Uploaded February 2024 | Updated September 2026, 1 week ago
There are only a scant few signs of this... deviant behavior pattern, but. I'm very much an enthusiast for the so-called roguelike AND rogue-lite design concepts.
This can mean many things to many people, of course, and there's SO much wiggle room and potential rough edges around the corners... and even some of the massive tentpole design fixtures... so it's not at all surprising that there's a lot to be said for and against various features.
=====
I'll attempt to break it down "simply" and without much excessive dalliance into detail, because there's been entire CONFERENCES held on the subject by people with far more time and far higher character-limit than me and my humble description field:
---
I like things that are random... or at least arbitrarily-decided. I might be one of the few that considers that weird little question mark on most character select screens to be the best, most necessary bit.
It weighs heavily on me when such is absent. I feel deep trepidation when it's relegated to a specific button press, like it was an afterthought. I am descended upon by a sleep choice paralysis demon when I'm just flat out disallowed from letting chance decide my fate.
I think random selection SHOULD be extended beyond character and stage, even down to stuff like "weapon" and other similarly customizable choice-based factors, and any game that caters to this want is raised inestimably in esteem in my eyes.
---
I strongly prefer the building and reinforcement of skills and knowledge beyond memorization and rote repetition. New and more challenging or complex obstacles and features can still be introduced gradually and even in a vacuum... but they should never be utilized in EXACTLY the same way.
I have great respect for the humble World 1-1 Goomba, as well as the other, less-successful cohort not far behind. The same goes for the even less-appreciated block formation and pipes beyond.
...but my greater emphasis is on "what do I do if this enemy approaches under a low ceiling?" or "what if there are multiple?" and "how can terrain affect my decision-making process?"
It is in this spirit that I prefer to granularize my familiarity and understanding of game features, rather than knowing exactly how to avoid all the dangers in a specific room layout or what the simplest way to neutralize the threats within a specific problem context are.
(Chances are, given intelligent procedural design, you'll encounter THAT kind of thing plenty anyway, so the more atomic lesson will cover a wide variety of broader applications.)
=====
Originally Streamed at:
twitch.tv/yuugijoou
For other... roguish tendencies:
twitter.com/yuugijoou
discord.gg/bKT9pRW
---
Now, to my knowledge... and i contemplated this at quite some length, I must admit... ... ... I'm not certain Nintendo and its direct subsidiaries have ever actually crafted a full-on Rogue-inspired game structure?
The idea itself is not even remotely new. As a copyable concept, it predates what most people think of when they say "Nintendo" the video game software company (obviously the company's history gets a lot less specific if we trace further back than that), and there have been many such examples ON Nintendo's proprietary platforms. Less-strictly-defined "rogue-lite" games have also enjoyed a burgeoning resurgence on those and seemingly every indie-accessible platform.
Heck, the original Rogue wasn't even the first "roguelike," despite ostensibly donating its name to an entire genre as well as the offshooting "roguelite" subgenres.
My point being that there are numerous gameplay elements and encapsulated concepts that are ripe for game design that have remain suspiciously (seemingly) under-tapped.
Granted, a big enough PART of that is a perceived elevated difficulty level... and not just because one of the implied tenets of their construction is forcing players to start over from the beginning. Most games dating back to be as old as Nintendo shared this "feature"... so that being an end-all deciding factor is certainly out. (I mean, "Nintendo Hard" at least USED to be an unironic descriptor.)
Sure, it's just a side feature in a side mode made long after launch, but the decision to play with such factors feels fresh and interesting... for a decades-old business deciding to toy with notions that were around before they even started to flex around in the space such notions pertained to.
---
At any rate, THIS is the first "climb" of the Spire of Order.
I put it that way, because... hey! This is a tutorial! You can't fool me! Same old Nintendo!
I mean, it's good that they're making the effort, because there's a LOT to take in here. Many design philosophies and norms and practices go into a genre that, ostensibly, many players will not be familiar with in the slightest. Even those that are may not be fully prepared for what they mean to gameplay.
There's also the PROLOGUE setup for our story.
If it's a tutorial...then why did it take nearly an hour?
There are only a scant few signs of this... deviant behavior pattern, but. I'm very much an enthusiast for the so-called roguelike AND rogue-lite design concepts.
This can mean many things to many people, of course, and there's SO much wiggle room and potential rough edges around the corners... and even some of the massive tentpole design fixtures... so it's not at all surprising that there's a lot to be said for and against various features.
=====
I'll attempt to break it down "simply" and without much excessive dalliance into detail, because there's been entire CONFERENCES held on the subject by people with far more time and far higher character-limit than me and my humble description field:
---
I like things that are random... or at least arbitrarily-decided. I might be one of the few that considers that weird little question mark on most character select screens to be the best, most necessary bit.
It weighs heavily on me when such is absent. I feel deep trepidation when it's relegated to a specific button press, like it was an afterthought. I am descended upon by a sleep choice paralysis demon when I'm just flat out disallowed from letting chance decide my fate.
I think random selection SHOULD be extended beyond character and stage, even down to stuff like "weapon" and other similarly customizable choice-based factors, and any game that caters to this want is raised inestimably in esteem in my eyes.
---
I strongly prefer the building and reinforcement of skills and knowledge beyond memorization and rote repetition. New and more challenging or complex obstacles and features can still be introduced gradually and even in a vacuum... but they should never be utilized in EXACTLY the same way.
I have great respect for the humble World 1-1 Goomba, as well as the other, less-successful cohort not far behind. The same goes for the even less-appreciated block formation and pipes beyond.
...but my greater emphasis is on "what do I do if this enemy approaches under a low ceiling?" or "what if there are multiple?" and "how can terrain affect my decision-making process?"
It is in this spirit that I prefer to granularize my familiarity and understanding of game features, rather than knowing exactly how to avoid all the dangers in a specific room layout or what the simplest way to neutralize the threats within a specific problem context are.
(Chances are, given intelligent procedural design, you'll encounter THAT kind of thing plenty anyway, so the more atomic lesson will cover a wide variety of broader applications.)
=====
Originally Streamed at:
twitch.tv/yuugijoou
For other... roguish tendencies:
twitter.com/yuugijoou
discord.gg/bKT9pRW
---
Now, to my knowledge... and i contemplated this at quite some length, I must admit... ... ... I'm not certain Nintendo and its direct subsidiaries have ever actually crafted a full-on Rogue-inspired game structure?
The idea itself is not even remotely new. As a copyable concept, it predates what most people think of when they say "Nintendo" the video game software company (obviously the company's history gets a lot less specific if we trace further back than that), and there have been many such examples ON Nintendo's proprietary platforms. Less-strictly-defined "rogue-lite" games have also enjoyed a burgeoning resurgence on those and seemingly every indie-accessible platform.
Heck, the original Rogue wasn't even the first "roguelike," despite ostensibly donating its name to an entire genre as well as the offshooting "roguelite" subgenres.
My point being that there are numerous gameplay elements and encapsulated concepts that are ripe for game design that have remain suspiciously (seemingly) under-tapped.
Granted, a big enough PART of that is a perceived elevated difficulty level... and not just because one of the implied tenets of their construction is forcing players to start over from the beginning. Most games dating back to be as old as Nintendo shared this "feature"... so that being an end-all deciding factor is certainly out. (I mean, "Nintendo Hard" at least USED to be an unironic descriptor.)
Sure, it's just a side feature in a side mode made long after launch, but the decision to play with such factors feels fresh and interesting... for a decades-old business deciding to toy with notions that were around before they even started to flex around in the space such notions pertained to.
---
At any rate, THIS is the first "climb" of the Spire of Order.
I put it that way, because... hey! This is a tutorial! You can't fool me! Same old Nintendo!
I mean, it's good that they're making the effort, because there's a LOT to take in here. Many design philosophies and norms and practices go into a genre that, ostensibly, many players will not be familiar with in the slightest. Even those that are may not be fully prepared for what they mean to gameplay.
There's also the PROLOGUE setup for our story.
If it's a tutorial...then why did it take nearly an hour?
![[Super Game Boy] Donkey Kong #0. Mario the Gymnast
Better limber up before you go plumbing!
twitter.com/yuugijoou
discord.gg/bKT9pRW
For extra funsies, hows about playing the thing WITHOUT the parts that ostensibly make it Super and not just Game Boy?
To get down to just the pixels and utterly defeat any purpose to playing it like this at all, try here:
https://youtu.be/5kggEoWMKEQ
If you leave the game on the title screen for long enough, you end up being treated to... um... a show? Mario seems to be keen to demonstrate some feats of acrobatic... um... ... ... adequacy? On stage! For a crowd full of people! I guess!
... ... ...
I know the purpose is to demonstrate some of the moves that Mario can use in this game, and theyre actually pretty varied and impressive for an outing with only two action buttons (of which only one is used here, the other is reserved for interactions with objects and the environment) and a directional pad... but this show isnt actually all that impressive, even within the scope of what Mario is capable in the game itself.
He also rather deliberately seems to fall poorly onto the stage now and again. For, umm... reasons. Im sure there are reasons.
The first handstand jump also makes the wrong sound, normally reserved for the instant landing handspring jump instead, demonstrated immediately thereafter.
I sure hope the audience doesnt ask for their money back!
After that, we get some actual gameplay demos.
I deliberately didnt show this part until after the jig to this ancient game was already well up and the cat out of the bag and we had finally been permitted to see that there were other things in store, starting with the Big City.
If you dont want to know the two themed areas that immediately follow, you can stop watching after that. Then it all just loops back around and shows things on repeat starting from the acrobat act again.
I will say that the demos themselves are VERY short, and they often cut at really weird moments, including one immediately prior to showing off an untimely demise in accordance with standing too close to an outlandish fire hazard. [Super Game Boy] Donkey Kong #0. Mario the Gymnast](https://i.ytimg.com/vi/9R2i3ZbbpkU/mqdefault.jpg)
![[Gameplay Only] Xenoblade Chronicles: Definitive Edition 9. Tomb Raiding Party
Or is it like... a reverse raid? An un-raiding party? Actually, I dont think this is anyones idea of a good time...
If you need MORE chatter and a side of random beach attire to go with your half-beached Xenoparty, theres that version as well:
https://youtube.com/live/oK_rC92AOOc
(Eryth Sea is a beach, right?!)
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [Gameplay Only] Xenoblade Chronicles: Definitive Edition 9. Tomb Raiding Party](https://i.ytimg.com/vi/9T-_cza9TvQ/mqdefault.jpg)


![[VTuber] Xenoblade Chronicles: Definitive Edition 4. The Power That Can Change the Juju!
Wait, what was this game REALLY about again?
If you need LESS chatter, theres that version as well:
https://youtu.be/Q-hN4jjWFGU
(the gameplay resolution will be higher at least?!)
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [VTuber] Xenoblade Chronicles: Definitive Edition 4. The Power That Can Change the Juju!](https://i.ytimg.com/vi/A9WZvPEHQyo/mqdefault.jpg)
![[Gameplay Only] Mina the Hollower 7. Give Me Audio or Give Me... Dead People?
(The weird audio delay glitch is NOT fixed, sadly... kinda interferes with the momentousness of the occasion...)
She did a graveyard-smash...?
If you need to trade this glorious 10x resolution for a chatty puppet show and some hangers-on:
https://youtube.com/live/huRF44VrEms
(might actually explain some of the technical difficulties in real time, anyway)
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [Gameplay Only] Mina the Hollower 7. Give Me Audio or Give Me... Dead People?](https://i.ytimg.com/vi/ABNkiQ_fK3I/mqdefault.jpg)

![[Gameplay Only] Fire Emblem: Three Houses [Intermission] 12.5 Teaching and Time Management Issues
This is a little experimental format change JUST for the fact that the game crawls to a complete stop outside of traditional battle the series is known for... THAT way I can spend my REAL time throwing saucy tea party puppet shows during battle and story content!
...in theory, anyway!
If they didnt want me to obligatorily waste time and funds each month, they shouldnt have made the monastery so huge!
If you NEED a little low-energy chatter on the sidebar, theres that version as well:
https://youtube.com/live/a LrkB-SEg
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [Gameplay Only] Fire Emblem: Three Houses [Intermission] 12.5 Teaching and Time Management Issues](https://i.ytimg.com/vi/B7DBMVgbUkA/mqdefault.jpg)
![[VTuber] Pokémon Legends Z-A End of the Infinite, Infinite Doughnuts?
Time to make the doughnuts... ... ... uh, eventually?
I also had super obtuse technical difficulties at the start, so this is the stream archive recombined instead of as a tiny troubleshooting video and a massive stream video being separate. AUTHENTICITY, yes. Sure.
Thats also why it took longer to properly publish, instead of it being more or less instantaneous... because, historically... (looks at massive mountain of video content that hasnt been properly catalogued and published yet, which only got WORSE when livestreaming became part of my tinkering and tampering with the fabric of ultraspace... ... ... yeah, n-no, no reason...)
If the chat and uncanny puppet show are getting in the way and you want them gone (Ill only cry a little bit. on the inside. you can ignore that), try here:
https://youtu.be/NU1LAR0aGK0
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [VTuber] Pokémon Legends Z-A End of the Infinite, Infinite Doughnuts?](https://i.ytimg.com/vi/BJuMreyMYVA/mqdefault.jpg)
![[VTuber] Xenoblade Chronicles: Definitive Edition 2. Arachnophobia Unfriendly
The Bionis has no shortage of creepy crawlies...
If you dont want the goofy puppet show to distract from the gameplay:
https://youtu.be/7AjTAdTPdl0
(and at HIGHER resolution, no less!)
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [VTuber] Xenoblade Chronicles: Definitive Edition 2. Arachnophobia Unfriendly](https://i.ytimg.com/vi/BQ7rOIWzIpQ/mqdefault.jpg)
![[Ministream] Killer Queen Black Long Live the Queen
I mean, not ME obviously, but like. Yknow, sometimes maybe two things can be true at once...
If you need LESS chatter, theres that version as well:
https://youtu.be/Cbb_sIH2Xlg
(the gameplay resolution will be higher at least?!)
Originally ALSO streamed at:
https://twitch.tv/yuugijoou/
Stay up to date on what nonsense Im doing:
https://twitter.com/yuugijoou
https://discord.gg/bKT9pRW
...or, yknow, just harass me if Im doing something you dont like, whatever. [Ministream] Killer Queen Black Long Live the Queen](https://i.ytimg.com/vi/BZkjvR8wf-o/mqdefault.jpg)