Sundry Sunday: Pizza Tower Music Played On Stepper Motors

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

Stepper motor music videos have been a staple of Youtube for, geez, many years now. A sampling: Africa, Piano Man, All Star, Ghostbusters and, um, that song. Closer to home, Super Mario Bros., The Legend of Zelda, Still Alive and Megalomania. That’s just scratching a very deep surface.

Well a newcomer to this crowded field is this rendition of Pizza Tower’s “Lap 2” music, The Death That I Deservioli. (3 minutes)

Kosmic Figures Out How To Defeat Donkey Kong’s Kill Screen

Kosmic is a speedrunner who usually focuses on Super Mario Bros., but he’s reached the kill screen in Donkey Kong before. With some help, he’s figured out a way to complete that game’s “kill screen,” the point where it’s usually impossible to continue.

At Level 22 of Donkey Kong, there is a bug that causes the game to only give Mario (nèe Jumpman) 400 bonus timer points to complete the level. (The screen displays 4000, but that’s caused by a different glitch.) Playing normally, that’s not enough time to reach higher than the second girder on-screen.

However. If the player has Mario climb the first broken latter, then hold down for four frames then up for one, Mario will climb up off the top of it by one pixel. Continuing to do this, Mario can continue to ascend the screen. When he reaches Pauline’s height, the game will declare the level completed and move on to the next screen.

As it turns out, the bonus count on the Barrels screen is tied to the barrels that Donkey Kong throws, and the timing on those is somewhat random. If DK is slow at emitting those rolling obstacles, rarely, that will give Mario just enough time to reach Pauline at the top, and advance to the next level.

Doing this physically is essentially impossible. The player would have to waggle the joystick extremely quickly (and loudly), yet with the precise timing to consistently raise Mario’s position, to get him up the screen in time, and even if that worked, he’d still have to be lucky enough that Donkey Kong was slow at rolling barrels. But in emulation, with tool assistance, Kosmic managed to get to the top and finish the level. Then using other tricks and glitches, he managed to finish the next three levels (Elevators, Barrels again and Cement Factory) too, before his luck ran out at the next Barrels screen and he was unable to continue.

Here’s his 29 minute video explaining his feat. Or, if you’d like to avoid the general description of what this means, you could start at this point 11 minutes in.

C.B. Brown’s List of Weird & Fun Games

C.B. Brown is a Youtube maker who has a modest, but not huge, following. Three months ago he made a video about an interesting collection of obscure games, and I know just enough about them to know he’s got really good taste. If you’re looking for hidden gems to play, they’re an excellent place to look.

Here’s the collection, which first went up about three months ago and is 20 minutes long. It covers:

  • Gunpla: Gunman’s Proof, for Super Famicom, a comedy adventure set in the Old West with a strong vibe of A Link to the Past.
  • Game Freak’s Warriors Legend of the Blue Dragon: The Two Heroes, also for Super Famicom, which has a turn-based, side-view platforming combat system.
  • Konami’s Monster Maulers, an arcade game, a fighting game where most of your opponents aren’t the other characters but monstrous bosses.
  • The Violinist of Hamlin, for Super Famicom, a platformer based on a manga property where success depends on the clever use of your assistant/partner/sidekick Flute, who can be thrown around, used as a platform, or dressed up in animal costumes that give her extra abilities.
  • Samurai Kid, on Gameboy Color, an action-puzzle platformer with gameplay that involves turning enemies into useable blocks.
  • Willow for NES, Capcom’s semi-obscure action-RPG adaptation of George Lucas’ fantasy movie, with Zelda-like gameplay and unique screen-filling tile animation during fight scenes.
  • Dragon’s Revenge, a video pinball game on Genesis, a sequel to the TG16 game Devil Crush. I remember that the first Crush pinball game, Alien Crush, turned out to have been developed by Compile, but I’m not sure about the later ones.
  • Cocoron for Famicom, a platformer where you customize your character for each level by constructing them out of parts.
  • Top Hunter: Roddy & Cathy, for the Neo Geo, a platformer with plane switching (foreground and background) mechanics.
  • The Frog For Whom The Bell Tolls, for Game Boy, which is semi-famous now for using the engine that would go on to be used for Link’s Awakening, and having characters that cameoed in that game. It has a non-interactive battle system where you and your opponent disappear into a fight cloud, and your health determines if you win.
  • A really unexpected entry, The Jetsons: Invasion of the Planet Pirates, for SNES, for being a solid platformer with some interesting ideas.
  • And Crusader of Centy, for Genesis, a Zelda-like where you team up with animals. As the video notes, it’s part of the Nintendo Switch Online Expansion Pass, so if you have that it’s really easy to try out!

C.A. Brown recently made another video with more really solid recommendations in it, but let’s give that video its own focus, in a few days.

It is not my purpose here to steal any of his thunder, but rather, to give you a sense of whether you might want to click through and see what he has to say, and view the gameplay, which I think will give you a much better idea of whether his picks are worth it. A 20 minute video is a considerable investment of time, but he has helpfully marked his video with chapters and links to each game’s section, so it isn’t hard to navigate. Look and see.

Sundry Sunday: The Deadliest Element (in Adventure Games)

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

It’s a maxim among D&D players that the deadliest thing the DM has in his arsenal against players is the lowly pool, stream, river, pond, lake or ocean. (Zee Bashew has an entertaining 3-minute video about this.) There’s just so many ways to kill a PC involving water.

Well, this isn’t just a Dungeons & Dragons thing. Sierra On-Line adventure games had many excuses to off a wannabe hero for just thinking about approaching a body of fluid, as Sierra Art’s 4 1/2-minute compilation video demonstrates. Whether it’s drowning in it, being swept down current by it, creatures living in it, or it actually being deadly acid: if it’s liquid, it’s fatal.

That’s not the only adventure game in which the wet stuff will kill you. Famously, the only way to actually die in The Secret of Monkey Island is to hang around too long under water. If you wait for ten minutes down there, Guybrush Threepwood will actually drown, which replaces the action verbs with Bloat, Stare, Bob, Rot and Order Hint Book. (2 minute video)

You can drown in Return to Money Island too (2 1/2 minutes), which is funny because the game is presented as Guybrush telling of his adventure in discovering the secret of Monkey Island to his son, wrecking the whole premise.

What Nintendo Games Do When You Delete Save Files

I know, lots of posts on this blog end up being about Nintendo in one way or other, but their corporate stance of toymakers, regardless of its truth, means they often do interesting things, and one category of those things is having special animations when you delete save files. But deleting save files is destructive, obviously, so many people never see them. Here’s a video compilation of some of them. Of particular note is the deletion process of Animal Crossing games (yes, them again!), and of all of those there’s the one for the original Gamecube version, which pretty much implies you’re killing your village’s inhabitants. A pretty heavy trip to lay on a kid! Here’s that video, from Nintendo Unity (9 minutes):

Gamecube Animal Crossing’s e-Reader Cards

There’s been rather a lot of interesting Animal Crossing items to share lately, many of them from the Youtube account of Hunter R, who specializes in AC. He presents the video in today’s find, which is about an interesting relic from Nintendo’s Gamecube era: the e-Reader.

The e-Reader uses a variation of the technology used in QR codes. QR codes, surprisingly date back as far as 1994. Old-time internet layabouts like myself remember the CueCat, a special barcode scanner that was given out for free, under the assumption that they could make money off of them from advertisers using their tech to encode URLs to their sites in their print ads, then users could scan them with their CueCats to jump immediately to their sites. Yes, this was a business model that people once thought could work. Maybe it could have at one point: that’s the major use case for QR codes now.

The e-Reader was rather different. A Gameboy Advance peripheral released in Japan in 2001, and the US in 2002, it could scan tiny dot patterns printed on playing card size pieces of cardboard. Whereas QR codes are intended for small amounts of data like URLs, a single e-Reader card could hold 2,112 bytes of data. The hardware itself had a ROM built-in that contained an NES emulator, so one of the things that could be distributed, on small decks cards, were smaller NES games like the black box series. I had an e-Reader myself back then, and while it’s long since misplaced and probably lost for good, I still have an officially-released pack of cards somewhere with Balloon Fight on it, and also the weird e-Reader variant of Mario Party, which I think I’ve only ever had the chance to play once.

The e-Reader was one of Nintendo’s shorter-lived play experiments, and didn’t last long. But one of the most interesting releases for it was a large sequence of Animal Crossing cards. There were hundreds of these cards, and they were kind of like an early version of the current-day Animal Crossing amiibo cards. It’s amazing there were so many, because the hardware requirements were significant: you needed a Gamecube and GC Animal Crossing disk, of course, and the e-Reader, and a Gameboy Advance, and a GBA/GC link cable. And the cards themselves, of course.

The cards could be used to get all kinds of items in your Animal Crossing village, depending on the card. The amazing thing about the cards is that they seem like they’d be the kind of thing that would have been quickly cracked and turned into a way to obtain arbitrary objects, like the never-released Super Mario Bros. and Legend of Zelda NES items in Animal Crossing, but were in fact only broken fairly recently.

The 11-minute video linked here explains how they worked and how they were cracked, and also links to a GitHub repository with program that can be used to generate your own cards. But Hunter R. has been on this beat for a while, and has two other videos on the subject you can peruse if you wish, on generating custom villagers with cards (12 minutes), and generating Super Mario and Zelda NES items (18 minutes). The villager one is interesting because you can make arbitrary villagers with it, with appearances and names not among the ones included on the disk, although only using the Japanese version of the e-Reader. Even you don’t have the magic combination of gadgets to make practical use of them, they’re interesting watches to understand how the e-Reader worked, and how it was, eventually, exploited.

How Speedrunners Pay Off Their Animal Crosssing New Horizon Debt Quickly

Argh! This video from Press A! on Youtube promises big by promising to explain how speedrunners blast through the over 5 1/2 million Bells needed to fully upgrade their (pre-2.0) house in Animal Crossing New Horizons, but then in typical game Youtuber fashion they explain nearly everything else about the game, the debt, and all the other things speedrunners must do along the way! Here is the 12-minute video, but I’ll give you the gist below:

First: the glitch only works on version 1.2.1 or earlier, so nowadays it requires hacks to downgrade your Switch to do them. And the trick also means having at least two users on the same Switch, both with residents on the island.

The trick involves duplicating items, then selling the duplicates. The items are duplicated by putting an item that can have other objects put on top of it, like tables or the cardboard boxes in the Recycle Bin, down near the border of the town square area.

First, an expensive item is put on the table or box. The Switch promo item given to the first player upon starting the game is typically used by runners. Both players are brought in, then the second player spins the box while the first player picks the item up off of the box. If done on the same frame, Player One will pick up the item, but Player Two’s rotating of the box will mean it also remains on the box. Now there’s two copies of the item. This process can be repeated immediately, filling up Player One’s inventory with the item. They then sell the items for profit, and continue.

I miss the days when you could just find this out from a text file on GameFAQs, but then tricks like that are a lot harder to discover randomly these days without something like Youtube’s discovery algorithm to uncover them, although it too is random and scattershot, or else following a ton of Discords to seek out all of the little gaming communities where all this data is hoarded.

So that is how they do it, but since it’s specifically on an old version of the game that you can’t even play anymore it’s of limited use to normal players. New Horizons changed so much in that first year that this information is largely of use as a curiosity unless you’re involved in the frankly bizarre speedrunning community.

My own trick for paying off your house means breeding expensive roses, ideally blue but black will do, then growing tons of them in the fields of your island and selling them. If you have the DIY recipes to make wreathes or crown from them, then it doubles their sale price. It won’t pay off your house of in under two hours, but if you can get your starter roses from elsewhere, you can pay it off much faster that way, maybe in a couple of months. I’ve explained the details of that process before, and in multiple places, but hey at least I didn’t just post it in a Discord where non-obsessives will never see it.

There, that’s my annoyed internet oldbie rant for today. Come back tomorrow where I’ll shake my fist at something else, probably AI slop. Ta!

DOOM: The Gallery Experience

Found by long-term MeFite Going To Maine, DOOM: The Gallery Experience is a DOOM mod that changes out all of its various elements for museum equivalents. Ammo becomes drinks from among Wine, Beer, Gin or “Watr”; Health has become Cash (which you can spend in the gift shop) and Armor becomes Cheese. (You still pick them up like powerups, though.) And there’s still secret passages to find. The map is generally the same as that as the first level from the shareware game, although the demons have been moved out and replaced with objets d’art, all of which can be examined for information on the work.

You can either play it yourself on Newgrounds, or get the general idea from this Youtube video (4 1/2 minutes):

Obscure Facts About Classic Mega Man Games

RollingCutter over on Youtube has compiled two videos, so far, of unusual and unexpected facts about classic Mega Man titles. First I link the videos (here’s the first, and the second), then some of the more interesting facts from them:

#1 (10 minutes)

#2 (15 minutes)

So, some (but by no means all) of the interesting facts they revealed:

  • In Mega Man 2, most of the Robot Masters get healed if you use their own weapons against them (with the exception of Metal Man, who dies in two hits to his weapon).
  • With the exception of Mega Man 3, the paths drawn on the map screen between levels of the multi-part Dr. Wily stages roughly match the routes you take through them.
  • In Mega Man 10, there are three boss fight rooms between drone enemies that match the weapons and behavior of past bosses from throughout the series. The lit boxes in the background of the fight generally correspond to the numbers of those bosses. For example, the drone that matches the behavior of Elecman, DLN #8, lights up the 8th of those background tiles, counting left-to-right from the top of the screen. Watch the first video for details.
  • Mega Man 6 has two instances (one described in each video) where two elements in a stage are linked. In Flame Man’s stage there are oil pools that light up and become deadly if struck by fire from enemies. But one pool late in the level is sometimes already on fire when you reach it. It’s because its state matches that of another oil pool earlier in the level: if that oil pool gets set aflame, then it’ll be on fire too. And in one of the Mr X stages later on, there are balance platforms in the level that match the state you left the same kind of platforms in in the room before.
  • In Mega Man 7, the cloud platforms can be frozen or electrified by your weapons. If electrified, they’ll do damage to you for a short time.
  • Hitting Heat Man with the Crash Bomber (MM2) heals him and speeds him up. Hitting Spring Man with thunderbolts repeatedly eventually causes him to glitch out and make the level impossible to finish. (You have to use around three full weapon tanks of energy to do it.)
  • In Mega Man 3, you usually can’t pause the game while a weapon’s bullets are onscreen, either your default Mega Buster’s shots or those of a special weapon, but they didn’t implement this check when firing shots when Rush is onscreen. If while Rush is onscreen you fire shots, then switch to another weapon, the Buster’s shots will have the properties of the weapon you switched to. In certain places (depicted in the second video) this makes certain enemies must easier to defeat.
  • In the Copy Mega Man fight in MM3, where there’s one true boss and two fakes, the first time they appear the top one is always the real one; when the bosses teleport out and back in, the real one always appears one frame before the others.
  • In Mega Man 2, if you pause the game while Wood Man’s in the middle of a jump, the boss will immediately jump again in mid-air.
  • In my opinion the highlights of the series so far. Mega Man 3 has debug features left enabled in the game, that can be operated using the second controller. This is the reason for the generally-known trick (from Nintendo Power) where you can make Mega Man jump super high, even in the air, using the second controller. And in Mega Man 1, if you’re very high up on the screen in a specific place in Ice Man’s stage (above the score), and jump and quickly move back and forth at the top of your jump, the game can glitch out in surprising ways. The second video has several examples, such as the game resetting or crashing, messing up the palette or graphics, or even immediately starting the Yellow Devil boss fight with incorrect graphics.
  • There are certain bosses throughout the series where it’s possible to land a hit on them while their energy bars are filling at the start of the fight. In some cases this results in weird behavior, but in Mega Man 7, you can destroy Spring Man and Turbo Man before the fight starts this way. (Cloud Man can also be damaged this way, but it might cause the game to glitch out.)

SNES Mice on the NES, and how both systems read their controllers

As it turns out, as explained by the below video (here’s a direct link, 10 minutes long), the NES and SNES have very similar control setups. Both controller ports have seven lines, and both read them using a shift register that can be used to read arbitrary numbers of buttons. The SNES basically just has more buttons to read.

Due to this, there’s homebrew NES software that’s made to use the SNES mouse, and even emulators that will convert your PC’s mouse into simulated SNES mouse signals, which will be fed into the emulated NES and the software running thereon. (It isn’t all buttons, but it sends the displacement as a binary number.)

The video comes to us from the account of CutterCross, who’s making CrossPaint, an NES art program that uses the SNES mouse. A demo can be gotten from itch.io.

Sundry Sunday: Rhythm Heaven Reanimated

Nintendo’s Rhythm Heaven games are still a bit obscure, but have a passionate fanbase. They share design sensibilities with the WarioWare series, which is because both share a character designer, Ko Takeuchi. They both have a distinctive clean-line look, and a similar sense of humor.

About four years ago, some of those fans made one of those reanimation compilations of the series, and the fruits of their labor is unusually keeping in spirit of the original, which itself samples many different art and musical styles. The reanimation feels like it could have been one of the remixes from the games itself.

Speaking of, the reanimation covers all of the remixes, of all of the games in the series, with the result that the full sequence is eighteen minutes long! It’s quite faithful to the originals, despite the vastly different animation styles, and it even scored an appreciative comment from Takeuchi himself! Here it is, but be warned: you’ll watch it for a while, then see one of the videos mention it’s only half over, and you’ll think to yourself, no way:


An aside, a different reanimation project near to my heart, but unrelated to video games, is the highly-memeable 2004 collaboration that animated They Might Be Giants’ Fingertips (6 minutes, original page). Note, in its original Flash incarnation, different elements would be selected on every play, an aspect that is unfortunately lost in these renderings.