Uploaded June 2016 | Updated September 2026, 2 weeks ago
Yep, it's the relatively forgotten Wii port of Freddi Fish today. This happened as a result of Atari's lame attempt to make Humongous relevant again in the mid-2000s. I'm frankly not surprised in the least they went bankrupt after all the stupid things they did.
Here's the Wii port of Freddi Fish: Kelp Seed Mystery. Although a lot of people like to blame Majesco for changing the title, that actually was not their decision; in fact, the changed title goes back to a year before the Wii ports were even released. There was a small handful of retail re-releases in 2007, which all had the changed titles (and something else that's often overlooked -- Freddi Fish 2 and Pajama Sam 2 were also released with changed titles, being "Haunted Schoolhouse Mystery" and "Thunder and Lightning", respectively). So, although the changed title is often attributed to the Wii port, that's not technically correct.
As for the port itself...the game is almost entirely unchanged. Being sourced from the 2007 PC port, we did get the ability to skip the movement scenes and the colorized item cursors which is a plus if you're used to the '94 or '98 PC versions, though it's not a change that was made specifically for the Wii port even though some people say otherwise. Also, bizarrely enough, the game runs in Slow Machine Mode for whatever reason (this mode was enabled if the game found your video card to be too slow in the PC version). This means the inventory bubbles don't pop and many of the background effects are missing, such as the water ripples in the cave where Gabby is stuck. I have no idea why they couldn't be bothered to fix this, considering the Wii is way more powerful than any computer that was released in 1994.
Oh, and the elephant in the room...the game was sped up. I...don't even understand why this was done. What was the point of this? Everything looks like it moves on steroids. Did they think it looked smoother or something? It's incredibly distracting and it bothers the heck out of me. In fact you barely even have time to read the credits because of it. Why the HECK did they think this was a good idea? And there's small things like the fact that the port only runs in 480i with zero support for 480p (I have NEVER seen a Wii game outside of this that doesn't support it. It would have taken maybe two seconds to add!).
On top of that, that's not even the stupidest thing about this port. I don't know how many of you know the whole story behind this, but here goes...Atari contracted Majesco to do the porting work, who then outsourced the work to Mistic Software. Mistic had every tool they could have possibly needed to do the work. They had the game assets, the source code, everything.
So what did they choose to do?
They literally just stuck a ScummVM build into the game and called it a day.
I'm serious.
...okay, besides being lazy as all heck, they managed to mess up further. First off, they were paid to port the game code, not do the lazy thing (by which I mean the employee wages matched the labor it would have taken to port the whole game. They basically slacked off on their job). Second off...they ENTIRELY FAILED TO MAKE A SINGLE MENTION THAT SCUMMVM WAS EVEN IN THE GAME. That's a violation of the GPL (which is what ScummVM is licensed to...if you don't know what it is, it's not important, just think of it as a copyright violation). It's a long story and complicated, but all of the alternative options were essentially not options in some form or another. Here, read sev's blog post on this if you want all the detail. sev-notes.blogspot.com/2009/06/gpl-scummvm-and-violations.html
The games were pulled from store shelves and are somewhat troubling to find nowadays, but does it really matter that much? The game was virtually unchanged (aside from the developers sticking their names into the credits, which you barely even have time to read anyway), and it sure didn't seem like it helped a lot in renewing interest in these games. The laziness of the ports, coupled with not even being done legally was a good example to me of why Atari was so awful with these properties when they were in their hands, and I'm not surprised at all they ended up having to surrender them after declaring bankruptcy. While I may not like Tommo a lot (actually I could go on for another rant about them), they have done a whole lot more with these properties as a whole and having them on Steam was a pretty major step in the right direction. Plus they seem to be doing at least a little more than just having sporadic retail re-releases that you'll find in the bargain bin, so that's also a plus.
As for these ports though...they were mostly a thing that happened and just came and went. However, I'll be darned if I didn't enjoy making another walkthrough of a Humongous game just for old time's sake. Can you believe it's been 5 years since I did my initial wave of Humongous game walkthroughs? I certainly can't.
Enjoy the video!
Yep, it's the relatively forgotten Wii port of Freddi Fish today. This happened as a result of Atari's lame attempt to make Humongous relevant again in the mid-2000s. I'm frankly not surprised in the least they went bankrupt after all the stupid things they did.
Here's the Wii port of Freddi Fish: Kelp Seed Mystery. Although a lot of people like to blame Majesco for changing the title, that actually was not their decision; in fact, the changed title goes back to a year before the Wii ports were even released. There was a small handful of retail re-releases in 2007, which all had the changed titles (and something else that's often overlooked -- Freddi Fish 2 and Pajama Sam 2 were also released with changed titles, being "Haunted Schoolhouse Mystery" and "Thunder and Lightning", respectively). So, although the changed title is often attributed to the Wii port, that's not technically correct.
As for the port itself...the game is almost entirely unchanged. Being sourced from the 2007 PC port, we did get the ability to skip the movement scenes and the colorized item cursors which is a plus if you're used to the '94 or '98 PC versions, though it's not a change that was made specifically for the Wii port even though some people say otherwise. Also, bizarrely enough, the game runs in Slow Machine Mode for whatever reason (this mode was enabled if the game found your video card to be too slow in the PC version). This means the inventory bubbles don't pop and many of the background effects are missing, such as the water ripples in the cave where Gabby is stuck. I have no idea why they couldn't be bothered to fix this, considering the Wii is way more powerful than any computer that was released in 1994.
Oh, and the elephant in the room...the game was sped up. I...don't even understand why this was done. What was the point of this? Everything looks like it moves on steroids. Did they think it looked smoother or something? It's incredibly distracting and it bothers the heck out of me. In fact you barely even have time to read the credits because of it. Why the HECK did they think this was a good idea? And there's small things like the fact that the port only runs in 480i with zero support for 480p (I have NEVER seen a Wii game outside of this that doesn't support it. It would have taken maybe two seconds to add!).
On top of that, that's not even the stupidest thing about this port. I don't know how many of you know the whole story behind this, but here goes...Atari contracted Majesco to do the porting work, who then outsourced the work to Mistic Software. Mistic had every tool they could have possibly needed to do the work. They had the game assets, the source code, everything.
So what did they choose to do?
They literally just stuck a ScummVM build into the game and called it a day.
I'm serious.
...okay, besides being lazy as all heck, they managed to mess up further. First off, they were paid to port the game code, not do the lazy thing (by which I mean the employee wages matched the labor it would have taken to port the whole game. They basically slacked off on their job). Second off...they ENTIRELY FAILED TO MAKE A SINGLE MENTION THAT SCUMMVM WAS EVEN IN THE GAME. That's a violation of the GPL (which is what ScummVM is licensed to...if you don't know what it is, it's not important, just think of it as a copyright violation). It's a long story and complicated, but all of the alternative options were essentially not options in some form or another. Here, read sev's blog post on this if you want all the detail. sev-notes.blogspot.com/2009/06/gpl-scummvm-and-violations.html
The games were pulled from store shelves and are somewhat troubling to find nowadays, but does it really matter that much? The game was virtually unchanged (aside from the developers sticking their names into the credits, which you barely even have time to read anyway), and it sure didn't seem like it helped a lot in renewing interest in these games. The laziness of the ports, coupled with not even being done legally was a good example to me of why Atari was so awful with these properties when they were in their hands, and I'm not surprised at all they ended up having to surrender them after declaring bankruptcy. While I may not like Tommo a lot (actually I could go on for another rant about them), they have done a whole lot more with these properties as a whole and having them on Steam was a pretty major step in the right direction. Plus they seem to be doing at least a little more than just having sporadic retail re-releases that you'll find in the bargain bin, so that's also a plus.
As for these ports though...they were mostly a thing that happened and just came and went. However, I'll be darned if I didn't enjoy making another walkthrough of a Humongous game just for old time's sake. Can you believe it's been 5 years since I did my initial wave of Humongous game walkthroughs? I certainly can't.
Enjoy the video!

![[60 FPS] Lego Island 2: The Bricksters Revenge (PC) Walkthrough
EDIT: Egad I hate the way I wrote this description. I may not have thought the game was good but my comments were totally unwarranted. Im sorry about that. I have rewritten some of it to make it less brash.
This was a walkthrough I honestly, truly never thought I would remake. However, YouTubes 60FPS update made me change my mind, so I did it after all. The reason I was so hesitant is because, well, this game is kind of bad. Outside of nostalgia and its awesome musical score, this game is sadly subpar. Its not frustrating to play unlike some other games, but its pretty clear this game was a victim of tight deadlines. However, I can usually breeze through this game in a day since I played it so much and know it in and out, and it had been a long time so I went ahead and gave it another go.
I cut out all the load times again, though this time I let the fades show up instead of removing all traces of load screens. Some minigames are unmentioned here due to character limits.
Pizza Delivery: I tried to cut down on the amount of times I called the Infomaniac this time since I got a lot of complaints about that. The reason I did so much is because he points you in the direction of the closest citizen in need, speeding up the task tremendously and much more practical than going islander-hopping to get directions. I also talked to some of the other characters that otherwise serve no purpose.
Board Park: Thought Id get this done early on.
Brick Dive: I hear a lot of people who say this minigame is hard, but its really not. I skipped the page this time to show you an extra bit of dialogue if you do so.
Jousted: Perfect run, heck yes! I also showed what happens if you hit space before building up any power.
Raging Bull: For some reason unless youre in a cannon Cedric cant kill any of yours, which is why I often jump in and out.
Matching Mummies: This one went a little worse than I wanted it to, I made quite a few mistakes.
Bi-Plane: I sincerely thought about recording this minigame at 30 FPS thanks to insane timer issues that turn this into an unplayable mess at 60 onward. Basically, nothing in this minigame outside of the planes normal flying speed has any sort of timer put on it, and IT SHOWS. The biggest issue is that fuel drains too fast; even if you pick up all the tanks, if you dont exploit the fact that fuel doesnt decrease while you crash (along with the speed boost you get on top of that), it will run out just before you reach the runway at the end. I got a lot of complaints for making Pepper never shut up originally, but here, you dont have a choice. In the end, I went on ahead and left it at 60 even though it breaks the minigame beyond all playability, but the reason fuel drained so slow for me in the original is because I had the game throttled at 30 FPS, where the minigame runs just fine.
T-Rex Racing: I actually redid this one a few times off camera so I ended up with a different score than what was shown, because...
Mr. Hates Camp: ...of this. So, the actual way you play this minigame is dropping the dinosaurs on the target where you launched, and I thought Id do it the right way this time around...until it turned out any time I did, the music would cut out. Id rather do it the improper, time-saving way of sacrificing points by just dropping the dinosaurs off wherever. Not like it matters anyway.
Make A-D Pizza: I tried picking the right ingredients this time instead of being mindless, but I dont think it makes any difference anyway.
Bricksters Palace: Once you get the hang of this game, its really easy. I had a no-death run on the platforming section which is awesome.
Epilogue: First I showed the cave thats accessible by typing sdreams, then I showed a few remaining things I hadnt done yet, and ended on Peppers house. I forgot to show the Information Center, but you arent missing much, trust me. [60 FPS] Lego Island 2: The Bricksters Revenge (PC) Walkthrough](https://i.ytimg.com/vi/kdPvDArm33Q/mqdefault.jpg)








