Gamefinds: ioBaseball Demo, Fusion of Balatro and Blaseball

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

It’s been over a year now since Blaseball, beloved highlight of the pandemic lockdown, set its multiple suns for the last time. Its malevolent spinning peanut god ceased its ranting, and its guardian angel squid put away its concessions. If you don’t know what I’m talking about, the blaseball tag here might fill you in. (We love tags! Explore them a bit and you’ll find strange and unusual things.)

In summary: for nearly three years, from June 2020 to June 2023, a small plucky company called The Game Band simulated games of a strange, horror-themed variation of baseball, and allowed users to bet fake money on the outcomes. The synthetic players pitched, batted, fielded, were incinerated, became reincarnated, went undercover, escaped via secret passages and fought gods like that huge spinning peanut and the concept of money itself. It wasn’t bad for a simulation that players could never directly influence: the closest they could come was by spending their hoarded fake wealth on votes to change the rules and edit the players and teams.

In its time it inspired a vast wiki (unaffiliated with Fandom, thank the Squid), an official podcast, a stats reference site, a news network, both official and unofficial explainer videos, a huge pile of fan art, pretend trading cards, and a terrific band. It was probably impossible to keep going indefinitely, but it was nice while it lasted. I’m not the only one who fondly remembers it: the site Just Baseball published a ringing remembrance last year. Here’s that squid again, one more time, for I never get tired of seeing this animation.

Blaseball had its horrors, but how could you not love a world where heaven is overseen by this happy creature?

So now there’s a big superfluous-L-shaped hole in our hearts. There have been attempts by others to fill the Infinite Siesta, but none of them have nearly the panache or popularity of the original. This concludes this explanation, but no doubt I’ll be doing it all again in a year or two. Moving on.


So, what is this new thing that might fill the void left by Blaseball? ioBaseball is a very new project that combines Blaseball’s play sim with Balatro’s deck building. It sounds like a cooked-up Buzzword Stew, but even in its very early prototype form there are some interesting ideas there.

ioBaseball is so early-on that the site proclaims that it’s only a demo, and I believe them. Currently the whole game runs in your browser, and log-ins aren’t supported yet. It only saves the play state at the beginning of each game day, so be wary of browsing away from the page accidentally. It doesn’t look like it was made to provide indefinite play as it stands, but it’s worth exploring for a little while.

The game begins with a collection of teams and their players. As with Blaseball before it, none of these teams or players are “yours,” and you have no control over any of them. In Blaseball you could adopt a team as your “favorite,” and a player as your “idol,” and get rewards according to how well they did. That is replaced here with a system of trading cards.

The main types are Slugger cards and Pitcher cards, each representing a specific player in the league, and Team cards. Each card gives you a number of one of three colors of “magic points” whenever its depicted character/team does something positive. This means that buying trading cards is making an investment, like buying stock for dividends.

Slugger cards give you “blue” magic points, shown as water drops, when its player gets a hit that puts them on base. Pitcher cards give you “red” magic points, with a fire icon, on its player striking out a batter. And, Team cards earn “green” magic points, little cacti, upon that team scoring a run. You’re free to buy any cards you want, up to your hand size limit, so you aren’t limited to just players on the teams you have cards for, but the different kinds of cards cost different amounts of gamecash (not real money, but instead fake gold pieces), and pay out different amounts of MP. Pitcher cards are by far the most expensive, at 10 gold each, but a good pitcher can be a reliable earner of red MP throughout a whole game.

You need all three kinds of MP. Despite their name, in the current version of the game you can’t cast magical, baseball-related spells with them (presumably with names like Arms of Ruth, Berra’s Wisdom, Curse of Casey, or Tinker to Evers to Chance). Instead they are what get you your experience, or as called here Victory Points. The game multiplies together the three colors of MP you have, and that’s your VP total. Then it goes like Balatro: at the end of each day of games, you have a target score to meet. If you succeed, you lose all your magic points of every color, gain a “Level,” and start the next day with a higher goal. If you don’t quite make the objective you lose one of the five lives you begin with, but you get to keep the MP you had, so the next day you just have to make up the difference.

One aspect of this system some of you may already realize… if you have zero of even one of the colors of Magic Points, it means you have zero Victory Points. You must have a source of income of all three colors. Not just that, but baseball, even simulated baseball, is a very random game, prone to unexpected upsets and blowouts. If the winds of fate mean that one of your types of cards produces nothing on a day, then you earn nothing, at all, on that day! The days of the seasons have randomly-assigned games, sometimes a team doesn’t play on a day, and if that team is the only one you have pitchers or sluggers for you’re going to lose a life that day.

To overcome this, it’s essential to diversify, buying multiple cards of all three types. You start out only able to have five cards, but you can use your excess gold to buy expanded slots from a system of upgrades. These work like a mixture of Balatro’s hand levels and vouchers. Each provides a benefit that gets more expensive the more you buy it. At the start of Day One you only have the upgrade that increases your hand size, but each time you lose a life, you get the chance to enable one of three new kinds of upgrades. Some of them are obviously good, but a few, the Fountain, the Boar and the Illusionist, don’t tell up front what you’re buying, and leave you to figure them out. Some upgrades unlock new kinds of cards, that pay off in a variety of ways. One upgrade reduces your Level by 2, which is nowhere near as bad as that might sound. It might be the most important upgrade, and it’s the one that rises in price the fastest.

It’s really difficult to do well, especially at the beginning when your only clues to how well a player will perform are unexplained Blaseball-style stats with names like “thwackability.” After a few days the Stats pages on each card will start to give you a good idea of how valuable each player is. In this demo version the player and team stats are not randomized, and you get the same choices of what player cards to buy every day, so your intuitions of which players and teams are worth the gold and hand slots can build over multiple tries. (Note: since I wrote this the game has been updated, and now now only can you select a season scenario, but the world’s stats are re-rolled every real-world month.)

The interface, while bearing some polish, has its glitches. Important game functions are buried, in the style fashionable at the moment, behind Mystery Icons at the top of the page, and I tended to get lost for my first couple of plays. During the game day, you’ll probably want to watch the action (which is all text, this is a Blaseball-inspired game, after all) by clicking on the icon of the little stadium with the three pennants. To see your Victory Points and current hand, and to declare game options, you’ll want to click the little line of numbers at the top-right of the page. It is here where, under the Settings tab, you can speed the simulation speed up from the excruciating NORMAL, up past Bison, Tiger, yes even Hedgehog, to FAST, and experience an entire day of simuball in a couple of breezy minutes. Oh, how rorm* it would be if real baseball had the FAST option, or even just Hedgehog!

It is obvious that ioBaseball is heavily inspired by its departed predecessor. The trading cards have pixelated images sort of in the style of Balatro, but without nearly the style or wit. But it’s a demo! I’m sure, if it takes off, that there’s a universe of baseball-and-otherwise memes they can slap on those little illustrated boxes. A lot of Blaseball’s dearly missed qlurky stlyle follows over. The completed Innings are called Outings, and there’s a brief story that’s presented within the game that explains the stadium has trouble getting insurance because of angry gods, incinerated players and floods of immateria.

Will ioBaseball catch on, and rise to the levels of its deceased forebear? No one can say. The original needed a cultural event like a pandemic to spark its brief ascent to the skies, and without it soon fell again to the cold wretched earth. But ioBaseball’s three hearts are in the right place, and that matters for a lot.

* rorm, adjective: nice, good, gratifying. From Carl Muckenhoupt’s interactive fiction, “The Gostak.”

ioBaseball (web, $0) – ioBaseball’s Discord invite

Battle Train Developer Interview

For this perceptive podcast, I sat down with Joseph Mirabello from Terrible Posture Games to talk about developing the upcoming roguelike Battle Train. We spoke about the challenges of roguelike design, what is special about Battle Train, and then talked about their Kickstarter.

Weird Balatro Deck Peeking Trick Discovered

A trick was discovered a scant few days ago in Balatro that will outright tell you what the top card on your deck is, it’s been in the game since the original demo release, and its an intentional inclusion by the game’s creator.

One of the many Jokers you can obtain in the game is Misprint. (See right) Misprint’s function is to add a random number from 0 to 23 to the hand’s “Mult,” the chip value it’ll earn. It displays this, amusingly, as glitched description text that changes, and occasionally displays random, apparently garbled text.

Well as it turns out, it’s not random text at all. It’s a code that tells you what the card on top of your deck is! It’s the rank of the card (2-14 for its rank) and its suit (H for Hearts, etc.)!

Misprint on the Collection page
The trick in action — the next card is a 10 of Hearts!

Balatro is unusually devoid of other deck-peeking abilities. While there’s abilities that affect chips, Mult, Mult-multipliers, money, Tarot cards, Spectral cards and lots more, and you can at any time review what possible cards might be waiting in your deck, nothing will absolutely tell you what’s waiting for your next hand. And you don’t even have to have this Joker in play to use it, which is good, because it’s not great in many circumstances. If you go to the card’s spot in the Collection (provided it’s been gained at least once) and look at its description there, it still works! It’s been noted that it’ll even reveal the hidden identity of Stone Cards, which have their original values obscured by a layer of rock.

How does this affect the game? Well I’m going to go out on a limb and say, not as much as you’d think? It only reveals one card, and doesn’t say anything about its Enhancement, Edition or Seal. If you have more than one of a card, it’ll just tell you its rank and suit. That can still be used to deduce other properties of a card (if your only Red-Sealed Glass card is a 7 of Hearts, it’s a giveaway if Misprint reports a 7H) but it’ll require some setup, which is like nearly every other aspect of the game. It does slightly help you make specific hands, but even the best games of Balatro eventually run afoul of its ruthless ante scaling.

Every Set Side B post needs a link to a Youtube video, right? Here’s a breathless two minute one from BelenosBear explaining the trick:

Of particular note, Balatro University says they’ve known about this all along (18 seconds):

Spelunky 64

The thing about Spelunky 64, a reimplementation of Spelunky on the Commodore 64, that gets me is how smooth the scrolling is. Smooth multi-directional scrolling isn’t easy to do on the C64 without hardware assistance, but here it handles it without apparent problem. Here is a 7-minute demonstration from Just Jamie:

It’s not the only obstacle Paul Koller (PaulKo64) had in making this surprisingly faithful recreation. It contents itself with the basic Atari-style joystick, with a single overloaded button. So up is used for jumping, tapping the button attacks, holding the button uses an item, down+button takes out a bomb, and up+button places a rope. It’s not perfect, and you have to be really careful in shops, but it doesn’t work badly.

BastichB 64K has an interview with its developer on Youtube (7 1/2 minutes):

Here is a complete playthrough (28 minutes):

Spelunky 64 is on itch.io for $3. To play it, you’ll need a Commodore 64 emulator, or a physical C64 and a way to get the game image onto a disk.

Youtube Dev’s Experiences Making New Dual-Stick Shooter Roguelite

Helper Wesley on Youtube is making a Binding Of Isaac-style randomized twin stick shooter called Spent Shells, and published it on Newgrounds. It’s on itch.io too. It got about 35,000 plays and an award from the site, which is nice. It also got ripped off and put on a bunch of other sites, which wasn’t. But things seem to be going well with it.

Wesley put up a video with his experiences with its popularity and his attempts to monetize it. It’s only ten minutes, and it’s got a lot of useful information for things to do that might help out your own project, if that’s the kind of thing you do, or just an interesting look at an experience most of us won’t even have.

I Published My Roguelike Game – Dealing With The Aftermath (Youtube, 10 minutes)

Romhack Thursday: Zelda Ancient Dungeon

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

In the world of romhacks, the term “Ancient Dungeon” has a specific meaning.

Way back in the SNES days, there was the cult favorite JRPG Lufia and the Fortress of Doom, a.k.a. Estpolis Denki. While overloaded, and most agreed harmed, by its ludicrous encounter rate, it had a good number of interesting innovations. It had an end-of-game stat report and a kind of New Game Plus mode, called “Try Again,” which reset players to base level but increased player experience and gold earned by four times. It had hidden Dragon Eggs throughout the world that could be collected and redeemed for special advantages near the end of the game, whereupon they would be scattered throughout the game, and refound, for more advantages. The game also had “Forfeit Island,” a place full of shops where every item the player characters ever sold throughout the game would make their way, and could be re-purchased.

Its prequel, Lufia II: Rise of the Sinistrals, had even more play innovations, including visible monsters and a Zelda-like system of items that could be put to various uses on the exploration screen. Another thing Lufia II expanded on was the first game’s “Ancient Cave,” which was a dungeon that only a single character could enter. It didn’t take up a large portion of the original game, but Lufia II expanded it greatly, turning it into its own alternate game mode, that could be accessed from the main menu after completing the game.

Probably inspired by the Mystery Dungeon games, this version of the Ancient Cave was a 100-level randomized dungeon that reset players to Level 1 and no equipment when they began. It’s a completely optional challenge in that game, but many players found it highly interesting.

In romhack circles, an “Ancient Dungeon” is a game that completely tears apart its original game and turns it into a randomized play experience like Lufia II’s Ancient Cave. A similar implementation is Mega Man 9 and 10’s “Endless Mode,” which has also been recreated in romhacks for other Mega Man games.

Most Ancient Dungeon hacks are for JRPGs, but now we have one for Nintendo’s Legend of Zelda, and you might find it worth checking out.

The Legend of Zelda: Ancient Dungeon takes its name literally, in that the whole game is just one dungeon. There are no overworld screens. Each room contains a number of enemies, sometimes easy, sometimes hard, sometimes few, sometimes many, and sometimes a boss. They still drop items when you kill them, so you can build up lost health if you’re careful.

The creator of the hack managed to include the overworld enemies in the dungeon rooms, and also include monsters who are not ordinarily found in the same dungeon in the same room, by dynamically loading monster graphics during room transitions. That’s a pretty decent technical trick!

The layout of the dungeon is completely random. Monsters are chosen dynamically as you go. Many Ancient Dungeon hacks are actually computer programs that do the random generation themselves, and write that layout to the rom, so if you play the same version multiple times you’ll get the same dungeon each time, but that does not happen here.

The game shuts the doors out of each room until all the enemies inside have been defeated. Sometimes when you clear a room, a random item will be left. Once in a while this will be one of the game’s major items, like a Sword or the Ladder. You often get Heart Containers or other major items from beating bosses. There are also rooms where an old man offers to sell you another item using the rupees that you find along the way.

This Ancient Dungeon hack doesn’t map logically. Often you’ll enter a room with one exit, which will lead to a different room than it was when you were there before. This doesn’t mean your choice of exit is completely meaningless though. You’ll still enter the next room out of the opposite side of the screen as you left the last room, which can be important if you’re expecting a boss in the next room.

One thing about this hack is that it ramps up pretty slowly. When Link has full hearts he can shoot his sword, which can make quick work of many screens of enemies. If you take even half a heart of damage, though, you’ll go to only short-ranged attacks until you can build it back up. Getting far demands a lot more care than normal Zelda. You might find Water of Life as you go, which you may have to make a difficult choice as to whether to use it quickly and get your sword back, or save it for when the monsters get tough.

In my first test play I mostly ruled at it. I’ve played a ton of Legend of Zelda over the years, and I even managed to-carefully-destroy a three-headed Gleeok with just five hearts, a Wooden Sword and a Blue Ring. But I still lost, on Room 155, when I was unexpected thrust into a room with three blue Darknuts and three blue Wizzrobes, not a pleasant sight when you only have those five hearts and Blue Ring.

The hack does not allow for saving your progress, and unless you cheat by using savestates you lose everything you’ve done when Link gets his ticket punched. 155 rooms is a long way to go to only have five hearts to show for your progress.

I don’t know if I’ll try it again. Zelda’s dungeon rooms sure get monotonous after awhile. It could use a lot more variety in graphics, and its colors don’t even change throughout all those rooms. But this hack was released very recently, and I look forward to seeing what creator arnpoly does with it in the future!

Youtuber LackAttack24 did a successful hour-long play of this hack, if you’d rather watch than try it yourself:

The Legend of Zelda: Ancient Dungeon, by arnpoly (romhacking.net)

News 6/9/2022: Multiversus, Pinball, Roguelikes

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

We’ve been distracted here at the news desk lately. A couple of our planet’s moons regularly collide with each other, causing both to reverberate and flex in a disconcerting way that causes them to warm appreciably, and will inevitably cause them both to disintegrate, resulting in major tidal trauma on the planet’s surface that our scientists insist “is nothing to worry about.” It’s still difficult not to be concerned, but I’m sure things like that happen on Earth all the time. Let’s get to the important stuff: video game news.

This building, the Sega Sammy corporate HQ, appears to be made of glass. They’d better not throw any stones! (image from Wikipedia, owned by TarkusAB and used under CC BA-SA 4.0)

Ollie Reynolds at NintendoLife notes that Sega Sammy’s finances are looking up this quarter, due both to the release of Sonic Origins (yay) and pachinko machines (boo). Jeepers Horatio Chrysler, it’s like gambling is slowly swallowing up every aspect of computerized gaming. It’s devoured most of Konami and all of former gaming stalwarts Bally, Williams, and Midway, is responsible for gacha mechanisms in mobile, and is behind several of the most odious aspects of that whole NFT thing. At least Sonic Origins is doing well.

Owen S. Good at Polygon chimes in with this week’s legally-mandated Multiversus news, noting that it’s getting ranked and arcade modes. I mean, on one hand it’s completely obvious that the game is the result of the same kind of soulless corporate mandate that resulted in the execrable Space Jam: A New Legacy, a movie that somehow took a 90s movie based off of a series of sneaker commercials and made the concept worse, but on the other hand it’s got Steven Universe in it. With the parent company in disarray, cancelling nearly complete $90 million dollar movies in order to take a tax writeup, it’s amazing WB, now WB Discovery, can do anything right at the moment.

At Ars Technica, Sam Machkovech reports on 1Up’s new pinball cabinet, which provides emulated (well, simulated) versions of several classic Bally/Williams games in digital form. No video pinball game can hold a candle to real pinball, because of framerate limitations, because of the importance of nudging the machine, and because pinball is cool because it’s a physical ball shooting around the table. Still though, most people can’t afford to pay thousands of dollars for a real table. The unit is one of three pinball products they’re releasing, with this one offering 10 games running Zen Studio’s engine. The headliner is Attack From Mars, but most of the games are really solid, including some underrated classics like Junk Yard and No Good Gofers. Sadly, Machkovech reports that White Water suffers from stuttering and input lag, which speaking as a habituĂ© of Wet Willie’s, is unacceptable for that game. For the record, the other games are Fish Tales, Medieval Madness, Road Show, Hurricane, and Tales of the Arabian Nights. So, no Funhouse. I dunno, for $600 you’d think they’d just include all the games they had the license for?

Not mentioned in the article: NetHack

Cameron Bald at PCGamesN was just asking for our rancorous commentary when he wrote what he claims are the best roguelikes and roguelites on PC. I mean we host @Play now, honor demands that we chime in! The list is Hades, The Binding of Isaac, Darkest Dungeon, Dead Cells, Don’t Starve, Downwell, Into The Breach, Slay the Spire, and Spelunky 2. While, yeah, they’re all good games and I’ve nothing bad to say about any of them, they’re all commercial roguelites. Nothing about NetHack or Angband or anything. Oh well.

Whew, that’s a high commentary-to-link ratio. Let’s continue the list next time. Toodles!

Unexplored 2: The Wayfarer’s Legacy

Today is the launch date of Unexplored 2! (Steam) The sequel to one of the more interesting roguelites of recent years, the original simulated a game world with a lot of depth, and played a lot like a real-time version of a classic roguelike with updated graphics.

I did a Q&A with the makers over on Game Developer a couple of months ago! (I can’t seem to find it right now, though….) They also have a dev blog over there if you’re interested in its creation!

So. Um. Have a trailer!

Link Roundup 5/8/2022

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

This is a big one! Kat Bailey reporting for IGN and doing some quality journalism, looking into Nintendo of America’s problem with leaning on contract employees. Nintendo has enjoyed something of a reputation as a good place to work, but it definitely seems like this has changed. The article is long but a must-read!

M. Smith of Engadget previews Steam on Chromebooks.

Graham Smith of Rock Paper Shotgun talks to Ron Gilbert about the in-development and eagerly-anticipated Return to Monkey Island.

From Sean Endicott of Windows Central, Microsoft open sources Windows 3D Movie Maker! Here’s the announcement tweet. Seems Microsoft’s Scott Hanselman was convinced to do so by hardware hacker and source of general awesomeness foone!

Christian Donlan at Eurogamer looks back at the Crystal Dynamics’ take on the Tomb Raider series. That would be the Tomb Raider games subtitled Legend, Anniversary, and Underworld.

And a marketing success story, zukalous at How To Market A Game (title’s to the point) describes how the pachinko roguelite Peglin managed to get popular so quickly! It also links to friend-of-the-blog Simon Carless’ game discovery newsletter!

The Steam Going Rogue Sale

Steam is having a sale for a few days on roguelike and roguelite games, as well as “Souls-like” and “metroidvanias.” They published a page defining each of the terms, which I don’t entirely agree with, and by featuring all of them in a sale called Going Rogue they seem to be purposely conflating these terms, which annoys me a little, although there are plenty more concerning things going on in the world right now. (Especially metroidvania, which really has almost nothing to do with roguelikes.)

I give some better definitions down below, but in the meantime let’s have a look at some interesting items in their sale:

Rogue Legacy 2 (20% off at $19.99): The first Rogue Legacy was a surprisingly long time ago! It was an important exploratory action-adventure game with randomly generated areas. Player death was an intended part of the game: after a character dies, for the next game the player picks one of that character’s offspring, which has different, randomly-generated characteristics. They could also use money found on the last run to upgrade a town, to provide new characters services before they entered the dungeon. Rogue Legacy 2 looks like it continues the tradition.

Slay the Spire (60% off at $9.99): If you’re tired of buzzwords then you might be wary of a game that says it’s both a roguelike and a deck builder, but I think they’re two concepts that fit together pretty solidly-which recent years have proved well enough. This may have been the first of the type. It came out in January 2019 but is still rated Overwhelmingly Positive on Steam, and that’s worth something.

Peglin (10% off at $17.99): It’s one of the newest games in the sale, a combination of roguelite play and Peggle-like pachinko. In the future, all games will be defined by their likes, so we might as well get started now I suppose. The essence of roguelike games, I believe is in adapting to uncertainty, and a mode of pachinko certainly fits that bill.

Currently there’s also Dead Cells (40% off at $14.99), Noita (50% off at $9.99), Enter the Gungeon (60% off at $5.99), and Streets of Rogue (60% off at $7.99). There’s some interesting games in the metroidvania and Souls-like corners too, especially Bloodstained: Ritual of the Night (60% off at $15.99).

So, about those definitions

Roguelikes got their name during the formation of the Usenet group rec.games.roguelike, for being like the classic terminal-based RPG Rogue. At that time it was obvious what the term meant: turn-based tactical combat roleplaying games with random dungeons and randomized items, usually with ASCII graphics by necessity since they were played in a terminal. In the time since then the importance of ASCII graphics has diminished a lot, but the other aspects are pretty good identifying characteristics. Since roguelikes of this form are still popular in some circles, it feels right to let them have it. Although I should note that one of the people who made Rogue has said that they consider a “roguelike” to be a game that can surprise its creator. (I could well be misremembering this, granted.) Since the Steam page mentions it, I figure I should at least link to the Berlin Interpretation’s definition of what it means to be a roguelike.

Roguelites may have gotten their name from me, back in the days @Play was on GameSetWatch. It’s been like 15 years, I don’t remember that well. I used the term to describe games like Spelunky and Binding of Isaac, which wrapped action gameplay around a roguelike core. Another good term for these is action roguelike. The page on Steam states that the ability to bring elements across games is a factor that could make something roguelite, but there are roguelike games with that aspect: NetHack‘s bones levels, for instance, and Shiren the Wanderer‘s between-play progressions.

Souls-like games take after Dark Souls, which has some superficial gameplay similarities with roguelikes (especially the difficulty and emphasis on playing smart) but really shouldn’t be lumped in with them carelessly.

Metroidvanias are exploratory platformers set in a large world. There’s usually some kind of item-based movement advancement that gates access to later areas. The term was probably coined by Jeremy Parish. They get their names from the 2D Metroid games and the exploratory versions of the 2D Castlevania games-which don’t include the original Castlevania, despite what Valve’s page says.

Link Roundup, 4/19/2022

Sega looks to revive Crazy Taxi and Jet Set Radio properties

On using a serial port SD card reader on a Sega Dreamcast

How a Sonic fanfic writer ended up leading Sonic Frontiers

A roguelite that looks like an 80s Saturday Morning cartoon

Game Boy, Game Boy Color and Game Boy Advance games could be coming to Switch Online

Old Super Mario Bros. anime restored in hi-def quality and available to stream or download

The anime appears to have the “sucked into gameworld” premise used in Captain N: The Game Master and Bug tte Honey
Cameo by special guest star Gamera!