I’m trying to ease up on Youtube links, which I’ve come to realize take up a lot of the content of this blog by weight. I probably won’t be too successful at this, as it’s become a lot harder to find interesting written content on the internet, though it was never really easy.
I’ve been playing a lot of F-Zero 99 lately. I’ve been working on posts introducing the game, which is really great I think, but that kind of content (ugh the C word) takes time to write and check.
So in the meantime, enjoy/cringe at this collection of fun, and bad, handles spotted in the game. Of course, such a determination of quality is inherently subjective. But I think you’ll find that its lack is easier to adjudicate.
Ganondoof,
◆El Guapo◆ (I like to think it’s a Cat Town reference)
Hootcifer (Owl House)
Valnar (Grandia II)
Ghost Cake
POWBlock
GimmieFife
ManChild30 (ah, honesty)
Snautilus
Gaudimann
SmileyBone (a Bone fan I see)
adorabunny
Mamasaurus
GIANTROBOT (there’s something to be said for pure enthusiasm)
Damitbobby
SnickerRoo
AAAAAAAAAH (I counted the As to make sure I wrote it right)
MissHeart (speaking for all the fem names in this list, takes a lot of guts to express girliness in this environment even if there’s no voice chat)
Moi
Cheesemage
Flarky (it’s fun to say!)
Chibi-Nini
LordFeh
Espurrator
GudNameGuy
Goooose
PixieVolt
Malo (taking time off from his shop)
Need4Sneed
Boisterous
Apostrophe
fax-kun
koppa (I hope this was intended as a Shiren reference)
HALLOWEEN! (I assume they only play one day a year)
Frizbeee
Bubbline
Orcustra
Lonk (a fellow GDQ viewer)
PeterMeh
lovemykids (I assume this is a pure statement of affection and not a demand)
TheKraggle (Lego Movie references are welcome)
DadMode7
SisterDoom
Obnoxious names, much less in number thankfully:
Hugh Jass
BON9ERMan
Gotenks (what is this, 2002?)
Jeb Bush (what is this, 2016? and terrible?)
Wet Shart (I am opposed to this word and all that it stands for)
MAGA KING (Please go jump in a hole until your brain develops, if it ever will)
F-Zero 99 is not a fitting stage for such lusers. Get out of here with that sub-Sephiroth378 crap.
Note: while Nintendo continues to gamely update their blocklists to prevent newly-discovered ways to express slurs, they aren’t perfect, and I’ve seen a couple of outright offensive names. Those don’t even get the dignity of being present in my list of bad handles.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Usually Sundry Sunday is for things related to games, not games themselves, but this is fun and random so why not?
The WarioWare people have made some weird games. Nowadays they seem to be focused on realizing the software products of Mario’s moneygrubbing alter ego and his disreputable gang of sorta-friends, but they have another series, Rhythm Tengoku, known in (some) English speaking territories as Rhythm Heaven.
Every single Rhythm Heaven game is a joy, from Karate Man to the Final Remix, but my favorite is probably Packing Pests, a.k.a. Pest Protectors.
Your onscreen surrogate is Employee 333-4-591032, working for the suspiciously-named Spider-Free Candy Company. And, well, see for yourself (three minutes):
No Rhythm Heaven mini game is much explained beyond its directions, but all of them tell a story by their details. Your character is a new hire. We know he works for Spider-Free Candy by the poster on his wall when the Wii version is played in widescreen. We know he’s creeped out by spiders by what happens if you accidentally clutch one or let one by your guard. And going by their faces we know the spiders try to leap into the box out of a manic kind of joy. They aren’t hostile! They just live to give you a hug, and to leap into boxes so as to give random other people hugs! Sadly, the demands of capitalism, and by that those of your paycheck, are to deny them in their life’s purpose.
Dr. Sparkle has come through once again with the 63rd edition of Chrontendo! It’s the third we’ve linked to from Set Side B (even if, for a while, we incorrectly labeled the previous one as #68, oops).
The games covered by this one are:
Knight Move (Japan only): A puzzle game involving landing a chess knight trying to land on a target square. Apparently this got a later release on PC by Spectrum Holobyte. Wikipedia tells us that the “A. Pazhitonov” listed as the creator on the Famicom version’s title screen is Alexey Pajitnov, the creator of Tetris. I cannot speak to that fact’s veracity, but it seems plausible enough. Pajitnov later would be hired by Microsoft to make puzzle games for them around the Windows XP era.
The Mafat Conspiracy: the sequel to Golgo 13! The US release does its Japanese manga source material a great disservice by not having the grim face of protagonist Duke Togo visible anywhere on the front of the box, instead using extremely generic cover art. In play, it’s very similar to a slightly more competent version of the original, just with a different scenario.
Disney Adventures in the Magic Kingdom: Another of those Capcom Disney games, a glorified minigame collection, and probably the worst of the bunch! We’re a mile away from Ducktales here. As if to confirm the player’s low expectations, trivia questions are part of the game.
Solstice: Isometric platformer of the style well-known around that time in the UK, a very difficult yet respectable exploration game, and probably the best game in this episode. I prefer its SNES sequel Equinox, programmed by the Pickford Brothers, which has a highly distinctive look.
The Last Starfighter: This is secretly a renamed port of the Commodore 64 classic Uridium! A little of the bloom is off the rose here, if only because high speed scrolling of the kind you see here is so common on the NES, yet so difficult to accomplish on the Commie. The C64’s distinctive look was heavily influenced by that system’s limitations: it takes some serious programming effort to get the C64 to be able to scroll significant screen data in a frame, enough so that, to do it, you basically have to leave color memory unchanged, since it can’t be relocated like tile definitions can. The NES can do scrolling much more easily than the Commodore 64, and had been doing very colorful fast-scrolling games like the Super Mario series for years, yet the game kept the same nearly-monochrome look as the C64 game. That’s why Uridium got such acclaim in the UK, because scrolling games like it were unknown on the system at the time, while the NES had support for it in the hardware, so it didn’t have nearly the same impact.
Captain Skyhawk: The main things I remember about this, a game which I’ve played and beaten, is it was made by Rare, and that Dave Barry once wrote a column about how much his kid dearly wanted a copy of this game. Dr. Sparkle is pretty hard on this one too, and I think for good reason. This is clearly a game intended to be in the River Raid style, but with elevation. It could have been done as a quasi-flight sim, with targets you have to duck beneath or fly over, but in its design the elevation barely matters, and instead it’s a lot more like a standard vertical shooter. The enemies don’t even cast shadows! Helicopters or ground vehicles alike can be shot if if they were on the same plane. It would have done better if it had either gone all-in on the elevation, maybe tying it to the player’s speed, and having fewer yet smarter enemies that also had elevation; either that, or taking out the elevation completely and making it into a 2D shooter more like Zanac or Raiden. Rare at that time understood the NES hardware better than most developers, and was more than capable technically of going with either approach. But they didn’t.
Then after you have Afterburner-style dogfighting levels, then the point where most players threw down the controller in disgust, when they’re asked to align and dock with a rotating space station. It all resembles a tech demo at Rare that Milton Bradley decided to try to make a few bucks off of selling as a game.
Hatris: Another game designed by Tetris creator Alexey Pajitnov, it’s also nowhere near as iconic as Tetris was, but as time has shown us, very little else is. I get the play mixed up with that of Nintendo’s Yoshi puzzle game, perhaps for good reason. Turns out there was an arcade version of this!
Palamedes: Another Tetris-ish generative piece-laying puzzle game, this one with a dice theme. And there was an arcade version of this too!
Hiryu No Ken III: 5 Nin No Ryuu Senshi: Only released in Japan. Dr. Sparkle is quick to let us know right off this isn’t the “Fist of the North Star” Ken, but the Flying Dragon: The Secret Scroll Ken. These games are a bit more simulationist (in a sense) in their depiction of martial arts than most beat ’em ups.
SD Hero Soukessen: Taose! Aku No Gundan: Also Japan-only, second in a long series of “super deformed” (basically meaning big headed, small bodied humanoid figures depicted in a cutesy kind of way) robot fighting games. The robots (and tokusatsu characters) are licensed from a variety of media, making this a massive crossover media series that could be seen as an inspiration for the hulking monstrosity that Super Smash Bros. has become. Properties that I recognized from the video are Kamen Raider, Gundam and Ultraman. This one has a fan translation patch.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:
Not to keep banging the drum about the new Mario game, but there are a number of what we might call “music levels” in the game, and a couple in particular fit in with the spirit of the day. Here they are: Pumpkin Party and A Night At Boo’s Opera (length: 3 minutes). This is an edited-down version of a 28-minute compilation of all of the game’s music sequences, on Youtube.
Codes are largely a forgotten element of video gaming. They started out as debug features that didn’t get removed before release, then they became easter eggs to reveal to favored players, ways to dispense unlockables, ways to provide extra difficulty balancing, and even publicity tools, before the age of DLC gave developers a way to profit off of bonus features. Why have players enter up-up-down-down-left-right-left-right when you could just sell them play advantages outright. I’m simplifying the situation a bit, sure, but I’m not simplifying by much.
Codes still exist, once in a while, but it seems like they’ve gone back to being development aids. One of them crept into New Super Mario Bros. Wii, but only becomes usable if the game crashes. The code is: Home, Minus, Plus, Minus, Plus, 1, 2, 1, 2, A. It brings up a scrollable register dump and stack trace, and other assorted information. It doesn’t let you continue playing. For players, it’s just a curiosity, but it’s a thing that is interesting.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
We haven’t covered anything of the exquisitely-made Youtube animation series A Fox In Space yet. Probably someday. But as it was just released and it’s really timely, here is Wolf O’Donnell reacting to Fox and crew’s costumes. CW: bleeped profanity.
Oh Nintendo. As people following this blog can easily see, we have more than a little fondness for the output resulting from the playing card and igo board maker’s lucrative side venture into video games. Everyone wants to make them like Nintendo, but no one else actually does, or seems to be able to, or can even pin down what that would mean.
Maybe it’s because, despite being one of the biggest companies in the world, it still feels like a small company, in some ways? Or that they don’t seem as beholden to the bleeding knife of capitalism as other companies are? (This is illusory, of course.) Maybe it’s their adherence to Japanese corporate traditions, or the influence of Shigeru Miyamoto, or their toymaker’s vibe?
But there is a dark side to them as well: they can be incredibly controlling regarding their IPs. Years ago they reached out to a fan
They have what they would call a staunch anti-piracy stance, which you’d expect of most software companies sure, but what that ends up meaning, due to the fact that 99% of their software is made for closed systems like consoles and mobile (we haven’t forgotten about the Animal Crossing PC clock!), they have absolutely no modding support.
This has resulted in a zero-tolerance policy regarding infractions concerning the competitive Smash Bros. scene. Project M is a popular fan-made hack of Super Smash Bros. Melee that it feels like even mentioning will cause Nintendo to affix a red letter to your organization.
Kotaku has reported that there is currently another round of fan backlash over Nintendo’s guidelines over the use of Smash Bros. games in community tournaments. There is good reason: the rules read like they were written by people ignorant of the extent of competitive Smash play.
Nintendo is also demanding tournament prices not rise above $5,000, and is disallowing sponsorships. While it’s true that Nintendo is justifiably a bit cautious about the edginess surrounding esports tournaments, which resulted in sexual misconduct allegations back in 2020, there is definitely a middle ground between preventing situations like that and hamstringing a burgeoning esport, and Nintendo should pursue it, or risk destroying this entire scene.
As I said, I am not a lawyer. Someone who is, is Moonie, who used his incredibly ZeFrank-sounding voice to made a Youtube video breaking down Nintendo’s new guidelines. He doesn’t seem as worried about them as others (the thumbnail to his video is a giant DON’T PANIC). Here is his 18-minute dive into the guidelines, but a major point is that they primarily affect unaffiliated community tournaments, which as a class are distinct from majors, which would have an explicit agreement with Nintendo that would make the limitations in these guidelines not apply. In order words, while some of the furor is justified (other companies like Capcom aren’t as limiting of community events), a lot of it is the result of failed Nintendo messaging. Nintendo does have a lot of trouble communicating things like this that won’t get everyone’s roar up.
But even with that proviso, it’s still not great? Nintendo is still claiming that fan modifications are entirely forbidden, even among community tournaments.
What do I think? Nintendo could fix all of this by changing their EULA by explicitly recognizing and allowing for fan work, but in a way that asserts the primacy of their IP. Again, IANAL, but if they put their own lawyers to work to try to forge a system whereby fans could continue to build off of their work, they might be able to do it in such a way that they don’t risk damaging their properties. Other companies have done it, notably Sega, who blessed fangame creators in a way that generated their megahit Sonic Mania. What is causing Nintendo’s overreaction here, in my onion*, is their institutional distaste for even acknowledging that people are hacking their systems and modifying their games in the first place.
* typo made on purpose
I must acknowledge, there would be a whole flowchart of knock-on effects if Nintendo were to acknowledge and accept fan modifications, and probably not all of them would be to Nintendo’s benefit. Particularly, just to modify their software requires breaking their system security, which doesn’t necessarily imply piracy but does mean opening up the system sandbox and maybe revealing system secrets like keys. Sega doesn’t make consoles any more, so it’s not an issue they have to worry about now.
But what is obvious is that they’ve frequently attacked a vibrant community, and making a lot of enemies out of players. There has to be a good solution to this.
Advance Wars By Web is a long-standing website allowing for Advance Wars games to take place between players online. It’s old enough that it came out before Advance Wars Dual Strike, the first DS Advance Wars game, and has survived long enough to see the release of Dual Strike, Advance Wars Days of Ruin, and now Advance Wars 1+2: Reboot Camp.
The first Advance Wars game had a legendary awkward launch date: September 10, 2001. I don’t know if world events following it had any influence on its popularity, but Advance Wars had the advantage of being a long-running series, going back to the Famicom, that had never been given a chance in Western territories. (One reason? Super Famicom Wars had a notorious character named Hister, with a moustache that made its inspiration unmistakable.)
The first two Advance Wars titles, taking their name, like previous versions, from its release platform the Gameboy Advance, were unexpectedly popular. The gaming groups I was in in college played an incredible amount of Advance Wars 2. We maxed out the game’s timer at 999 hours! I have no doubt that, if our group hadn’t broken up from people graduating and leaving, we’d still be playing it today.
Both of these games are preserved in proper fashion by Wayforward’s Switch remake of Advance Wars and its immediate sequel. Of the two games after it, Dual Strike leans a bit too hard on CO powers (already a creeping problem in AW2), and Days of Ruin implemented a lot of gameplay adjustments and fixed but, alas, lost the weird sense of fun from the semi-cartoony characters and setting of the first two games.
The Gameboy Advance Advance Wars games did not have internet-enabled multiplayer. The DS versions had better options, but they’re unavailable now, at least without some technical effort, due to the shutdown of the Nintendo Wi-Fi Connection.
Advance Wars By Web both allows a game much like AW2 to be played over the internet, and it does so with features that make it feel like a play-by-mail game, with the site handling the state involved with turn-based multiplayer. It does this at the of having any form of single-player: all of its battles are against other human players. So it’s not an excellent way to learn to play Advance Wars games interactively, as with the official games, which easy you into the game a bit at a time. But as for learning how to play this online version, there’s a number of useful videos available on their Tutorials Page. I especially like their video on overcoming first turn advantage, which they do by spotting the second player one Infantry unit. It’s not a perfect solution, but one that works out fairly well in play. And the video on designing balanced multiplayer maps, which offers a lot of practical advice that can be carried over into designing maps for the original games. And there’s a huge library of over 3,800 games to view, if you want to see how the community plays.
I don’t know if Reboot Camp is helping to sustain the avid fandom that the first Advance Wars games did, but I’ve enjoyed it a lot. If you enjoy it too, you can go from Reboot Camp right into playing against people online on AWBW. I can’t offer much more about it than that, for Advance Wars is a deceptively deep game and I have to make a post here, on the average, every day, but it’s been offering online play between humans for nearly twenty years now! That has to count for something.
There was apparently a leak of the upcoming Super Mario Bros Wonder game (the first hour of gameplay is here), and it has a terrific little sequence that makes me think it’s going to become highly memeable. The part that really makes it for me is the flowers’ comments. Here it is, edited down to just that sequence. Note that this is a spoiler, but it’s for only the second level of the a whole long game.
Because of the danger it’ll be taken down, I’m not uploading this to Youtube. Please enjoy, it’s about a minute long.
Much much later, in a secret world, there is a reprise of this idea, and it’s much harder. Warning you now, It’s a more significant spoiler, not for story reasons, but just for existing. It’s fun, but looks pretty hard! I got the video out of a much longer video, at 4 1/2 hours and showing off all of that secret world, here. This is just that level, at two minutes long:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s another video! And it’s Nintendo related! I bet you’re just thrilled!
This is one, however, is far from something the Big N would approve of. Snooplax goes into great detail in explaining the history of hacking Super Mario 64, the first 3D game to really have a substantial hacking scene–I don’t count things like DOOM, since to a degree it was made to be extensible. Nintendo never dreamed that people would do the things to the Mario 64 engine that they have, which has included optimizing it to the extent that it can run at 60 fps on original hardware!
Seeing all these hacks together in one video is rather inspiring. There’s been not one, but at least three, major Super Mario 64 level editors, with different degrees of flexibility and detail. What enthusiasts have done with the engine over the years is surprising, and there’s no end in sight, so please enjoy this look back at this prolific scene.
Let’s get the video embed out of the way first. Pow!
Super Mario Bros. 3 has two significant minigames (outside of two-player mode), and the inner workings of both are explained in this video.
In most worlds there are “Space Panels,” which provide a slot machine minigame for extra lives. If you’ve ever tried them, you might have noticed that it’s extremely difficult to win anything at it. Well, the video explains why that is: there’s a significant random element to stopping the wheels. In particular, the last wheel has so much randomness in when it actually stops that it’s actually completely random what it’ll stop on! So much for timing!
I have a theory (which I explain in a comment on that video) that the slot machine game was made so random because of the quality of the reward (it’s possible to earn up to five extra lives at it), and because they had played around with life-granting minigames before. Doki Doki Panic, which got reskinned for overseas markets at Super Mario Bros. 2, has a slot machine game, “Bonus Chance,” that appears after every level. With good timing and practice Bonus Chance can be mastered, earning up to five extra lives for every coin plucked in the level. I have managed to abuse that game to earn so many extra lives that the game ran out of numbers for the tens’ digit of the life counter, sending it into letters of the alphabet. There’s certainly no danger of that in Super Mario Bros. 3.
The second minigame has the player match cards from a grid of 24. Each pair of cards found earns a modest prize, from as little as 10 coins up to a single extra life. Most of the awards are powerups for the player’s inventory. The player gets two tries, but if they don’t clear the board it’ll carry over to the next time they play. Attempts at the card matching board appear every 80,000 points the player earns, making it the only Super Mario game to actually reward scoring lots of points.
The card matching game is one of the most interesting minigames in all of the Mario series. There’s only eight layouts for the cards, the second and fifth cards of the middle row are frequently both the 1UP card, and the last three cards on the bottom row are always Mushroom, Flower and Star, in that order. This means the minigame can be mastered, and even if you don’t memorize all eight layouts to deduce where the prizes are, knowing the three cards that never change usually means it won’t take more than two or three attempts to clear the board, netting lots of powerups.
Retro Game Mechanics Explained looks into why the card matching game works the way it does, and discovered some interesting things. There’s actually code in the game to do a much more thorough randomization of the cards, but it goes unutilized. The full details are in the video, but in summary:
The board always begins in the same state,
the last three cards on the bottom row are left unchanged, probably on purpose,
the first way the other cards are scrambled shifts them one space in sequence, and is only done one or three times, three times in total,
and the other method of scrambling them, which involves swapping around three specific cards, is done exactly once between each shift.
The only variation in the steps is from the choice of whether to shift once or thrice, each of those three times. Thus, there are only 23 possible layouts, that is, 8. There is a loop in there to potentially vary the number of times the cards are swapped (the second way to scramble the cards), but the way it’s written the loop is never used, and the cards are swapped only once each time.
What I also find interesting is, this isn’t the only Nintendo to use a minigame that involves mixing up hidden prizes. Kid Icarus’ Treasure Rooms also have a limited number of layouts, which vary for each of the game’s three worlds. The player can open pots in the room to collect minor items, but if they open the wrong pot early, before opening all the others, they find the God of Poverty, and lose everything they’ve found. If they can save that pot for last, though, the final pot will instead contain a pretty good prize, which can even be a Credit Card item that cannot be obtained otherwise.
The way they’re designed, both Mario 3’s card-matching game and Kid Icarus’s Treasure Rooms have tells, specific spots that can be revealed to identify which of the limited number of boards that version of the game is using, and that the player can use to get all the prizes. Also, there are Nintendo-published guides that reveal all the layouts, in Nintendo Power for Kid Icarus (recounted on this charmingly old-school webpage), and the Nintendo Power guide for Super Mario Bros. 3 (on page 10), so Nintendo had to have been aware of the limited nature of the board layouts, and may have actually intended them to be defeated with a good strategy.