomly as one might expect, but react to certain failures of the player’s behalf during combat. X-Nauts throw rocks if an attack hits but does zero damage (like if the target is invulnerable or guarding), and Hammer Bros. throw hammers at you if Mario misses with a Hammer attack, in something like a display of hammerer pride.
It’s an interesting video all in all, concerning a game that’s much deeper than it may seem at first.
When I say original headquarters it’s really original: the building they started out of in the late 1800s as a maker of playing cards! I like to mix up the content here and include some history when I can amidst all the gaming geekery. The building has been restored and is now a fairly small and cozy hotel! The stay is recorded on the blog beforemario, with many many photographs.
Nintendo has still been a playing card company for quite a while longer than it’s been a video game company, and while there are some artifacts contributed by the founding Yamauchi family recognizing their game products, mostly it’s a pretty chill hotel, haunted no doubt by friendly and playful ghosts. And they serve food! Have a look.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
It’s a cover of the theme to Super Mario Bros. played in a medieval style (1 1/2 minutes). That’s all for today. This video has lurked in my files for months, I figured I’d go ahead and get it posted. Remixes of the SMB music are one of the oldest genres of internet meme music there is, so here it is in a really old mode. The channel it’s from does medieval covers of a variety of music, so if that sounds entertaining, please ambulate towards that vestibule.
Here’s another image, from the main Supper Mario Broth site. Several spinoff Mario titles have promotional images for fake Mario universe companies used as background art elements. Most of the time these are used in the Mario Kart games. There were a few made for the original Mario Strikers, that went unused in the final game. This one appears to be for some kind of Bowser Support Hotline. Original post.
Displaced Gamers’ excellent Being The Code series on Youtube looks into what causes Nintendo’s NES Tetris to crash at really really high levels, over level 150. In the process, it goes through how that game displays and adds scores together. Have a look (22 minutes)!
The Nintendo 64 broke ground for Nintendo in many ways, but arguably the worst part of that was the controller.
I’m not one of the people who complains about not understanding the controller or how to hold it. That part’s pretty easy to understand: you hold it one way, with the central prong in your left hand and the right handle in your right, for games that use the control stick like Super Mario 64; you hold it with one handle in each hand for games that instead use the Control Pad. It makes sense that Nintendo still wanted to feature the Pad prominently since it was one of the defining characteristics of the NES and SNES era.
The Control Pad is durable and easy to use, even if it does result in bruised thumbs when pressed with force, as can happen in challenging games. What’s not so durable is the N64’s signature control device: the Analog Stick. A special design that didn’t see much update after the Nintendo 64, because of the “white dust of death,” a mysterious fine powder that emerges from the inner workings of the stick after heavy use. Along with the powder always came degraded control performance: the stick would lose some of its tight feel, wobbling when shaken, and would no longer recognize the full extend of its range. All official N64 control sticks would succumb to the dreaded dust with time.
During the console’s life the source of the powder wasn’t common knowledge. It turns out it’s the result of the control stick grinding against its housing and actually rubbing itself in a fine dust. The looseness came from the powder getting into the tight confines of the stick’s mechanism, and from the pivot chamber getting looser as it was ground away by the joystick.
Some games were notorious for decreasing a controller’s working life. The Mario Party series was infamous for demanding rapid spins of the control stick, that could produce the dreaded dust and wobble after surprisingly few games. But with use, it seemed that all the official joysticks would succumb to it eventually. Third-party sticks, such as the then-ubiquitious MadCatz sticks, didn’t suffer from the problem, but their control sticks weren’t as sensitive, and required a smidge more force to push. For demanding play, the official sticks are a must.
This has resulted in a big problem. Since all the Nintendo-made N64 sticks degrade eventually with use, and Nintendo isn’t making them any more, speedrunners playing on original hardware have few options for playing games the way they were intended by their designers. Some jealously hoard pristine sticks, which have become expensive, while others work to make replacements.
Retromeister on Youtube has made a 24-minute video explaining the problem, and the lengths to which runners have resorted to keep themselves playing. And this, following, is that very thing:
Yeah, it’s another Youtube video, but there’s an important difference this time: I made it myself. It’s seven minutes long.
I’m new at this kind of editing, and I spent a lot of effort trying to give viewers enough time to read all the text, but I failed somewhat in that regard. I suggest pausing the video if you need to catch up. It’s about the recently released Switch version of Pocket Card Jockey, a horse racing and breeding simulation that search-and-replaced all the fiddly HORSE RIDING parts with CARD GAME: a form of Solitaire called Golf, a.k.a. One Foundation.
Yeah, I’m new at this kind of editing. It was good practice though!
Game Freak has mostly had its legacy taken up by The House that Pikachu built, Pokèmon. Pokè this and Pokè that. But they had a history before they made their absurdly popular critter catching/fighting RPG, beginning as an obscure  Japanese fanzine from 1983, and they sometimes publish a game that has nothing to do with their monstrous progeny. The best known of these is probably the Gameboy Advance game Drill Dozer, but lately they’ve sallied forth into mobile gaming with a title called, in English, Pocket Card Jockey. It got a 3DS port beloved of the few that tried it, and now an update of that is on the Switch ($15). It seems a bit easier now, but it’s still wonderful.
I’ve seen Pocket Card Jockey described as not complicated, and rarely do I see a take that I disagree with more. Pocket Card Jockey is very complicated, each horse has almost a dozen characteristics to be cognizant of, each race is full of tension, and success in G-I (the hardest type) of races usually comes through executing a good strategy. I’ve also seen people say that it must have been easy to make, and I disagree with that assumption too: I think it must have been terribly difficult to construct, and most of that difficulty was in design and playtesting. Games like this don’t just happen, not if they’re any good, and Pocket Card Jockey is good.
Pocket Card Jockey: Ride On has an extensive tutorial, with three whole practice races, but there’s still a lot to learn. That’s why I made this video, to try to infect you with some of my own 100-level enthusiasm for it. I know of few games that work better in practice. You should give it a try.
Here is the list, with personal hype level expressed in stars, none to five:
00:30 – Grounded. Your characters are “shruken at the hands of an evil corporation.” First, corporations don’t have hands, their employees do. Second, it’s interesting to see how corporations have joined mad scientists, sorcerers and alien emperors as “the evil.” Anyway, this looks mostly like Generic Action-Adventure Game. “Work your way through the campaign to uncover the mysteries of the back yard.” Like, where they buried the water pipe? Good luck with that. Two stars.
01:37 – ENDER MAGNOLIA: Bloom in the mist. Big contrast to the previous trailer. It’s a “return to the Ender Lily’s world,” just assuming you know what that is. From the trailer I assume the “Ender Lily” must be a really bad flower, because everything is dark and grim, but especially dark. “This once flourishing country sits atop a wealth of buried magic,” yet somehow it looks like Blade Runner. Points for using the word homunculi (16 points if you have the tiles for it) and not inventing another bullshit video game word like “the Aeinsward,” or “the Valarath” or some crap like that. Your character is told early on that “your eyes says[sic] that you long for death.” Sometimes the winning move is not to play. I feel bad about talking down the work of so many hard-working developers, but I don’t think it’s possible to make a game less appealing to me, personally. One star.
03:04 – Arranger: A Role-Puzzling Adventure. “Role-puzzling” is not a thing. Looks like it might be okay, but I’m rating my enthusiasm as generated by the trailers, and they give me flashbacks to the PULL word in Baba Is You, so: Two stars.
03:45 – Unicorn Overlord. Oh, I want to play the fantasy title game too! Gargoyle Emperor! Chimera General! Minotaur President! Looks to me like a Vanillaware joint. Checking: I was right. Reading the transcript, I’m struck by the word unleash, one of those overused videogame words. It literally means to let go, but because it sounds good it gets used for all kinds of things. But really, if it ain’t a dog, it doesn’t fit. Vanillaware’s cool though, so I’ve talked myself into looking forward to it. Three stars.
04:23 – Monster Hunter Stories. “Monster Hunter” brings to mind fighting dragons and behemoths. “Stories” suggests Scenes From A Marriage. Combined, I’m imaging getting hitched to Smaug. (This is probably the backstory to the classic anime Dragon Half, come to think of it.) Anyway, it’s Monster Hunter. You hunt monsters. It’s a remake of a 3DS game, discarding the (mostly) realistic look of other Monster Hunter games for cartoony human characters. I have a previous Monster Hunter on my shelf but I’ve never played it, so I can only rate this One star.
05:00 – Disney Epic Mickey: Rebrushed. I remember when Epic Mickey games filled the discount bins at Walmart, but I always liked the idea, and the internet-viral concept art that inspired them, and they were “directed” by Warren Spector. One thing that always confused me about Epic Mickey, of which the trailer reminds me, is the opening positions Mickey as an innocent interloper, but the content of the Epic Mickey games clearly indicate that these worlds are about him, as a character. He’s not a plucky underdog, he’s the center of the Disney-pocalypse. And yet, that’s interesting. Three stars.
06:07 – Shin Megami Tensei V: Vengeance. The title logo makes it look like it’s called Shin Megami Tensei V: Engeance. This being a remake, I’m just glad they didn’t call it something like Revengance, hah wouldn’t that be stupid. I don’t remember at this point whether a mainline Shin Megami Tensei game has ever appeared in English before. Maybe on the Playstation or Playstation 2? Sounds about right. (Checking: it was recent! 2021! Huh.) I think it defies belief that this isn’t yet another Persona game. Two stars.
07:41 – STAR WARS: Battlefront Classic Collection. Okay I was wrong, it’s not possible for me to be less interested in this. It’s exciting to some people or else they wouldn’t have made this, but I’m writing this, and I say, One star.
08:24 – SOUTH PARK: SNOW DAY! When your franchise stars a character who was once grounded by his mother for “trying to exterminate the Jews,” I submit that there is something deeply wrong with it. No stars.
There’s so many games here that I’m going to skip around a bit from here on.
10:23 – Super Monkey Ball Banana Rumble. It’s an article of faith now that there have been no good Monkey Ball games since Super Monkey Ball Deluxe, and the recent Banana Mania, which was primarily content recycled from the old games. I just picked up Banana Mania a couple of days ago and was reminded why I like the Gamecube-era titles so much, so what the hell, Three stars.
11:40 – World of Goo 2. World of Goo was beloved of many people, myself included, and I’ve also liked everything Tomorrow Corporation has done, so I’m really looking forward to this, even if World of Goo is a very hard act to follow. Five stars.
14:03 – Another Crab’s Treasure.That’s a great title. The trailer, itself, actually calls this game a soulslike, which I guess is just the word we use now when a game is meant to be hard. The game does fix my main issue with Souls games, their relentless dourness. It’s whimsical and charming! Three stars.
15:32 – Penny’s Big Breakaway. From some of the people who made Sonic Mania, which itself makes it worthy of examination. A 3D platformer in 2024 that isn’t Mario, who’d have thought it possible. Three stars.
16:13 – Suika Game Multi-Player Mode Expansion Pack. I’ve been a bit outspoken that I don’t really like this version of the concept, prefering Cosmic Collapse on itch.io. Paid DLC that lets you play against others does nothing to improve the concept for me. One star.
16:57 – Pepper Grinder. It looks a bit interesting, but it feels a bit like a cheat that the tunnels you dig close up behind you. Two stars.
17:26 – Pocket Card Jockey: Ride On! Originally a F2P mobile game by Game Freak as one of their occasional non-Pokemon titles, like Drill Dozer and Part-Time UFO, which always seem to be terrific. They released a 3DS port that was one of those games that critics (including myself) couldn’t stop gushing over. I’m so hyped for this that I’ve already bought it, as of this writing it’s on my Switch back at home waiting for me to get back and play it. Five stars.
18:16 – Snufkin: Melody of Moominvalley. A Moomintroll game! One where you play as his enigmatic, vaguely Link-like friend Snufkin! I’m in! Sadly its trailer is really brief. Four stars.
19:26 – Rare Games Added to Nintendo Switch Online. Five games are added: RC Pro-Am (NES), a classic; Snake Rattle & Roll (NES), challenging and a bit underrated; Killer Instinct (N64), which I never cared for but some people will like; Battletoads in Battlemaniacs (SNES), likewise; and Blast Corps (N64), which is very underrated, a launch game that helped define its system. All of these games except Battletoads in Battlemaniacs were previously collected in Rare Replay for Xbox One, but there is a feeling of coming home here. Overall: Four stars.
These releases are notable all because of Hiroshi Yamauchi’s decision not to buy Rare from the Stamper brothers at the dawning of the Gamecube era, which lost Nintendo Rare’s then-formidable reputation and coding prowess. Nintendo sold its 49% stake to Rare, and Microsoft bought controlling interest. The Gamecube took a substantial hit to its library, and Rare has never been the same. Despite a few distinctive hits (Banjo-Kazooie: Nuts and Bolts, Viva Pinata and Sea of Thieves) I think Microsoft has never really used them well. For a time they were basically devoted to making Kinect games! (Checking: in fact, Rare’s Kinect Sports was at that time their best-selling game since Microsoft acquired them! Shame that its being tied to an abandoned peripheral means it has had practically no lasting legacy.) I would suppose the return of these titles to a Nintendo system is part of the deal that enabled Goldeneye 007 to come to both Xbox and Switch, but that is only speculation.
RC Pro-Am and Snake Rattle & Roll, are extra notable for their copyright notice by Rare Coin-It, a Miami-based subsidiary of Rare, that seemed to be devoted to games that had arcade pretensions. I don’t know that, but a lot of their games released with that copyright have strange arcade affectations: attract modes, high score lists, and arcade structure. In particular: Slalom (which did get an arcade release, as Vs. Slalom for Nintendo’s Unisystem arcade platform), Wizards & Warriors, RC Pro-Am and Cobra Triangle. But these weren’t the only games that bore the Rare Coin-It copyright. I really don’t know why; maybe they were assign games that Rare thought might have potential as arcade games.
Back to the Switch Online collection, this move gives me hope that the Wizards & Warriors games, especially the first, and its sequel Ironsword, will make it there someday.
Super Mario Maker. Not the one for Switch, with the Master Sword power up and Superball Flower and the like. The one for WiiU, with all the Amibo characters and that formerly had the website listing all the levels, that Nintendo took down because it is a company of good and bad, and for them software preservation is among the worst.
Super Mario Maker survives, for now, but its online services will be shut down in April, removing the vast swath of levels that players made for the software, because Nintendo can’t be assèd to preserve it. That sucks epically, gigantically, humongously, brobdingnagianly. But it’s Nintendo. They always do what they want, heedless of the opinion of others, and as I said, that’s both good and bad.
Remember Super Mario Maker? Most players used it to construct hyper-lethal deathtraps, literal abattoirs of Marios. (Tip: don’t Google image search the word “abattoir.”) Sure, I tried constructing reasonable levels of fair situations, but saying that online is like claiming I don’t watch television: it sounds pretentious. In practice everyone made at least one Smiling Hellscape, and yes I did make at least a couple.
But on the other hand there is speedrun culture, who attempts to overcome any challenge in a game no matter how ridiculous. In order to upload your level to the SMM servers, you have to complete it. That means it must be completable, even if it’s ludicrously unfair. In addition to the usual kaizo gauntlets, some players created levels that rely on prior knowledge to finish, and tackling one of those if you don’t have that information can be Promethean exercise in trial and error, emphasis on the trial.
That brings us to the Discord server of Team 0% (invite link). There mission: to show every level created for Super Mario Maker some love, and by love I mean, at least one completion, before the servers go dark for bad in a month’s time. SMM helps out by offering to give players uncompleted levels. And so they play on, no challenge to great, no gimmick too obscure. Recently they finished every level made in the year 2019. And they’re down to their last 1,000 levels overall!
One month to go. 1,000 levels to finish. Can they do it? They finished 1,000 levels back in the first week of their project, so it’s definitely possible. We’re watching them on their epic quest, and wish them luck. The good kind!
Dr. Sparkle is back with the 64th installment (Youtube, 55 minutes) of his quest to review every NES and Famicom game. He’s pretty far in! In about ten episodes, he figures he’ll reach the launch of the Super Famicom, which won’t be the end of his journey but will probably mean he’s in the home stretch.
In the meantime, ten games from 1990 are in this episode. They are:
Puss ‘n’ Boots: Pero’s Great Adventure – Technically a retread of a previously-covered Japanese game, this version has substantial differences so Dr. Sparkle decided to cover its U.S. version separately. A very easy game until the last stage where it jumps in difficulty, and then the final boss is absurdly hard. Dr. S expresses confusion why a game made to be so easy that it’s obviously intended for young children would become nearly impossible right at the last second. Personally, I suspect it was done because NES game publishers were terrified of the game rental market.
Wit’s: A Japan-only release, this is basically a de-luxe version of Snake, where your enemies have special abilities that you have to account for. Suprisingly, it’s an arcade port!
Captain Tsubasa Vol. II: Super Striker: A weird RPG take on Soccer, published by Tecmo and based on a manga and anime series. Instead of controlling a player or players completely in real time, the action pauses frequently and asks you what to do. The main screen is mostly animations down on the soccer field. It’s a unique take on soccer, but it’s not the only one: this is the second game to play like this on the Famicom. The Captain Tsubasa game series continues even today: the most recent releases, Dr. Sparkle tells us, are on PS4 and Nintendo Switch, although I don’t know if they take the menu-based RPG approach.
Jyuouki: This is simply a licensed Famicom port of Sega’s Altered Beast, and a pretty bad one at that.
Mahjong G-Men: Nichibutsu Mahjong III: Yet another Mahjong game, although with some interesting features, if you’re into Mahjong. That’s not Mahjong Solitaire, a.k.a. Shanghai, the Activision (and formerly PLATO) computer game where you remove tiles in matching pairs from a tableaux, but the Chinese Rummy-like game using tiles instead of cards. It also has a weird Tetris-like subgame involving Mahjong tiles.
Dr. Mario: The classic Nintendo puzzle game! I always thought it was a bit inferior to Tetris, but then most games are, and that didn’t stop me from playing a ton of it long ago.
Pictionary: Based on the board game, and coming from infamous American NES publisher LJN. Dr. Sparkle is a bit harsh on developer Software Creations, but I think this effort looks pretty well-made to me. It’s not a classic, and it’s actually not really so much Pictionary as a kind of variation on the theme, where players play mini-games to reveal parts of a drawing and then try to guess what the drawing is of. It looks much like one of Rare’s many game show and board game adaptations and creations, and in fact if it weren’t for the Software Creations credit I’d have assumed that Rare made it.
Bigfoot: From Acclaim and developed by Beam Software. It’s fairly well polished for a Beam Software title, but has some weird ideas to it, including a weird control scheme for the events that involves tapping left and right on the control pad. I think the idea has a bit of merit, but that it was probably the wrong place to use it. A Bigfoot game would mostly be bought or given to kids, who would be the absolute last demographic you should expect to master a non-standard control scheme. I’m not one of those people who thinks making a game that goes about its play differently than most other games is always a terrible idea (see: most of what I’ve ever written about roguelikes), and I can kind of see why they did it, trying to make a race game that’s more than just holding to the right. It probably could have used a bit more iteration though.
Snake Rattle ‘n’ Roll: A game from Rare that they actually put a lot of effort into, and it shows. And some people really like it, it’s definitely got a cult following. Dr. S isn’t part of it, due to the difficulty of getting used to SRnR’s isometric style. I think what happened was, they had these routines laying around that they used in implementing NES Marble Madness, and decided to do another game that controlled in that kind of way. I think the game was poorly suited to a digital control pad; if it were controlled with an analog stick, or at least a digital control where diagonal movement is easier, I think it’s possible that some people who hate Snake Rattle ‘n’ Roll might be able to enjoy it better.
Anyway, here is the whole episode, start to finish:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
The site of friend-of-the-blog Matthew Green has a wonderful post that describes a new hack that puts the long-lost tracks from two Satellaview versions of F-Zero into the main game, making them playable in a romhack. The creators of the hack, called BS F-Zero Deluxe, went to great lengths to recover them, partly by using tracks recovered from old Satellaview Flash carts, and some by actually recreating them painstakingly from a VCS recording of the tracks being played.
The post has a long discussion with the hack’s main programmer that goes into great detail concerning the origins of the tracks and how they were recovered, and other context surrounding the broadcast versions of the game. I won’t restate all of that here; it’s well worth reading it over on Press The Buttons.
The great thing about the tracks is they follow the progression of the original game. The original had a number of tracks that would be iterated over, with changes, as the player went through the leagues of the game, and the new tracks continue that pattern, with Big Blue II, Silence II, and Mute City IV, as well as new track sequences Forest I, II and III, Sand Storm I and II, and Metal Fort I and II.
The ten added tracks have been collected into two new BS Leagues to test classic F-Zero players:
BS-1 League
FOREST I: One of only two tracks with no pit area for recovering energy! The Forest tracks are fairly simple tracks, but have large areas with slip zones.
BIG BLUE II: Many changes from Big Blue in F-Zero, including a branch with a hard jump on the left, and an easy jump on the right. If you take the hard jump and it doesn’t look like you’ll make it, you can fairly easily steer in the air back onto the easy jump route.
SAND STORM I: Somewhat like an easier version of Fire Field, and with the Fire Field music to boot. Watch out for the narrow hazard zone with land mines down the middle! It’s hard for me to tell exactly, but it seems like this track uses Death Wind’s gimmick, where you’re constantly being pushed around as you drive.
FOREST II: In addition to being the other track with no pit zone, a large part of the track is composed of one long slip zone.
SILENCE II: The many 90-degree turns of the original Silence have been simplified, but in their place are two sections with land mines that are worse than any of their use in the original F-Zero. There’s also a highly dangerous section where all the walls of the track have been replaced with jump pads, giving unskilled drivers ample opportunity to launch themselves into oblivion.
BS-2 League
MUTE CITY IV: The original three Mute City tracks began each of the original game’s leagues, and were mostly the same except for a significant changed area in the middle of the track. In Mute City II it was a difficult branch, and Mute City III added a narrow section and some landmines. Mute City IV does the same thing, except its new area is a huge series of jumps over open space! When you see the big arrows made of jump pads pointing the way back on to the track you had better follow them! It’s easy to die here even if you know what you’re doing, since at high speed you’ll probably have to aim for the narrow parts of the arrow.
FOREST III: The only Forest track with a recharge area. It’s still not a complex track, but there are a couple of slippery areas with mines to avoid.
SAND STORM II: The most difficult track of the new set, with lots of tight turns and an area with the magnets that pull you to the side, in addition to the strong winds.
METAL FORT I: Not so hard a track, except for the place where you have a jump onto a narrow section with magnet hazards on the sides. Make sure you’re lined up right, or BOOM.
METAL FORT II: For the last of the new tracks, it’s not really that challenging. There are two jumps on the side of the track, with boost pads just before them. For the first jump, if you miss the boost pad you probably won’t have enough speed to make it to the end of the jump unless you steer back onto the track, but if you hit the boost you should be okay. The second pad, you’ll probably have to steer back onto the track regardless, you simply don’t have enough speed to keep going straight even if you hit the boost.
BS F-Zero Deluxe also includes four more vehicles, with notably different properties from the classic four familiar to everyone who played the original (and F-Zero 99 for that matter). They’re presented alongside the first four, and can even be driven on F-Zero’s 15 tracks.
When I start thinking about Nintendo’s Japanese consoles in context with these kinds of events, I start to realize that Nintendo’s long been doing special events to connect with its fans, it wasn’t something that started in the Switch era. On the Famicom they released special Disk System releases in conjunction with contests; on the Super Famicom there was the Satellaview; and on N64 there was the 64DD. I don’t know of something similar they did on the Gamecube, but the Wii and Wii-U were internet capable and had special software like the Everybody Votes channel to try to engage players. On the portable side of their lineup, there was the e-Reader, special Pokemon events, the DS Kiosks and software experiments like Dusty Diamond and the Nintendo Badge Arcade, and the Nintendo Wi-Fi Connection before they shut it down. I’m sure there’s a lot of things I’m forgetting too.
It’s a shame that Nintendo tends to regard all of these things as trash, never to be revisited except maybe in the occasional trophy or sticker in Smash Bros. The people who all of this would matter to aren’t getting younger; it seems like a huge missed opportunity for them.