Sundry Sunday: Animation of a Splatoon 3 Song

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

The Splatoon series has a lot of great music, usually composed along the lines of squishy voices shouting gibberish, which makes sense due to the singers being squid, or other forms of aquatic life.

One of the songs in Splatoon 3’s single-player campaign is Seep and Destroy, which has gotten the fan name of Bang Bing due to a specific frequently-heard vocalization within it.

nathors made an animation (2:46) that has no sea life at all, but fits really well. It imagines the song as backing a civilization of Easter Island heads, who get abducted by a planet of robots, and then they fight their way onto a spaceship and back home. It’s fun! It’s here:

Doing Weird Things To A Sega 32X

The Youtuber: MattKC Bytes
What he did: Unexpected things to Sega’s aborted Genesis/Mega Drive add-on.
The address: here.
The length: about seven minutes.

The explanation: Did you ever play around with a 32X? Evidently not a lot of people did. It was straaaange. Unexpectedly powerful! A bit misjudged! Hosted a port of DOOM! Had a port of Virtua Racing that compares favorably with the Saturn version! Had that crazy hard-to-play Knuckles game that gave us Vector the Crocodile!

Have you ever hooked one up though? Its hardware is odd. It’s like a completely separate console to itself. The Mega Drive wasn’t made to support add-on processors and chips like that, so Sega used a clever solution: the 32X has its own video output, and also a video input. You plug the Genesis’ output into the 32X, and then the 32X into your TV. The 32X mixes the Genesis’ signal into its own, as if it were chromakeyed. Since the 32X cartridge supplies the program running on the Genesis as well as itself and they can talk to each other, the two processors and graphics chips should be able to sync perfectly, if awkwardly.

But: because the Genesis’ video signal emerges from that console through this external wire before reentering the 32X, it’s possible to do things to it while in transit. The Genesis supplies video timing information that the 32X relies on, so you can’t get a signal from the add-on without the Genesis’ AV plugged into it, but the Genesis does produce a viewable video signal that you can see on its own.

All the details are in the video, which has been embedded below for your convenience and amusement.

Excellent Breakdown of Wii Music Capabilities

By that title, I don’t mean the capabilities of the Wii title called Wii Music*. The video below, from Dublincalif, is about the properties of the Wii’s sound system itself. It’s 24 minutes, but pretty interesting for all that, and it’s presented really well. It’s a model explainer video, and a great first effort in that style from its maker!

You might think that all the music on the Wii is just streamed, either from audio tracks or files, but it isn’t. The Wii has fairly little NAND storage, and music is a major consumer of storage space, so a lot of its music is sequenced, essentially MIDI files played with sample banks, with optional effects added. The video is a great overview of its features and capabilities.

* Of random interest: Wii Music’s data is amazingly small! Of that 4.7GB DVD it resides on, it uses less than 10 MB!

The Wii’s Music Is A Bit Complicated (Youtube, 24 minutes)

Farming Simulator eSports

The life of a farmer is a difficult one. Most people don’t know how difficult it is to succeed in agriculture. It’s not enough to harvest fields of wheat and bale hay. The first bale of hay collected in the barn, as it turns out, sets a multiplier! And any grain collected in the silo, and any hay harvested in the upper floor of a barn (but only the upper floor), is not only affected by that multiplier, but reduces the multiplier of rivals. I presume all of this is due to farm subsidies.

These are the idiosyncratic rules of Farminng Simulator eSport, a popular (in some circles) gaming competition, it seems, in Germany. Teams are sponsored by agricultural equipment manufacturers, and there’s a pick/ban system in place for tractor selection. Pro gamers compete to get bales into their barns (preferably by that magic window into the upper floor!) before their opponent does, and can raise and lower a bridge on the rival farm, in an effort to mess them up, all while real farmers share pints of lager and look on in confusion.

People Make Games looked into this scene and explains it over half an hour, here:

Inside the Peculiar World of Farming Simulator eSports (Youtube, 32 minutes)

How Super Mario 64 Was Beaten Without The A Button

In 24 minutes, Bismuth on Youtube explains how Super Mario 64 was beaten without a single A button press, on actual hardware by someone who’s nom de net is Marbler. The run was performed over five days. Video of the feat isn’t up yet, but should appear on Marbler’s channel when uploaded and encoded. Here is the video embed:

I have some commentary on this. First, if you’ve been following PannenKoek all this time like I have you know they’ve done many videos over the internals of SM64, many with the end goal of getting the A Button Challenge as low as it can go. The answer is, he doesn’t get all the stars, and it’s been a long iterative process of routing, and figuring out how to do formerly TAS-only techniques on with a controller. After a long period of improvement, finally, the dam broke.

What does this mean for PannenKoek? I think their most interesting videos lately have been those that are more about Mario 64’s internals, like that terrific explainer about invisible walls. And completing every star without A button presses is still a ways off. I think they’ll be fine.

How Super Mario 64 was beaten without the A button (Youtube, 24 minutes)

Youtube Series: Inside the Famicom

It’s only two episodes in, but this series from the Youtube channel What’s Ken Making is already really interesting, with episodes averaging at around 16 minutes each. The first part is titled “The Design of a Legend,” which doesn’t really grab me much, but the second is about the main processor, “The 6502 CPU,” which Ken admits near the start isn’t exactly accurate. The Famicom/NES’s processor isn’t precisely a MOS 6502; it’s a Ricoh 2A03 in NTSC territories, and a 2A07 in others. The 2A03 is licensed from MOS, but lacks the original’s Binary-Coded Decimal mode, and includes the Famicom/NES’s sound hardware on-die.

Episode 1 (15 minutes):

Episode 2 (17 minutes):

That removed BCD feature. Why? The video notes that the circuits are right there within the chip, but have been disabled by having five necessary traces severed. The video notes that the 6502’s BCD functionality was actually patented by MOS, and asks, was the feature disabled because of patent issues? Was Ricoh trying to avoid paying royalties?

Sundry Sunday: The Incredible Shrinking Hedgehog

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

Mashed has a fun animation up on Youtube starring Sonic, his pals, and his enemies, where they’ve been, um, ensmallerd to itty bitty size. It’s a standard Saturday Morning kind of plot, but the voices are good, the writing is funny, and the animation, by Painter Seap, is sharp. It’s 5 1/2 minutes long, and it’s embedded below. Just so you’re properly warned, it ends on a cliffhanger, but it’s a fairly minor one.

U Can Beat Video Games Video Directory

We’ve linked the Youtube channel of U Can Beat Video Games repeatedly in the past, most recently for their sprawling guide to Final Fantasy II(IV). Yet they keep making new videos. Just a few days ago they did a video on all of of Book I of Ys for the TurboGrafx 16/PC Engine, with one on Book II promised soon. And since they post (usually) weekly, if I did a post here every time they released a video, it’d become one-seventh of our posts!

Here is the video on Ys Book I, it’s 2 hours and 2 minutes:

And here is a directory of every game video U Can Beat Video Games has put up to date. I haven’t inlined the videos because there’s over a hundred!

NINTENDO

SUPER MARIO

THE LEGEND OF ZELDA

METROID

STARTROPICS

OTHER

RPGS

FINAL FANTASY

  • Final Fantasy (NES)
    Part 1 (2h59m) – Part 2 (3h38m)
  • Final Fantasy Adventure (Gameboy)
    Part 1 (1h37m) – Part 2 (2h57m)
  • Final Fantasy IV (II in its original US release) (SNES)
    Part 1 (3h44m) – Part 2 (4h8m) – Part 3 (4h17m) – Part 4 (3h36m)

DRAGON QUEST

NIHON FALCOM

OTHER RPGs & RELATED GAMES

BEAT-EM-UPs (“belt scrollers”)

TECHNOS

OTHER

KONAMI

GRADIUS

CASTLEVANIA

CONTRA

METAL GEAR

TEENAGE MUTANT NINJA TURTLES

OTHER

Bucky O’Hare (NES, 1h6m)
The Lone Ranger (NES, 1h57m)
The Adventures of Bayou Billy (NES, 56m)
Jackal (NES, 44m)
The Goonies II (NES, 48m)

CAPCOM

MEGA MAN (a.k.a. RockMan)

GHOSTS ‘N GOBLINS (a.k.a. Makaimura)

DISNEY

OTHER

TECMO

NINJA GAIDEN

OTHER

SUNSOFT

RARE

WIZARDS & WARRIORS

BATTLETOADS

OTHER

LJN

STAR WARS

ICOM ADVENTURES

THE SIMPSONS

Uncategorized

and…

EXTRA: Top Ten NES Missed Secrets (17m)

Sundry Sunday: Waluigi Sings “Rainbow Connection”

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

It’s Waluigi, and he’s singing “Rainbow Connection.” You need more? Are you not entertained?

It’s from Matthew Tarando, aka. Bitfinity, the one who made the Brawl in the Family webcomic. It’s not the first of their works to make it to this site, and it probably won’t be the last.

The Muppet-like version of Waluigi is a highlight. He looks like Dr. Don from Point Blank, a.k.a. Gun Bullet! It feels like it’s come full circle, since Point Blank is essentially WarioWare with light guns!

Dr. Dan and Dr. Don, oft-emperiled protagonists of countless rapidly-shifting scenarios.

Which Version of Wizardry 1 to Play?

Let’s keep rolling with these Youtube finds. There’s millions of them, but most of them are obnoxious, with the emphasis on noxious, so I try only to repost here the best. And this one’s pretty informative.

Which version of the classic foundational CRPG Wizardry should you play? I’m going to emphasize that you should play one of them. Wizardry inspired so many people, but one ever quite duplicated its mixture of tabletop-inspired party-based play, permadeath, and overwhelming difficulty. Wizardry is a game that doesn’t want you to win it. That’s why characters cost a fortune to revive, cost an ever greater fortune to bring back if that process fails, and it becomes impossible to revive them if that fails too.

If characters die in the dungeon, their corpses aren’t even brought back to the surface for you! You have to take a different party of characters into the dungeon (assuming they’re strong enough to survive the journey!), move the dead members into empty slots in your group, then return to town, unload them into storage, and repeat until you’ve rescued them all. And woe to the characters who mistype a teleport spell and end up embedded in rock, because they’re utterly destroyed, vanished, obliterated, annihilated, eradicated, gone.

Wizardry hates players, and that’s why you should play it: to teach it a goddamn lesson.

Youtuber Tea Leaves played a lot of versions of Wizardry, including a very promising upcoming version by Digital Eclipse, which has modern quality of life features and modern graphics, while also having, at its foundation, the Apple II original, with all its hatred for organic life. In summary, he thinks that version is great, but also has positive things to say about other versions, especially the fan-patched translation of the Japanese Super Famicom version. But they don’t like the DOS version-it has a terrible bug which Tea Leaves emphasizes makes it unplayable. Noted!

Which Version of Wizardry Should I Play (Youtube, 27 minutes)

C64 Dungeon Play and Lost World Demonstration

Another personal project post! I have done more work in making David Caruso II’s obscure Commodore 64 CRPG Dungeon, published in the issues of the disk magazine LOADSTAR more than once, presentable to current-day audiences. Although it certainly has its limits, there are some aspect to it that are unique, even forward-thinking. We posted about Dungeon here before. To remind everyone, we sell Dungeon on my (rodneylives’) itch.io page for $5, with the blessing of rights-holder and LOADSTAR owner Fender Tucker.

There are a few bugs in Dungeon, now basically impossible to fix, that I’m trying to track down and document, and I’m also working on improving the documentation, as well as provide some useful goodies with the system, like a disk of monsters, equipment and magic items. That’s useful because Dungeon has a special feature where it’ll take the monsters and items on a “Data Disk,” and scatter them around a dungeon map of its own creation. It calls these randomized adventures “Lost Worlds.”

Lost Worlds operate as a kind of quasi-roguelike. The Dungeon software creates a random map and places random items around it, but once created it becomes a Dungeon adventure that any created character can explore as many times as they like. While it doesn’t have roguelike tactical combat gameplay or random item identification, it does have a form of permadeath. Characters only get three lives to advance their level as far as they can go.

Lost Worlds are interesting places to explore, but there are some bugs in them. It is possible, in fact pretty easy, to get stuck in a part of the dungeon from which one can’t escape. Sometimes a one-way door leads into an area that can’t be escaped, and sometimes a passage-blocking trap will strand the player’s character in a dead-end. And once in a while a Lost World is downright unfinishable, its goal item disconnected from the parts of the dungeon the player can even reach.

While there are spells (Passwall and Teleport) that can release a trapped character, if they aren’t available the character is not completely lost. If you turn off the C64 (or close the emulator), then return to the Guild screen, the character will be marked as GONE. Over time, measured in loads of the Guild menu, the character will eventually find their way back on their own. It takes quite a while for this to happen though: I counted 15 loads, saving the game each time, before a GONE character returned.

This video (23 minutes) is is something I recorded myself as a demonstration of both Dungeon’s gameplay, and its Lost World adventure generation. It uses a set of 30 low-level monsters and items based on the stats of the old Basic edition of D&D, and a set of magic items I created for usefulness and to show off Dungeon’s spell set.

So, why would someone want to play this game, when there’s so many other newer CRPGs out there to play?

  • The idea of rolling up a character and taking them through scenarios made by other people, to try to get their level up as high as they can get before they die three times, is great. My hope, perhaps misplaced, is this release will inspire other people to make dungeons for others to play, and I look forward to seeing them myself.
  • The magic system of Dungeon, while it doesn’t allow for characters to learn spells themselves, is unique in that most of the spells are utility spells! There are spells for passing through walls, for teleporting anywhere on the map, for revealing terrain, for seeing in darkness, for giving oneself a damage shield, for locating the goal item, for disarming traps, and more. There is only one direct damage attack spell! Spells are more like tools than something you use to pound through the enemies.
  • The dungeon model allows for dark areas, traps that block exits, two-way and one-way teleporters, secret doors, one-way doors, and decorating dungeon maps with PETSCII graphics. The simplicity of the dungeons, all of them fitting on one screen, works in Dungeon’s favor. No dungeon can be too large since they must all fit within the bounds of the map grid.

There are unique design considerations for making Lost Worlds too. Even though the computer creates the maps unaided, since it populates them from the monsters, items and traps that are on the Data Disk, the difficulty of the resulting dungeon is affected. The various doodads are distributed without apparent heed for what they are; I wonder if the generator actually cares for their identities or if it just checks how many of each type are on the disk, so as not to exceed that number.

If there are more easy monsters, more powerful items, and more weak traps on the disk then the dungeon will be easier due to their corresponding numbers being greater, and vice versa. It occurs to me that one of the flaws in the dungeon generation I mentioned could be alleviated, by not giving it one of the wall creating traps that could trap a player in a dead-end, but that also makes the dungeon a bit less interesting, so I’ve left it in the mix I use.

I recognize that, if I let myself, this might become a Dungeon blog. Rest assured, I’m not going to take it that far. But I really hope that some people give Dungeon a chance. While sure it has its inspirations (one person on Mastodon said it reminds them of Phantasie, a somewhat less obscure early CRPG), I think it’s pretty unique, and deserves for more people to have a look at it. I’m particularly pleased how well the sample monsters and items I made work in the Lost World framework, and I’m trying to think of ways that it might be improved. More on this later… but, not immediately, I think.

RGME: Glitching Mario World by Stomping Wigglers

More Youtube videos coming up! In this hellish age of the World Wide Web, where discovering things with Google Search is harder than ever, at least Youtube has a decent discoverability system (when it works, which is not always). Discovering things has long been really difficult on the internet, what we’re witnessing is just a regression to an earlier state where things appear and disappear unseen all the time, like particles and antiparticles annihilating each other. It’s still a huge problem, we just forgot, for a while, that there’s still no good solution. Um, what was I talking about again?

Retro Game Mechanics Explained (RGME: See? The acronym in the title means something!) recently explained a glitch in Super Mario World, a game that is becoming infamous for its many glitches. Some of those glitches are oversights, but some are the result of features planned in development, and even partially implemented, but then for whatever reason were abandoned.

Most of the enemies in the game, if you stomp on them over and over without touching the ground, give you more and more points and eventually extra lives. But there are indications that, at some point during the game’s development, it wasn’t going to stop there. There is support in Super Mario World for further rewards beyond “1UPs”: 2UP, 3UP, 5UP, and from there, for some unknown reason, coins.

The code in the game supports going into those ranges, but for all the enemies in the game, only one has the support enabled, probably accidentally: Wigglers. If you consecutively stop Wigglers, which is only possible in one or two levels, the cap on the awards for stomping on them is lifted, and the lookups from the table on which the rewards are stores continue, off the end of the table, into miscellaneous ROM space, awarding undefined rewards, and quickly awarding many hundreds of thousands of points.

The full details are in their video, here (20 minutes):

I have a particular fondness for this glitch because I encountered it myself once, long ago, on actual hardware!