Tag Archives: Platform games

Smash Bros Pro Hurt Jumping From Illegal Taxi On Way To Tourney

Just trying to get away from the fakes.
Image: Nintendo

A big fighting game tournament, Genesis 9, took place from January 20-23 in San Jose, California. Top talent from around the world, including Super Smash Bros. competitors Leonardo “MkLeo” Lopez and Samuel “Dabuz” Buzby, gathered at the San Jose McEnery Convention Center to play games like Guilty Gear Strive and Rivals of Aether. But for one Super Smash Bros. Melee pro, British player Elliot “Frenzy” Grossman, the Genesis 9 tournament started with an illegal taxi and, he claims, a near kidnapping.

“Got tricked into an illegal taxi coming out of [the San Francisco International Airport] and nearly got kidnapped,” Frenzy tweeted on January 19 with a picture of his scarred-up right hand. “Jumped out of the car after seeing the police chase after the vehicle and very luckily only bruised and scraped my hand and back. In the hospital [right now], [but I have] no idea how anything works here [to be honest].”

You might be wondering what the hell Frenzy’s talking about, as it sounds like some action movie stunt with Tom Cruise or something. Well, as it turns out, the Falco main, who was making his way to the Genesis 9 tourney, encountered some…complications when he touched down in California.

“So, I had just got off an 11-hour flight from London Heathrow Airport to San Francisco International Airport,” Frenzy told Kotaku in an email. “I was planning to get an Uber to my hotel in San Jose, but my phone had run out of battery on the way and wifi was often spotty at the airports. I decided to get a taxi instead and so, I walked out to the taxi stand.”

Frenzy is a pro Melee player for the British esports organization Reason Gaming. Hailing from England and maining Falco, he is the UK’s second-best player and the 47th-best Melee competitor in the world as of 2022. His record speaks for itself, though. He regularly places in the top 10 bracket at most tournaments he participates in and has a few first-place wins under his belt as well, with his last one being at the Galint Melee Open: Fall Edition 2022 back in November. The dude can game! However, he wasn’t prepared for the game of California transportation.

Beyond the Summit

“A driver approaches me and asked if I was looking for a taxi, to which I replied yes and then asked where I was going as per usual,” Frenzy said. “He shows me to the car and opens the door for me to get in with my things and as I close the door and belt up, I look out of the window and see multiple police officers with weapons drawn running towards the vehicle and shouting ‘Stop the vehicle!’ and ‘Get out!’ The driver ignores this and then accelerated immediately as I was still getting in and belting up, at which point I knew that I had made a massive mistake. In the moment I just decided that if I got out quick enough, it was safer than either the driver getting away and being at his mercy or getting involved in a police chase which could end in a crash at higher speeds.”

“When I turned around to put my seatbelt on, I saw multiple cops running out to surround the car out of the window,” Frenzy said. “They had guns drawn. The driver then accelerated, foot to the floor, and tried to get away. That was when I decided to bail out. I was familiar with this sort of thing happening from the internet, but I was caught completely off guard by this specific attempt, so I knew exactly what was going on.”

Read More: Top Smash Ultimate Player Throws Controller At Tournament, Sparks ‘Privilege’ Discourse

Frenzy said he was in “such an adrenaline rush” that things went blurry. One minute, he was buckling his seatbelt to head to Genesis 9. The next, he was “rolling on the ground” after jumping out of the fake taxi cab. He said he “didn’t land badly or have anything else on the road” near him to cause further injury as he rolled onto the asphalt, the car going around 15-20mph. Still, he was in “pretty serious pain,” with a backpack only somewhat cushioning his tumble and his right hand taking most of the impact. The Mills-Peninsula Emergency Department in Burlingame said Frenzy didn’t break anything but had “really bad swelling, abrasions, and bruising” on his right hand as well as “friction burns” on his back from rolling on gravel and “low blood pressure” for a while. He also got in touch with cops after the incident for a quick police report.

“The cops asked a lot about what the criminal’s exact actions were and they explained they had been after this guy that had been running this scheme for a while,” Frenzy said. “They gave me some information about the case number and who to contact. I’m not 100% sure how they caught the vehicle or the criminal as I was recovering from the jump, but I saw he was in handcuffs far away as I was being attended to later on.”

A San Francisco Police Department officer told Kotaku over the phone that, although they couldn’t divulge any specific information about the incident, Frenzy’s case is real and an “ongoing investigation” is currently in progress. The officer also told Kotaku that the individual conducting the investigation will give us a callback, but that hasn’t happened yet.

“These sorts of schemes are all over the world and, as a pretty experienced traveller, I’m usually aware of them,” Frenzy said. “However, in a lapse of judgement and after a long flight, I got tricked. They try to trick you by positioning close to where the legitimate taxi stands are and even color their cars in the same layout as legit ones. They will approach people, especially those who are on their own or who are tourists, and ask if they are looking for a taxi and where they are going. Because of this, I usually tend to stick to ride share apps when traveling, but on this occasion my phone was out of battery so I was in a rough situation.”

Read More: Super Smash Bros. Ultimate Competitive Community Really Hates Steve From Minecraft

In the end, Frenzy made it to Genesis 9 to play some Super Smash Bros. Melee thanks to the help of the tournament’s organizers. After taking a day or two to heal up, he said he felt good enough to compete. He didn’t place that well, getting 49th in the tournament. However, he said the “event itself was amazing even despite what happened” and is “eager to return in full form next year.” Here’s hoping he gets there much safer next time.

 

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20 Years Ago, Sonic Advance 2 Perfected Sega’s Beloved Series

“Faster, Faster, until the thrill of speed overcomes the fear of death.”

Hunter S. Thompson

In much the same way that ancient peoples looked up at the night sky and imagined other worlds, the first video game developers looked at a thingy on a screen and imagined it moving really fast.

Who could blame them? Computers, since their inception, have been iterated upon with speed as a fundamental driving factor. Scour any historical rundown of the earliest computational devices and you’ll invariably discover some factoid about how a five-dollar Staples calculator can perform operations several orders of magnitude more efficiently (and it’s not even the size of a house!). Charles Babbage’s failure to complete the Analytical Engine was an implicit promise to his future understudies: some day, someone would complete it, and they’d make it better. Faster.

A century and a half later, they might even give it blast processing.

1993 Sega Genesis Commercial: Blast Processing

The early nineties marked a major inflection point for video games. 8 bits shot up to 16; color palettes entered the triple digits; Konami made a Simpsons beat-em-up. Once the fourth console generation was well underway, developers gradually shifted from revolution to refinement, trimming the fat from established design philosophies while doubling down on what already worked. Of course, increased processing power meant increased speed, and several of the era’s most acclaimed titles pointedly cranked up the velocity on their respective genres. Doom was a faster Wolfenstein 3D, Daytona USA was a faster OutRun, Chrono Trigger was a faster Dragon Quest, and—leading the vanguard in 1991—Sonic the Hedgehog was a faster Super Mario Bros.

Sonic—as a character, as a franchise—is a crystallization of video game hardware’s perpetual forward momentum. Here was a game created for the express purpose of literally outpacing the competition, a giant flashing “PICK ME” sign pointed at the Sega Genesis. It wasn’t marketed for its level design, and it didn’t need to be. Sonic was fast. He was named after fast. Level design doesn’t matter when you’re moving too quickly to see it. The novelty didn’t lie in the control itself, but in the notion that something so fast could be controlled at all.

At least, that’s what the commercials would have you believe. The first three mainline Sonic games (four, if you count Sonic & Knuckles as its own entry) drew audiences in with the promise of high-speed thrills, and then, with a wink, gave them physics homework. They were fast, but speed was a reward, not a guarantee. It could only be achieved via a combination of sharp reflexes and a thorough understanding of how Sonic responded to subtle changes in level geometry. Slopes, springs, and circular loops all affected his momentum in distinct ways, and oftentimes the quickest beeline through a level involved the most measured consideration of how to interact with it.

Nevertheless, the idea that Sonic was speed incarnate persisted. Maybe the marketing worked too well, or maybe people sensed, buried within this design, the possibility for something even faster. Why slow down at all? This is what computers are for. Hell, this is what life is for. Constant acceleration, wind whipping through your hair, pavement screaming past your feet. It’s why people become F1 drivers, and it’s why they play Sonic the Hedgehog. So let’s cut the crap. We’re all adrenaline junkies here. Juice that speed dial until it bursts into flames.

Over the course of the following two decades, this line of thinking metastasized into Sonic’s current design ethos: playable theme park rides that let players immediately go full throttle at any time with a press of the “boost button.” Boosting—which also turns Sonic into a moving hitbox, automatically razing most obstacles in his path—tickles the same part of the brain that likes watching sped-up GoPro videos, and not for nothing. It’s a visceral, inborn thrill, one that the best modern Sonic levels make compelling use of. Yet somewhere along the way, the friction vanished. Geometry stopped resisting player input in ways that encouraged creative play. Speed was no longer something to work towards, but something given freely. If Sonic the Hedgehog was about trick-or-treating, Sonic Unleashed and its progeny are about buying a discounted bag of mixed candy on November 1st.

But there exists between these two approaches an exact midpoint. A game that made good on the franchise’s dual promises of high speed and deep skill, blending the two so seamlessly and emphasizing them so severely that its innovation is overshadowed by its lucidity. Of course Sonic should be like this. Why was it ever not? Why isn’t it now?

Sonic Advance 2 was first released in Japan on December 19, 2002, for the Game Boy Advance. It’s the perfect Sonic game, and maybe, by extension, the perfect video game. It refined all of its predecessors and influenced all of its successors, yet it remains the only installment of its exact kind, a 2D side-scroller released in the midst of Sonic’s uneven transition to 3D and met largely with subdued praise. In hindsight, we should have been louder. This was as good as it would ever get.

Developed as a collaboration between Sonic Team and then-nascent studio Dimps, Advance 2 followed up 2001’s more traditionally-designed Sonic Advance; in 2004, it would receive a sequel in Sonic Advance 3, which capped off the sub-series. As with most of the classic Genesis games, Advance 2 features seven zones, each with two “acts” and a boss battle. There are five playable characters, a gracious but altogether empty gesture. Always pick Sonic. He’s the fastest one.

This is the first Sonic game that I’d feel comfortable describing as “being about speed” (though I wouldn’t go so far as to say it’s all about speed, because if it was all about speed, it wouldn’t be about anything else). Characters are exponentially faster than they’ve ever been. The difference between how they control in Advance 2 versus Advance, let alone the original trilogy, is staggering, as though the development team was hit with a sudden, explosive realization that they had the tools at their disposal to finally make the game people had been expecting (consciously or otherwise) for over a decade. And then they took it a step further. They wondered what would happen if, after speeding up, you never had to slow back down.

Enter “boost mode,” Advance 2’s load-bearing mechanic. It works like this. First, start running. Then, keep running until you hit top speed. (Rings, the series’ longstanding collectible currency, now act as more than just a damage buffer–the more you have, the faster you accelerate.) Finally, maintain top speed for long enough and the tension will snap: you’ll enter a unique state, visually indicated by what appears to be the sound barrier shattering, in which your speed cap is raised even further, allowing you to airily zip through stages almost too quickly for the screen to keep up. As long as forward momentum is sustained, so is boost mode; stop too suddenly or take damage and you’ll need to work your way back up. The flow of this design—wherein a sort of zen-like mastery over one’s environment is achieved through intense focus—is not unlike meditation. Advance 2 understands that boost mode can’t be free, because meditation isn’t easy. If everyone could meditate, nobody would argue about video games anymore, and I’d be out of a job.

Sonic entering boost mode.
Gif: Sega

The game’s stages, which have been expanded in size by a factor of six to accommodate higher speeds, fluctuate accordingly. Levels will feature long, relatively uncluttered stretches of flat or sloping terrain that might barely give players enough room to activate boost mode, followed by more precise platforming segments that challenge them to keep it. The majority of these segments are meticulously designed to allow momentum to carry over between jumps, so long as one’s understanding of Advance 2’s movement is sufficiently honed. And that movement, even disregarding boost mode, is astonishingly complex.

It’s worth noting that Dimps was founded by Takashi Nishiyama and Hiroshi Matsumoto, two fighting game alums whose greatest claim to fame was their co-creation of Street Fighter; they were also involved in varying capacities with Fatal Fury, Art of Fighting, and SNK vs. Capcom, among others. It’s a God-given miracle that these guys—who may understand video game movement better than anyone else on Earth—not only decided to take a crack at Sonic, but more or less perfected it on their second try.

Advance 2, put simply, has options. Each character comes equipped with multiple unique grounded moves, aerial moves, boost mode-exclusive moves (useful for clearing away enemies that would otherwise knock your speed (and rings) back down to zero), and, most ingeniously, aerial “tricks” that propel them along set trajectories when used in certain contexts. Mastering Advance 2 means intuiting exactly which tricks will strike the best balance between progression, momentum, and evasion, the goal being to bypass as much of the stage as possible without ever slowing down.

An excerpt from the game’s instruction manual, detailing the trick system.
Photo: Sega / Internet Archive

And then there’s Sonic, the sole character with an air dash, which can be executed by double-tapping forward in midair (an input immediately recognizable to anyone with even cursory knowledge of fighting games). To me, this move—the only one not mentioned in the game’s instruction manual—is proof positive that Advance 2’s designers thought of speedrunning as a feature, not a bug. Its execution is just difficult enough to appeal to higher levels of play, but not so difficult as to feel unreasonable. The result, once all of these options are successfully melded, is poetry in motion, a hypnotic string of lightning-fast jumps, flips, dashes, spins, and sprints. Advance 2 speedruns are all the convincing I need that Sonic never had to enter the third dimension: everything the series ever needed is right here, in this tiny, unassuming, 4.3 megabyte GBA cartridge.

In fact, if the game has any glaring flaws, it’s that its ideas are quite literally too big for the system it’s confined to. The Game Boy Advance’s screen clocked in at 240 x 160 pixels, or 5.7 x 3.2 inches–considerably less real estate than the Genesis, which displayed at a resolution of 320 x 224 pixels. Take into account Advance 2’s breakneck pace, and the criticisms initially leveled at it—too hard, too unpredictable, too cheap—start making sense. Even with the game’s economical visual presentation (rendered, I might add, with absolutely stunning sprite work), the screen size is limiting. There are several instances where an enemy might come at you just slightly too fast, or you may not be able to make a jump without a bit of guesswork.

I acknowledge these shortcomings, but I also can’t help but respect the ambition that spawned them. The designers could have easily made the game slower. They could have eliminated boost mode altogether; the game plays fine without it. But they must have known, deep down, that the integrity of their ideas was far more important than a dinky piece of plastic. Advance 2 was the tinderbox for something new. Sonic Adventure reinvented Sonic in 3D, and this would reinvent it in 2D. Two parallel design paths, budding in tandem, each continuously fulfilling the medium’s most primeval purpose—to go fast—in fresh and exciting ways. God, imagine it. Wouldn’t it be great?

Screenshot: Sega

Frustratingly, this actually did happen, just not in any of the ways it should have. The following 2D and 3D Sonic titles—Sonic Advance 3 and Sonic Heroes, respectively—bore several hallmarks of their immediate predecessors, but were too encumbered with superfluous ideas to meaningfully build upon them. Going forward, things were generally messier on the 3D side of things, and still are. Sonic’s most recent 3D outing, the open-world Sonic Frontiers, is an admirably big swing, but it ultimately does little to justify itself.

The 2D entries were more promising, but still trended downward. SEGA’s handheld follow-up to Advance was Sonic Rush, also co-developed by Dimps. As much as I enjoy Rush, it was the death knell: the game was the first to implement a boost button, clearly aiming for the highs of Advance 2 but vitally misunderstanding what made that game’s boost system so appealing. Nearly every 2D (and later 3D) Sonic game since has featured this mechanic, and none have fully nailed it. Maybe it’s a dead-end design, or maybe Advance 2 just casts too long a shadow.

A bit of trivia, and then an anecdote. Advance 2 was the first side-scrolling Sonic game without a single water level. This is great, because water levels in Sonic games are terrible, molasses-slow misery gauntlets that grind like sandpaper against everything that makes the series fun. But there’s an additional wrinkle. The first stage of Advance 2, Leaf Forest Zone: Act 1, does actually contain two separate pools of water, both of which are fully explorable. Characters move more sluggishly underwater, and if they stay submerged for too long, they’ll drown—two mechanics dating back to the original Sonic the Hedgehog. These mechanics never once matter here, because water doesn’t show up anywhere else in the game, and the pools in Leaf Forest are small enough that players can exit them with ease (or even avoid them altogether). They are, perhaps, the most personal flourish in Advance 2. Vestiges of its early development, likely implemented before its creators had fully cracked the code on what a perfect Sonic game should look like. A reminder, however small, of their growth.

The two pools of water, as seen in the level’s map data
Screenshot: Sega / Sonic Retro

I’ve been playing Advance 2 since I was seven. I know I was seven, because the game launched in North America on my seventh birthday. I’d never played a Sonic game before, and at the time, it seemed endless. The stages were colossal, their mystique bolstered by the fact that seven “special rings”—which unlocked bonus content—were hidden inside each one. I played Advance 2 until I beat it, then I beat it with every character, then I combed through every level until I’d discovered all the secrets, then I did that with every character, and then I just kept playing it, repeatedly, with no particular goal in mind. (It’s a pristinely replayable game, less than 45 minutes if you’re hurrying, which you obviously should be.) Over time, largely through sheer practice, I learned everything about it: the layouts of its levels, the movesets of its characters, the intricacies of its movement. It became akin to a fidget toy, something I’d pick up whenever I wanted to occupy my hands. Eventually, I felt like I’d hit a plateau. The first game I’d ever loved had finally run out of things to show me.

Several years later, I found out about Sonic’s air dash.

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Sonic Frontiers Review-Bombed On Metacritic After Dunkey Video

Image: Sega / Kotaku

The Metacritic page for the PlayStation 5 version of Sonic Frontiers is currently being review-bombed, seemingly in response to the latest video from popular gaming YouTuber Videogamedunkey. As you’d expect, Sonic stans are coming back just as hard, defending the virtues of the blue hedgehog’s latest 3D adventure. Sonic diehards claim Dunkey viewers are behind the bombing, but in an odd twist, the YouTuber maintains that Sonic fans are behind the bombardment.

That said, there’s no disputing that Dunkey’s new video goes in pretty hard on Sonic Frontiers, mocking its purported “open-zone gameplay” by showing instances of the game restricting his movement, among other criticisms. The video ends with a series of side-by-side comparisons, meant to appear absurd, that show the game’s high Metacritic user score relative to those of several other beloved games.

Videogamedunkey

At the time he recorded, Sonic Frontiers had an 8.8 Metacritic user score compared to Breath of the Wild’s 8.7, Elden Ring’s 7.8, and Hades’ 8.8. Shortly after the video debuted, Dunkey shared a screenshot on Twitter showing three 0-scored user reviews from Metacritic users with “Dunkey” in their display names, alleging that “Sonic fans are review bombing their own favorite game to make [his] fans look bad.”

One of the screencapped review bombs reads “I thought I liked this game at first, but then I saw Dunkey’s video about it, and then I realized that this game is actually really BAD.” Another says that the author, “had no opinion on the game but after seeing Dunkey’s review [they] came to the conclusion that this game just is not good” before suggesting readers check out more of Dunkey’s videos.

While all three of those reviews are currently no longer on Metacritic, Kotaku has found plenty of others that remain up, adding to Sonic Frontiers PS5’s sudden string of 0-scored user reviews.

Later, Dunkey added another tweet to his thread: “In the end, way more positive reviews are being left than negative (and it is 90% Sonic fans leaving both), and my intention was never to send review bombers.”

Read More: That New Sonic Game Is A Weird, Lonely Mess (That I Can’t Stop Playing)

Various Sonic Frontiers user reviews mention Dunkey, including a perfect score from “Dunkeywaswrong” that hails it as “the best 3D Sonic since Sonic Adventure 2.” Another user writes “Dunkey fans review bombing only increased score ;).” User Shaydows writes that they “would have given this an 8, but thanks to Dunkey’s fans I had to change it to a 10.” Long story short, yet another example of video game fans using Metacritic as an ideological battleground.

Kotaku reached out to Videogamedunkey for comment.

At the time of writing, Sonic Frontiers has an 8.5 user metascore on PS5, an 8.5 on PC, and an 8.3 on Xbox Series X.

 



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Sega’s Hiring A Sonic Lore Master To Keep Track Of All His BS

Whoa, I didn’t know that Sega hired lore masters.
Screenshot: Sega / SnapCube / Kotaku

Today in job listings that exude a menacing aura: Sega is looking to hire a Sonic loremaster to keep track of the blue hedgehog’s canon and non-canon antics.

If you have a degree in the arts and just so happened to be doomscrolling through the job hiring website, LinkedIn, you might’ve come across a job application from Sega of America for a lore associate manager for the Sonic Team. Yes, Sonic has established lore within its video games, movies, and its low-key slept on comic books. Though many might be scratching their heads at the existence of Sonic lore, one doesn’t simply go fast without having a pre-established reason to. Over the past 31 years of Sonic’s existence, the hedgehog’s lore has involved a plethora of bizarre storylines like him being cuckholded by Shadow after the Hot Topic hedgehog stole his then-girlfriend, Sally, and his often-brought-up smooch with a human, which has been burned into everyone’s memory. So you can see why Sega is in dire need of someone to keep the blue hedgehog’s lore straight.

Read More: Sonic Frontiers Is Nostalgic But Tedious, Say Critics

As the name would imply, the responsibilities of the lore associate manager include reviewing and verifying story content for “accuracy and consistency” as well as brainstorming, script writing, and providing feedback for new Sonic stories and characters. The loremaster job listing also happens to coincide with the release of Sonic Frontiers on Xbox, PlayStation, PC, and Switch tomorrow.

“With both project management and creative duties, you will be immersed in the organizing and shaping of Sonic lore, canon, characters, and universes, helping to bring consistency, connectivity, and creativity to all things Sonic across various forms of media including games, animation, comics, and more,” Sega of America wrote in the job description.

As of the time of writing, the job is listed as a full-time mid to senior-level position within the company. If you’re looking to throw your hat in the game, you’d be in a pool of 371 other Sonic fanatics, 136 of whom are entry-level applicants and 54 qualifying as senior-level applicants.

Read More: Sonic’s Original Backstory Took Place In World War II

ImmaSonic1

Sonic’s expansive lore has provided both fans and bystanders alike with a treasure trove of good and “lawfully evil” phenomena over the past 31 years of the character’s existence. On the one hand, you’ve got hidden gems such as the 1996 Sonic OVA, Machinima’s YouTube comedy series Sonic For Hire, and YouTuber SnapCube’s hilarious real-time fandub series.

Then there’s the dark side of Sonic fan lore. Last year when then-President Donald Trump tried to launch the social media website, GETTR, off the ground it was met with leftist Sonic memes, furry vore artwork, and—of course—mpreg art. This just goes to show that championing a “free speech, independent thought and rejecting political censorship and ‘cancel culture’” Twitter alternative can lead to hashtags like #sonicfeet, #sonicismygod, #soniclovescommunism, #sonicmylove, and #sonic_came_in_my_bussy running wild in your virtual town square.

Read More: SEGA Of America’s Invented Sonic The Hedgehog Origins

If it were me getting hired as the “lore guy” for Sonic, I’d make reciting the theme song for the ‘99 cartoon, Sonic Underground, mandatory before the start of any lore meeting like the Pledge of Allegiance. It is important to not forget your history.

   

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Your Next Great Game Pass Obsession

Screenshot: Splashteam / Tinybuild / Kotaku

It’s been years since we got news about Pikmin 4, Nintendo’s next entry in the beloved RTS puzzle franchise. But don’t worry. If you’ve been craving some minion management, puzzle solving, cute worlds to explore, and maybe even some platforming, then you should check out Tinykin. And best of all, this excellent Pikmin-like adventure is out now across multiple platforms, including Xbox and PC via Game Pass. No waiting necessary!

Released on August 30, Tinykin is a gorgeous game that mixes vibrant 2D characterswith lavishly-detailed 3D worlds. You play as a young human boy who leaves his home planet in search of humanity’s true origin. He crash lands on Earth inside of an early 90s-era home. However, he’s only an inch or two tall and the house is overrun with smart sentient bugs who worship the home’s missing owner. These bugs need your help. Lucky for you, these odd critters known as Tinykin seem to love you and will follow you around, letting you command them and use their abilities to solve puzzle. You use these powers to help other bugs, of course. And in doing so, maybe you’ll get to figure out why you’re so small and where the owner of this home is.

Tinykins can be found in colored pods which you break open to collect. The various colors represent different flavors of the creatures, and each comes equipped with its own unique ability or skill. For example, red ones can be used as bombs to blow up walls or reveal shortcuts. Green ones can be stacked to create tiny towers that can help you reach new areas and pink ones are very strong, letting you move around large objects or push aside obstacles using your neon-colored friends.

Screenshot: Splashteam / Tinybuild / Kotaku

As you explore and amass a tiny army of Tinykins, the gameplay loop of the game becomes apparent. The game is built around large maps set in different areas of the house. Sprinkled around these rooms are small puzzles and larger side objectives. Some of these are fairly simple, only asking you to head over to an area and use a few of your critters to, say, move a book that’s required to reach another object needed by a bug. Others are more elaborate, forcing you to collect 20 or 30 Tinykin of a specific color to progress. But I never got annoyed by these objectives. In fact, I loved building up a massive army of adorable 2D critters as I searched every nook and cranny for collectibles and more Tinykin to add to my posse.

While these worlds are fairly large—it will likely take you over an hour to complete one entirely—you don’t have to walk around everywhere. Tinykin features a soapboard that lets you skate around the world and even grind on ziplines and ledges. It also gives you a bubble that allows you to glide to out-of-the-way areas. This aspect of Tinykin is what really made the game click with me. I was already into the mix of 2D/3D art and the huge armies of tiny critters, but the fluidity of movement in the game makes it a breeze to explore each world.

Even without the Tinykin, it’s just fun to run, jump, climb, grind and grind around each level as you meet new bugs and help them with their various problems and quests.

Tinybuild / Splashteam / Xbox

Sadly, I did encounter some frame rate issues in certain parts of each world I played while on the Xbox Series X, which was disappointing. Thankfully, they aren’t too common and seem confined to a few specific spots that you can avoid. Still, I’d love to see a patch in the near future that helps to address these issues as I have to imagine the Series X can more than handle the visual complexity on display in Tinykin.

Tinykin is one of those games that just grabs you and pulls you in and before you know it, you’ve completed an entire world. Based on the main questline involving a half dozen or so key objects, I’m not expecting Tinykin to be some 20-hour adventure. But that’s okay. As this game proves, you can have a lot of fun with tiny things.

Tinykin is out now on Xbox Series X/S, Xbox One, PS5, PS4, Nintendo Switch, and PC. On Xbox, Steam and Switch you can download and play a free demo before buying the full game.

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You Can Now Read Every Super Nintendo Manual Ever Released

Back in October 2020 I did a feature on a project that was trying to find every Super Nintendo manual in existence, scan them and upload them onto the internet. I’m happy to report that, as of July 2022, the project has now completed a significant—and for many of you reading this it’s primary—milestone.

When I published that feature, the team (including Arachness, BuffaloJoe, Timber, SNES Central and Grant Kirkhart) working on the project—led by streamer and archivist Peebs—had uploaded around 600 scans, and had only around 100 manuals remaining until they had scanned the instructions for every game ever released in the West during the console’s lifespan.

That was good progress, but also, the deeper they got through the SNES’ library, the harder it was going to be to find booklets for the weirdest and rarest games in the collection. Then, last week:

That means that the project’s archives now have an English manual for every single Super Nintendo game ever officially released in the language. Sometimes that’s the North American version, sometimes it’s the PAL (European/Australasian) version, sometimes it’s both if there were differences beyond just the cover artwork, spelling and mailing addresses in the back (like the way Contra 3 was called Super Probotector in PAL regions).

It’s not quite every game ever released in the West, since some games could get different unique releases depending on the language market, but since this is an English-language website I figured this was an important milestone for our readers to know about!

And it’s still very close. The team is just a single game shy of that “every Western manual ever” achievement by a single release: an original scan of the unique German-language version of Daze Before Christmas (though they do have a translated version of the rare English-language Mega Drive release in case anyone needs the information).

After that, though, it seems their work is never done. Even when every manual has been scanned and uploaded, some games—including many RPGs—had important information written down elsewhere, like on separate maps/posters, so they’re looking at getting those uploaded and scanned wherever possible as well. They’ve also got a Super Famicom manual section to chip away at as well.

If you want to take a look through the complete library, or jus bookmark it for a future time in need, it’s available here, though you can also just search for a particular game on the Internet Archive and it’ll come up there as well. And for something more action-packed, in addition to collecting their manuals Peebs is also working his way through the SNES library and trying to beat every single game on Twitch (at last count he only had 47 to go!)

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Sonic 3 Creator Confirms Michael Jackson Wrote Game’s Music

What a way to break some news, huh? On Twitter, Sonic the Hedgehog creator Yuji Naka said the quiet part out loud: Michael Jackson definitely, totally composed some music for the 1994 Sega Genesis game, Sonic the Hedgehog 3. Unfortunately, Naka followed up the confirmation that this long-running myth is a bonafide fact with a bittersweet revelation: The tracks that the King of Pop worked on have been replaced in the just-released Sonic Origins remaster of Sonic 3. Yeah, it’s a bummer.

It has always been “allegedly” and “supposedly” that the problematic late pop musician was involved with Sonic 3. Jackson had a close relationship with Sega, after all, lending his talents to games like the Michael Jackson’s Moonwalker beat ‘em ups and the rhythm action game Space Channel 5. Apparently, Jackson was hired during Sonic 3’s development to compose music, but left the project seemingly in the wake of the 1993 child abuse allegations and went uncredited ever since. Sure, Jackson’s composer and musical director Brad Buxer spilled the tea in 2009, saying a possible reason for Jackson being uncredited was because, “He was not happy with the resulting sound coming out of the console.” But now we’ve got another line under the statement from the Sonic creator himself. You can’t get more clear cut than this.

“Does Sonic Origins Sonic 3 have a different song,” Naka questioned in a June 23 tweet. He then answered this question, saying, “Oh my god, the music for Sonic 3 has changed, even though Sega Official uses Michael Jackson’s music.”

So, which tracks have been replaced in Sonic Origins, Sega’s remastered bundle featuring the first four Sonic platformers, and what have they been replaced with? GameXplain posted a great video on June 21 breaking it all down, but the TLDR is the music for three of the game’s Zones—Carnival Night, Ice Cap, and Launch Base—is completely different in Sonic OriginsSonic 3. Instead of the funky, rhythmic, obviously Jackson cuts found in the original, what we get in this remaster are remixed versions of songs used in the game’s prototype. The same prototype that ended up becoming the 1997 PC port for Sonic 3 & Knuckles. It’s not that they’re bad. They just mostly sound like elevator music.

When reached for comment via Twitter DMs, Naka sent Kotaku the below tweet, saying “it is unfortunate that the music for Sonic 3 was changed.”

Kotaku has reached out to Sega for comment.

There you have it. Michael Jackson composed music for Sonic 3. It’s a shame, because the tracks Jackson wrote aren’t just the danceable tunes he’s known for, but their thumping energy also matched the game’s frenetic speed. But it’s understandable too that Sega might not want to have the game associated with such a sussy musician, especially in light of 2019’s Leaving Neverland documentary.

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Sonic Frontiers Should Look Like Haste: Broken Worlds, Fans Say

When developer Wilhelm Nylund shared a video of the upcoming Haste: Broken Worlds on Twitter earlier this week, it almost immediately blew up. The preview has since garnered almost 1 million views as well as thousands of retweets and likes. Much of the ongoing conversation, however, involves wishing Haste’s speed and momentum could be replicated in a much larger game: Sonic Frontiers.

“Better Sonic than Sonic,” said Samuel Molina, a Spanish designer currently working on Star Citizen at Cloud Imperium Games.

“[W]ild that indie devs make a better [Sonic] game than the company that’s been making [Sonic] for 31 years,” another Twitter user said, “but also not very surprising.”

“You’ve dropped the perfect video for Sonic fans to be annoying over,” said a third.

Haste is currently in development at Landfall Games, the Swedish company behind hits like Totally Accurate Battle Simulator and Clustertruck. Nylund, the studio’s CEO and designer, told Kotaku that Haste is a racing game wherein a large group of players is whittled down through multiple rounds, almost like a battle royale. The video uploaded early Wednesday morning shows off the first of several playable characters intended for launch.

Although Haste apparently takes more inspiration from momentum-based games—think Tribes, Tiny Wings, and Counter-Strike surfing maps—Nylund understands why Sonic came up so often in response to his video. Sega built the blue blur’s initial reputation on being faster than his competitors (i.e. Nintendo and its relatively plodding Mario games), so it only makes sense that Haste, which on its surface is all about speed, would resonate with Sonic fans.

“I can definitely see why people are making the comparison,” Nylund told Kotaku via direct message. “The Sonic franchise seems to be the first thing that comes to mind when the concept of running incredibly fast comes up.”

As fun as Haste looks, this response also involves the overall disappointment in what we’ve seen of Sonic Frontiers so far. Early footage revealed a bland “open zone” game that looked more like an Unreal engine asset flip than a next-gen entry in the typically vibrant Sonic franchise, and subsequent showings haven’t eased overall indifference. With another potential letdown on the way, it’s only natural fans might be desperate for anything that seems to embody Sonic’s “gotta go fast” potential.

“I see those comments as a massive compliment!” Nylund said. “It is incredibly cool to know that we’ve made something that seems to deliver on the fantasy of speed so strongly to people.”

Haste: Broken Worlds recently entered full-steam development, but Landfall Games is accepting sign-ups for a future multiplayer alpha if you’re interested in trying it out sometime soon.



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Sonic Frontiers ‘Open Zone’ Sounds Like Every Open World Game

Screenshot: Sega

Morio Kishimoto, longtime Sonic Team dev and director of Sonic Frontiers, recently did his best to clarify what Sega means when it hypes up the game’s “open zone” mechanics. But his explanation seems to confirm the phrase is just a trumped-up marketing term rather than some sort of indication that Frontiers is substantially different from other sandbox games.

“Our Open Zone is a world map, only we’ve made it entirely playable,” Kishimoto told IGN. “A playable world map that includes stage-like elements is something that hasn’t really been done before, so we had to come up with a new name. What is often defined as a World in other level-based platformers is called a Zone in Sonic games, so we took that and combined it with Open, which refers to a freely explorable field.”

All due respect, Kishimoto, but you literally just described an open world.

If anything, what Sonic Frontiers is apparently all about sounds like a direct correlation with the design of Bowser’s Fury, the excellent expansion bundled with Super Mario 3D World on Switch. Although Bowser’s Fury scattered traditional Mario levels across a large map, it was still very much a seamless, open-world game at heart. And it seems, at least to me, like Sonic Frontiers is trying for the exact same thing.

“The Open Zone stands central in Sonic Frontiers’ gameplay, and the game’s levels exist as elements within this area,” Kishimoto said. “From grind rails to platform objects, loops and so on, the Open Zone is packed with the athletic action we love in Sonic games.”

I’m fine with folks describing their games in whatever way they feel is most appropriate, just to be clear. Language, especially language pertaining to game design, is constantly evolving. Most “roguelikes” these days have very little in common with 1980’s Rogue, but I immediately understand what someone is getting at when they use the term despite it being somewhat divorced from its original meaning. Same with terms like “Metroidvania” and “immersive sim,” for that matter.

I guess it’s just Kishimoto’s insistence that Sonic Frontiers is an entirely different thing that strikes me as funny.

“The [world map] system has been used by countless platformers since [Super Mario Bros. 3], even to this day,” Kishimoto said. “A true evolution of this structure is what we see as the essence of Sonic Frontiers’ field. We wanted to provide a next-gen, level-based platforming experience. But how do we evolve a level-based platformer like Sonic into this new Open Zone? That’s what Sonic Frontiers is all about.”

Of course, no one asked Kishimoto to explain all that jargon or even nail down what truly sets Sonic Frontier’s “open zone” apart from an “open world” game during this recent media blitz. Kotaku contacted Sega for more information but didn’t hear back immediately.

Sonic Frontiers is scheduled for a late 2022 launch on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Switch, and PC. It looks bland and apparently the gameplay doesn’t inspire any confidence either, but Sega is committed to not delaying its release despite the largely negative feedback.

 

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Super Mario Bros. Blocks Hold More Coins Than You Think

Image: Nintendo / Mario Wiki

Without thinking too hard about it, what’s the maximum number of coins you can knock out of multi-coin blocks in the original Super Mario Bros.? Did you say 10? Well, you’re wrong, but it’s not your fault. You just haven’t done a deep dive into the almost 37-year-old game’s code like a complete weirdo.

We know now that the Super Mario Bros. blocks have a time limit rather than a coin limit, allowing players to repeatedly slam Mario’s head into their undersides in the space of a few seconds to grab as many coins as possible. But this wasn’t always common knowledge. Button-mashing below these blocks generally rewards 10 coins, after all, and even official strategy guides of the era referred to them as 10-coin blocks.

Kosmic, a high-level Super Mario Bros. player who currently hold a top-10 time in the classic Nintendo game’s most popular speedrunning category, recently shared a fascinating video all about coin blocks. It’s apparently possible to get as many as 16 coins from these blocks, but of course, such a feat requires both intricate knowledge of the game’s programming and several frame-perfect inputs.

If you’re at all familiar with Super Mario Bros. speedrunning, it’s likely you’ve heard of the “frame rule,” a ubiquitous mathematical constant in the game’s code that also affects coin blocks.

A frame rule is a repeating 21-frame cycle that Super Mario Bros. uses to dictate various aspects of the game. Level transitions, for example, don’t occur until the frame rule counter has rolled over six times, but the current frame rule when a stage is completed doesn’t have to pass completely to be counted. It can be anywhere from its first frame to its twenty-first frame, which means level transitions range from 106 frames (around 1.8 seconds) to 126 frames (around 2.1 seconds).

For more on frame rules and how they affect Super Mario Bros. world records, be sure to check out the below video by Bismuth, another speedrunner. He’s much smarter than I am.

Coin blocks, as Kosmic explains, can only be hit during the 11 ticks of the frame rule counter immediately following Mario’s first interaction with said block. Optimizing the coins you can squeeze out of the block, therefore, follows the opposite principle as shaving off time between level transitions. Instead of trying to complete a stage at the end of a frame rule to save frames, you want to hit the coin block at the beginning of a frame rule to give Mario more time for jumping.

Kosmic calculates that the maximum amount of time to hit a coin block is 230 frames (around 3.8 seconds) after the first hit. Divide that by the 16 frames Mario needs to wait for the block’s animation to play out before it can be hit again, and you get 14 hits. Add that to the one free coin you get at both the beginning and end of this whole sequence (the block remains active until you hit it one more time after its timer ends), and the result is a grand total of 16 coins.

Go ahead and take a breather if you found all that math overwhelming. The rest of this blog will be waiting for you when you get back.

Perhaps more incredible is the fact that skilled Super Mario Bros. players can sometimes do this without a visible frame rule counter. A couple examples include Kosmic himself getting a 16-coin block in the middle of a Super Mario Bros. 35 match (rest in peace) and legendary speedrunner AndrewG doing so during a high-score run back in 2016.

Super Mario Bros. is a fascinating example of how games that seem simplistic and old hat can hide incredibly technical secrets beneath their pixelated façades. It may be the single most recognizable game in history, but three decades and countless playthroughs still haven’t laid bare all its intricacies for the common player. We’re very lucky knowledgeable folks like Kosmic are around to provide these fun, informative lessons in how Nintendo developed one of the greatest video games of all time.

 

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