Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
tomoseen is a gifted stop-motion animator from Japan, who’s made over 40 videos on Youtube. They make animations with tiny figurines of cats and ducks, food, dice and Lego pieces. All of them are a ray of sunlight, but very few of them are relevant to our subject. In fact, really only one is: a Lego video of breakfast made from Mario enemies. It’s five minutes long, and amazing:
Wait, there is one other tomosteen video that’s slightly game-related: Steak Dinner with Dice has a special guest appearance by Tetris, but it’s not really enough to merit its own post here. Consider it a bonus:
After a long day in the data mines, it’s certainly nice to come home, walk over to the movie shelf, select a movie to watch, then put it into my movie player of choice: an Atari 2600. A demonstration (40 seconds):
Moviecart’s actually been around, judging by the date on that video demonstration, for at least three years now, but is currently accepting preorders for $25. The video only uses half the screen, and has glitches and distracting horizontal and vertical lines running through it, but at they say, it’s amazing that the dog talks at all. Or in this case, that the dog can display roughly arbitrary video and sound, two things the Atari usually finds it impossible to pull off.
How is it done? With custom hardware, certainly, but even granting that there’s only so much that can be done with the VCS/2600’s display chip, the restrictive funnel through which the cart’s video must be squeezed.
After that, getting all that data to the screen is done through presenting it to the VCS/2600’s address space at the absolute limit of the system’s ability to use it. The real work is done by a processor on the Moviecart’s board, which handles reading a specially-encoded video file on a Micro SD card and doing all of the work in getting it ready for the screen, so the VCS’s 6507 processor has to do as little as possible itself.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Here is the third of the Eggpo cartoons that The Brothers Chaps, creators of Homestar Runner, made for Disney XD, as part of their “Two More Eggs” series.
This one’s only 1 1/2 minutes (none of them are very long). Eggpos are Goomba-class enemy conscripts in a platformer starring Dooble (who features, in non pixel-form, in other Two More Eggs cartoons). None of the Eggpo get any respect. The cartoons focus on two particular Eggpos (is that the right plural?), one who misguidedly believes in the system, the other willing to buck it a bit if it means he doesn’t get stomped on or set aflame. Here, they are set to meet a higher-level member of the whimsical military they’re a part of.
The Eggpo series contains seven videos in all. This is #3, so we’re about halfway through them. See you again at number four.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Someone edited some footage of Super Mario Galaxy, but superimposed their cat into it, and it turned out really well, and here it is. It’s like only a minute long. You’ll enjoy it. I mean why wouldn’t you? It’s a kittycat!
You may remember PannenKoek as that person who has been trying to figure out how to complete Super Mario 64 in as few A button presses as possible, an odd, but no less noble, quest. They’ve been at it for quite a long time now, 13 years, but they’re still going. They have two loaded Youtube channels containing the pixelated fruits of their labors, PannenKoek2012 and UncommentatedPannen. Whenever you see a random Youtube video that uses the File Select music from Super Mario 64 as background music, they’re paying homage to PannenKoek, god of the game explainers.
While explaining aspects of Mario 64, that foundational, primordial 3D platformer, sometimes they ably explain complex and niche topics in computer science along the way. We’ve covered their videos before, more than once probably, and marveled at how by explaining some unexpected behavior in Nintendo’s N64 launch title, they have managed to make something important about how computers do things comprehensible. Inthreevideos, they explained how Mario 64 handles terrain well enough that one feels (somewhat misguidedly) that they could implement their own 3D platformer. They made a bizarrely interesting video about how characters blink their eyes that shows various ways that games implement timers and randomness. They have a whole video on pseudorandom number generation, and another on floats, that computer number representation system that has deeply weird implications.
Their most recent video is a three hour, 45 minute epic that explains why sometimes, when Mario jumps, he seems to strike something invisible in his way. It’s a consequence of several unusual decisions Nintendo made in constructing the physics of Mario’s world, which includes the fact that level edge walls in Mario 64 aren’t implemented as geometry, but as a consequence of the lack of geometry: if there is no floor over a space, then the game rules it as Out Of Bounds. It won’t let Mario enter this completely invisible unspace under normal conditions, and will instantly kill him if he somehow enters into it. It is like antimatter. And that’s not even getting into how ceilings operate.
Here, then, it is. It is a lot, and I wouldn’t blame you if you can’t get through it all, but for a certain intersection of game obsession and brain chemistry, it is engrossing, and that’s before they even get to the periodic table of invisible walls:
This one I find rather fascinating. There may be no arcade game ever made as purposely frustrating to play as Namco’s Japanese-only game The Tower of Druaga.
Hero Gilgamesh (often shortened to “Gil”) must pass through 60 maze levels, collecting a key from each then passing through the door to the next, while defeating enemies that get in his way, in order to rescue his love Ki from the villainous Druaga.
BUT almost all the levels have a secret trick to perform. If this trick is accomplished, then a chest will appear that, if collected, will grant Gil a special ability. Some of these abilities are helpful. Some, in fact, are necessary, and if they aren’t collected then on some future level Gil will be unable to advance! The tricks are explained nowhere in the game: it just expects you to know them, if not discovered personally then learned through word of mouth. (This was like a decade before most people had access to the internet.)
What is more, nothing in the game explains what the treasures are or what they do, or what you’ll find on each level if you do know the trick. And a few of the treasures are actually harmful! It means that, to win, you have to rely on a host of hidden information, obtained by both your own observation and from what you’ve heard from others. Which requires a ton of quarters to get, which suited manufacturer Namco just fine. Unfortunately (or, maybe, fortunately?), the game crash prevented Namco from trying its luck with this game in Western territories.
As a result, The Tower of Druaga is a game that’s probably experienced watching someone else play, rather than playing yourself. That’s what this video is, Youtube user sylvie playing through the whole game, not just advancing through, but explaining how it’s done along the way. It’s an hour and three minutes long:
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Among other accomplishments (most of them recently have been musical), years ago DoctorOctoroc made a number of 16-bit Square-styled videos based on a number of media properties. We linked to their humorous take on Breaking Bad a while ago. This is another, from around the time of 11th Doctor Doctor Who. You might say that DoctorOctoroc doctored 11th Doctor Doctor Who. Gimmie the news, I got a bad case of loving you!
Here is that take, which will take four minutes of your time, and is suitable to watch during your stay in some kind of medical waiting room.
It’s a fun idea, to determine if you, as a physical human being person, with all your physical human being person needs, could survive in the world of Super Mario 64, were you somehow to be transported there permanently.
The video embedded and linked below, from a Youtuber named Pretzel, is the projected beginning of a series about whether you could survive in different game worlds. Games are abstractions, and play life in them often leaves out details like drinking, eating, or (let’s face it) pooping. By ignoring that and trying to look at them as if they were actual places you are, by definition, engaging in pedantry, ignoring the essential nature of these places. But it’s fun to think about somewhat. At least we know this world has cake!
I’ve posted about the great Youtube walkthrough channel U Can Beat Video Games several times in the past, so I try not to report on every video they do. And lately, as they’ve been tackling bigger projects that take a lot more time to finish, there haven’t been as many to post about.
But now they’ve completed their four-part series, each at three-plus hours, on one of the most iconic JRPGs from the era, Final Fantasy IV, which of course got released in Western markets as Final Fantasy II. It goes over everything in the game, every secret, every step of the story, a lot of cool tricks and strategies, and more.
I understand some people use this as background for doing other things, or as their adult replacement for Saturday morning cartoons (look them up). In any case, it makes for a lot of viewing, so block off a fair amount of time for this.
It’s been some time since we had one of these obsessive quirk videos. I’d been feeling a bit self-conscious about using them a lot I suppose, plus none of them struck my brain the right way. Well, here’s one that’s pretty good, from Youtuber Bringles (21 minutes):
I won’t like this will be mostly interesting to people who are familiar with the game, but I should explain a few things in case you aren’t but still want to watch.
A “superguard” is a special mechanic in TYD. After the concept was pioneered with Super Mario RPG, the first Paper Mario also included a timed reaction move, often a button press, you can do in response to enemy attacks to reduce damage. But singe the first two Paper Mario games purposely keep their battle numbers pretty low, with most attacks doing single digit damage, sometimes even just one or two points, any reduction to that ends up being significant.
Those moves are called guards. Thousand Year Door goes a step further, with superguards. If your reactive button press happens within a three frame window of the attack’s impact, your character will often take no damage. That’s really strong, which is why both the frame window is so slight and way some enemies play cagey timing games with their attacks to try to trick you into guarding early or late.
One of the things the video reveals is that, in Western releases of the game, nearly every non-item attack in the game can be superguarded. The Japanese version, which was released first, has a lot more attacks that can’t be superguarded, making this a mechanic that was un-nerfed.
Another interesting mechanic revealed by the game is how a lottery in the game works. Players draw a ticket and try to match a four-digit number. You might expect that to work randomly, but it’s much less random than you’d think. Instead it decides how many real-world game days (using the Gamecube’s real-time clock) it’ll be before each of the four tiers of prices will be won. The number of days is random, but only by a bit: it’ll still be a while before the wins happen, but within a limited range. The highest prize won’t be won until at least 335 days since the game was started. There is no chance of winning it before then! That might sound unfair, but since it’d be a 1-in-10,000 chance of winning it fairly, it’s more bending the odds in the player’s favor. Although honestly, who would even be playing the same game of PM:TYD nearly a year after beginning it?
One more thing you should know is that TYD has this stageplay aesthetic in its battle sequences, which take place on a wooden stage in front of an audience of Mario characters. Some enemies play around with the stage (like hanging from the ceiling), but the audience also can play a role in the fights. The video reveals that two particular kinds of audience members don’t trigger randomly as one might expect, but react to certain failures of the player’s behalf during combat. X-Nauts throw rocks if an attack hits but does zero damage (like if the target is invulnerable or guarding), and Hammer Bros. throw hammers at you if Mario misses with a Hammer attack, in something like a display of hammerer pride.
It’s an interesting video all in all, concerning a game that’s much deeper than it may seem at first.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
If you haven’t seen it before (it made a trip around the blogs and such back in 2001), you really aren’t prepared for Duelin’ Firemen. The version that people saw then was really low quality though; a few years back, as part of a documentary about its making that seems like it never really got off the ground, a somewhat better quality version appeared on Youtube. It is, um, really something.
Duelin’ Firemen was a cancelled FMV game, probably a music game, for the 3DO console. Right off the bat it shows you it means business: not one but two planes, one of them in fact the space shuttle Columbia, the other Air Force One, collide with the top of the Sears Tower. The trailer was made in 1996 so you can’t blame it for being inappropriate due to either of those things. You might still consider it inappropriate due to other things, but it’s not too much offensive, unless you consider its childish innuendo or gleeful appraisal of a city in flames offensive. It might just be waiting for a massive citywide conflagration to hit the media for people to tsk at it for that. Which, well, would probably be fair.
Let me not keep you waiting any longer! Here is Duelin’ Firemen, the video game intro trailer that got submitted to freaking Sundance in 1996. You won’t be the same person afterward that you were before. Because we’re all changed by our experiences, be they great or small. But it really is an experience. 7 1/2 minutes’ worth of one:
Recognizable people in it, behind all the poorly composited flames, include blacksploitation star Rudy Ray “Dolemite” Moore, DEVO’s Mark Mothersbaugh, Dr. Timothy Leary, Rev. Ivan Stang of the Church of the Subgenius, Steve Albini, David Yow, and no doubt others I’m leaving out or don’t myself recognize. I’ve never been great with pop culture figures, or music figures either. But you don’t have to know who any of them are to enjoy it, probably with the aid of the mind-altering substance of your choice.
Youtuber Sharopolis has a 20-minute video up examining several specific NES games and how some unexpected tricks were pulled off in each: Rescue: The Embassy Mission, Crash and the Boys Street Challenge, Castlevania III and Jurassic Park. I love learning about how developers overcame hardware limitations, and if you’re reading this, I’d wager there’s a good chance you do too!