Sundry Sunday: There’s Something About The Typing of the Dead

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

I’m going to be honest, I vary in my appreciation for TerminalMontage’s gaming-related Youtube animations. Sometimes I think they’re brilliant, other times I think they really try too hard to be edgy. At their best they use the purposely-janky animation to make a point about the subject. Previously I’ve linked to their Breath of the Wild “speedrun” animation, where some of the things that would ordinarily be kind of lolrandom inclusions were actually, amazingly, references to things players do in actual speedruns.

I think the pinnacle of their output has to be their depiction of the events of The Typing of the Dead, Sega’s side-sequel to The House of the Dead 2, which took that lightgun zombie-shooting arcade game and grafted a typing trainer onto it. It was one of the most memorable game experiences I’ve ever seen, not just for the crazy premise that entirely works, not for the ludicrous power of its word list, but because the boss fights were each reworked to fit into the style, and forced players to answer questions with the keyboard, or type ludicrous sentences to try to mess them up.

There’s Something About The Typing of the Dead takes the game’s premise and reworks it as if villain Goldman was a 4chan-style vomiter of memes, right down to having an Anonymous mask, and as such makes for a more effective villain than the actual game had. The computer-synthesized voices for the characters are on a par with the terrible voice acting in the game. Most of all, I’m pleased for the unexpected use of Whomst’d’ve at the end.

Now that I’ve finally managed to squeeze this video into Sundry Sunday, I look forward to never mentioning memes here ever ever again.

Something About the Typing of the Dead [Loud Sound Warning] (Youtube, 4 1/2 minutes)

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: Snail Maze in a Cartridge

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

Early Sega Master System units released in the US had a small game included on the system ROM. It’s not as cool as the Space Harrier music with FM synthesis included on some Japanese Mark III units, but it’s at least a playable game.

Snail Maze, a really simple game (image from article)

It’s not really that deep a game, just a simple timed maze race, but it’s something, in case you got tired of Hang-On and Astro Warrior. Mike (no last name given), the maintainer of the blog Leaded Solder, decided to take that game and make a cartridge for it, so it can be played on any Master System, not just the early units that had it built-in. It’s a story of electronics work and 3D printing, of ColecoVision cartridge simultarity, roadblocks overcome, and ultimate victory. Here’s some appropriate music to listen to while reading it.

Breaking out of the Snail Maze (leadedsolder.com)

Romhack Thursday: Segapede (not really a hack)

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

Screenshot of Segapede prototype (image from hiddenpalace.org)

In the 90s, there was effectively two Segas, Sega of Japan and Sega of America. Unlike with Nintendo though, where it’s fairly obvious that the Japanese division called the shots, Sega was a little more evenly split. Despite the company mostly being known nowadays for their Japanese productions, Sega was originally an American company, founded in Honolulu making entertainment devices for U.S. military bases. Indeed, SEGA originally stood for SErvice GAmes.

The Japanese branch began to pull out ahead when they started making home computers for that market, but by the time of the Mega Drive/Genesis there was Sega Technical Institute on the American side, which employed some talented developers, including Yuji Naka.

The story of STI is part of that of Segapede, a game created by Craig Stitt. Originally pitched as a Sonic spinoff, it would eventually be cancelled, but not before a demo ROM was created, which saw the light of day for the first time late last year. Not only available is the ROM image itself, but the story of its inspiration, development, and ultimate cancellation, all on its suitably-named home hiddenpalace.org.

The Story of SegapedeSegapede Prototype ROM (hiddenpalace.org)

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

Preserving Monkey Ball Flash Games

Adobe (formerly Shockwave) Flash had a good long reign on the web as the premier means of presenting snappy interactive content without requiring repeated trips to the server. For ages, Javascript wouldn’t cut it for many purposes. Being tied to a full authoring environment helped it gain in popularity. Whole careers were built off of creating Flash content for the web.

Flash was easy enough to work in that many companies would produce Flash applets, even games, merely as promotional content, intended to be cheap and quick to make and ultimately disposable. Many of these games were lost when the websites they were a part of were taken down.

The Flashpoint Archive project, headed (I think) by BlueMaxima, has as its mission the preservation of these ephemeral creations. A post on Flashpoint will be coming eventually, but in the meantime I’d like to point out a 2021 Youtube video by (adjusts glasses) “Goober13md,” although I suspect that he may not actually be a medical doctor.

Goober13md’s beat is all things Monkey Ball. He made a video about the search for, and ultimate rediscovery, of three Flash games commissioned by Sega to promote the first Super Monkey Ball titles, as well as one for Super Monkey Ball Adventure (which Goober13md is understandably reluctant to mention by name). It’s an informative story about the difficulty of content preservation in a time, which is still ongoing might I add, where companies don’t see their web presences as anything more than transitory. Look look, see see!

The Super Monkey Ball Flash Games That Were Lost For Over a Decade (Youtube, 29 minutes)

Sundry Sunday: Brooklyn Nine-Nine, But It’s Sonic

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

A while back we posted Community, But Sonic, a fun little Youtoon from frequent Sundry Sunday appearator Pringus McDingus, of Sonic characters animated to audio from Community.

Along those same lines, here’s an animated storyboard of Sonic characters aniedited to fit Brooklyn Nine-Nine audio, from Doig & Swift. (Words in italics may not have actuality.)

Bad Game Hall of Game: Sword of Sodan

Bad Game Hall of Game is an interesting blog that talks about failed titles without the snark with which they were usually treated in the early days of the Web, or the rancor of The Angry Video Game Nerd. Snark and furor drive hits, of course, so I can respect the desire to give games many regard as kusoge their due, whatever that may be.

When you know it? It’s simple.
When you don’t? It’s unfair.

Truthfully, there are lots of games that are perceived as bad that aren’t really so terrible, often due to the audience-chasing bile emitted by folk like Seanbaby and Something Awful. Games intended to be played for challenge, especially those from arcades and the earlier years of consoles, are kind of a pastime for masochists. When you lose, it often feels like it’s not your fault, but was it really? Was that hit telegraphed and avoidable? Was there some clever technique to be discovered, like jumping and slicing through an Ironknuckle’s helmet in Zelda II, that makes seemingly impossible enemies a simple matter to defeat? And when a game is intended to be played many times, not shattered in a single session but returned to many times, getting a bit further each time, isn’t it supposed to be a good thing that you may lose your first time out?

I took these screenshots myself for this post. See what I do for you.

There are lots of armchair game designers, maybe even more than armchair movie directors, since players spend more time with games generally before they put them down, and it’s easier, theoretically at least, to make games yourself without the capital expenditure and outside labor that movies require. (I can tell you though, it’s still plenty hard.) And yet, they are the players, and if they’re not having fun, then the game is doing it wrong. Even if it’s because of some information or training the player hasn’t, in their life, gained, you can’t blame them. Maturity can help a player enjoy games they wouldn’t otherwise. But this is also true of any art form, and the opposite could also be said to be true, there are games where, I’d say, maturity is an outright barrier to enjoyment. It’s complicated. Maybe I’ll talk about this later.

URG URG URG URG AIIEEE

In the article that Bad Game Hall Of Fame talks about that I find interesting today, the game in question is Sword of Sodan, the creation of Finnish demo coder Søren Grønbech, an infamous game with a much longer story behind it than your typical bad game, indeed extremely long. Out of curosity, I pasted BGHoF’s discussion of it into Microsoft Word, and it came up to 67 pages! It’s got two large sets of footnotes, goes back to the Amiga demo scene and gives insight into the difficulties of developing computer games, at the time, in the state of Denmark.

Almost nothing gets through these giants’ defenses, and your encounter with them puts one on either side. As a connoisseur I must say, the frustration is exquisite.

Sword of Sodan for the Sega Mega Drive/Genesis, as it turns out, is a port of an Amiga game. Both games are extremely hard, but the Genesis version actually has more interesting design decisions behind it, in the form of its potion mixing subgame. You can hold up to four potions, each of one of four different colors, and can choose to drink any number of them at once. Drinking different combinations of potions has different effects, most good, some useless, a couple actually bad. (Hilariously, if you drink one of each color at a time your character immediately dies, and the game flashes a message on screen: “WINNERS DON’T DO DRUGS.” Gee thanks, William S. Sessions.)

Many games of the time talked the talk, but Sword of Sodan would outright kill you if you got too experimental with your potions.

67 pages is a lot to read about a game that few people might want to play, but it’s okay to skip around. I won’t tell anyone.

Bad Game Hall of Fame: Sword of Sodan

Time Extension on a revival of Cosmic Smash

Have you ever heard of Cosmic Smash? I’d be shocked if you had. It’s the kind of thing that even I only know about from obsessive reading of obscure game blogs and Youtube videos. It was a Sega arcade game that got a release for the Dreamcast right at the moment the company was getting out of the console business. It had laughably bad timing, and it never made it out of Japan.

Yet, the game has gotten a cult following. You could deride it as merely a futuristic, three-dimensional take on racquetball and Breakout, but it’s one of those games where the style makes all the difference. Here’s some footage of the Dreamcast version:

Why don’t people make games that look like this more often?

Time Extension, one of those blogs that makes good posts so often that I’m tempted to tell you to read it instead, did an article talking with the creator of a spiritual remake called C-Smash VR, released for Playstation VR2 with a license from Sega and the blessing of the game’s original creators. It’s such an obscure game that I’d be surprised if it could be profitable, but we love rooting for underdogs here, even if I have a general antipathy for VR.

Cosmic Smash And C-Smash VRS – Reviving Sega’s Cult Classic (Time Extension)

Sonic 2 vs Sonic CD

It’s certainly not an eternal question, but for classic game-players (I try to avoid the word gamer, ugh) it’s still a very good question: which is better, Sonic the Hedgehog 2, or Sonic the Hedgehog CD?

It’s a good enough question that even though Youtuber kiro talks’s video about the differences between them has several common things about to that I ordinarily consider flaws, that would ordinarily cause me to think not to link to it (especially its editing, its length, being drawn out, and asking leading questions), the question, and its answers, are useful enough that I’m linking to it anyway.

Because it’s really instructive to view the differences in design between the American and Japanese Sonic sequels! Yuji Naka helmed the American sequel, Sonic 2, but headed a team made largely of Americans, and although a lot of Western-made games for console Japanese consoles are bad, Sonic 2 is legitimately great! Meanwhile, IMO of course, Sonic CD has some interesting ideas and great moments (the time travel mechanic could have been awesome) but its level design is a bit lacking.

Not to seem either jingoistic, or its opposite, but it isn’t often that a mostly-American team from that time could show up a Japanese team on largely equal footing, and this is one time that it happened. But both games are very playable, and the differences are instructive of some fundamental differences in approach.

Sega was going through some internal strife at the time, which became more and more prominent in the later days of the Mega Drive/Genesis and especially in the Saturn era, and it could be argued that it meant that, while I believe the strife was largely over in the Dreamcast era, the company wasn’t in the place it could have been by that point, and it may have contributed to the system’s failure by its output not being strong enough to challenge the Playstation 2.

When Japan & America Made Different Sonic Sequels (Youtube, 21 minutes)

Time Extension talks to the programmer of Crusader of Centy

Been looking through the RSS feeds and found another item from Time Extension, a fairly lengthy piece where they talked with lead programmer of overlooked Mega Drive/Genesis classic Crusader of Centy, Yikihiko Tani, a.k.a. Bugtarou.

There’s something about this style of promo art that really appeals to me. Images from the article at timeextension.com.

Crusader of Centy’s generic name caused me to pass on it back then, but it has a lot of interesting elements, including a surprisingly dark story, a system where you can collect up to 16 animal companions and use them two at a time, an animation style for its main character where it was composed of several individual pieces that were animated separately (while avoiding the problems that system had in Ernest Evans) and generally Zelda-like gameplay.

Of particular interest in the article is that the game was at one point pitched to be an entry in the Shining series, with the working title Shining Rogue. That turns out to also have been a WIP title for Landstalker.

Soleil/Crusader of Centy, Sega’s Answer To Zelda (timeextension.com)

Info on Unproduced Landstalker Sequel

Time Extension links to a Landstalker artbook found by VGDensetsu that has information on a planned sequel that never got made, laying out the futurer adventures of Link-ish adventurer Nigel and his devil-fairy (sorry, wood nymph) friend Friday.

Despite its visual similarities to Zelda (or rather they both were inspired by J.M. Barrie, author of Peter Pan) Landstalker had lots of differences, and despite its sometimes infuriating 3D isometric perspective is commonly regarded as one of the leading lights of the Sega Genesis. Despite its popularity though, the game never got a direct sequel, despite several references, cross-overs and inspired-bys ranging from the infortunately-named Ladystalker to Time Stalkers, and a couple other games without “stalker” in the title.

Friday was a waifu long before there was a term for it. Sorry about the frugly watermark, eesh.

Landstalker managed to become a hit rather despite its isometric perspective, in which characters didn’t cast shadows when jumping or floating in the air, making it very difficult to figure out where things were spatially. Since it was an isometric jumping game with lots of tiny moving platforms, that made it quite difficult. There was even an entire area, the infamous Greenmaze, that leaned into the perspective puzzles and pseudo-optical illusions to give the player a hard time. Yet the fun and light anime-styled story and winning characters won many players hearts.

VGDensetsu’s tweet links to a Google Drive folder with complete scans, although with a hideous translucent watermark plastered over every page.

Here’s A Glimpse Of The Landstalker Sequel We Never Got To Play (timeextension.com)