Caoimhe

What I’m reading vol. ⅩⅥ

Vols.: Ⅰ, Ⅱ, Ⅲ, Ⅳ, Ⅴ, Ⅵ, Ⅶ, Ⅷ, Ⅸ, Ⅹ, Ⅺ, Ⅻ, ⅩⅢ, ⅩⅣ, ⅩⅤ, ⅩⅤⅠ

Today’s musical accompaniment will be relevant further down the post.


Games

Interview with Satoshi Yokokawa — Ashley Rojas

Cool interview with the enemy designer of Sonic 3 & Knuckles. I’ve always thought that the badniks in Sonic 3 had a more industrial look to them compared to the enemies from the previous games and I’ve always really liked that about it and it pleases me to hear the intent behind that being articulated. I also love Mecha Sonic’s design and it’s really lovely to hear him appreciate the fan art and reinterpretations of his designs. Also look at this short fan animation, it’s really cool.

Given that setting, since the Death Egg had suffered enormous damage from crashing due to Sonic's attack in "Sonic 2," I thought the mecha production facilities inside the fortress must also have been heavily damaged, making it difficult to carry out production as before.

From there, I arrived at the idea that Dr. Eggman, needing a fighting force to oppose Sonic under conditions where the production facilities weren't functioning properly, would gather up usable parts and hastily assemble machines to deal with the situation.


mantle.nes breakdown blog part 1 — Melon

First of (so far) two posts where Melon breaks down the development of their NES recreation of the “original game” in Deltarune chapter 3.

I had previous experience working on NES games already - at least, I had tinkered a little bit and had enjoyed enormously Pikuma’s course on beginning-to-end gamedev with 6502 assembly on the NES a few years back, so I felt confident I could pull it off! Even if the journey seemed daunting, I just had to go one step at a time…


The Web

Self-censorship practices as anti-shibboleth — Laura Michet

Oh do I hate algospeak. I stopped talking to a therapist once in part because I lost a massive amount of respect for him for using the word “unalive”.

In my experience, self-censoring adult terminology on that site in particular is a great sign that you're dealing with someone so incurious, with such a limited experience of online conversation, that they don't understand where they are, or who they're dealing with, or who's accountable for maintaining the peace in the community where they're speaking. I do not want to read the things these people write, and I do not want to talk to them. I'd rather not be the person who teaches them to be curious.


Hulagirl.txt — Deli

An investigation into the origin of a classic, old web GIF.

Perhaps enough time has passed that she is merely an inconsequential sighting to the average webuser, a rarity of a signal overlooked in the noise. There was once a time that she danced her way across webpages all over geocities and brought a small injection of joy and energy to whatever page she graced. Early on, she was a known quantity but the passage of time and memory made her mysterious. Stayed mysterious for a long while since, honestly, who really cares about the provenance of a free-to-use gif that is barely 5kB?


I Found Evidence Of My House Spinning — Blackle Mori

Some fiction for once, recommended by Laura Michet again. Interesting use of HTML as a medium.

This is the story of the most inexplicable thing to ever happen to me. It still keeps me up at night, just rolling it around in my head as I fail to make it make sense. This is the story of how I took a video from inside a recurring dream.


Animating Bad Apple with no JS, no CSS, & minimal HTML — Vivian

Explainer of Vivan’s very cute little Bad Apple animation using a technique similar to Geocities HTML Chat.

I wanted to show the Bad Apple animation without JS or CSS, with an impressively minimal set of HTML tags, by abusing slow chunked response, forcing the browser to load the page piece-by-piece. That's happening now (unless you're reading some archive) but how can we use it for animation?


The Crawler Zoo

Less of an article and more of a cool website: The Crawler Zoo monitors and categorises bots that scrape the site. Visitors can even watch bots wander an infinitely generated maze of junk pages.

Every request that reaches the site is examined at the gate. Bots are identified, named, drawn and filed into an enclosure; people are waved through and counted only as an anonymous daily total. Everything you see is live: the figures update as the bots arrive.


Irish

What to use: the “w” or “v” difference in dialects

Improving my Irish is something I’ve wanted to do for a long time but found difficult to sustain long-term, but I do still have occasional bursts of enthusiasm. In this case I found this article, and especially the videos linked within, a good crash course in improving my understanding of Irish phonetics.

When learners come across this difference in pronunciation, they are usually looking at words like “bhfuil” (i.e. “an bhfuil”) and “mháthair” (i.e. “mo mháthair”). How you pronounce it largely depends on which dialect you choose.


The tale behind the Irish translation of Dracula is something to really get your teeth into — Darach Ó Séaghdha

I’ve written about the Irish translation of Dracula before, so of course I was interested to learn a tiny bit more about the history of the book.

Should the Free State find exciting new literary voices working as Gaeilge and bring them to a wider audience, or should they focus on translating bestselling titles that readers had already heard of?

Finance Minister Ernest Blythe took the latter view. In particular, Blythe was very interested to discover that the Berne Convention for the Protection of Literary and Artistic Works had a clause at the time regarding translation rights.


Politics

Europe’s centrists are finally paying the price of their extremism — Yanis Varoufakis

Valve Software’s former in-house hat economist weighs in on the consequences of “centrism”.

Everywhere, it is the same mechanism: Parties that called themselves sensible, pragmatic, and centrist have pursued one of the most doctrinaire economic programmes in European history – and pursued it with a rigidity, an intolerance of dissent, and a contempt for democratic contestation that the actual political extremes of the 20th century would have recognised as their own method, even if they had rejected the content.


Normal Golf Game ★★★★☆

Poster.

My partner had this game on her Steam wishlist, and when they got a notification that it was on sale, they asked me if I had been the one to recommend it to her. I can see why she made that assumption when I possess both a fondness for games with awkward, physical control schemes and weird golf, but I had actually never heard of the game before. I watched her play a lot of it and knew that I would want to experience myself.

I really love the UI, the maximalism off all these different segments tracking different parts of one’s shot and having to juggle positioning, angle, swing and posture together. The greenscreen video for the player character is also wonderfully charming. The golf is tricky, but manageable, an very satisfying to hone.


Sonic Project Hero: Rewired ★★☆☆☆

Poster.

I can see why the expressive and fluid moveset offered really grabbed people and inspired to come back and build on the original tech demo, but unfortunately the rest of the game acts as a good showcase on how mechanics and level design are dependant on each other. The busy, linear, racetrack-like levels that work well in their own games turn something fun and joyful into a very awkward experience.



Spark the Electric Jester ★★★★☆

Poster.

An incredible blend of Sonic the Hedgehog, Kirby and Dragon Ball and, other than the music and some art, made by one very skilled Brazilian man. At a base level it simply feels wonderful to control (though it was surprisingly choppy at times on the Steam Deck) and the levels have a constant forward momentum that makes them a joy to run through.

The different powerups offer a broad range of playstyles and I respect the lack of care to balance offered by the gravity jester just straight up letting Spark fly. If the player wants to go through levels like that they can. The best is the edgy jester though, with it’s double jump, wall running, air dash, black and red colour scheme, knife and kunai attacks and chaos blast charged attack it is as delightful as it is funny. It’s also the closest of Spark’s powerups to Fark’s moveset from the game’s second, more combat-focused, story mode. I actually prefer Fark’s more diverse combat moveset and emphasis on parrying and healing for combat, which was carried over and elaborated on wonderfully in the sequel.


Sonic Generations (2024) ★★★★☆

Poster.

Sonic Generations was the first real 3D Sonic game that I every actually played. It’s what got me back into the series as an adult. In the years since I have gone back and played or replayed every game represented across the levels featured in it, and it still stands as a triumphant monument to the series and a wonderful love letter to two decades of games. It’s honestly surprisingly how little they touched it for this rerelease, but mostly they didn’t need to; the game still looks fantastic.

I will admit that the cracks have started to show in the gameplay. While Sonic Generations stood as the definitive version of the boost gameplay for a long time, Shadow Generations showed that it’s possible, and desirable, to take off some of the guardrails, give the player a bit more control and a bit more expressive movement and have everything feel more fluid. The 3D levels in Sonic Generations are still a joy to replay, practise and learn to execute perfectly, but the amount the game tries to steer the player and keep them on that perfect path feels very clunky and disjointed. Similarly, in the years since Sonic Generations’ original release, Sonic Mania reminded us what 2D Sonic games are actually meant to feel like and Sonic Superstars, for its flaws, demonstrated that it is possible to bring that feeling in three dimensions, though I think the use of 2.5D level layouts and background layers in Sonic Generations is still unmatched in the series.

The changes from the original release that are there are mostly perfunctory. The control remapping to bring it a bit closer to Sonic Frontiers and Shadow Generations make going from one Generations game to the other a bit smoother, but they are very half-baked. You can use B to homing attack now, but it’s also still mapped to double pressing A as well and then the drop dash has also been mapped to double pressing and holding A, making it very easy to do by accident.

The drop dash itself is a strange addition. It feels odd and out of place in the 3D levels when the boost is already available and with the way the game swaps physics and acceleration on the fly in different areas make it feel horribly inconsistent and confusing to use. It should have a more natural place with baby Sonic, but is outclassed by the absurdly overpowered spin dash this game has, which has not been modified at all. The script changes and rerecorded dialogue are hardly a downgrade, but also make such a minor difference that it hardly seems worth the effort. I don’t really care that it was technically a continuity error that Tails didn’t recognise Green Hill Zone in the original script and the fact that the final boss, easily the low point of the whole game, is not changed at all is baffling. Even the awful achievement to beat it without getting hit is still in place.

The chao hunt added to each level is the one really substantial change and it was a nice, optional challenge that incentivises some more careful exploration, though less vague hints in some levels would have been nice. The game does have so many little detailed areas and environment details when you stop to look around, even though everything else in the game is telling you to blast forward at maximum speed.

But that chao hunt and the modernisation of the controls (and removal of a separate, buggy, launcher and configuration tool) is definitely not worth breaking a decade of progress the modding community has built around this game. The one real shame about this rerelease is Sega’s practise of delisting old versions of games, making the version with so many level packs, character swaps and countless other mods for it locked behind buying a large bundle of other Sonic games that most people are not going to be aware of.



Caoimhe

Created Characters

As you can see from my games of each year list I don’t play many games with character creators and when I do I generally don’t get particularly attached to the characters I make in them. I couldn’t really tell you anything much about the characters I made for Dark Souls and even when I went through the character creator in Baldur’s Gate III recently1 I made a dark elf woman without any particular thought to backstory or much else. I honestly don’t even remember what I named her2. I do not have the making OCs bone I think. But I do have two old custom skins and a custom character that I have lying around on my computer I’d like to share.

Minecraft

Back seven billion years ago when I was in university and Minecraft was this weird, new thing I wanted to make my own custom skin for it. Being mostly into first person shooters and real time strategy games at the time my first thought about making a skin for a character in a game where you mine was to try and recreate the mining suit from Red Faction:

The raw Minecraft character skin. The skin applied to the player character. Promo art of Parker from Red Faction in his red sci-fi mining armour.
Parker artwork stolen from a French website about science fiction set on Mars, though it looks like it’s probably official art they took from somewhere else.

Pokémon Crystal Clear

I haven’t played a new Pokémon game since I was a child, but during covid lockdowns (before, y’know, every government just dropped all health measures for a debilitating disease that is still rampant) I tried to revisit the series via a hack called Pokémon Crystal Clear3. Crystal Clear adds a lot to Pokémon Crystal. You can choose your starting town (in either Kanto or Johto), play gyms in any order (they scale based on the number of badges you have), it fixes various bugs in the original games, allows you to set any pokémon as an overworld follower with every species having unique follower sprites, adds new areas and battles, new music, a lot of customisation options, and has ways to obtain all 251 pokémon without trading or events.

Sadly all of that was not enough for me to get over the simple fact that these games are too repetitive for me to want to bother with any more. I do not want to do dozens and dozens of nigh-identical battles over and over again. I never got very far in the game but I did make use make use of another feature: The ability to inject custom player sprites and custom starters (I started with a sandshrew). I actually posted one of the player sprites on here before when talking about drawing it in Wplace.

My pokémon trainer sprite. A girl with an undercut with a sandshrew. The template for custom Crystal Clear player sprites, with my character sprite filled in.
I did not have an undercut when I drew this but I do now.

Sonic Forces

The last one is the closest thing that I have to a Sonic the Hedgehog OC: My avatar from Sonic Forces who I decided to call Blitz the Cat, both because she ended up being a little lightning-themed (and I used the lightning whip as my main weapon for a lot of that game) and to keep the alteration going with Blaze the Cat and Big the Cat4. I do not have any backstory for her but I like how she turned out.

A white cat in Sonic Forces.
Any resemblance to Easóg is purely coincidental.
  1. I saved and quit before starting the game proper and haven’t gotten around to continuing it. ↩

  2. It’s not that I’m completely uninterested in coming up with characters (and I would like to try my hand at writing fiction again) but to me characters exist to tell stories and when I’m starting a game I don’t know what the story is yet, and the story that the game has is going to exist independently of whatever backstory I might imagine for the character, so I don’t really understand what I should go off of. This is something I would deeply love to be able to talk to Ellie about more. ↩

  3. Which is frustratingly only available to download via a link on a Discord server. I hate it when projects do this. ↩

  4. Bubsy the Bobcat and Blinx the Time Sweeper also almost fall into this pattern. I’m on to something here. ↩


Caoimhe

One X per year

I previously posted lists I’ve made picking one game and one film per year since 1990. 1990 acted as a good arbitrary stopping point as it’s a nice round number, it’s the year I was born and the number of games I’ve played at all from before then is pretty small, and it would be be fairly difficult to pick out shows for each year before then for me too. I’ve made a dedicated page on the site for these picks, made a few substitutions, added a pick for each for 2025 and added one series of television per year as well. All put into one table with the ability to toggle off which media you want to see selections for as well as some dynamic rearrangement based on screenspace, all done with (a horrendous mess of) Cascading Style Sheets and no Javascript.

These are not necessarily my favourite from each year. I have tried to be deliberate to give a spread of different styles and series I like as well including some weirder picks. Especially with games I spent a lot of time weighing choices for particular years based on what series I wanted to include and some years are just packed with formative games for me. 2001 has Metal Gear Solid 2, Silent Hill 2, Commandos 2 and Halo (and Grand Theft Auto 3 and Advance Wars and Worms World Party…). I eventually gave the year to Metal Gear Solid 2 after weighing up that I could have Resident Evil 2 and Silent Hill: Shattered Memories covering some bases for Silent Hill 2, Shadow Tactics was spiritually taking up a place for the Commandos series and there’s already plenty of shooters there to justify dropping Halo.

Similarly Prey is spiritually covering for System Shock so that I can have a childhood favourite Soleil for 1994 and Half-Life would probably beat out Resident Evil 2 in a head-to-head but there’s already two Half-Life games on there and I wanted it to carry the survival horror water for both the aforementioned Silent Hill 2 and for the REmake that got booted out from the previous iteration to make room for Robot Alchemic Drive. And yes after going on about carefully spreading out my choices I did give three picks to Sonic games, one to another Sonic Team-developed game and two more to Sonic-inspired indie games (and four different series of Doctor Who for the TV list). I will not be taking feedback on this.

Again the page is here and the lists are also on my Letterboxd, Serializd and Backloggd accounts as well as a second Letterboxd list covering the years 1970-1989.



Caoimhe

Sega’s PAL manuals were so bad

I have been waxing nostalgic about PAL versions of games lately but I will acknowledge that in some regards we did get the short end of the stick. As much as I fond of the slower version of the game’s music I don’t think Sonic the Hedgehog running one sixth slower than it was designed to was a good thing and the game manuals we got here seemed to be made as cheaply as Sega could get away with.

Let’s compare manuals of the Japanese, North American and European release of the same game, called Ragnacënty, Crusader of Centy and Soleil respectively in each region.

Ragnacënty had full colour manual with decorated pages, illustrations and a stylish layout.
While Crusader of Centy only has colour for the cover with the interior in black and white with smaller artwork and a more basic layout. So what about Soleil?
Oh no. Oh nooooooo.

This is fairly typical of what European Mega Drive manuals were like. Fully black and white, printed in in a landscape orientation, arranged in thin columns, having little interior artwork other than screenshots that are so squashed down it’s hard to tell what they’re even showing and cutting everything down to the bare minimum details. The character bios aren’t included at all. This little bit of narration from the perspective of the protagonist is the closest thing. The whole manual is only 17 pages compared to 30 for Ragnacënty and 40 for Crusader of Centy.

And Soleil’s manual’s layout seems downright roomy compared to a lot of games. You might have wondered why the manuals might have that strange multi-column landscape layout? Well Soleil had separate manuals printed for each language the game was released in but that wasn’t always the case. Compare it to Tails’ Adventure for the Game Gear which across each pair of pages has separate columns in English, German, French, Spanish, Italian, Swedish and Dutch.

The tips page from the Tails’ Adventure manual in seven languages. Amusingly it describes an exploit for indefinite flight.

But even this is still worth preserving. Soleil and its manual were precious artefacts for me for a very long time. I still had the game cartridge and manual up until a few years ago when I did a big clearout of all my old games (mementos are precious, but so is space and I live in a small house) but even when I sold it on I actually cut out the cover of the manual as a keepsake. Had I known as a child the stark difference between those pages and that of Rangacënty I might have held it in less regard, but it was still a piece of my childhood and worth preserving along with the other versions.


Caoimhe

What I’m reading vol. Ⅹ

Vols.: Ⅰ, Ⅱ, Ⅲ, Ⅳ, Ⅴ, Ⅵ, Ⅶ, Ⅷ, Ⅸ, Ⅹ, Ⅺ, Ⅻ, ⅩⅢ, ⅩⅣ, ⅩⅤ, ⅩⅤⅠ

Did you know that due to the differences in power grid standards the Mega Drive CPU ran at 50 Hz in Europe and Australia rather than its original 60 Hz? That means that if the programming for the games didn’t compensate for it that meant they ran one sixth slower, even the music. This is what the original Sonic the Hedgehog sounded like to me as a child and most of these songs still sound strange to me at full speed. And following on from that…


PAL retro games deserve to be preserved, respected, and re-released — Kimimi

In most cases these aren’t the games an entire continent (and beyond) grew up with, and we need to seriously consider how successfully the industry’s caring for its past by so quickly and easily throwing out the likes of Castlevania: The New Generation (Bloodlines), Shin Megami Tensei: Lucifer’s Call (Nocturne), and Kirby’s Fun Pak (Kirby Super Star). For millions of us there is no preservation to be found in these otherwise excellent re-releases nor any chance to revisit a childhood favourite, because the games we played often aren’t even mentioned, let alone included.

Yes I have a bee in my bonnet about this. There’s another interesting thing to note here: PAL versions of Japanese games also often had quite different English translations to the North American releases. As a child I played Soleil on my Mega Drive, saving the world with Johnny the dog, Charlie the cheetah and Penguy the Penguin, while a girl in Canada playing Crusader of Centy on her Genesis would have met Mac, Flash and Chilly instead1. Nintendo did this as well and for a lot longer than you might expect. The most recent game that I know off the top of my head that had two different English translations for PAL and NTSC regions was Splatoon in 2015.


Overview of my Sun Microsystems Type 7 Keyboard and a little Guide on how to use the Compose key in Linux — Pom

I haven’t bound all of them, but having extra keys to do with as you please is sooooooo nice. I really wish I could get, like, relegendable keycaps where I can write down what alternate functions I have them mapped to. (this is where the Type 5 would kinda come in handy, since that has MX switches, that I could easily put relegendable ones on). So far I’ve mainly have them mapped to window controls, like Stop and Undo each move windows between my monitors. The Help key is one I’m kinda unsure on, since I’ve often hit it by accident instead of Escape so I don’t want something else pop up in situations where this happens. Maybe I could map something to hitting Help along with a modifier? I’m not sure.

I haven’t done much manual key remapping myself but on the Manjaro install on my main desktop I have keyboard layout set to an Irish Cló Gaelach layout that gives me easy access to writing vowels with síntí fada and consonants with poncanna séimhithe using the AltGr key but a lot of other handy or cute little key combinations for different characters, including smart quotes, en and em dashes, and the Tironian et (⁊) which is still sometimes used in place of an ampersand in Irish and Scottish Gaelic and is appropriately on AltGr+⇧ Shift+7.


Blaugust Notes on Comments — Rabbit

“If you don’t have comments enabled, then you’re just preaching your truth. You don’t want to have a conversation.”

Correct.

Okay, no, not really–but why is that so bad? If you believe this, why do you think it’s a bad thing for someone to opt out of other people’s viewpoints on it? It’s their blog. A blog or personal website is intrinsically a different thing than a social media account. It is entirely customizable and on your terms. Why is it a bad thing to have full ownership of your space in an era of the internet where we own so little?

Agree wholeheartedly with xir on this. I do have comments on here but I mostly just hope for the occasional nice little comments for my friends. This is my website and I am fully and unapologetically in control of what appears on it. I am not averse to feedback or discussion but if you try to post a comment I don’t like I will simply delete it.


Further Notes on the Death of the Author — Rabbit

We watched this during critique in class and sat afterwards in horror, none of us willing to be the first person to speak up, until finally someone broke and said, “Is this a film advocating for suicide?”

She was upset with us for thinking such a thing when, to her mind, this was a film about getting in touch with nature to brighten your life. Obviously. Unfortunately, no matter what her intentions were, she had definitely just made a film that was pro-suicide. She was too unskilled at that time to be able to make a film that met her intentions, and also too unskilled to identify what the film was actually about.

Some more notes from Rabbit.


if you love it, download it — Erysdren

this post started out as a rant about the current state of media preservation on the modern internet… but ranting and complaining rarely helps anything.

so instead, i have written a few short guides and notes about ways you can help contribute to media preservation by doing it your damn self. most of the guides lean very technical, but i try to give appropriate explanations and links to the tools and documentation where i can.

I think that every blog that I currently follow that does its own little post roundups has already linked to this but I will add my voice to the choir as someone who was recently struggling to download and preserve something myself.

Laura Michet also recommended a few other downloaders.


Let's stop pretending that managers and executives care about productivity — Baldur Bjarnason

Today, big chunks English-language management and executive culture are effectively the opposite of what we know works when managing organisations.

One example are open offices: these have been proven many times over to harm productivity, focus, collaboration, and employee well-being. They only improve real estate costs and employee surveillance.

I love the efficient allocation of resources under capitalism.


An infodump on vaginal sex, by a lesbian — Elilla

Lately the bottoms I've had the privilege of bedding all have described my fingers with the word “magic”, so I figured I must be doing something right. Might as well write down what I've learned from a lifetime of chasing skirt.

I already linked to this on my own recent post on penile sex and might as well throw it in here too.

  1. And the original ラグナセンティ(Ragnacënty) had ぽち(Pochi), ちった(Chitta) and ぺんぎー(Pengī). ↩


Caoimhe

Sonic Racing: Crossworlds demo impressions

I’ve been playing the “open network test” demo for Sonic Racing: Crossworlds and having a good time. I am not much of a kart racer gal but I did really like Sonic & All-Stars Racing Transformed and that is going to be my main point of comparison. The quick version is that it’s fun but I am not spending 70-bloody-€ on this.

One thing that is immediately apparently compared to Transformed is that Crossworlds is much more chaotic. The game is a constant sensory overload. The central gimmick is that the second lap of each race sends you to a random other track and the last lap of each track also adds new items, hazards and shortcuts to the track, so things are constantly changing every race and items feel more powerful and far less easily dealt with than in Transformed. That game’s blue shell created a minefield in front of the lead player, something that is going to slow you down a little but was avoidable with some care, while Crossworlds has two different items that directly target the lead player and seem nigh-undodgeable. The three different homing attacks also feel significantly harder to get away from with a well-timed boost than they did in Transformed (or perhaps I am just very rusty) with the constant sensory overload of the game not helping there. There are also three different catchup items that automatically send you forward in position on top of the monster truck super transformation and regular boost powerups which also help anyone who has fallen behind rejoin the clusterfuck in the middle of the pack.

Of course my impressions also being coloured here by the fact that I mostly played the single-player mode of Transformed while this demo of Crossworlds, being a network test, has very limited singleplayer options with only one grand prix with three tracks1 to play singleplayer and many more tracks available to experience in online play so I have mostly been sticking to that. I am a bit disappointed that there doesn’t seem to be much character dialogue when playing multiplayer. The grand prix mode assigns you a rival character who will banter with you as you race other racers might talk to you as you interact (i.e. attack each other). I can understand that people eventually get sick of repeated dialogue in online matches but I wouldn’t mind the option to toggle it on and maybe even toggle on assigning other random players (or friends that you are partying up with) as rivals for a race.

The character I’m most interested in terms of these voice lines is Sage, who was only introduced in Sonic Frontiers and hasn’t interacted with most of the wider cast at all yet. I’m curious as to how they handle the context that she exists in outside of the plot of that game. She is not available in the demo, though, and I have been playing almost exclusively as Cream (because Blaze also isn’t available in the demo).

One thing that Crossworlds does have over Transformed is the vehicle customisation. It’s done a little strangely and there’s not a huge amount of depth to it—you are not swapping out spoilers or other individual parts, only the front and back halves of various vehicles—but it’s still fun to play around with. Layering decals on top of the paintjobs does give you some more freedom but even this is pretty restrictive – you can’t overlap decals and they tend have a large transparent zone around the main image that stops you using them to create more detailed shapes. I imagine that this might be intentional to try to stop people making anything offensive with them but I did try my best on my extreme gear design to combine some basic shapes to make a depiction of Rocky behind where the rider stands.

Cream on a black hoverboard with red detailing resembling the streaks on Shadow the Hedgehog’s fur. Towards the back there’s a yellow shape very roughly like a Chaos Emerald.
Cream thinks that Mr. Shadow is the coolest.
Cream in a red sportscar with a white stripe and gold rims on the wheels, slightly resembling Sonic the Hedgehog’s shoes.
They need to stop giving Sonic blue cars in these games Sonic would drive a red car.
Cream in Tails’ car from the game but painted black with a yellow nose.
I tried to style this one like the Lotus Seven from The Prisoner
Cream in a big bulldozer that doesn’t even fit on screen fully. It’s bright yellow with black hazard stripes.
There’s some pink flowers on the back.
Cream in a motobug-shaped car covered in the black and purple chequerboard Source engine missing texture pattern.
Fuck I forgot to install Motobug: Source.
Cream in the motobug car with the correct colours this time.
There we go.

One criticism I have of the car customisation is that when it comes to horns and decals they don’t seem to have given much thought to the Sonic the Hedgehog theming. The horn options sound like they came unaltered from a stock asset pack. There is one labelled “spring” and it is not the Sonic spring noise, just a generic cartoon spring. There is a decal in there of Sonic’s face (which looks quite funny) but really none for rings or Chaos Emeralds? None of the other characters’ silhouetted extra life icons? The “auras” you can apply to the cars also all look like shit and just add to the visual noise of the game.

Your custom paintjob also gets overriden in the game’s time-limited festivals, in which players are put into themed 4v4v4 teams in races with special rules, with the winning team for each race earning points. The festival for the network test is Persona 5-themed with Team Joker, Team Violet and Team Mona. This sounds like a Splatfest but it is not—it’s a battle pass. You do not choose a team you are randomly assigned one every race, making them utterly pointless other than what colour your car is going to be for the next five minutes and points simply go to unlocking Persona-themed decals that I will never use. Joker himself, one of the future DLC characters for the game, was also temporarily unlocked for this which just highlighted how much of a lazy cashgrab the cross-promotional characters are, lacking any voicelines or even a full set of animations. From what they’ve shown of the game so far the only voiced DLC character is going to be Hatsune Miku, the one that they don’t have to pay a voice actor for. Even the Werehog pre-order bonus doesn’t have any lines and he’s just Sonic with a gruffer voice. They have Roger Craig Smith voicing Sonic and Omega in the game already could they not have him do this too at least? But if you want to race as a completely silent Spongebob Squarepants be sure to buy the season pass.

Also the final lap music for a lot of stages is really bad.

  1. In keeping with the gimmick of opening portals between tracks mid-race the fourth and final race of each grand prix in the game is one lap each from the three previous tracks. ↩


Caoimhe

Wplace 2

I am probably going to wind down using Wplace. It was fun to mess around with for a few days, flex my pixel art muscles, see what other people are drawing, see how the canvas evolves, but it’s very much a flash in the pan thing that most people are going to move on again from quickly, myself included. I have dotted down a few more things on the map, this time putting some larger pieces of other people’s art in a few places rather than my own pixel designs.

I put down the Pico-8 logo and a few characters near the Pico Pico Café in Kichijōji, Tokyo. This is a busy area and it has quickly been drawn over again, but all of this is ephemeral.

Pico-8 logo with Madeline from Celeste and the player character from Dusk Child.

One of my past brief obsessions was St. Bride’s a strange mock-Victorian girl’s school holiday destination in Ailt an Chorráin, Donegal that in the 1980s promised a total disconnect from modern society and modern technology. They advertised that they had no electricity and did not believe in such things and also published a series of text adventure games for the ZX Spectrum. That is a rabbit to save for a future post, perhaps. I planted a shrunk-down recreation of the title screen of the game The Secret of St. Bride’s in the village where the school was based.

The Secret of St. Bride’s title screen in Burtonport.

I started using the Blue Marble user script for these which helped with planning out size and position for these larger drawings a lot, as well as speeding up the actual drawing. I dropped a little art of Transy east of Bournemouth. It’s modified from a comic panel but this is the art from this lot that I can probably take the most credit as being “mine”.

Transy!

I also draw the character select art for Snolf that I originally commissioned from Mars Gainsboro and decided to arbitrary place them on the Isle of Skye Golf Club.

Snolf the Golfball

Finally, I also contributed my pixels to my friend Ruby’s big rendition of the art for the P-Model album In a Model Room in Tsukuba, a hotbed for artwork of Susumu Hirasawa. She contributed to helping draw my art a lot as well.

Various pieces of Susumu Hirasawa art around Tsukuba.


Caoimhe

My first expo

I exhibited at a showcase for local game makers yesterday. It was the first time I had done something like that and it was extremely fun and utterly exhausting. Working on games is an occasionally hobby; I don’t intend to make it my job and I haven’t worked on any game projects since the game jam last year, but I dusted off Snolf Robo Blast 2 and Conway’s Garden and set them up with some controllers for people to try out.

Someone “enjoying” Snolf.

I had not thought about how exhibiting these would work before the event but I quickly realised that I was going to have to give a lot of context to people as to what they were playing. The vast majority of people attending never heard of Sonic Robo Blast 2 before so I had to give a quick rundown to everyone on what it was and sometimes the concept of fangames and mods.

Even with that explained, though, it became apparent how awkward it was to try to convey what the mod is doing when people seeing it do not have a context of the base game and how the mod is creating an experience on top of that. They are coming in and seeing and playing this game for the first time and expecting it to be a coherent whole, not this deliberate awkward layer on top of a base game. You don’t have the context that the joy in it is that you are playing the game “wrong”, layering a control scheme and method of play that the world was not intended for. Many people when seeing it as a golf-type thing started looking for a hole or guidance on where they are shooting for. The levels have a fairly legible linear structure when played normally, but when you have never seen them before and can freely shoot yourself much farther and higher than the levels for designed for, bouncing every which way, it is become very difficult to parse the structure of the space. More than one person suggested there should be guiding arrows of some sort to help.

Some people, though, did gel with it straight away and were delighted by blasting Snolf around, which was really nice to see. I was quick to give credit to the SRB2 team for the game itself and Dr. Melon for the concept. A line I fell into saying that got a laugh from a lot of people is that “all I did was make the controls worse.” A lot of people also got a kick out of it when I pointed out that the game was technically an extremely heavily modified version of Doom. Some people did have more of a concept of an antigame and compared it to QWOP and Getting Over It when I tried to explain the awkwardness of it not being entirely unintentional and the other game makers there generally got it and found it interesting. There were a few parents who brought children, including a Sonic fan or two, and they gravitated over to it being one of the more brightly coloured, exciting looking things on display, only to get pretty frustrated with it. For the kids at least I did quickly quit back to the main menu and restart the game with normal Sonic so that they could have a bit of fun trying it out and gave on the details of SRB2 to their parents if they were interested in it, pointing out that it was free. I think if exhibiting it again it would be useful to have a second computer set up with the unmodified version of the game, both to give context and to allow any child who sees Sonic and gets excited to play something that would actually be fun for them.

Similarly for Conway’s Garden I had to let people know that there wasn’t really any goal or point to it and it was more of a piece of art and a challenge to make something in a tiny amount of code. I had the code open in a second in a second window to the side so people could see how small it was for themselves. A lot of people, quite fairly, lost interest in it quickly, but some people were fascinated by the highly condensed code and the idea of tweetcarts and Pico-8 itself and a surprising number of people were already familiar with and recognised Conway’s Game of Life.

There was one man in particular I had a lovely chat with who was unfamiliar with games generally (he had to ask to clarify if “mods” was short for “modifications”) but enthusiastic about discussing the things on display as art. He said the mix of chaotic generation with the player’s simple, deliberate movements in Conway’s Garden reminded him of Joseph Beuys’s I Like America and America Likes Me and immediately recognised the Sisyphean nature of Snolf.

I don’t know if I will do anything like this again any time soon (and I won’t be working on anything new to show for the moment) but I had a great time and met some very cool people.


Caoimhe

Mario Burnt Ass

Sonic Frontiers: The Final Horizon was a fascinating coda to Sonic Frontiers, a very experimental expansion to a game where Sonic Team was already going outside of their comfort zone to do new things with the series. The world map threw together Only Up!-esque climbing challenges, playable Tails, Amy and Knuckles very different movesets to how they have worked in past, an absurdly fast and powerful dropdash for Sonic in 3D and wildly more difficult combat than the base game. I streamed it to some friends when it came out and one of them remarked “this is the least designed game ever made.” I couldn’t really disagree with her. So much of this is janky and half-broken in various ways and it was incredibly fun. It made me hopeful that Sonic Team was happy to keep experimenting with what worked for the series and keep allowing more player freedom in future games1.

In keeping with this, while the levels in the base Sonic Frontiers were almost entirely reused from previous games the ones in The Final Horizon were much more experimental, being very clearly thrown together with very basic assets rather than having their own sculpted level geometry but also with much fewer guardrails and much less guided than a normal Sonic level and with new, bespoke mechanics and side missions, some of which required more slow, careful exploration than high-speed platforming.

Early on, while playing one level, 4-D, I noticed an exclamation mark appearing over Sonic’s head in certain locations, accompanied by a beeping. You cans see it at about a 1′18″ in in this video. It would turn red and beep faster as I approached a certain spot. When I saw this the first thing that came to mind was Knuckles’ emerald-hunting missions from the Sonic Adventure games and thought it might be part of one of the level’s optional missions. I actually had a bit of trouble finding the source of the beeping but once I zeroed in on it and finally found it I was greeted to Sonic being blown up into the air by a mine, his hands held down protecting his singed arse. This was a very sudden gear-shift in my head and in my confusion, still processing what I was seeing, I screamed “I’M MARIO BURNT ASS?!”2 into my microphone, which caused myself and my friend Ruby who was watching to double over laughing till we couldn’t breath and then Ruby set my display name on the Discord server to Mario Burnt Ass for a month. It was funny.

That’s the story.

Thanks.


Caoimhe

List of fictional characters who have played Sonic the Hedgehog (2006)

This list is incomplete; you can help by expanding it.

  • Jesse Pinkman from Breaking Bad[1]
  • Mickey Smith from Doctor Who[2]

References

  1. ^ Misterlinkwait, Youtube, Breaking Bad: Sonic The Hedgehog.
  2. ^ 90.200.188.105, TARDIS Wiki, Winner Takes All (novel).

Caoimhe

The many crimes of Videochess

I don’t watch game streamers much but one of the few who I have enjoyed a lot is Videochess (a.k.a. Chess). She doesn’t stream regularly at the moment but she has wonderful chaotic energy and a propensity for “crimes”, a term she uses for playfully exploring the mechanics of and pushing at the boundaries of games and seeing what is possible if one strays from the designated path. This can manifest as things like impromptu sequence breaking but not for the purposes of speedrunning or anything like that, just to see where it goes and tease out the foibles of a game. And sometimes she does things like collecting every star in Super Mario 64 while playing the game with a DJ Hero controller.

There are two main places to find her videos, her own Youtube channel that has her streams up until 2022 and another unofficial but endorsed channel that has archived more recent streams. One of her most popular series is an Ocarina of Time randomiser with GGDG but below I will share some of her videos that have had the largest influence on me.

Snolf

Her truly Sisyphean streams of Melon’s Snolf hacks inspired me to make my own Snolf Robo Blast 2 mod for Sonic Robo Blast 2 as well as a chat control mod that Chess ended up playing herself.

Discovering new games

I have also learnt about games and mods that I have since played or are now on my (long) list of things I want to get around to.

Robot Alchemic Drive I still have not gotten around to playing but seems fascinating. I love games with weird controls and especially when there is a diegetic basis for them. Having to remote control a giant robot from the perspective of someone on the ground who has to watch it from a distance rather than getting a camera from the perspective of the robot itself or even a cockpit is an incredible concept. You may be familiar with the game from clips that get shared online showcasing the best value greengrocer or Nanao having a miserable time.

I had only vaguely heard of Cave Story before watching her play “Cave Story Normal Regular”1, i.e. Sonic Story, a mod that replaces the main character of the game, Quote, with Sonic the Hedgehog. Yes, I know this is a massively important and influential game. No, I never bothered looking into it at all despite having had the Steam version in my library for years from some Humble Bundle or another. I have played both Cave Story and Sonic Story since and I can attest that Sonic Story perfectly replicates the feeling of how Mega Drive Sonic games control. It’s not just a reskin it is is playing as Sonic the Hedgehog in the wrong game in a way that is wonderful and silly.

For the opposite she has played Mario put into a Sonic game with the SM64 Generations mod, which uses libsm64. She has also played some other games using libsm64 as well as other regular normal Mario 64 mods.

Willy Wombat

I also became obsessed with Willy Wombat for a while after watching her play it. It is a fascinating, experimental 3D platformer with an isomorphic perspective with maps that have the same limitations as a Doom level: There are no slopes and not only are there no floating platforms but it’s impossible to have a floating platform in this game. Like Doom the levels are defined by floor sectors with designated heights. There are pillars and walls that rise out of the ground for vertically, but you can never go under anything. It leads to some unique level design, especially as the game progresses to areas were the developers had clearly gotten much more comfortable with their tools. The only thing I can think of that is similar (though lacking the top-down perspective) is older versions of Sonic Robo Blast 2 and that is literally a fork of Doom.

It’s also one of those bygone ’90s games that is fully voiced in English with a script penned and directed by a Japanese crew, giving it a surreal quality that is aided by a post-apocalyptic setting with jarring name choices and very little up-front exposition. Above is a fan animation I adore of a cutscene of Notes and Mail talking about “the peace and eternal life of Prison.”

Mail from Willy Wombat
Art of Mail from Hudson Soft’s official website that I used as an avatar for a while.

I have a page on this website dedicated to my cat Easóg where you can see a video of her trying to kill Willy while I am watching Chess play the game and mushroom32x made a fun little Neocities webpage for the game’s 20th anniversary.

There’s plenty more

That’s enough for now. If you want to watch more check out the official and unofficial Youtube channels to dig through yourself.

  1. Calling things “normal regular” or “regular normal” when they are, in fact, peculiar is one of several Chessisms that have infected my vocabulary. ↩


Caoimhe

Steam banners

Steam Grid DB is a website that hosts artwork for customising game libraries. I learnt a little while ago that it has a tool called Boop that lets you apply art to Steam games much faster by clicking a button directly on the website.

This reminded me that I actually used to make quite a few custom banners for games on Steam myself and I decided to upload my old work to the website. You can find those on my Steam Grid DB profile and I will include a selection of them here:

Half-Life 2

Some of the first ones I made were a set of matching banners for Half-Life 2 and its episodes. I’m still pretty happy with these.

Half-Life 2 Half-Life 2: Episode One Half-Life 2: Episode Two

Some classics

I made some for a few classic games, usually from a still of the title screen, sometimes with some variants.

Super Metroid The Legend of Zelda - Link's Awakening The Legend of Zelda - Link's Awakening DX Ristar Soleil

Megagames 6

At the time I had a Retrode and would dump my own game cartridges. Two of the old Mega Drive carts I had were two different 6-in-1 game packs, so I decided to make custom artwork for them too.

Megagames 6 Mega 6 vol. 3

ROM hacks

And of course some ROM hacks.

Sonic Classic Heroes Pokémon Crystal Clear

And a few others

Alone in the Dark (2008) Blade Runner Freedom Planet Hide Precursors Spark the Electric Jester

Games that weren’t even in the database

Some games I had to submit to Steam Grid myself because they didn’t have the games listed at all. These all have links if you click on the banners. The Monokuro: From Here and Back is actually new and I haven’t gotten around to playing it yet. The process of uploading these banners made me want to make a new one and I had the game added as a shortcut on Steam without any artwork. Somari 3D Blast 5 wasn’t accepted by Steam Grid DB, sadly.

Monokuro Bird Song Froggy: It's Hugry! Igneous Sonic 06 2D Somari 3D Blast 5 Somari 3D Blast 5 but with Sonic

One last joke

These are a pair of banners that I made for The Legend of Zelda: Twilight Princess for the Gamecube and Wii versions, respectively. It was a little private joke and I didn’t bother submitting them to Steam Grid DB.

The Legend of Zelda: Twilight Princess The Legend of Zelda: Twilight Princess but flipped horizontally



Sonic UnJ2MEashed ★☆☆☆☆

Poster.

There are parts of this that almost work as a budget, janky version of Sonic Rush. The boost works, the art is rather nice and the renditions of Unleashed level music are surprisingly good. But then there are no sound effects and the music cuts out after a few seconds (I don’t know if that’s an emulation problem or if the game is just like that) and you run into the brick wall that is the utter shambles of the jump physics and collision detection that makes platforming in this game barely manageable. I guess it’s impressive that this ran on mobile phones at all but it constantly feels like it’s coming apart at the seams.

It is, mercifully, short. Only four of the locations from Sonic Unleashed are here and all the hub worlds and everything else extraneous is gone. Even the plot is barely there. There are some brief bits of dialogue at the start of levels between Sonic and Chip that are lines taken from the main gain, divorced from their original context. Other than that there all there is is some interstitial titles between levels that were clearly written by someone who was not given much if any guidance on what the story in the game is meant to be. It refers to Sonic in werehog form as just “Werehog” as if it was a name and talks about Sonic going to “Athens, Greece” instead of Apotos (which is actually based on Mykonos) even though the title cards for levels actually do use the made up names for these places, correctly calling it Apotos. This itself is weird because that’s not the name for the level in the console versions of the game, that’s the name of the hub area. The level is actually meant to be called Windmill Isle! The ending screen also just goes on a weird ramble that “We cannot live without the night, we all must sleep, we all must rest. Darkness is a part of our world, just as much as light.” Sure, great!

One last funny note is that after you beat each boss you get a Chaos Emerald. You might think that this means you are going to get all seven before you fight the final boss and there will be a Super Sonic section, but when you get to the final boss you only have five of them and then after defeating it the game just gives you two more and then ends.


Sonic Unwiished ★★★☆☆

Poster.

It’s always interesting to see different takes on the same core idea. I knew when Unleashed Recompiled was released that I would be playing this alongside that fancy new PC port of the XBox 360 version. This Wii version takes the core concepts of the game and executes them in very different ways and it’s a lot better than I expected!

Being the budget version of the game a lot of fat is trimmed. Hub areas in each country are replaced with a more visual novel-style menu interface, using static renders of locations and characters from the PS360 version for visuals. This saves some time compared to running around and talking to people in the other version but is still tedious and fiddly and you do have to talk to people a lot more to progress. There is one part in particular after getting to Spagonia and Mazuri where you keeping having to go back and forth talking to different characters and watching cutscenes (FMVs that also use the in-engine cutscenes from the PS360 version as pre-rendered assets) for so long that I was begging the game to just let me play a level.

But when I actually got to play the levels they are quite fun! I actually prefer the werehog in this game to the PS360 version. There are motions controls if you would like, and it is fairly charming to do left and right hooks to attack or swing your arms rapidly to climb, but they are a bit much to play the whole game with, especially when there there is also fairly involved movement and platforming on top of it, but the game offers full support for the Gamecube or classic controller too. Even on the more standard control scheme the left and right punch are still bound to separate buttons. This is probably a holdover from the motion controls but I honestly enjoy it. It means you have to alternate left and right shoulder buttons to do combos making it just that little bit more engaging than just mashing attack repeatedly. Enemies also mercifully die much faster in this version.

I also quite like the werehog’s general movement. There is a real feel of weight and momentum in the way you skid while turning when running (even if having to double tap a direction to run is fiddly) and I also like you hold X to grab things rather than just tapping it. It gives you that little feeling that you’re gripping onto it yourself.

The night stages are also divided up into sets of three smaller acts rather than one big level. This puts them in more manageable chunks and means you lose less from a game over (which are a bit more likely in this version, more on the lives system later). Each act also takes place is a pretty distinct area. In Dragon Road (set in Chun-nan, based on China) the first area takes place in an area with lots of shrines and pagodas, similar to the PS360 version of the stage, but the two subsequent acts have you ascending a waterfall and then running across the Great Wall.

For the daytime stages the motion controls stop being a fun gimmick and are really just a hindrance, but the control scheme for more standard controls work just fine. The day stages are an interesting and very different take on the boost gameplay. How that should work was not set in stone yet and it feels like a real road not taken for how the series could have worked. Boost being discrete bursts of speed rather than a meter you drain continuously was strange to me at first but works pretty well. You really have to think much more about timing when to boost because you are committing to it and it can send you off a cliff that you can’t stop running towards. That along with the system where you are rewarded with boost for action chains and drifting feels like the game really rewards constant activity and hitting everything in the level just right. Rings upgrading your boost gauge with extra charges also gives more incentive not to just collect rings but hold on to them which later games don’t really do. It’s really rhythmic and intense in a different way to the boost formula I’m more familiar with. I am a bit tired of these games at the moment but I’ve definitely tempted to come back and practise the daytime levels more and get to grips with what a perfectly executed level feels like in this game.

I did think the game was a bit unforgiving with lives, only giving you three attempts at a level before a game over with no way to collect more, but what I had missed is that extra lives are actually a permanent upgrade in this game that you have to get elsewhere, but once you get an extra life you have that extra life for every subsequent level that you play. This is what the sun and moon medals are for in this game; they don’t gate progress like in the PS360 version. They also aren’t found through exploring, not directly at least. They are gotten through getting good performance in levels. For daytime levels this does just mean going as quickly as possible and beating certain par times. For the nighttime levels though there are three separate criteria for earning them for each level: You get one for beating the level under a certain time, one for getting enough “force” (experience points, basically) which can be found in high amounts throughout capsules hidden in little nooks and side areas—thus making those medals your reward for exploration—and one for getting enough rings, which just means being careful to hoover them up as you progress normally. This gives you some leeway in how to play levels if you still want to get some sun medals without worrying about getting them all.

What the sun and moon levels gate in this version is side areas in temples with extra puzzles. These puzzles require you to change back and forth between hedgehog and werehog and use their different movesets to peal back the layers of the puzzle in a way that you never do in the other versions of the game. And it is optional, though one might struggle in the last few levels without the extra lives. I certainly did before I realised that I had missed this entire system.

The final boss is also better in this version I think. Certainly the Punch-Out section is more fun than the equivalent part from the PS360 version. The Super Sonic part is a bit dull but certainly a lot less janky than those parts often are in this series.

Like its alternative version this is not without major flaws but I was surprised by how much more I want to go back to and fully get to grips with this version, this different angle on the series.


Sonic Unleashed (Recompiled) ★★★☆☆

Poster.

It’s interesting playing this after Shadow Generations; going back to the first boost game after the most recent one. They landed on a winning formula but there has been some clear and needed refinement over the years. The boost, homing attack and air dash all being the same button is a less than ideal and it lacks a good way to half your momentum quickly, the stomp transitioning into a slide when you’re moving quickly rather than stopping you dead line in later games. But it’s at its core familiar and fun territory for the day stages. Very familiar, actually, as I’ve played all of these levels before in Sonic Generations through mods and only now am experiencing them in their original context. It’s an interesting! There are definitely some gaps in the version presented by the Unleashed Project mod where the toolkit available to Sonic Generations modders could not replicate the original gameplay. On the other hand the original versions have fiddly and surprisingly unforgiving quick time events, so there are trade-offs whichever way one plays these levels.

For the night stages Sonic the Werehog is fairly fun. To begin with anyway. As the game wears on the combat increasingly overstays its welcome and while the platforming challenges can offer a breather they are generally not very interesting. Thankfully Unleashed Recompiled includes an option to turn off the battle music which helps with one of the more irritating aspects of the night levels. As a final nitpick I found the fact that all these Eggman’s robots and Dark Gaia monsters just hang out together and apparently work together in the night stages very odd. It feels like there should be a stronger dichotomy between the two types of enemies or even having them fight each other. Watching monster infighting is always fun!

Levels of both types can be pretty mean with bottomless pits and the like but the developers seemed to have at least noticed this and often put extra lives shortly after checkpoints before difficult sections.

Outside of the core gameplay the game does leave a lot to be desired. The world tour was a cute idea but the execution is tedious and a bit racist. It’s hard to ignore how western countries get towns and cities with levels that have you running through streets with human inhabitants, while elsewhere has small villages that you quickly leave to run through empty ruins (which you are also smashing up a fair bit), any significant construction or urban civilisation in these places being relegated to ancient history. When you arrive in Mazuri, based off Mali and other parts of Africa, you find yourself in a mudhut village devoid of any modern technology other than Eggman’s invading robots and one of the first people there you can speak to says something to the effect of “You’re looking for a professor. What’s that? Sounds tasty!” The one blessing is that when people are voiced they all just have American accents rather than any attempts to imitate different nationalities.

Even aside from all that going around and talking to people in general is a pain. Hub areas are littered with people but Sonic moves so sluggishly in them and no one ever has anything interesting to say, but there are times when you have to go around and mash buttons to advance their dialogue to the end in order to progress. That or go back to Professor Pickle’s lab fifty times only for him to tell you to go back to where you just were. It was only very late in the game that I realised that sometimes NPCs will give you challenge missions so there is actually reason to talk to them beyond reading them say inane crap. The fact that I had stopped talking to them whenever I didn’t have to meant I had probably missed a lot of those and did not help with my medal deficit.

You have to collect sun and moon medals to unlock stages and progress in the game. These are found scattered around both hub areas and levels and as long as you keep an eye out for them and make sure to collect them you can keep ahead of requirements for most of the game. I knew this going in and tried to be diligent but I still ended up hitting a brick wall on getting to Adabat (based on Cambodia and other parts of Southeast Asia) I had to go grind for sun medals for while before I could continue, which was tiresome and not helped by the fact that you can’t find medals or other collectables if you do the time trial or other challenge versions of levels, which at least might have let you do the grind with some more variety.

The plot is fairly insubstantial and dotted with comic relief characters who fail to ever be funny. Chip is Scrappy-Doo with pixie wings and proto-Orbot is even more annoying, ergo every cutscene with him in it is a pain to listen to, ergo I was annoyed every time I saw him, ergo I wish he wasn’t in this game.

Returning to the gameplay, the final level having you swap between both gameplay styles might have been cute if it was doing anything interesting with that, but it really is just day section, night section, day section repeatedly with one point where you can take a shortcut to stay in a day section for longer. I might have been tempted to replay the day parts if there was a way to do only them as it seems to have an interesting degree of branching paths that give it a feeling of semi-openness not seen in the rest of the game, but I do not want to go through the werehog sections of it again.

The final boss is… not the worst for a Sonic game. It’s passable. Like a lot of other things there’s some interesting ideas there that are lacking in execution.

For all its flaws this game did lay down a very solid foundation for the series going forward. Most of what is good about it was refined through future games and the worst parts of it were left by the wayside.


In Sonic Unleashed the name Jungle Joyride doesn’t really work for the werehog version of the level, where the gameplay is much slower and combat-focused. Instead they should have called the nighttime version of the level Jungle G.B.H.



Caoimhe

Easóg

Easóg

Easóg, a white cat with yellow eyes, staring off into space while a television behind her says “no signal”.
Head empty.

Easóg is the Irish word for stoat and also the name of my cat. There are a couple layers to this name. The first is simply I find it funny to call animals by the wrong species and I have a fondness for the Irish language. The second is she is a thin, white thing and I think sometimes she somewhat resembles a stoat in its winter coat (though stoats in Ireland don’t actually have winter coats).

The final layer to this comes from the medieval Irish law, commonly known as Brehon law, or at least a little titbit about it in a book I read by Niall Mac Coitir titled Ireland’s Animals: Myths, Legends and Folklore, which says that for the purposes of determining legal penalties by offences commitid by a pet, a stoat was legally considered to be a type of cat. I sometimes amuse myself thinking about some exasperated judge who had to decide the original precedent about how to calculate damages when someone’s stoat killed a chicken.

Easóg, standing astride a sink, yelling at the camera, blurry from motion.
If anyone asks, this is legally a stoat.

I adopted her when she was, I was told, about eleven months old, though I never got a birthday for her. She’s a very timid creature and the morning after the first night I brought her home I couldn’t find her. I searched my flat top to bottom but she was nowhere to be seen. I was worried that she had somehow gotten out but suspected that she had found a hiding spot in the space under and behind the kitchen cabinets. I did have a look around outside and put up a few posters with my number on it in case anyone spotted her, but inside I left out food for her, sprinkled flour around it so that I could see any footprints she left if she went for it, and set up a webcam with some software to automatically capture video if it detected motion. Here is the first video captured of her.

Target spotted.

This worked but sadly it was the only way that I saw her for three weeks. She would hide during the day when I was around and only come out at night to eat, use the litter tray that I had left out, and slowly start to explore her new home. There was no real way of getting to her hiding spot without dismantling the kitchen and that would have terrified her more anyway. Eventually she started to venture out when I was around and would explore other parts of the flat during the day (I left the doors open for her) but would keep her distance and flee back to her hole if I motioned towards her or even moved very quickly or made any noise at all.

Easóg starting at the base of a sink for some reason.
Corner.

Once she was tolerating my (distant) presence more I decided to try and make myself as unthreatening as possible. When she stepped out into the hallway I lay on the floor of the living room and waited for her to come back. When she did she very, very slowly and very, very carefully stalked up ot me then sniffed my hand before running away. Then she slowly came up again and sniffed my hair and ran away. I continued to lay still to not scare her but she very visibly relaxed at this point. She had been deathly silent in those weeks but now started to meow and take some experimental swipes at a mouse toy that I had left on the floor and rubbing her head against the furniture.

She left the room again and I decided to sit up with my legs crossed and wait for her again. When she came back again she sniffed at my hand and experimentally rubbed up against me before running off a short distance. When she came back to me it was like a switch had been flipped. She started rubbing up against me in earnest while purring loudly before headbutting my hand affectionately and licking the hell out of me as I pet her. When I eventually moved over to my desk she jumped up in my lap and settled in. My clothes were absolutely covered in white hair that evening.

My lower body covered in cat hair.
Send help.

To this day she is extremely affectionate (and vocal) and while she is still quite timid and doesn’t like sudden noises or movements she has gotten much more used to people.

Easóg sleeping in my arms.

I do spoil her a bit, though.

Easóg watching a monitor hooked up to a Raspberry Pi playing a video of a chipmunk.
I should get her a yurt.

Also a friend pointed out to me that the character I made in Sonic Forces several years before adopting Easóg, who I called Blitz, is also a white cat with yellow eyes. Perhaps they are sisters.

A white cat in Sonic Forces.
Blitz the Cat.

The rest is just a photo dump.

Easóg examining a jar of Lao Gan Ma.
Easóg’s head poking out from under an exercise mat.
Easóg watching the Youtube video “How to Crash SM64 Using a Pendulum (Commentated)”.
Easóg examining a mirror.
Easóg sitting looking angery.
Easóg sitting on a trans flag.
Wide angle lens photo of Easóg.
My cat Easóg sitting on my lap as we watch the alien catgirl Aisha Clan-Clan from Outlaw Star on the TV.
Easóg lying sideways on a staircase being pet.



Shadow the Hedgehog (Reloaded) ★★☆☆☆

Poster.

This is the skeleton of a functioning Sonic the Hedgehog game under this that you can sometimes catch a fleeting glimpse of before the mess of bad decisions piled on top of it re-asserts itself.

The addition of weapons is not inherently a bad thing, I enjoy the Gamma stages in Sonic Adventure, and having auto-lockon guns to blast stuff with as you run through a level is fun, and the way the rage mode gives you infinite ammo that lets you keep firing as long as you can destroy enough to keep your meter filled can be a cute little balancing act sometimes.

The weapons that don’t lock on are borderline unusable, though. Aiming is difficult at the best of times with these controls and rockets seem to have a habit of going straight through enemies and hitting a wall behind them and mêlée weapons are not something that works in conjunction with contact damage and knockback on hit. There is a reason that Freedom Planet excised those things from the basic formula.

But those are petty and mostly avoidable problems compared to the mission system. The Reloaded mod tries to smooth out some of the tedium but it does not solve the fundamental problems with it.

The levels are largely designed like Sonic the Hedgehog levels (and are often pretty fun when played like ones) with a linear structure but with some branching paths and shortcuts, shortcuts that you absolutely cannot use if you are trying to do missions because you will skip over a bunch of the sixty fucking individual soldiers you need to kill in order to do the dark mission so you can explore more branches of the story than the neutral pathway.

Absolutely no consideration seems to have been made for the mission system and branching story structure. The chaos control power is entirely useless to you if you are doing any mission other than the neutral one as it will simply skip you past your objectives. You must disengage with much of the games mechanics and rewards systems in order to experience more than half of the game.

The branching story structure that this is in service of doesn’t seem to have any consideration put into it at all either. The same cutscene will often play at the end of a level regardless of which mission you did, the CIA mainframe will be hacked regardless of if you did that mission or not, the events of any previous level are never mentioned because they all just exist in complete isolation and make no reference to anything that came before. Every character will act surprised that you are not doing what they say at all times regardless of if you have spent the entire playthrough so far ignoring them.

The path where you only do hero missions is really emblematic of this. Black Doom will continue giving orders that he apparently expects Shadow to obey till the end, despite Shadow not having listened to him once. But Shadow himself is similarly ridiculous on this path, which contains the infamous line “This is like taking candy from a baby, which is fine by me!” On the path where you only do the good missions! This path also has you fight the Black Bull boss twice. Surely it should have been obvious that this would be a path that many if not most players would end up doing and that it shouldn’t have the same boss fight twice on it.

Another path that stood out to me is the neutral path, which alternates level themes between ancient ruins and overgrown jungle tech base which made it feel like you were going backwards repeatedly with Glyphic Canyon, Prison Island, Sky Troops and then Iron Jungle. It really gives the impression that levels were made and then just randomly distributed between the different story paths without any thought whatsoever.

And of course the structure of this requires you to replay the same levels over and over in order to explore branches that you haven’t done yet. The Reloaded mod at least allowed me to not have to play Westopolis ten times just to unlock Last Story but the five times I had to play it to be able to at least play every level once was still far too much.

And yet it’s still sometimes actually quite fun. It’s very frustrating to have this core game that is enjoyable but with a mountain of shit piled on top of it that consistently gets in the way of satisfaction.

Expert mode almost fixes these problems, simply offering the levels one after the other, mostly just letting you play them by getting to the end without having to worry about missions, but then throws in some blatantly unfair changes to some levels on top of removing continues entirely.

Overall I still somehow feel positively about this game but I am not going to go back to it any time soon.



Recreating the Neo Turf Masters "Next Hole" UI

Neo Turf Masters' "next hole" screen, as recreated by me.

In the latest edition of my "What Else Is On?" link roundup, I mentioned that I finally played Big Tournament Golf, better known as Neo Turf Masters in North America, for the first time.

I'd seen it played on YouTube in various places over the years, but never actually put my own two hands on it. After watching the Remap crew play it on this year's Savepoint charity stream, and realizing it was a whopping $8 on Switch, I snapped it up.

I fell in love with the game's whole vibe pretty much immediately, from the dramatic anime intro, to the luscious soundtrack, to the classic, tinny arcade VO shouting "on the green!!"

One element that really grabbed ahold of my brain and refused to let go was the screen shown before each hole. It depicts a series of graphical representations of the topography of the next hole, along with some text informing the player of the simplest, most pressing information, shown over the chillest, most soothing retro arcade music imaginable.

The way each element flies in from opposite ends of the screen, scales-in from zero, and particularly the way the "Hole No. X" text writes-on and then grows an outline and a thick, opaque drop shadow really entranced me. To say nothing of the gradients! There's so much going on, and yet not very much at all. It's all so simple and juicy and perfect.

I had to try to recreate it. If not only as a fun motion design exercise, than also to exorcise it from my brain.

Here's the original, as created by the masters at SNK:

And here's my attempt at a recreation, with the same audio underneath:

The first thing you'll notice is that I wasn't able to find a close match for the "Hole No. X" font. Which is a shame, because that's a great font, but font-matching is tough, and try as I might, I wasn't able to find the original.

Failing that, I decided on something I thought carried a similar style and similar embellishments that looked fun to animate. I was a little quick and sloppy with the write-on animation, but I don't think it's noticeable in motion, and I'm happy with the result!

For the rest of the elements, it was tough to strike a balance between retro and modern. So much of what makes the original great is down to pixel art and the way it's being rendered. But since I'm not a pixel artist, I knew going in that my version would have a cleaner, more modern look, and I decided to mostly lean into that, and not force a faux-retro look with a ton of effects.

The only place I decided to go for a purposely retro look was in the background, which I posterized to give the gradient that banding effect you see in the original because the hardware couldn't create a seamless gradient. I love that look. It really ties everything together, and provides a solid foundation for the rest of the piece.

The hardest element was, of course, the largest: the big faux-3D rendering of the course in the middle of the screen. As these things go, I liked it more the more I saw it come together. Like its lower-res neighbor on the right, I just pulled in my reference layer, and went to town with the pen tool. From there, it was all about dialing in the right stroke width, getting the texture and shadow of the trees right, and finishing with effects on top.

I wasn't sure how to go about creating the gradient on the strip of extruded land at the bottom at first, but I eventually settled on just eyeballing a gradient fill with a bunch of points on it, and trying to position them where the light and shadows should fall.

This was the last thing I did, so I had all of the other elements in place, and had already pre-comped it so I could start playing around with effects and figuring out the final look. I worked on the gradient inside the pre-comp, so I was seeing it without the final effects applied at first. I wasn't sure about the way it looked, but when I backed out to the main comp and saw everything applied to the gradient, I had a genuine "oh shit" moment.

I had been thinking about posterizing this gradient to achieve the same banding as the background, and tie everything back to the retro aesthetic that way, but when I played around with it, I ended up liking this better! I'm really happy with the effect of that gradient.

All in all, this was a really fun exercise! Like all new projects, it taught me a little something new, and I had to push myself to figure out things I hadn't done before.

And I still absolutely adore what SNK achieved with this screen. I love how far back all the drop shadows are pushed, I love the smooth, linear motion of all the animations, and I love the way each element slowly fills out the screen one by one, with the three boxy elements leaving space for and framing the big, freeform shape of the course in the middle.

Finishing this project has me wanting to try tackling recreations of some other video game UI! Leave some of your faves in the comments, and maybe I'll give 'em a go!

You can find this piece and others on my Motion Design page.


Freedom Planet 2 ★★★★☆

Poster.

The most important thing this game layers onto the Sonic the Hedgehog template is versatile movesets for each character that gives huge breath for improvisation and recovery, allowing more room for keeping the flow going as one glides through levels.

The tools each of the four characters are also very different from each other, each resulting in their own style of movement and their own challenges in different levels.

The movesets also result in fun, expressive combat. The game has thirty-two levels and all of them have bosses to fight (though some levels are just boss fights) and some of them are really gratifying to bang one’s head against a few times till finally getting how to read and dodge and counter them.

A few other tweaks from its erinaceous roots like lack of contact damage or knockback help to keep the pace of both the running and fights smooth even if you do fuck up a bit and make the whole thing extremely satisfying.


Caoimhe

Connections

The New York Times Tech Guild is on strike and asking people to boycott the paper’s online puzzles. I stopped doing Wordle a while ago as it was no longer finding it satisfying but I usually do the mini crossword and Connections.

If you usually do them and too and are lacking a daily puzzle here is a Connections/Only Connect/puzzle grid of my own devising below. You can also play in on Puzzgrid.

Grove Paradise Park Cave
Windy Seaside Beach Hills
Night Turquoise Street Coast
Forest Altar Radiant Mushroom

If you’re unfamiliar with this sort of puzzle: There’s sixteen words that make up four groups of four words through some sort of connection. Here is some easy ones on Puzzgrid to get the idea.

This one has a specific theme running through the whole puzzle and it does require some specialised knowledge on that subject. Check the hint to see what that is.

Inspired by BCJ doing the same which I saw via Mike Egan.

Hint

It is Sonic the Hedgehog-themed.

Hint 2

All the answers are the names of Sonic the Hedgehog levels.

Answers
  1. Cave, Forest, Hills, Grove
  2. Radiant, Beach, Altar, Coast
  3. Mushroom, Windy, Turquoise, Seaside
  4. Park, Paradise, Night, Street
Explanation
  1. Sonic levels named Green ___.
  2. Sonic levels named Emerald ___ or ___ Emerald.
  3. Sonic levels named ___ Hill.
  4. Sonic levels named Casino ___.
Extra comment (spoilers)

I wanted to do a group with the levels Mecha Green Hill Zone, Neo Green Hill and Green Hills Zone with the hints being “Mecha, Neo, s” but I don’t think there’s a fourth level with a name that’s a variation on Green Hill Zone to make a group.


Shadow Generations ★★★★★

Poster.

There is an incredible satisfaction in nailing a level of Sonic and/or Shadow Generations. It often feels almost as much like a rhythm game as a platformer, giving you that steady flow of obstacles to react to as you start off sight-reading and then eventually memorising the feel and flow of the stages, with plenty of alternate paths and shortcuts to tease out as well.

The contextual DOOM POWERS add extra layers to this for specific levels and Shadow turning into a squid now or using evil HM03 Surf is just kind of funny to see and Shadow’s chaos control power adds an interesting element of resource management to every stage as well, especially if you are trying to get the fastest possible speedrun time as, hilariously, when Shadow stops time he also stops the level timer.

The music is, like the levels, composed of banger remix after banger remix. I am listening to Space Colony ARK Act 1 as I write this and I will probably be listening to it a lot in the future.

The writing was also a surprisingly highlight. The plot is fairly simple but Ian Flynn uses the giant Sonic lore vault in his mind to weave different threads together in interesting and funny ways without coming across as fan wank. There’s a lot of references to past games but there’s usually some sort of point to it rather than saying “hey look at this thing!” and the supplementary material around the game with the Robotnik family history makes me hope Flynn or Evan Stanley get to explore Ivo Robotnik’s relationship to his family more in the comics or a future game. And the way the third boss was handled is so funny.

It’s good.



Caoimhe

Snolf

Snolf

Snolf is ROM hacks made by Melon for the Sonic series that replaces the normal controls with golf-game mechanics, making it a difficult-to-impossible to control nightmare. It’s great! Melon’s Snolf series consists of Snolf: The Sonic Golf Experience, Snolf 3 & Knolf, Snolf CD: A Snolf in Time, Snolf Zero: The Prequel, Snolf: Tournament Edition and Snolf Mania Requiem Ultimax.

Snolf has been featured in Awesome Games Done Quick 2022 and Summer Games Done Quick 2023 where both times it was run by Dowolf.

Me

I was bitten by the Snolf bug and made Snolf Robo Blast 2, the first 3D Snolf game. It can be found on the Sonic Robo Blast 2 message board.

Art

Pixel art of Sonic driving a golf cart.
By Brian for Summer Games Done Quick 2023.
A Snolf diorama.
A diorama made by me.
Snolf on a tee with a nine iron behind them.
Commissioned Snolf art by Mars Gainsboro.
A Snolf: Tournament Edition Mega Drive cartridge.
A real Snolf Mega Drive cartridge belonging to Melon, made by Cool Spot Gaming.
Snolf button





Fuaimrian Sonic 1 PAL 50Hz do Sonic Origins

Cuireann an leasú seo an fuaimrian Sonic the Hedgehog PAL i Sonic Origins in ionad an fuaimrian NTSC bunaidh.

Rith an leagan PAL de Sonic the Hedgehog ar an Mega Drive níos moille ná an leagan NTSC agus bhí an fuaimrian níos moille freisin.

Má tá Hedge Mod Manager suiteáitle ar do ríomhaire, is féidir leat an leasú a suiteáil trí an nasc seo a cliceáil. Seachas sin is féidir leat é a íoslódáíl díreach.

Creidiúintí

  • Taifeadtaí le drsPascal as as Internet Archive.


Sonic 1 PAL 50Hz soundtrack for Sonic Origins

A mod for Sonic Origins to replace the soundtrack for Sonic the Hedgehog with the PAL version.

The PAL version of Sonic the Hedgehog for the Mega Drive ran slower than the NTSC version, resulting in a distinctive, more mellow soundtrack. This mod replaces the music for the Sonic the Hedgehog portion of Sonic Origins with music from the PAL version of the game.

If you have Hedge Mod Manager installed you can install the mod by clicking this link. Otherwise you can downloaded it directly.

Credits

  • Recordings by drsPascal from the Internet Archive.



Sonic Robo Chat 2

A mod for Sonic Robo Blast 2 for enabling Twitch chat interaction when paired with a Python client, allowing viewers to change the player character on the fly, spawn enemies and other objects to hurt or help the player, and more.

Credits





Snolf Robo Blast 2

A character mod for Sonic Robo Blast 2 that turns the platforming levels into a game of high-speed mini-golf. The player’s ability to run and jump is replaced with a control scheme more similar to golf games.

Snolf must be launched from a stationary position and won’t be able to move again till they come to a rest.

Credits