Sundry Sunday: Chaotix Neighbors

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

I’ll admit it, there’s this cable that goes into my brain directly from Youtube, and I use it to cut the number of game-related things I have to post daily on this site by a full seventh. I know you all suspected it, I’m just confirmin’ it. I’m like a vermin, for confirmin’. I’m a squirmin’ vermin for confirmin’! In German! No, no let’s not write Shecks my language skills cannot kassieren.

Record scratch you know who does fun cartoons sometimes? Doobus Goobus. Like that other person, Pringus McDingus. I’d understand if you mixed them up from their names. But DooGoo posts more often, and longer things! Just a little less polished. Pringus has a really appealing art style, while Doobus traffics in the internet’s default art style: purposefully ugly. Nothing against that as a style, just calling a misshappen spade that thing that it is.

The requisite preamble now complete, please enjoy five Sonic the Hedgehog characters using profanity at each other in an entertaining manner.

The Chaotix Neighbors (& Knuckles) (Youtube, 1 1/2 minutes)

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)

Romhack Thursday: Mario 64 Character Swaps

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

The world of romhacks ranges far and wide, from dumb graphics hacks that put Wilford Brimley in place of Mario to full games that are unrecognizable from the software they were made from. We usually try to focus on more substantive fare, but today we present three hacks that mostly leave Mario 64 unchanged, except for giving the overall-wearing movie star a rest in favor of one of three understudies.

Super Cream 64

In the case of Super Cream 64, it feels like there’s enough to go by despite the core game, in most senses, being the same as Super Mario 64.

Saying that it’s a simple character swap is both dead accurate and wildly understating the effort that went into this. Nearly all the characters have new models, and there’s a few more in there as well. Mario has been replaced with Cream the Rabbit from (a couple of) the Sonic the Hedgehog games. Cream’s one of those characters that barely got any main game appearances before being relegated to the likes of guest roles in kart racers, so unless you’re as soaked in the deep Sonic lore, as I appear to be, you might never have heard of her, or Cheese, a Chao that follows her around (don’t ask me what a Chao is, I could tell you but the answer would probably not be useful to you) her mother Vanilla, or her friend Blaze the Cat, who are also in this hack. You may know of Amy Rose, who’s also here.

That’s Amy, right there.

There are some play differences. Somehow Cream can fly, kind of, in a gliding sort of way, which makes the game a little bit easier. A small number of areas have been changed. But mostly this is a game for people who haven’t gotten their fill of Super Mario 64 already, and who want to play it as a different character. It’s almost as light and fluffy as its protagonist, but it’s evident that a lot of care has gone into it.

Here’s a bit of gameplay to show you what it’s about:

Super Cream 64 came to my attention when a friend was putting together a console-playable copy of it for her Sonic-obsessed kid. It’s amiable and mostly harmless. I can’t say it’s my usual kind of thing (the game itself really is mostly Mario 64, and Cream is a little too cutesy for me), but maybe it’s more to the taste of some of you out there?

This post started out being just about SC64, but here’s a couple of other character replacements that may be amusing, for a few minutes at least.

Captain Falcon 64

Excepting his appearances in Super Smash Bros. games, Captain Falcon is rarely playable on foot. Captain Falcon 64 suggests a run style and moveset that’s pretty much how one would imagine he’d play in an officially-made 3D platformer.

Super Mario 64: Sonic Edition

The logical intersection between Cream 64 and Falcon 64 would, of course, be Sonic 64. He’s even faster, and harder to control, than Captain Falcon. There are some gameplay changes here, including the ability to become Super Sonic, but I couldn’t tell you how. Maybe explore it yourself and see if you can figure it out.

Super Cream 64, by Gamebun (Sonic Fan Game HQ)

Captain Falcon 64, by PastaPower and Blakeoramo (SMW Central)

Super Mario 64: Sonic Edition, by Thodds (SMW Central)

The Nintendo Font

Youtuber T2norway educates us on a very commonly used font for Nintendo products from around the Gamecube era onward, especially remembered for its use in Wii Sports and other Wii software:

New Rodin

The video’s only four minutes long but the basic gist is that it’s actually two closely-related fonts, New Rodin and Shin Go, both based on a typeface created in 1975 called Gona. They have been called the Japanese version of Helvetica. They see frequent use in Japan in media, on signage, and of course in games too!

What’s the deal with this font? (Youtube, T2norway, 4 minutes)

Sundry Sunday: Christmas Nights Into Dreams

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!

News 11/9/22: Lego Zelda, AI Art, EA Software Patent

“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.

PC Gamer, Andy Chalk: Final Fantasy XVI’s using excuses to not have Black characters. Specifically, by claiming the game’s world is based on medieval Europe, despite Black people existing there. Grumble, grumble!

Old school blogger Mark Frauenfelder of good ol’ Boing Boing mentions illustrator Hollie Mengert discovered her work was used without her permission to make AI-generated work, and the model that utilized her work released as open source by MysteryInc152. It links to an original article by Andy Baio at Waxy. Someone explain to me how AI-generated work isn’t legally a derivative work based on every work it’s trained on? That seems like it’s just obvious.

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.

Bryan at Nintendo Everything mentions that Sega is hiring a Sonic “loremaster,” presumably someone who knows the history of the many forms of the character. Said role will assist in creating new content and characters in the Sonic universe. Sounds like a tall order given the many varied and contradictory versions of the property there’s been, but I’m sure there are people out there who are up to it. Good luck, whoever they pick!

Sonic 2 Boss Hit Box Bug

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.

Original tweet.

Sonic Retro’s Physics Guide

tl;dr: The description of the physics and implementation details of the 16-bit Sonic the Hedgehog games hosted at Sonic Retro is complete and amazing.

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!

Sonic Retro: Physics Guide

News 7/4/2022: Gilbert’s Sonic Pac-Mom

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

Jay Peters at The Verge reports that, sadly, personal attacks from griefers have caused Ron Gilbert to stop posting updates on the development of his upcoming Monkey Island game. Booo! Don’t be a Gripe Monster, friends!

On NintendoLife, Damien McFerran mentions an piece in the next issue of pay fanzine Lock-On by Undertale and Deltarune creator Toby Fox, about the impact of the Japanese series Mother, known in the US as Earthbound.

Destructoid’s Chris Moyse mentions the remake of Pac-Man World mentioned at Nintendo’s indie-focused Direct has Pac-Mom instead of Ms. Pac-Man, pushing her further down the memory hole. The issue seems to be a rights issue around the character, who was not created by Namco but instead by classic indie arcade designer GCC, who has licensed her exclusively to AtGames.

It was a few days ago, but at Kotaku Jeremy Winslow posted about Simon Thomley, a.k.a. “Stealth,” of Sonic Mania developer Headcannon, about how he has complained that their work on Sonic Origins was done under time crunch, and they were not allowed to debug their work before release, and even that integration with the final product introduced new bugs they were not responsible for.

News 6/26/22: Path of the N64 Controller Minecart

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

Graham Smith of Rock Paper Shotgun lets us know that the team who made AM2R, which infamously Nintendo sent a cease-and-desist, are working on a new game that’s a Metroidvania, but has nothing to do with Metroid, called Bō: Path of the Teal Lotus. It’s awful that Nintendo did that, and it’s great that they didn’t let the experience sour them!

Over at wccftech, Aernout van de Velde writes of an N64 emulator plug-in that supports many advanced graphics features, such as ray tracing and 60 fps output! Ocarina of Time ran natively at just 20 fps, seeing it at 60 is like opening your eyes opened for the first time. Here’s the announcement tweet, with embedded demonstration video:

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!

Matt Purslow of IGN tells us that Microsoft is confirming shortages of Xbox controllers. I’m sure some people are already trying to figure out ways to blame this on Joe Biden.

Ollie Reynolds writing on Nintendo Life relates an interesting discovery about Super Mario RPG back on the SNES: during its minecart section, if you don’t touch the controls at all, the game will play itself, and complete it for you. They found the news from the Twitter feed of splendid Mario arcana site Supper Mario Broth!

Sundry Sunday: MST3K & Rifftrax Gaming Clips

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: