The Sega Saturn was one of the first consoles to feature a built-in real-time clock. Most systems now have one, so I’m kind of surprised that very few games make use of it. Animal Crossing does, sure, and some Pokemon titles have time-of-day features (which they had to include their own clocks in the cartridge hardware to support), but few other games bother reading the date.
One prominent example of a game that did was the Christmas demo version of Nights Into Dreams. Ordinarily just a single-level of the full game, the disk had a number of special modes that would crop up at different times. December was one of them, which triggered Christmas Nights mode, with special cutscenes and graphics. But it also had special events for playing during November or January (“Winter Nights”), New Year’s Day, and April Fools’ Day. Especially notable was an unlockable mode that allowed playing as Sonic the Hedgehog, in what is his first true 3D outing!
This video shows off all of Christmas Nights Into Dreams’ special modes, and you don’t have to fiddle with your computer’s clock to see them!
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Lego is banning new Ideas projects based on The Legend of Zelda, according to Chris Wharfe at Brick Fanatics. The reasoning given is a bit vague. It could either be because Lego is working on their own Zelda sets (and they already have a working relationship with Nintendo, making the popular Super Mario sets), or it could be that the rights to Zelda models were sold to someone else. Either way, it may mean we get Zelda models through some company eventually.
A pretty good Link model from Lego Ideas! From its project page.
From Andy Baio’s article-the left is Hollie Mengert’s work, the right, the output of the AI model trained from it.
Rich Stanton at PC Gamer writes that EA’s been granted a patent on game controls that change based on how well the player does. Software patents are bad on principle, that is a horse that I will always flog despite this awful situation having existed for literally decades now, but getting past that, for now. This seems at first like just another version of adaptive difficulty, which is also something that seems like it’s kind of a problem when it happens without notifying the player or giving them a say in it. I know I know, “Kent Drebnar, get with the 21st Century.” Maybe I’ve been hanging out with the Gripe Monster too much lately. The article goes back into the history of these kinds of effort, going all the way back to Compile’s Zanac, although I would argue that’s not so much adaptive difficulty as a system that the player can strategize to manipulate. Zanac is terrific, by the way.
While we’re on the topic of 16-bit Sonic, revealed last year by Lapper on Twitter, and recently boosted by Classic Sonic Deconstructed, it turns out that, because of a misplaced hitbox, you’re completely immune to the bomb attacks of the boss of Chemical Plant in Sonic the Hedgehog 2 if you’re crouching.
This is the boss’s only attack. If you’re standing on the middle platform and just duck when he’s attacking, you’re completely safe.
This is one going out to all you developers out there, either current or aspiring.
It’s amazing to me how fussed, nay, obsessed-over the 16-bit Sonic the Hedgehog games are even to this day. There are a lot of good things about them, and arguably the best is their platforming engines, which are among the best in the field. They take advantage of the processing power of the Genesis/Mega Drive, fueled by a Motorola 68000 processor, the same processor as the classic Apple Macintosh, clocked only slightly slower. This was basis of Sega’s infamous “blast processing” slogan at the time, touting how much faster the Genesis was than the Super Nintendo Entertainment System. This was somewhat unfair, as SNES carts often came with supplemental chips in them that acted like co-processors, and was of a completely different architecture as well with different characteristics, but it did make the Sonic engine possible. A lot of the credit also goes to Sonic programmer Yuji Naka, who is legendary in game coding circles for a very good reason.
If this is the kind of discussion that makes your heart race, we’re glad to have you reading Set Side B! If it’s not, that’s okay. I’m a bit stymied myself, even though I love dives like this. (All images in this post from Sonic Retro.)
The result of the Genesis’s power and Naka’s expertise was a game engine with, yes, raw speed, but also a lot of nuance. If you jump and land on an enemy or monitor, you can control the height of your rebound, no matter how fast you were going when you hit it. If you jump while on a slope, you don’t jump straight up but away from it, which takes some getting used to at first but can be taken advantage of. There’s lots of fun little cases like these, and figuring them out, and their implications, is the source of a lot of the joy of playing Sonic the Hedgehog for the first time.
Those two places where the slope only intrudes slightly into Sonic’s ground tile are what get me.
I’d even argue, without the solid engine, and great level design taking advantage of it, all of Sega of America’s marketing efforts, which formed the foundation of the media juggernaut that Sonic has become today, with several cartoon series and comic books, and two successful movies and a third one in the works, would have been for naught.
Judging by the later 2D adventures, the nuances of Sonic the Hedgehog’s engine are difficult to grasp without a good amount of effort. It is likely that Sega themselves don’t have the institutional memory to understand how they worked, which is why they went to Christian “The Taxman” Whitehead, and others from the fan game community, to make Sonic Mania, which has a faithful recreation of the original games’ physics.
Why has no one made a Sonic half-pipe trick skateboarding game?
Bringing it back around, the obsession of the Sonic fan community has produced a number of disassembles of the game’s code, which have served as the basis for a wide array of romhacks of rather shocking levels of quality. I wrote about many of those in the Someone Set Up Us The Rom ebooks (ahem).
They also served as the basis for the subject of this post, the physics descriptions at Sonic Retro. Here is basically all you need to make a Sonic-style platformer. Synthesizing this and putting it into practice is a formidable task on its own, but it’s a doable one, and you don’t have to read source code (other than your own) to do it. To those who attempt this task, we salute you! And let us know how it goes!
At Ars Technica, Sam Machkovech reviews Sonic Origins, and notes a discomfiting thing about it: it costs $40 for many fewer games than a standard Genesis rom collection, yet on top of that also locks features and music behind DLC charges. Boo!
You’ve made it another Sunday! For making it this far, why not take a break with some fun things? The whole point of Sundry Sunday is to be a low effort thing for the end of the week, but to be honest I couldn’t resist putting in a little extra work on this one.
It might not be evident on the surface, but the classic riffing show Mystery Science Theater 3000 has roots deeply entwined with video games. The show’s staff were known to spend off hours playing Doom against each other on a company LAN they had made for that purpose. During the show, they produced a clip that was distributed on the PlayStation Underground magazine CDs in which they riffed on some of Sony’s artsy commercials from that time (above).
After the original run of the show ended, some of the cast and crew drifted for a bit, doing various projects. One was a short-lived web comedy magazine called Timmy Big Hands, which we might look at some day. Show leads Mike Nelson, Kevin Murphy and Bill Corbett did a couple of other things together, like a four episode movie riffing project called The Film Crew, before they eventually settled into doing Rifftrax, a project the three of them work on to this day.
While at Rifftrax, they’ve produced at least two game riffing clips. The first was made for sadly-departed gaming site Joystiq, and riffs on Mega Man, Final Fantasy X, Sonic the Hedgehog and, especially, something from the Metal Gear Solid series, which I would think is the perfect fodder for such video merrymaking:
Afterward they made another short clip for IGN riffing on Gears of War 3:
Rifftrax makes their living producing and selling clips making fun of shorts and movies, and one of those is the 1993 schlockfest Super Mario Bros. I call it schlock, but it’s one of those movies that critical opinion has slowly been coming around on over the years since its release. More and more it’s being seen as a competently-made and entertaining kids’ sci-fi fantasy movie perfectly of a piece with the era in which it was made-it’s just not a very good adaptation of the games with which it shares a title.
Rifftrax sells the whole Super Mario Bros. riff, complete with the movie on which it’s based, on their site. I highly recommend it, but IGN presents a nine-minute clip teaser from it on YouTube:
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greetings, humans! Here is the gaming news I could glean from decrypting your internet broadcasts from my flying saucer floating above your atmosphere!
Jordan Devore, Destructoid: Rogue Legacy 2 Drops Vertigo From Its Traits List. You see, each character you play in that game is part of a lineage of characters, and they have semi-random traits. One of those traits flipped the screen upside-down during play. Or it did. Now it’s not in the game anymore!
Alex Donaldson at VG247 warns us that Sonic Origins probably won’t have Sonic 3‘s original soundtrack, due to rights issues related to Michael Jackson’s involvement with the project. Sega has been hampered with music rights across several games, including the soundtrack for some ports of Crazy Taxi.
More from Ars Technica, Sam Machkovech tells us about Rifftrax: The Game!
Brendan Hesse of Gamespot, speaking for site staff, offers a ranking of 14 Final Fantasy games. From worst to first, the ranking, all according to original Japanese numbering and not including the MMORPGs: 2 < 15 < 13 < 3 < 1 < 9 < 4 < 8 < 7 < 5 < 7 Remake < 10 < 12 Zodiac Age < 6
I’ve seen it elsewhere, but I’m linking to Eric Van Allen’s report for Destructoid, on Disney Dreamlight Valley, a lifesim with Disney IP. I’m imagining it as being like Animal Crossing, but with Disney characters. Do you know how annoying a neighbor Tigger would be?
It fell to Sean Hollister at The Verge to inform us of a hack of a Fischer-Price toddler game controller to make it suitable for playing Elden Ring. Was it made by foone? It wasn’t, it was Rudeism? Cool.
And Steve Watts, writing for Gamespot, has, to mark the 35th anniversary of the release of the original Castlevania (the game not the anime), a listing of games not-too-subtly inspired by it, like 8 Eyes for the NES. Although this reviewer feels compelled to note they left out The Transylvania Adventure of Simon Quest!
“Master Blaster,” if that is their name, at Sora News 24, on Sega trying to bring eSports into Japanese high schools with a Puyo Puyo Boot Camp. “Listen up maggots, you’re going to spend the next hour setting up combos and fighting Draco Centauros until you get it right and I don’t want no backtalk or I’ll bust you down to facing Nohoho again!”
Luke Plunkett of Kotaku: Super Mario movie delayed, Miyamoto promises it’ll be worth the wait. Aww, it’s just like that apocryphal quote often attributed to him. This reporter is overjoyed, the last one ended on that cliffhanger, Daisy was back from Dinohattan and needed Mario and Luigi’s help again, no doubt because of some scheme hatched by Koopa. I wonder how they’ll manage to bring Dennis Hopper back from the dead to reprise his role?