It’s Sunday again! This time we have for you a seven-year-old fan-made pixel art version of the Simpsons opening. It’s gotten 27 million views since it was uploaded, but some of you must have missed it, right?
It’s loaded with jokes and in-jokes, and is so pitch-perfect that it got used on an actual episode of The Simpsons! It really needs to be paused frequently to catch every reference.
We’ve been recapping some of the talks of Roguelike Celebration 2022 for a couple of months now, and it’s probably about time to let it rest until next year. Still, there is one more talk I’d like to draw attention to, on procedural music generation.
The other talks presented this year use music generated by this system for bumper and intermission ambiance. It really became the distinctive sound for this year’s conference.
You remember Mortal Kombat from the 90s, right? The dark grim grimdarkness, the gore, the Congress-dismaying Fatality moves. Maybe you’re too young for that, but I’m sure you had to have absorbed it from (airy gesture) the culture. Midway may be long gone but they’re still making Mortal Kombat games, after all.
A lesser known aspect to the series is, starting with MK2, in addition to the gory over-the-top Fatality moves, they included alternate forms of them. There were Animality (where the character turns into an animal), Babality (where the opponent is turned into an infant) and, most entertainingly, Friendship moves, where the victorious character does something endearingly silly for the player’s amusement.
Because Friendship moves are humorous and whimsical, many thought they didn’t fit in with all the, you know, grimness of the Mortal Kombat series. But the Friendship moves are back in Mortal Kombat 11’s “Aftermath” expansion! deathmule posted a compilation video of all of them, and every one of them is terrific. See for yourself!
The indie showcases highlight the many indie games we play on the channel, all games shown are either press keys or demos. If you would like to submit a game for a future stream and video please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I’m still playing New Horizons after over two years, and as I write this just had my third Halloween! I’ve got a lot of Jack’s Robes and Jack’s Heads in storage if anyone needs one. But that’s beside the point.
How many of you had the original Gamecube Animal Crossing? I did back in college, and it was quite popular with me and my roommates! One of them picked up her own memory card, to have her own town, where she build up a fortune in bells. She was kind of obsessed for awhile.
Gamecube Animal Crossing existed in the days of the early web, but at a time where people were a bit less determined when it came to investigating a game’s code for information on how its systems worked. As such the schoolyard rumor mill was still a large part of the game’s experience, and all kinds of outlandish lore would get traded around. Of course that still happens today (and misinformation is rampant in general), but if someone wants to know the real scoop, that information is out there for the diligent. (Hell, I wrote an ebook on the very topic of Animal Crossing New Horizons strategies and secrets.)
Brutus the cursed villager: does not exist in the game’s code.
Deathwing the cursed fish: does not exist in the game’s code.
Villagers meeting each other and changing moods: outcome depends on the personalities of the villagers.
Rare dialogue: often the result of talking to a villager when they’re in a mood.
Angering villagers: hit them with tools repeatedly, push them around a lot, or talk with one many times in a short period.
NES games “Forbidden Four”: Ice Climber, Mario Bros., Super Mario Bros., and The Legend of Zelda. Ice Climber and Mario Bros. were released via eReader and are difficult & expensive to access now. At first included Mike Tyson’s Punch-Out as well, but it was distributed by a code generator (that’s now sadly defunct).
Super Mario Bros. and The Legend of Zelda: were never released by any means, and are only accessible via Action Replay or other hacking means. (Although it is claimed that this code generator can generate them.)
The NES item: does function, but only plays rom files that are on the memory card, and Nintendo never distributed any! Roms can be put onto a card with file transfer methods and played with GCAC’s NES emulator.
Gyroid boxing: the rumor that gyroids can be made to fight in the boxing ring furniture items is false.
The Ringside Seating wallpaper: the crowd cheers if you ring the Judge’s Bell while it’s up!
Master Sword: cannot be pulled from its pedestal. The Super Star, however, will make you flash if interacted with.
Password system: can be used to obtain items that are not ordinarily obtainable, like villager event clothing and special stationery, through means like the code generator I linked above.
Comic Book, Glasses Case, Pokemon Pikachu: Ordinarily part of villager lost item quests. They can be generated themselves with password generators and placed in houses, but they have no models there, and so are invisible.
Tom Nook sleeping in his shop: unviewable in the US version, but in the Japanese version there is a secret means to open his shop late a night, by tapping your shovel on his shop’s window three times.
Working for Nook out of your uniform: it works! Just show up for work out of uniform. He’ll react, but let you do it anyway.
Mr. Resetti’s surveillance center: unavailable in US version. In Japanese version can be found by breaking a cracked rock and jumping down a hole. While there, Mr. Resetti and his brother Don’s feet are visible. They are not Digletts! Some sequels made the surveillance center able to be visited even in the US. (New Horizons, sadly, is not one of them.) Described at 10:32.
Resetti’s music: there is a code that replaces all the game’s music with Resetti’s theme until the game is reset.
Post Office: there are messages for sending letters to players with full mailboxes, and for writing a letter to a villager but waiting to send it until after they leave. The trick of writing a letter to a villager and keeping it in your inventory so they won’t leave does not work.
Police Station: Copper has animations for interacting with some visitors (Joan and Wendell are mentioned), and is known to fall asleep at 2 AM!
The Dump: Nothing special known.
Beta Map: Through a process described in the video, it’s possible to be sent to a testing map through normal gameplay. It’s shown off in the video. It’s impossible to escape from it though without resetting. It’s described at 15:58.
Secret K.K. Slider songs: K.K. Song, Two Days Ago, and I Love You, can only be obtained by asking for them by name. (Each successive sequel made the previous game’s unlisted songs “official,” but added their own unlisted songs.)
Three songs, Forest Life, My Place and To The Edge, can only be played randomly if K.K. Slider doesn’t recognize a request, and cannot be obtained at all in GCAC.
The Whale: I’ve seen this one personally! There is a gigantic fish shadow that can be seen randomly, and very rarely, on the boat ride to the Gameboy Advance island. It cannot be caught. Here’s more info.
Oy. There are few lorebombs of niche gaming more intricate, and as utterly impenetrable to the uninitiated, as the Five Nights At Freddy’s superseries. What started mostly as a jumpscare delivery mechanism turned out to have backstory, and sequels, and prequels, and novels, and side games, and more.
The “Everything You Need To Know” series takes properties with sizable amounts of lore and tries to condense them to make them generally understandable. By no means do they cover all of the details, choosing to get the gist across simply rather than to explain everything that’s going on. It’s a bit humorous, but the point here isn’t a comedy and/or snarky retelling, as with the So This Is Basically series, but to give you a good rundown with some leavening humor along the way.
So, what will you do with your newfound knowledge? Impress kids? Write fanfiction? Perform exorcisms? Seek to create knockoffs?
The title refers to the original NES TMNT, not the arcade version or the NES game based on it. This is the version that Konami released under their Ultra label. It sold well (real well!) but is widely considered an inferior game for a number of reasons. Those reasons are the subject of these three videos, from Youtube channel Displaced Gamers. I recommend them, even if I think every place they say gamer it would be more proper to say player.
The first video:
In a long and difficult game, one of the hardest sections comes relatively early. The only swimming section in the entire game, players must maneuver their supposedly-aquatic surrogates through a difficult course that has imprecise movement, water currents, high damage, instant kill hazards, a strict time limit, and, as the video shows, buggy implementation. Many players in the NES era gave up at this point, which is rather a shame considering it’s only at the end of level two. This video examines the code and demonstrates why it’s so challenging, and how it could be made fairer.
The second video:
TMNT has notoriously floaty jumps, a low frame rate, and a fairly weird implementation of gravity. Any platform game that allows players to adjust their jump height according to how long the hold down the jump button is fudging its physics behind the scenes, but TMNT does it rather poorly.
The third video:
Displaced Gamers examines additional problems with the game’s timing, particular with that of its input reading and attack animation. Like the other two videos, they suggest code changes (sometimes in the form of Game Genie codes) that fix the problem, if you happen to have a fondness for 6502 assembly. (I do!)
If you’d like to try NES Teenage Mutant Turtles, it’s included in the “Cowabunga Collection” that was released for Switch, Xbox X/S and Playstations 4 and 5. Fortunately, it also includes twelve much more playable titles.
It’s a video from YouTube Channel The Retro Future with the title “Nintendo didn’t want us to know this…” which I hate. Why not just mention it’s about the difference between the Kiosk Units and retail ones? I’ve seen a hundred clickbait titles like this that have completely disappointed me.
This time though, it actually was interesting content, even if I can’t see why Nintendo would care if we knew it.
The kiosk units that were displayed in stores to demonstrate software differed from the ones you could buy in one important respect: they have a resistor in a different place on the motherboard. Without this resistor, the kiosk units will only turn on if they’re connected to power. They still have a battery, but it doesn’t appear to be used! If the resistor is removed and soldered into the location it’s at on a production unit, it seems, it’ll function normally.
The Commodore VIC-20, Commodore’s first attempt at a budget color home computer, often gets lets out of the spotlight in favor of its more capable successor, the Commodore 64. Back at release it had significantly limited RAM even for the time, only 5K, and it also had only eight colors for general use, simple sound, and no hardware sprites. Even so, it did all right in the market, but was quickly overshadowed by Commodore’s more powerful followup.
But all of these factors mean that making substantial games for it is both a more interesting challenge, and a lot more impressive when it’s done well. Youtube channel RetroGamerNation did a roundup video of interesting VIC games made in 2022. Remember, when watching these videos, the VIC had no sprites. I personally like the look of Flood. Most of these games require significant RAM expansion to run (on the VIC-20, “significant” means at least 16 kilobytes), but many people who try them out will be running them on an emulator anyway, and one of the games actually runs on an unexpanded VIC.