ZoomZike on Youtube has been working for years on a comprehensive series of videos going through all the Mario Party games, and breaking down what parts of each are a matter of luck, and how many are of skill. Along the way, they also serve as fine guides to winning at them, at least as far as you are able.
They’ve gone through the series, trending longer with each one, for each game from Mario Party 1 through 7 (with an April Fool’s stop over at Advance). Even the shortest is at least an hour, and the most recent one is over five hours. That might seem like a whole lot, but imagine how long it took to construct! These are really deep videos, often with odds figured out through exhaustive, and exhausting, trial and error.
Mario Party 7 is the last of the four Mario Party games that came out for the Gamecube, even beating out the N64 portion of the series by one game. The early MPs were notorious controller destroyers, often resulting in the dreaded white dust of death, a result of ground plastic, emerging from the controller after heavy play. The Gamecube had controllers that weren’t as susceptible to wearing out, and so were better suited for the demanding play that Mario Party provides.
Anyway, here is the video, all five hours and 25 minutes of it:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s not easy to find romhacks that measure up to our exacting standards, that strike me in just “that way,” but a conversion of the NES Legend of Zelda, one of the few mainline Zeldas never to have been really remade in any form (unless you count the abandoned Satellaview versions), fits the bill like a duck in well-made dentures.
This screenshot may look nearly exactly like The Legend of Zelda. In fact it is the Legend of Zelda, just converted, nearly exactly, to the SNES.
The question has to be asked: why? I mean, to a degree it is kind of pointless. There’s been nearly exact (although always unofficial) re-implementations of The Original The Legend of Zelda since Zelda Classic (Set Side B). All of Nintendo’s own rereleases, from Virtual Console to Gamecube bonus disks to a stand-alone Game & Watch unit. But recreating it on SNES does have certain uses. First, it fixes a handful of issues with the earlier game, notably it doesn’t have flicker or slowdown. It also uses the L and R buttons to allow for quick inventory cycling without having to go into the subscreen.
It speeds up game transitions: it uses the Link to the Past-style iris in and out effects, using the SNES’ display masking feature, instead of the slower curtain closes and opens from the NES version. It allows you to use custom soundtracks via MSU-1 support. Health refills instantly instead of pausing the game for up to 15 seconds while all your hearts load up with red. And the sound is very slightly different: by default the low-health beep is less insistent, there’s an extra sound when you kill an enemy, and the candle sound is a little higher in pitch.
But perhaps the best reason to convert it to the SNES is, SNES emulators are nearly as common as NES emulators. You can play this modestly improves version of LoZ on anything with an SNES emulator, which isn’t something you can say of Zelda Classic.
I’m kind of an outspoken fan of the original LoZ, I still think it’s well worth playing today, although I think you should seek out its manual should you do so. (The opening demo even tells you to look there for details!) You’ll die a lot, it’s true, but there’s little penalty for it except for going back to start or the beginning of a dungeon, and having to go refill your health before you try again. It takes real skill to weave around its fast-moving enemies and projectiles, but it’s doable, and you don’t need speedrun skillz to do it.
It is rather difficult to find it through search. It’s not on romhacking.net. Creator infidelity’s announcement was on Twitter, where he offered only a direct download.
The Suck Fairy is a mischievous spirit who visits the beloved properties of our youths so that when we return to them they’re much worse than they were when we first found them. That is surely the explanation; it’s not that we’re much more knowledgeable and mature readers/viewers/players now than back then. It can’t be that our horizons have expanded. It can’t be that the thing we liked back then was never really as good as we thought it was.
The Suck Fairy as a concept has been with us for a while now. I think it was introduced to the world in a September 2010 article on Tor.com by Jo Walton. There’s lots of weird concepts like that that litter internet culture (my favorite is the “Crazification Factor,” from a post on Kung Fu Monkey in 2005, long enough ago that its mention of Obama’s election refers to his Senate run), and sometimes we don’t even know the first time it arose.
Gek is maybe an odd choice for a visit from the Suck Fairy; surely, all of its suck was predispensed? But it was still beloved by some, many of them purchasers of the failed 3DO system on which it originated, one of those consoles with few games, and even fewer that could be called good. (The best, probably? Star Control II.)
The writer of this Destructoid article, still liked it for itself, but finds that it’s one of those games where context given by its manual kind of ruins the game’s premise by giving it an adverse context.
If you just play the game, Gex is a fairly shallow game about a lizard mascot character, in sunglasses no less, romping through a series of worlds based on media properties, uttering trite digitized quotes at various times.
If you read the manual, you find out that Gex is wallowing in sorrow! His dad was an astrogecko working for NASA! He lost his life in a terrible accident! Gex, unable to face the world, retreated into television! It’s the only way he can handle living! And, although Gex thwarts the villain’s plot to use him as a mascot character (a thing he already is really), nothing at the end of the game indicates that his mental state has changed.
I think the writer may be overthinking things a bit. Often manual stories were written as an afterthought by people who had nothing to do with the making of the game. Have you ever seen the manual for the NES release of Konami’s Life Force? It claims that the evil gigantic space creature Zelos, huge enough to devour planets, was the proud offspring of alien beings named “Ma and Pa Deltoid.” The manual for NES Metal Gear claims that the villain wasn’t Big Boss but instead “Colonel Vermon CaTaffy.”
From the recent trove of preserved video from Noclip Game History Archive, here’s a look through Nintendo Of America’s internal employee-only museum/store, circa 2006, on Youtube. There is very little sound in the footage, so you might want to increase the playback speed to double.
For context, it was near the end of the Gamecube’s life, immediately before the release of the Wii, and the early years of the Nintendo DS. Objects glimpsed during the stroll include various consoles, records of Nintendo’s collaboration with the Starlight Children’s Foundation, Pokemon merchandise, Nintendo awards, some arcade units (including a glitched Mario Bros. cabinet), a Virtual Boy, various character statuettes, old playing cards, a capsule timeline of Nintendo history, and various games for sale at the time. It seems that the museum also functions as a retail space for employees.
Last year we put a spotlight on a Commodore 64 remake of possibly the most popular Odyssey2 game, K.C. Munchkin. Well, here’s another, of Space Monster, a.k.a. Alien Invaders – Plus! I assure you, the exclamation point there belongs to Magnavox.
The Odyssey has gotten more talk on this site than its much-more-powerful successor, which was still kinda weak compared to its competition. People still talk about the Atari VCS/2600 even now 45 years after its introduction; the Intellivision still gets some love; but who talks about the third place system, the Odyssey2? Fourth if you count the Colecovision, but that machine, released in August 1982, was only on the scene for a relative instant, the Crash already fomenting by that time.
Alien Invaders – Plus (I’m going to leave off the bang now thanks) was Magnavox’s attempt to capitalize on the gigantic success of Space Invaders. The box didn’t hide its inspiration, outright saying: A fiendish new dimension comes to one of the most popular arcade games of all time! By that time, the market had already determined that Atari’s miraculous licensed version of Space Invaders was probably the best, a game that, while subtly different, actually improved on the original in some ways. Similarly, while everyone now can play the original Space Invaders in MAME if they’re inclined, Alien Invaders – Plus (which Craig Kubey in The Winner’s Book of Video Games derided as Space Invaders – Minus!) is more interesting for the interesting departures from the arcade game, and the Commodore 64 remake mimics them faithfully.
At first it looks vaguely similar to Taito’s arcade hit. There’s rows of aliens in the sky, there’s a roundish alien going back and forth above them, you have a base at the bottom that can move back and forth and shoot up at the enemy, and there’s even shields above it that can be dodged behind for safety.
The first difference comes from the aliens themselves. In Space Invaders, while they looked different and were worth different amounts of points, they all behaved exactly the same. Here, each of the three rows of foes plays by different rules. The bottom-most are just barriers, they can’t be destroyed but they don’t shoot at you either. Any shot that hopes to hit targets higher up on the screen must get through them. The middle row are yellow laser cannons, and they shoot down at you. The top row are red humanoid robots that operate the cannons. The wandering eye-like alien at the top is called the “Merciless Monstroth,” but I’m sure its mother loves it just the same.
Like Space Invaders, the alien formation rains down bombs on you, and it’s easy to get hit. Unlike Space Invaders, there’s a limit to how far the aliens can descend, right above the shields, and you’ve never in danger of being overrun. If you wait beneath a shield you cannot be shot, but neither can you shoot the enemies. Also, in each row, all you have to do is hit either the robot or the cannon in order to stop them from shooting down at you.
To finish a level, you have to shoot all the robots and cannons on the screen. This will cause the Merciless Monstroth to get serious about you, swoop down from the top of the screen and hover just above your shields, trying to bomb you. At that range dodging its shots is very difficult, and it’s evasive of your shots, but you can still zap it safely with a well-timed shot as it reaches your base’s horizontal position.
Your reward for doing all of that is one single point. Your score is just how many boards you’ve cleared. No bonus points or anything like that are awarded.
If your ship gets hit you don’t perish immediately. A little person is revealed to have been moving it. If you can move it to beneath one of your shields and press the fire button, you’ll be given a new base! This, however, costs you that shield. The shields are basically your lives; if you run out of them, and your base gets destroyed again leaving your guy, then you’re essentially screwed. Your little base-inhabiting person has no weapons of their own. If you get down to no shields left before destroying all the aliens, M.M. will sense its opportunity and swoop down at you early. Destroying it at this time, or while its at the top of the screen, before all the other aliens are obliterated doesn’t clear the wave; the game will just send another one out, again and again, until you’ve finished the job.
If your base person is shot while outside of a base, you don’t quite die. Instead, the enemy gets a point. While you’re trying to get to ten points yourself, the enemy is also trying to get to 10, and the side that gets there first “wins the game.”
Despite all the chances the game gives you, it’s really hard! You’ll find the green circles block most of your shots, and the cannons are really good at predicting where you’ll be and aiming a shot there, and the enemy shots move quickly. Since reforming your base costs you the shield you’re beneath, often you’ll get your base back and lose it again immediately as the barrier disappears.
The Commodore version was created by demo group Second Dimension. It’s worth playing in preference to the Odyssey2 version if only because C64 emulation is understood than Odyssey2 emulation. There’s multiple Commodore emulators, at least, while only one Odyssey2 emulator that I know of.
Here is the Commodore 64 version is action, from the channel C64 Masters on Youtube.
Displaced Gamers‘ Behind the Code series doesn’t get new videos often, but they’re always great. This one is more technical than usual, but I don’t think it’s really all that technical. It’s about how the NES processes and renders its sprites, particularly explains why there’s a eight sprite per scanline limit, and even reveals a couple of games that use that limit to produce special effects!
The gist: while each scanline is being prepared for display, the NES’ PPU looks through the entries for the machine’s 64 hardware sprites in order, finds the first eight that will display on the current line, and copies their attribute data to a small area of internal RAM. There is only space there for eight sprites, so, the NES cannot display more than eight sprites in a single scan line. Any later sprites in the primary attribute data won’t have room to be copied, and so the PPU won’t be able to display them.
One thing it notably doesn’t cover, however, is how games implement priority shuffling to cause sprites to flicker instead of not display at all. The video suggests that that might be coming in a future video….
Time Extension has come up here a lot lately, hasn’t it? It’s because they so often do interesting articles! This one’s about the propensity of Japanese games to use medieval European game worlds, the kinds with a generally agrarian society, royalty, knights, and their folklore counterparts elves, dwarves, fairies, gnomes and associated concepts.
They often fudge the exact age they’re trying to depict, with genuine medieval institutions sitting beside Renaissance improvements like taverns and shops. Nearly of them also put in magic in a general D&D kind of way, sometimes institutionalizing it into a Harry Potter-style educational system.
Notably, they usually choose the positive aspects of that setting. The king is usually a benevolent ruler. It’s rare that serfdom and plagues come up. The general populace is usually okay with being bound to the land. The Church, when it exists, is sometimes allowed to be evil, in order to give the player a plot road to fighting God at the end.
Hyrule of the Zelda games is likely the most universally-known of these realms, which I once called Generic Fantasylands. The various kingdoms of the Dragon Quest games also nicely fit the bill. Final Fantasy games were among the first to question those tropes, presenting evil empire kingdoms as early at the second game.
John Szczepaniak’s article at Time Extension dives into the question by interviewing a number of relevant Japanese and US figures and developers, including former Squaresoft translator Ted Woolsey. I think the most insightful comments are from Hiromasa Iwasaki, programmer of Ys I and II, who notes that this Japanese conception of a fantasy world mostly comes from movies and the early computer RPGs Wizardry and Ultima, that the literature that inspired Gary Gygax to create Dungeons & Dragons (which in turned inspired Wizardry and Ultima), especially Lord of the Rings and Weird Tales, were generally unknown to Japanese popular culture. Developer Rica Matsumura notices, also, that there is a cool factor in Japan to European folklore that doesn’t apply, over there, to Japanese folklore.
It’s a great read, that says a number of things well that have been bubbling up in the back of my head for a long time, especially that JRPGs recreated both RPG mechanics and fantasy tropes at a remove, that they got their ideas second hand and, in a way similar to how a bunch of gaming tables recreated Dungeons & Dragons in their own image to fill in gaps left in Gary Gygax’s early rulebooks, so too did they make their versions of RPGs to elaborate upon the ideas of Wizardry and Ultima without having seen their bases.
Reddit has been severely wounded. I’m sure it’ll keep going for a while, there’s still a lot of people who use it, but it no longer feels like an unalloyed good, it’s obvious that its owners care more about profits than their unpaid mod staff, and a lot of the best users, the ones who produce the really interesting posts and comments, are leaving for other climes.
And… I’m glad. Even though I used Reddit, and Twitter too, I felt bad for doing so. Single websites should not be such a large part of the internet. These are ultimately reimplementations of older ideas of course, community discussion sites go all the way back to Usenet, which predates the World Wide Web by nearly a decade. The main reason anyone cares about them is that there’s already lots of people there, and their value grows as more people are involved with them.
Anything that breaks the hold of bigcorps over substantial pieces of the internet is a positive thing, IMO. All those people who are leaving Twitter for Bluesky or Threads, I feel like I need to warn them, it’s only a matter of time before you’ll be put back into this situation again, no internet site of service run by venture capital, or put under the gun by shareholders and “fiduciary duty,” can escape being ruined. It is an impossibility, the drive for ever-greater profits will inevitably ruin them. This ends the editorial portion of this post.
The most promising alternative to corporate ownership and control at the moment is the “Fediverse,” a collection of sites that all talk to each other and interoperate. Whether it’ll be the solution to the capitalist internet remains to be seen, there’s lots of challenges ahead for them, but one small current win is a post on lemmy.world’s Games board, asking users for their favorite obscure games. It’s got rather a lot of comments of people, all reminiscing about their favorites. It’s worth a good look, for you’re both certain to find people who love the same neglected titles that you do, and a whole bunch of games to investigate that you’ve never heard of before. It’s a marvel.
Back on April 12th, WIRED Magazine published an article about Space Invaders 45 years after its original production. In it they spoke with the creator of iconic arcade game, Tomohiro Nishikado, who now considers it the best game he ever made.
Despite them including the Atari 2600 version as if it were the original (the two games are similar but ultimately rather different), it’s a nice look back.
The arcade industry existed for six years before Space Invaders, a period that is often forgotten. Two games in particular I think kicked off the meteoric, and short-lived, rise of arcade gaming as a cultural force: Atari’s Asteroids, and Taito’s Space Invaders. Asteroids was actually more popular in the U.S., but Space Invaders was still one of the most successful arcade games ever sold in the States. In Japan, its success was, and I believe still is, unequaled.
Video games at that time were tied to their hardware in a way they almost never are now. Gaming is now mostly done with graphics hardware that is mostly replaceable. Back then, arcade hardware was usually purpose-built, with the capabilities the design required. Space Invaders is an example where the hardware constraints really made the game. It was one of the few games at the time to use framebuffer hardware: a bank of memory that corresponded directly to the display, in Space Invaders’ case, every pixel on screen echoing the state of a dot in memory.
There were a number of reasons that this wasn’t used by most games. Memory was expensive, and a screen-sized bitmapped display needed a lot of it. More colors requires even more memory to be able to depict all the possible states, so Space Invaders’ screen was monochrome with a color overlay.
Possibly the biggest reason of all: it takes a CPU a lot of time to shuffle around all those bits. Computers are fast, but they still have their limits. Space Invaders uses an Intel 8080, the chip they made before the 8086 which was the foundation for the x86 line, but still only an 8-bit processor.
Space Invaders, ingeniously, uses the 8080’s slowness at updating the framebuffer as a strength. As the armada of aliens moves across the screen, the processor is updating them as rapidly as it is able, erasing and drawing each into its new position one at a time. As the player shoots them, there are fewer ships to draw, and so it can get its updating done faster. This naturally causes the fleet to progress across the screen faster and faster as they’re wiped out, with the last alien rushing across with all that CPU power freed up by the destruction of its comrades.
Space Invaders had even more clever ideas in its design than that. It was an early example of a game using a life system, borrowed from the limited balls players were allowed in pinball games. But also, the game had a sudden loss condition: if any alien managed to make it all the way down the screen to the ground, the game instantly ended.
There was considerable strategy in deciding which aliens to shoot first. Wiping out rows from the bottom of the formation delayed the whole armada from reaching the bottom by one pass across the screen, but if the player destroyed a column off one of the sides, all of those aliens would have to travel further before they could descend a level. Or, if the player was prepared to take a bit more of a risk, they could wipe out columns in the middle of the formation, which means the aliens would descend more rapidly, but leaving a hole in the ranks through which to shoot the Mystery Ship that passed by at the top of the screen.
The game even has a couple of secret features, which is pretty interesting considering the game was released in 1978. The points awarded by the Mystery Ship appeared random at first, but was in fact went through a cycle that advanced every time the player fired a shot. And, as documented in Craig Kubey’s The Winner’s Book of Video Games, if a skilled player could annihilate a whole rack of aliens while leaving one of them from the two lowest rows of the board, it would leave a trail behind it. digipress.com reveals that this was caused by a bug in the code, but later versions of Space Invaders promoted this trick to a legitimate secret.
Space Invaders has inspired many remakes and revivals through the years, the first, Space Invaders Part II, also known as Space Invaders Deluxe, introduced new kinds of aliens that split in two when shot. That’s not to be confused with the later Space Invaders DX, released in 1993. Before that came Return of the Invaders in 1985, and Space Invaders Part IV: The Majestic 12 in 1991. A while after there were Space Invaders Extreme, which got its own sequel, and other games I can’t be bothered to look up right now. Recently, in 2016, arcades have even seen a fairly interesting Space Invaders lightgun game from Raw Thrills, called Space Invaders Frenzy. (I tend to be harsh on Raw Thrills here, but it’s actually pretty interesting!)
45 years. Not bad for an ancient 8-bit arcade game that struggled to shift black-and-white pixels around.
Remember when Pikmin 2 came out on Gamecube? It marked a considerable departure from the first game’s structure. Pikmin had a hard time limit, and it was rather a rush to complete the game within its 30 days on your first try. Pikmin 2 dispensed with that, giving players as many days as they wanted. It also had “dungeon” areas, semi-random underground mazes where even the day timer was paused. A considerable portion of the game was in those underground areas.
One of the less-remembered things about Pikmin 2 was that it had actual product placement in it. Many of the treasures you found were outright commercial objects, modeled and textured in the game, some with vaguely promotional names, like “Courage Reactor” for Duracell Battery, or “Quenching Emblem” for a 7-Up bottle cap. Even the European and Japanese versions had these, although they reflected products from their territories instead.
Presumably because the licensing deals for these objects have expired, the Switch 2 version of Pikmin 2 uses different, more generic items in place of the trademarked originals. The replacements are an interesting lot. Where they could have just removed the old textures and replaced them with solid colors, they put in fake ingredients lists (too small to read), “Established 1920” notices, fake slogans and logos, notices of product quantity in Imperial units with metric equivalent, and more. You’d almost believe Olimar was finding real goods from Earth, ones that you just haven’t heard of. The tip-off is, the names of the replacement products are just slightly too generic. “Coconut Water” and “Night Lip Balm” are descriptive but generic, and so but really able to be trademarked. They’re a nice batch of fake brands though. For “Pineapple Fresh Slices,” they even made up a realistic-looking US-style Nutrition Facts label!
The differences have been recorded in a video by ModenXP on Youtube, embedded below:
And now, as an exercise in overkill, here’s a list of all the old and new versions, and interesting things about the replacements:
Courage Reactor (280 poko)
Duracell D-Cell battery
“Electric Power Super Battery,” a fake brand that replaces the multiple Duracell items among the treasures. It’s also a D cell. There’s a warning box that’s too small for me to read.
Quenching Emblem (100 poko)
7-Up bottle cap
Bottle cap for “Spicy Ginger Ale, Premium Quality.” There’s some other text along the outer edge that’s just on the other side of the readability afforded by the texture compression.
Alien Billboard (80 poko)
Kiwi Shoe Polish, 1 1/8 ounce (31 gram) size
“Shoe Polish, highquality shoe care.” “Established 1920.” The size is 32 grams, “1,128 OZ” in the British style, using a comma as the decimal separator instead of a period. The slogan “Shine & Protect” runs along the outer edge of the lid.
Drought Ender (100 poko)
Old-style Dr. Pepper bottle cap
A bottle cap for “Coconut Water,” evidently a product someone would want to buy. The rim assures us, twice, that it is in fact “100% Pure Coconut Water.” Promise or threat, you decide.
Survival Ointment (90 poko)
A tube of ChapStick lip balm
“Night Lip Balm,” with “Extra Moisture.” Lots of tiny unreadable text on this one.
Gerkin Gate/Flavor Gate (100 poko)
A lid to a jar of Vlasic pickles
The only item with a different title. This is “Orange Jam,” “Made With Real Fruit,” “Organic Homemade Product.” 13.4 oz (380 grams). Shouldn’t they have just called it marmalade?
Creative Inspiration (100 poko)
Old-style bottle cap for RC Cola, eternal third-place in the cola wars
“Delicious! Black Berry Soda.” One of the more generic logos.
Patience Tester (130 poko)
A can of Sun Luck water chestnuts. How many company ad departments would let a licensor get away with implying their product tests one’s patience?
“Pineapple, Fresh Slices.” “In heavy syrup.” Oh, joy. (I don’t like pineapple, and pineapple syrup is not something I would ever care to try.) It’s interesting that they changed even the type of product here, although it’s the same sized can.
Healing Cask (60 poko)
A jar of Carmex salve, “FOR-COLD-SORES.” Even though the lid looks like it’s from the 50s, I think this is how the product looks even today.
“Organic” Aloe Vera Cream. Nice stylized rendering of a plant on the cover, but otherwise pretty ordinary.
Salivatrix (30 poko)
A lid for Dannon “Fruit on the Bottom.” Fruit on the bottom of what? It doesn’t say! It does tell us it has “Same Great Taste!”, but again, the same great taste of what? The mysteries belie this treasure’s paltry value. Bee the why, “Salivatrix” sounds like an enabler of a particularly niche kink.
“Morning Fruit Yogurt.” Aaah that’s right, Dannon makes yogurt! Did they remake Pikmin 2 just so they could fix their omission? Blueberry, and Low Fat, Net Wt. 15 oz (425.25g). Thanks for the two decimal places of metric accuracy, fake yogurt lid.
Thirst Activator (300 poko)
Cap to a bottle of Tree Top juice. What variety is left unspecified. One of the little jokes of the game is how far off the retail value the Salvage Pod’s valuation of your treasures is. 300 poko is pretty valuable!
“FRESH Organic Fruit Sauce.” The name is still Thirst Activator though. Brings to mind gulping down a nice hearty jar of Ragu’s finest, mm-mmm. Both versions of the treasure have arrows telling a consumer which way to open the jar.
Massive Lid (100 poko)
Old-style cap to a bottle of Yoo-Hoo Cola. Cola? The internet is mum as to the history of this mysterious product. I don’t want to imagine what it was like.
The cap now reads “Mountain Water.” It’s a metal bottlecap, as if to a glass bottle. At least it’s recyclable. The title is odd; it’s a small cap, there’s plenty of bigger lids in the treasure hoard.
Happiness Emblem (100 poko)
Another old-style bottlecap, this to a can of Squirt grapefruit soda. Squirt, a Dr. Pepper brand, is still made and sold even today.
Ginger Ale LIGHT. Has an ingredients list right on the cap, just like the Squirt cap had. The ingredients are even readable: carbonated Water, high-fructose corn syrup, ginger extract. Hey, I’d drink it. Nintendo’s localizers know their territory.
Durable Energy Cell (160 poko)
Duracell C-Cell battery.
Electric Power Super Battery, again, Duracell’s counterpart in the Pikmin ludomatic universe.
Endless Repository (130 poko)
A can of Beach Cliff Sardines, “Proudly made in the USA” and “in soybean oil.”
“Sardines, Skinless & Boneless.” “In olive oil & lemon.” The “pull ring easy-open” and fake UPC code are nice touches. This is one of my favorite fake products, even though I’ve never eaten a canned fish in anger.
Pondering Emblem (100 poko)
Cap to a bottle of Yoo-Hoo Chocolate Flavored Beverage. The pondering part of it is wondering what the hell Yoo-Hoo is made of.
“Milk Crown” Cream Soda. Nice stylized representation of a splash of milk. The cap tells us “artificial flavor & color.” Remember to demand natural flavoring and coloring from your fictional video-game beverages!
Abstract Masterpiece (30 poko)
A Snapple Cap. You can’t flip it over to see if there’s a Snapple Fact on the bottom.
Sunny Tropical Juice. “What kind of juice?” “Tropical.” At least the label tells us it’s made from the best natural fruit. No synthetic fruit here, oh no no.
Optical Illustration (140 poko)
Lid to a jar of Ragu tomato-based sauce. I joked about it, and lo, it has come into being. There is very little optical here, and it hardly qualifies as an illustration
“Tomato Basil” homemade pasta sauce. One of the faker-looking treasures.
Activity Arouser (100 poko)
The “W”-logo from the lid of a can of Wilson tennis balls.
One of the few overtly fake brands, with a logo of a flaming tennis ball and the cryptic word “TARAI” in a sci-fi font. No other information is supplied. This mystery is going to haunt me.
Proton AA (90 poko)
Duracell AA-Cell battery.
The third of the Electric Power Super Battery collection. It looks a whole lot like one of those battery brands you can find at a dollar store, that last roughly 23 seconds when put to use.
Drone Supplies (130 poko)
Underwood Deviled Ham Spread. A really distinctive package, round but wrapped in paper with a unique fold at the top.
Tuna Salad Spread. The kept the paper wrapping. This is the one with the realistic Nutrition Facts label on the back.
Fuel Reservoir (120 poko)
Duracell 9-Volt battery.
Last of the Electric Power Super Battery set.
Fruit Guard (130 poko)
A can (not just the lid!) of Tree Top apple juice. The words “Apple Juice” are not written in Comic-Sans, but it does look a lot like they are.
FRESH Organic 100% apple juice. FRESH seems to be the replacement brand for Tree Top. At least it’s not drinkable fruit sauce this time. Also has a Nutritional Facts label on the back (as does the original).
Nutrient Silo (130 poko)
Skippy creamy peanut butter.
Ribbon’s peanut butter. They made a cute little logo involving a pair of cartoon peanuts for it! I demand fan art of them immediately, get to work! Also has a Nutrition Facts box and fake barcode.
Yellow Taste Tyrant (100 poko)
The yellow, unpainted plastic lid of a wide-mouthed container of French’s mustard. The French’s logo is molded into the surface, and seems to react to light, which is interesting.
A green painted illustration of a hot dog with the words “Hot Mustard” twice. The modeled French’s logo is gone.
Stringent Container (130 poko)
A canister of Clabber Girl baking powder.
The canister is of “Baking Powder,” “Queen’s Quality,” “Double Acting” and “Gluten Free.” Established 1932! Like the original, has both nutrition facts and a recipe, here for a chocolate muffin. You can just make out that a “serving” of this can of baking powder has 55 calories. At the bottom of the nutrition facts it says “European Leading Brand.”
Hypnotic Platter (100 poko)
Bottle cap for A&W (presumably) Root Beer. Caffeine free.
“19TH Anniversary” premium orange juice. Apparently sold in soda-style glass bottles?
There are also probably changed descriptions in the Piklopedia for these items, but I have yet to get the game myself so I can’t report on those.
alienmelon is Nathalie Lawhead, a desktop toy creator who’s made a lot of cool things, like the Electric Zine Maker and Cyberpet Graveyard. Back in 2021 she made this great roundup of her own desktop toy work, as well as that of others. It was a whole field of computer software, not really games, that faded into obscurity right around the time that social media, that bane of all good internet things, started becoming big. Desktop toys were often distributed on personal websites, and Facebook and Twitter tend to muscle out those kinds of places.
The article lists all of these, but with that it’s just getting started, linking to a plethora of old toys. One that comes to mind personally is the classic Neko desktop pet, a pixel-art kitty cat that would chase your cursor then fall asleep.
It’s a great introduction to/recollection of an old and vanished age of software. And it also contains the phrase, “In retrospect I don’t think it was cool of me to scare my mom with a potato.”
The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….
Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.
The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.
Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?
It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.
The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.
The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?