Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Its from Dorkly, a gamer content channel on Youtube. I usually try to keep the finds we present here to one-person operations or similar. But the animation (2 ½ minutes) is entertaining, and it addresses the experience of those people standing to the side watching others beat the crap out of each other. I’m surprised they don’t take an accidental Hadoken from time to time. Doesn’t seem very safe to be at ringside for a Psycho Crusher.
The (very most barest) basics are explained in this five-minute video from Game Facts Special:
The (impossibly detailed) specifics are on Sonic Retro. Warning: you have no idea.
Can I summarize them briefly? Not really, but here’s the basics. The tiles link to a list of heights for that tile. If Sonic is traveling vertically up a wall, then the heights count as widths. If upside-down, then the inverse of the tile’s heights are used.
Every frame, Sonic emits four or five “sensors,” basically raycasts, around his feet and head. Those indicate where he’s standing and where the ceiling is. If he’s traveling vertically the rays are rotated 90 degrees in the proper direction, and for an upside-down Sonic they’re rotated 180 degrees. Additionally, each tile has a record of what its angle is, and that’s used for things like how it affects speed and what angle Sonic should jump at.
When going around a loop, Sonic’s sensors remain as normal until up past 45 degrees up the first ramp. Then his sensors rotate, and he’s now going up. 135 degrees around the loop, it rotates again, and again at 225 degrees, and one more time at 315 degrees. The same height values get used for each slope, just used for different purposes. It’s surprising it works as well as it does, really.
This seems like it’s going a bit too far to me. That’s the very phrase, “going too far,” that video creator 100th Coin uses, when he finishes Super Mario Bros. by swapping cartridges in mid-play.
And it’s not even really swapping cartridges. This is a TAS, a tool-assisted speedrun, so instead of physically removing a cartridge and putting in another one within a single machine cycle, it just switches rom images into an emulated machine’s address space.
It’s pretty ludicrous, but at least the video maker is upfront about this. Correction: they’re up front about it within their 40-minute video, but not in the title. The title is pretty click-baity, but I guess creators get views however they can in the Youtube hellscape of 2025, if content makers can survive.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
If you’ve been following Sundry Sunday for a while here, you might have caught on to a few trends. One, too many Nintendo characters. And two, I have a high resistance to schmaltz.
There’s fifty-pound bags full of unearned sentiment just laying around the Youtube platform, and most of it I will have no truck with. A lot of it depends on your past connection with characters, and despite surface appearances, I don’t have a lot of connection with game characters. And it feels like theft, to cloyingly play off of pre-existing characters in such cheap and easy ways.
But that’s not to say it can’t be done well, as in this short voice-acted slideshow that was released soon after the recent Super Mario Bros. Movie. The (newer) SMB movie definitely has its faults, but it also has some pretty deep cuts from throughout Mario’s history, and the best of those has to be Foreman Spike, semi-antagonist from Wrecking Crew, and Mario & Luigi’s boss in the mundane world of plumbing.
There are slight hints that, despite his abrasive personality, there is a tiny bit more to Spike than seems at first, and that’s what makes the slideshow, from GabaLeth, feel like it’s slightly more entitled to its emotion than your standard cartoon sugarjob. And it’s only a minute long. Here:
Final Fantasy games tend to have weird and crazy bugs, and VII was certainly no different. A bug beloved of speedrunners is called “Cloudsurfing,” where taking advantage of the way the game detects walkable overworld triangles and the way they’re cached to use Chocobos to walk over oceans and through mountains. Properly utilized, it can be used to skip a large portion of Disc 1.
Prior Final Fantasy games used a simple tilemap to represent terrain. Final Fantasy VII’s overworld switched over to a world made up of triangles, each of which with a terrain code that indicated which entities can traverse it.
The triangles, additionally, are divided into square chunks. No triangle extends outside its chunk. Additionally, in each chunk, the triangle vertices aren’t represented literally for each triangle. Instead, the triangle coordinates are indexes into a list of coordinates, all to save a bit more memory.
Now, while each chunk is much smaller than the entire overworld, each can have over 100 triangles, so the code does some additional optimization. It keeps track of the last six triangles Cloud has touched, and checks them first when moving. If a triangle in this list is touched, then the search is stopped without checking the 100+ other triangles in the chunk.
Now, chunks are loaded into memory dynamically as Cloud explores, both for interaction and for rendering. The game loads the 25 chunks immediately around him off the disk, and some more in the direction the camera is facing. These chunks are constantly going stale (going out of range) and being refreshed as Cloud moves and the camera changes direction. Chunks are stored in a linked list, so are usually located by pointers, which means the chunks don’t need to be actually moved in memory, but instead references to them are copied and moved around. Some older chunks stick around in memory, then, while new ones are loaded, and the new chunks get moved to the top of the list.
Now this is the hardest part for me to explain, as I don’t have the firmest grasp on it….
When Cloud boards most vehicles, his entity is despawned and the vehicle is created with an empty list of cached triangles. But when he gets on a Chocobo, his entity is not despawned. While the Chocobo has its own cached list of triangles, since Cloud is still being rendered on screen, his entity is preserved, and with it pointers to the last triangles he interacted with. These are kept, unused, while the Chocobo handles all of the collision and terrain checking.
When Cloud gets off Choccy, he still has a list of the last triangles he interacted with… but they refer to the data from the chunk he was last in. Now the game is smart enough that, if this is different from his original chunk, to refresh things, but if it’s the same chunk I think this doesn’t happen. But this doesn’t mean everything will work without problems. The chunks will probably be loaded in a different order, and that means the cached triangles will refer to different data.
And since the vertices themselves aren’t stored in the triangle list, but indexes* to another list of data, it’s possible for some of this data to come from outside of the expected area, and for there to be duplicated coordinates among them.
Due to the way FFVII figures out which triangle Cloud is in, if two of the points in a triangle are on the same location, the game becomes much less discerning about whether Cloud is inside it or not. And if all three of the triangle’s vertices are in the same spot, forming what’s called a point triangle, just a single dot, then the game can’t declare Cloud is outside of it at all! So long as that triangle gets checked first, then the game will think Cloud is inside that triangle, so long as he’s in the same chunk. This could potentially turn the whole thing walkable.
Did I get it sufficiently right? Watch the video, and decide for yourself!
* The English graduate in me demands I point out that I know I’m being inconsistent with the plurals of vertex and index. Properly, like how I’m not writing vertexes, I should be writing indices, not indexes. I think that index is used more in contemporary English, so I made an editorial decision to pluralize it in a more familiar way. There, explanation: given.
I had a bad fall from a bike a few days ago and my arm is still really weak, which has affected how much typing I can put into these posts. Still, I am getting better, and so here’s two videos of people installing Windows NT 4.0 to Nintendo consoles, using an ISO of the install CD and tools and information posted here, and in the Gamecube’s case some hardware mods.
This kind of hack isn’t of the type like people claiming to “install” Windows to a Nintendo DS, but in fact are using DOSbox running on the DS. They get a bit of credit for coming up with a clever solution, but it’s not running on the metal, in the parlance. This is about actually running literal Microsoft NT on the actual Nintendo Gamecube/Wii, with no emulation layers or similar shenanigan interposed between.
The first one is from “Spawn Wave,” who has the Bright Young Broadcaster style to his video, meaning, his records from a dark room of equipment, his camera close to his face, he speaks loudly and squeezes in that like and/or subscribe prompt early, and generally tries to impress personality into his video. Mind, I don’t think all of this has to be bad, and Spawn Wave is a lot less obnoxious than many other YouPotatoes I’ve seen. There’s a blessed lack of sound effects or swoopy editing. His video’s only nine minutes long, so if you’re pressed for time, this is the one to watch.
I tend to prefer videos more like Michael MJD’s overview, which is also much longer at 31 minutes. He’s installing on a Wii, which is more powerful and performs better, and doesn’t need hardware mods. His is of the Hands Intruding From Offscreen school of video, but he’s more laid-back, and with that much time can fit more information without having to squeeze it in. This is better for people wanting to positively luxuriate in the process of installing NT4 to systems not intended for it.
The question of why, oh why, someone would do this, must remain unanswered. Some people just like making computers do weird things. It’s an odd form of entertainment, but entirely valid. Now, when will someone get Linux running on CoreWar?
“Dr4gonBlitz” on Youtube found and played though a Nokia port of Castlevania: Dawn of Sorrow. It makes for a very interesting watch for people familiar with the original. (38m)
The player’s style is hyperbolic, in the common Youtuber style, but he knows the original. Dawn of Sorrow was made as a Nintendo DS game first and foremost, using many of its hardware features including its two screens and touchscreen, and I’m surprised any port was made, let alone one for pre-Apple smartphones
I always find it interesting to see how games get redesigned for lesser hardware, like the Tiger Game.Com port of Symphony of the Night. In Dawn of Sorrows’ case, most of the game’s souls, items and weapons were removed, the map was mostly kept the same but had some changes, several bosses didn’t make it, and “Aricado,” Alucard in disguise, isn’t even in the game. On the other hand, they added in a new item called a “Lost Soul” that serves as an auto-activating, one-time extra life.
The video is worth a look for IGA-style Castlevania fans!
The title of the video makes it sound like feds crashing an illegal gaming establishment or something, but instead, it’s a number of people who discovered an abandoned house with a bunch of arcade games in it! And they didn’t crash it uninvited, but instead, once they figured out it existed, they contacted the Mayor’s office of the nearby town, discovered that the property had fallen into the town’s ownership, and arranged to purchase the machines from them. So, a happy ending! (34 minutes)
Well, mostly happy. Some of the machines had been stolen in the meantime, and some of them weren’t in great shape. The Centipede they tried to rescue fell apart. But they did manage to obtain a real classic, an Atari Food Fight, one of the arcade games designed by GCC, who also hacked together Ms. Pac-Man for Bally/Midway, and Quantum, also for Atari. It’s overall a nice story, as these machines aren’t getting any younger.
The video concludes with gameplay of the two rescuers competing against each other at Food Fight, and one of them managed to trigger a full-length Instant Replay, playing the complete (I believe) Instant Replay music, which is rarely heard since it gets trimmed to the length of the play, and requires waiting out nearly the entire timer to hear it!
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Something of a follow-up to last week’s post, this one’s another of nathorz’s animations of Nintendo voices (1 ½ minutes), this time of perennial second-banana Luigi. Most are from Charles Martinet’s voicing, but there’s also Danny Wells from the Super Mario Bros. Super Show, and John Leguizamo from the first Super Mario Bros. movie. There’s also some voices I don’t recognize; I presume Luigi from the more-recent Super Mario Bros. movie is in there somewhere.
The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.
If you don’t know anything about the computer, it might not seem too interesting. A block-graphics wizard lifts his hat and out comes nine large digits in different colors that then float around the screen.
The more you know about the Commodore 64, though, the more interesting it is. The machine’s graphics chip, the VIC II, is can only display eight hardware sprites at once. Then the sprites cluster together on the same scanline, meaning ordinary multiplexing can’t be happening. Then they drift up into the upper boarder. It demonstrates complete mastery of the hardware, doing a lot of things that simply shouldn’t be possible.
It’s a good exploration of a number of weird C64 graphics tricks: sprite multiplexing of course, opening up the side and top boarders, and making productive use of mysterious graphics that appear off the top of the screen if the boarder is gone. While little code is shown, it’s definitely on the more technical end of things we present here. I’d give it a four out of five on Drebnar’s Geekiness Scale. But if you like learning about obscure tech details of a forty-year-old computer? And who doesn’t? There it is!
How do you reach an impossible score, so high that the counting system malfunctions and vomits up gibberish?
Everyone’s hooked on Balatro, the deck builder where the deck you build is made, not of nonsense cards with wizards on them, but basic types like Aces and Jacks. You start with a deck of 52 cards and try to make an increasingly valuable set of poker hands, but you can get Jokers that change the rules, Tarot cards that let you replace or remove cards from your deck, and can outright buy new cards to put in. Buy you can also mod your cards to be worth more, or multiply your score. You can advance your hands so they’re more valuable, and make secret hands like Five of a Kind.
The ultimate goal of Balatro is to reach 100,000 chips in one round, a goal that seems impossible when the first round sees you struggling to make 300. But 100,000 isn’t the end, it keeps scaling past that in its “Endless Mode” where Ante goal requirements can increase by a factor of 20 or more.
But Endless Mode has an end. Balatro uses Lua’s math routines to handle its goal and chip counters, and if either gets too high it loses track, throws up its hands and calls it “naneinf,” a value that always compares false, and so is useless to get and can’t be reached. This score is so big that written out entirely it’d have over 308 digits.
The channel Balatro University covers many aspects of the game, and they have a new 28-minute video where they explain what the word means (it’s “nan e inf,” or “Not a Number raised to the power of 10 times Infinity”) and the six specific ways to reach it. I’m afraid that people who aren’t already soaked in the details of the game might not get much out of it, it’s made for addicts and uses game terms without explaining them, but it might be interesting to visit that world for a bit, and let the weirdness wash over you.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Since Mario 64, Charles Martinet certainly recorded a lot of noises for Mario and Luigi. If you look far enough (specifically, to the Mario & Luigi games for GBA and DS) you can find some entertaining random Italian-like sounds. Mayo on Youtube combined some of these noises with comical animation, to produce these very short (1/2 minute) videos.