F-Zero GX Pilot Profile Movies

The sudden release of F-Zero 99, free to play for Nintendo Switch Online members, has brought Nintendo’s ultrafast racing series back into the spotlight after 20 years. (Well, there were some GBA games, but they don’t seem to be as much remembered these days?)

F-Zero 99 gets its aesthetic from the original SNES game, which is nice, but also feels like a bit of a waste. Nintendo created 26 new characters for F-Zero X, and the Amusement Vision team at Sega (creators of the Monkey Ball series!) made some more for F-Zero GX. And the cool thing is, none of the characters feel like an afterthought. Every one of these weirdos could star in their own video game. F-Zero GX gives all of them voice acting in their endings, and even their own theme song!

Most significantly, every F-Zero GX playable character has a short movie that’s unlocked if you complete all the Grand Prix leagues with them on Master difficulty. But that is a huge feat! F-Zero GX is ludicrously difficult even on lower difficulties, and some of the cars are more suited to driving well than others.

Of course, on Youtube you can find a compilation of all the pilot profile movies. Many of them are really silly. Here they are:

And as an extra, here’s a playlist of the 41 character theme songs from F-Zero GX:

F-Zero GX: All Pilot Profile Movies (Youtube, 28 minutes)

Romhack Thursday: Speculative Super Mario Bros. Prototype Recreation

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

Some months ago there were the “Gigaleaks,” huge troves of internal Nintendo files and documents that revealed a lot about abandoned projects and the development history of popular games.

There was so much information in them that people are still discovering new details. One thing that was surprisingly overlooked was source code for the version of Super Mario Bros. included in the SNES remake within Super Mario All-Stars. The source contained quite a lot of interesting commented-out lines and other data, that seemed to indicate that it may have been a hacked-up version of the source to the original Super Mario Bros.

A lot (but not all!) of this has been covered on the Prerelease page for Super Mario Bros. on The Cutting Room Floor. You can go read about it there. There resides information on scrapped enemies and objects, weird modes and behaviors of existing objects, and lots of other curiosities.

For the 38th anniversary of the release of Super Mario Bros., Nimaginendo Games made a romhack that seeks to recreate many of these abandoned elements, and shows it off in a Youtube video. The hack can be downloaded from a link in the video’s description, but only for a little while! I should emphasize that it’s not a real prototype, but a speculative recreation based on information from the leaked source. It even has an older version of SMB’s title screen.

Extra! Did you know that an early working English title for Super Mario Bros. was Mario’s Adventure? And Nintendo of America even made a promotional flyer with that name! These images come from Flyer Fever:

Super Mario Bros. Beta/Prototype recreated in 2023 (Youtube, 8 minutes, link to rom in the video’s description)

U Can Beat Video Games Tackles Super Metroid

It’s yet another Youtube video post, but the subject is pretty notable, U Can Beat Video Games at last tackling the highlight of the Metroid series, Super Metroid for SNES, in an epic-length episode. Often big games get split up into multiple parts, but this time the whole game is covered at once. These videos can’t be easy to put together, and I appreciate the effort that goes into them!

As usual UCBVG covers the entire game, including all items and known cheats, and alternate endings. If you’ve ever wondered why GDQ players, hosts and audience ever shout “Kill the animals” or “Save the animals,” the ending to this video should fill in the blanks to an acceptable degree.

U Can Beat Video Games: Super Metroid (3 hours 37 minutes)

AsumSaus Relates the Story of aMSa, Player of Yoshi

Yep, we link a lot of videos. Sadly a lot of gaming stuff now takes the form of videos. Text is my preference, but it’s where the content is right now.

And this isn’t the first time we’ve linked to AsumSaus, whose beat is the competitive Smash Melee scene. There’s lots of Youpotatoes out there, but AsumSaus appeals to me greatly. His videos aren’t edited into a confusing mess, they don’t sound like morning zoo radio hosts on crack, there aren’t lots of swishy objects moving around. It’s surprising how many Youtubers spend so much effort making their videos unwatchable, but AsumSaus isn’t one of them. They’re accessible, entertaining, interesting, and sane. All around, great.

Most of AsumSaus’ videos are around 10 minutes long, but this time we have a long-form video, at 54 minutes it’s almost movie-length, but it’s worth it. It’s the story of aMSa, a Japanese player of Super Smash Bros Melee. It turns out Japan is not a great scene for competitive Smash Melee, the best players are widely considered to be in the US and Europe. Not only that, but for much of his career professional Melee was only a side-gig for him, he held down a demanding day job in his home country, and had to travel to tournament events when he could.

But none of those things are the most surprising thing about aMSa. The most surprising thing is that aMSa plays Yoshi. He’s the only top-tier Melee player who does.

When he began, Yoshi was considered F-Tier. To explain to those not familiar with competitive fighting game terminology, the community around games tends to sort the characters into “tiers,” each containing characters considered to be of roughly equivalent strength. Usually these are rated alphabetically, with “S” given an honorary place at the top of the list, according to gaming custom. So, S-tier characters are the best, A-tier characters are second best, and so on down. Usually the worst at F-tier, or even a little lower. Sometimes, if one character really rules, they might be rated SS-tier, or even potentially SSS-tier.

In 2010, the tier list for Smash Melee characters was considered to be this:

At the top of the heap are Fox, whose positive Melee attributes have been a meme for many years now, Falco (who plays very similarly to Fox), Jigglypuff (the best floater in Melee, and who also has Pound for extra saves and Rest for instant kills), and Sheik, who is almost as fast as Fox. In Melee, Sheik could turn into Zelda with a move. No one does this though, because Zelda is way down in Tier F. Tier F characters are widely considered to suck. But, another character in tier F is Yoshi.

Why is Yoshi rated so badly? The obvious reasons (well, obvious to people familiar with Smash Bros) are: Yoshi doesn’t have an up+B save move (it throws an egg instead of serving as a third jump); and, Yoshi’s shield is unusual, encasing them in an egg instead of providing the usual bubble-shield, and Yoshi can’t jump immediately out of it. Yoshi has positive aspects too, but those two are pretty huge.

More recent tier lists for Melee all rate Yoshi much more highly. But it’s not because a lot of players have achieved a good rate of success with Yoshi. It’s entirely because of aMSa. One player, out of hundreds, is the reason Yoshi was rated at B+ tier in 2021, and that’s aMSa.

I don’t want to give away the ending of AsumSaus’ video. aMSa doesn’t win every match, in fact they lose a great many, because in tournaments they play against the very best in the world. But they do experience a lot of success, and beyond that, they seem to be genuinely a good person. aMSa is almost always smiling after a match, win or lose, because they’re having a great time. They’re always gracious to their opponent. It’s easy to get on their side. Crowds love them too.

Here, then, is the journey of aMSa, and their red Yoshi. A top-level professional Smash Melee player, with the least likely character. And be sure to stick around for the very end, as AsumSaus picked the best-possible ending music for the video.

aMSa: The Only Yoshi (who could do it) (Youtube, 54 minutes)

A Video on Nintendo Manga

I’m working on something big for you all, but it’ll take some time to get ready. So to free up time for working on that, here’s something I’ve been saving, a Youtube video exploring manga based on Nintendo characters, from the account of S Class Anime. Enjoy!

Exploring the World of Nintendo Manga (Youtube, 20 minutes)

DragonCon 2023: Gaming Options & Gamecube Events

DragonCon has had a variety of gaming options going back at least a decade.

They used to have, for a surprisingly long time really, a set of networked Battletech pods that some people would dutifully bring every year, with N64-level graphics, that had a dedicated following. The pods were made up in an immersive fashion, in a way that suggested perhaps a connection to the old Battletech Centers, which appear to still be in operation. I hear those stopped coming to DragonCon due to COVID and have yet to return. Weirdly, the pen-and-paper version of Battletech itself, which was almost dead for a long while, made it to DragonCon this year in huge fashion.

UGH

They have a board game area where for a $10 fee you can check out a game to play for a while. Sadly I found that area completely unusable this year, despite bringing two of my own board games (Le Havre and Caylus) to play there: its proximity to the music arcade game area (post forthcoming on that) made it impossible to be heard except by almost shouting. There were other tables, but also a lot of competition between Magic, dexterity games, demos, figure painting, Warhammer, Battletech, and a big area devoted to “US Army E-sports,” a phrase that fills me with sadness to type.

Also on the gaming floor was an area where one could check out PC and console games and systems and play them. I found their selection a bit lacking; I have a few personal systems I had emailed them about bringing, but as in the past when I’ve reached out about such things, I never got a response. I suppose that’s understandable, but it’d have been nice to let people play Dreamcast or Saturn games from my own collection.

The console gaming group ran three “challenge run” tournaments where you could try to complete objectives on NES games for prizes. I entered all three (finish all the levels in Super Mario Bros 3 World 1, finish any five levels of Mega Man 2, and a Link to the Past randomizer) but despite playing fairly well, by my standards at least, didn’t win any of them. Pretty good game players among DragonCon’s visitors this year!

Somewhere at the convention was a setup for Artemis Bridge Simulator, which could be thought of as a more elaborate and serious-minded version of Spaceteam. Its location didn’t lie tangent to my con travels this year, but it was mentioned in the con materials. (I suspect it was upstairs somewhere in the Westin.)

I had thought to bring my 2DS and see if I could get some Street Passes, with big conventions like DragonCon being one of the few places left that one could hope to get significant activity, but the odds that more than a handful had thought to both bring their 3DS-type systems and have them on their persons and in sleep mode through the con seem to be slim in 2023. Anyway, I didn’t bring mine.

So now we come to the Gamecube “panels,” which were actually just a bunch of Gamecubes and Wiis set up with classic Gamecube games, along with some entertaining display decoration. No speakers, no podiums, just a bunch of seats, systems, players, and some staff.

There were four of these this year, each late at night in the Westin Augusta ballroom, themed after multiplayer, Super Mario, Zelda and Smash Bros, in order. Really though, they all were primarily multiplayer themed. I showed up for two nights, the first and Zelda ones, and on Zelda night I mostly spent the time showing people how to finish NES The Legend of Zelda, giving directions for getting through the overworld and dungeons from memory. The people there expressed concern over the game’s difficulty, and how many of them couldn’t complete it, as a kid or even now; evidently they don’t watch many speedrunners.

There were the predictable Melee players, of course. Super Smash Bros Melee’s influence on the series, and on gaming as a whole, is unmistakable. After all, each Nintendo console since then has had to have support for Gamecube controllers, in some way, just to allow Melee masters to have their favorite playstyles, and Nintendo keeps making (or at least licensing) the production of new Gamecube-compatible controllers specifically for that scene.

But my favorite game at the Gamecube panels had to have been Kirby Air Ride, in City Trial mode. I’ve mentioned my fondness for this game here before, but to give a brief refresher: multiple Kirbys zoom around on Warp Stars, whose speeds rival those of the cars in F-Zero, through a large (though not too large) city area, searching for powerups, and boxes that contain more powerups. Players can interact with each other, and can change vehicles. Random events occur. After a set time, they’re all thrown into a random event (from a large selection) with the customized vehicle they made during the game. It’s a surprising amount of fun, and I was pleased to find other players there at least as fanatical about City Trial as I was. I think it’s one of the best multiplayer games on the system.

I had brought a few multiplayer Gamecube games of my own, including Wario Ware: Mega Party Games ($900 on Amazon!) and Ribbit King ($362), but as with the console group they were uninterested. Understandable of course, I brought them along only in the off chance. Just, slightly sad.

Here are pictures I took of the Gamecube event:

Kirby Air Ride!
People playing gaemz
Some of the screens were done up like big Gameboy Advance Micros. It was a fun touch!
Another macro GBA Micro, a bit sharper

Next time, a look at the many music games they had this year. I think that’s the extent of my game-related pictures, so please be patient a little longer!

DragonCon 2023, #1

For some reason, the Hilton Atlanta’s public spaces were decorated with a Mario theme. Here’s some documentation:

Right about now is where I’d put in some pseudo-witty comment about this, but as I write this I’m still at the convention. I needed something fairly low effort to put up, and these pictures were already on my phone. This also explains the tuber-esque quality of the images. More photos tomorrow, probably!

Famicom Family BASIC

I love BASIC! I don’t make a secret of it. It was the product, even before DOS, that launched Microsoft. It was invented to be the language to bring programming to the masses, and, for a short time, it fulfilled that function. (These days, if you want to learn coding, I suggest Python. Not only is it a lot more capable and modern, but you can actually get a job writing it.)

Used to be if you had a new computer you wanted families to buy, you had to have a version of BASIC to ship with it. The Apple II had two, one written by Steve Wozniak himself. Right off the top of my head, computer systems with BASIC, go! Altair, Apple II, Commodore Pet, Vic-20, 64, 128, Plus-4, 16, Atari 8-bit, TRS-80, MS-DOS, Windows (Visual BASIC carried the torch for many years), and, most improbably, the Atari VCS/2600, in its BASIC Programming cartridge, an effectively useless cart for its stated purpose that’s nonetheless an excellent hack. The machine has 128 bytes of RAM, but it can still run BASIC, by jove.

The Famicom has a version of BASIC too, coming in at the end of the language’s heyday. Over on the Peertube instance diode.zone, user RE:Enthused did a two-part introduction to it that may be of interested to people who still think in terms of FOR/NEXT loops.

Let’s look at Family Basic on the Famicom, Part 1 (8 minutes) and Part 2 (17 minutes).

Twinbeard Plays Super Mario Galaxy One Star A Day

Twinbeard is Jim Stormdancer, who’s on Mastodon. He created Frog Fractions, and its mysterious sequel. But these things are irrelephant to the subject of this post, which is that he’s playing Super Mario Galaxy, one star a day, and posting his play to Youtube.

There’s a playlist of the 51 (as of this writing) stars, and none of them have many hits right now. It’s possible that he does them in batches and just posts one a day, but that’s fine. It’s nice to just follow along at this pace.

Twinbeard hasn’t fallen prey to something I hate about the video internet, which I could complain of as TikTokification, but honestly there are people on TikTok who aren’t nearly as bad as some on Youtube. And Youtube was trending towards it anyway, with their often unwatchable Shorts section serving as just an extreme example of pre-existing trends. It may just be my advancing age, but I really really really dislike much of what I see on Shorts, and Twinbeard’s videos are a nice alternative to it.

The Copetti Site: Architectures of Recent Game Consoles

From the site, a diagram of the architecture of the Wii U’s Game Pad

A good old-fashioned website! It’s hope to information on the construction of a wide variety of console platforms! Docs on the NES, the Sega Master System, the PC Engine (a.k.a. Turbografx 16), the Mega Drive (a.k.a. Genesis), Gameboy, SNES, Saturn, Playstation, Virtual Boy (yes), Nintendo 64, Dreamcast, Playstation 2, GBA, Gamecube, Xbox, DS, PSP, Xbox 360, Playstation 3, Wii and Wii U.

The Copetti site: Architecture of Consoles

About Kirby Air Ride City Trial

One of the best Kirby games isn’t a traditional Kirby game at all. Long before Kirby and the Forgotten Land finally worked out how the game should work in three dimensions, there was Kirby Air Ride, a Gamecube racing game that’s so weird. Kirby tools around on the Warp Stars that are his trademark ride through a number of courses at speeds usually only seen in an F-Zero game. There’s a variety of stars that can be ridden, more to unlock, it was the second game in which Meta Knight was fully playable, and the first where King Dedede was (unless you count short sequences in Kirby 64).

Kirby Air Ride had three modes, but they all felt a bit half-baked except for one. The standard Air Ride mode wasn’t bad, but could only be played one course at a time, with no overarching mode that connected them. That’s right, it didn’t have a “Grand Prix” mode. And the other competitors were only differently-colored Kirbys (Kirbies?) anyway. The courses were pretty good, but it didn’t give you much to keep you playing except for its checklist (which we’ll get to).

There was also a special racing mode that took place from an overhead view, on special one-screen courses, like Atari’s Sprint games, which felt even less substantive than the standard racing mode.

Possibly the best multiplayer experience on the Gamecube

But the reason Kirby Air Ride is special, and the reason I still have my copy of the game after all these years, is City Trial, which is one of the most engaging racing game experiences I’ve ever seen. It’s really good. Not because it has any overarching structure the other modes lack (other than its checkbox screen). But because it’s so novel; no other game I can think of provides the kind of gameplay that City Trial does, unless you count Smash Run from the 3DS version of Super Smash Bros., which was also made by Masahiro Sakauri. But even it isn’t really the same thing, because you can’t interact with the other players during it!

“Forget it Jake, it’s Kirbytown.”

City Trial puts from one to four players, either human-played or computer-controlled, in a free-roaming city area. It’s not really a “race” at all. While the city is, spatially, quite large, the players’ warp stars are so fast that it only takes about 20 or so seconds from one end to the other, and the game also keeps you appraised of where the other Kirbys are with on-screen indicators and a map in the corner. Over a period of between three to seven minutes, you zoom around trying to collect powerups for your star. They come in a variety of types: Top Speed, Acceleration, Charge, Turning, Gliding, Weight and more, all taking the form of 2D icons scattered randomly around the city.

Giving your warp star a tune-up is as easy as scooping up these symbols.

As you collect icons, each provides a small permanent (for the duration of the match) improvement in that one area of your star’s performance. Some are in boxes, which must be broken apart either by colliding with them repeatedly or spin attacks. Some of them are gray-colored, which are permanent power-downs.

Throughout the time limit, you seek out and collect as many as you can. If there is a maximum stat you can reach I’ve never seen it; I think it can go at least as high as 20 icon’s worth, but it’s nearly impossible to get that high. It’s gratifying to feel your default “Compact Star” get steadily better and better as you snatch powerups. But also, there are other vehicles throughout the city, and you can get off your default star at any time by holding down on the control stick and the A button and board another one. All of the varied stars from Air Ride mode (some of which aren’t really stars at all) are present, and they all control really differently from each other. Some even have special properties, it’s not a case at all of them just having different stats. When you switch stars, you get to take all of your collected powerups with you, though if you have a lot you’ll drop some, and have to spend a few seconds picking them back up again.

The amount of care that went into this one mode is almost shocking. You can attack other players and steal their powerups! You can even destroy their warp star, and force them to wander around on foot to find a replacement! Some of the traditional Kirby copy abilities can be found and used against the other players! There’s random events, with a lot of variety, that can happen, providing different dangers, or opportunities. You can sail out over the ocean on your hovering star. If you get enough height, you can fly over the invisible border wall and explore even more ocean.

What cosmic horror is invading Popstar this week?

You can also collect Legendary Machine parts, which are hidden in some of the boxes. The Hydra, from the more recent Super Smash Bros. games, is a direct reference to this. If you manage to find all three parts, to either the Hydra (the green one) or the Dragoon (the red one), you get to ride it. They’re both ludicrously overpowered, although they can also be difficult to control.

Target Flight is one of the more common competitions. It’s like a lost Monkey Ball minigame.

The real mark of genius in this mode is what happens when time runs out. The game shows a chart with everyone’s vehicle stats on it, then throws all the players into a random event. Your vehicle’s stats may make this event easy or hard! If you end up in an event where you have to attack enemies or aim to collide with targets, you might find yourself wishing you had laid off getting all those speed-ups, but plenty of the events are races too, including all of the race courses from Air Ride mode. How do you know what kind of event it coming up? There are two ways: sometimes, during the City Trial portion, the game will drop you a text hint as a message. (Hilariously, once in a great while it lies.) Or else, if you don’t like the randomness, you can choose broadly what kind of event will happen in the game settings.

Whichever player comes out on top in the event, the victory is short-lived. There is no huge victory celebration, no advantage to be gained. The game doesn’t even save player profiles. But City Trial mode is entertaining enough that we don’t really end up caring much? It’s even fun to play against computer opponents.

It was a long time ago, but at one point I had every one of these squares checked off.

Each of the three modes in Kirby Air Ride has a “checklist,” a grid of squares, each representing some accomplishment, or at least occurrence, that can happen in its game. This is the closest thing Air Ride has to progression. If you’ve seen the Challenges in Super Smash Bros. Ultimate, this is the same kind of thing. All of the challenges are hidden at first, but when you unlock one, the requirements for the ones around it are revealed to you. Some of the boxes unlock things, like new events, being able to play as Meta Knight or Dedede in the practice mode, or more Kirby colors. But mostly it’s just something to give obsessive players (like myself) something to work for. In a racing game without even a Grand Prix mode (seriously what is up with that?), I’ll take what I can get.

An aerial view of the bad part of Kirbytown, where the Waddles Dee all wear eyepatches and have goatees.

One more cool thing? Until fairly recently (and ignoring that non-canonical anime series), City Trial was our only glimpse into what day-to-day life was like in Dream Land. This city is evidently where Kirby and his friends live and play (I don’t think any of them have a job). There’s skyscrapers, a river, an ocean, an underground region, mass transit rails, a golf course (overseen by Wispy Woods), a castle and a volcano, and even “dilapidated houses,” which the players can demolish with their vehicles. I guess even Planet Popstar has a seedy part of its towns.

Apparently, day-to-day life in Kirbyland is spent in endless vehicular combat sessions. I’d like to say that I’m surprised, but for some reason, I’m not.

If you’d like to see how this works out in play, here’s an hour and 54 minutes of City Trial play, without commentary, on Youtube: