Uploaded March 2025 | Updated September 2026, 2 weeks ago
Or it could be a football... but it definitely has huge fangs!
twitter.com/yuugijoou
discord.gg/bKT9pRW
(don't worry, this world is nearly over with, and these obtuse and obscure references can stop)
---
Also, what's the deal with playing a Super Game Boy game WITHOUT the parts that ostensibly make it "Super" and not just "Game Boy"?
To see this in all its bordered glory:
youtu.be/fkxJsC7qdfo
---
While I'm being up-front about my failings... apparently I managed to get the capture a bit off in the audio department. Specifically the timing.
Alas, my ages-old foe. All the way back to my FIRST upload series of the NES Castlevania to more recent adventures with Advance Wars Re-Boot-Camp (and the original Advance Wars!)... I will always find a way to incur the wrath of this technical devil.
As with the more recent incidence, it's not EXTREMELY notable per se... but it DOES get progressively worse and distracting over time.
This game is mercifully slow-paced and contemplative as it is, so the effect is... I want to say relatively minimal. I still want to acknowledge and non-apologize for not scrapping the whole project immediately over it.
---
Big City
I don't really feel the need to dig deep into these stages at the moment, because they're pretty strongly coded with the good ol' design sense of ye olde Nintendo, much as the opening formation of World 1-1 essentially teaches you 90% of what it takes to play Super Mario Bros.
In that spirit, the more imminently important bits of information are the carefully strung-along constant influx of new game mechanics that will gradually begin to interact and coalesce into a richer tapestry of true full-on puzzle platformer complexity.
To wit: we are introduced to... um... THESE... thingies! Little "powerup" icons in the form of double-headed horizontal and vertical lines. Not line segments or even rays, but honest-to-goodness LINES! ... ... ...no one?
Like the geometric LINES they truly are, they represent an infinitely-expansive linear asset: platforms for the horizontal and ladders for the vertical. You can use these to navigate entirely new bespoke paths through the stage! ...but only for a limited time!
When the increasingly urgent-sounding jingle ends and the effect is dispelled, it's important to note that there are some unspoken caveats to this process:
You can reset the effect's timer by picking up another of these linear aids.
Platforms and ladders will dissolve in real time when their effect ends, starting from the point of origin and expanding outward from there. (In the same, but opposite, fashion as they were generated, in fact!)
All of these icons will regenerate when the effect ends. This allows you to try again and again, in case you messed up somewhere along the way during the process of using them. Puzzle!
You may have noticed that THIS rendition of Mario is quite the one-hit wonder. No, not his acrobatics, I mean in his durability! Nearly anything hostile or hazardous in the environment will terminate the poor plumber and/or carpenter in a single hit!
The curious exception is when he's carrying something (most frequently the stage's exit key), which will most often simply bowl him over temporarily and cause him to drop what he was holding. (Beware, anything once he and his load are parted may once more prove imminently fatal!)
The most ever-present of these hazards is humble gravity. Something the demos of the late-breaking "Part 0" of this series shows off, elegantly or otherwise, is the fact that a fall from excessive heights will cause him to collapse into a comically helpless heap on the floor. This flexes your survival rate from such things to about twice as far a fall as the original arcade Jumpman would find crushingly fatal.
There are limits, however, and falling from TOO great a height will cause him to fall on his head and expire in somewhat less comical slapstick. I mean... it was always there in the way Jumpman expressed the end of his short life in the arcade, we're just playing up the angle faithfully.
You can tell when this is happening, because Mario's apparently floaty descent will be accompanied by animation of him losing control of his descent and finding his poor noggin in extreme peril. Perhaps even time enough for the five stages of grief before impact?
You can actually turn certain less extreme cases of the non-fatal form of harmful fall into a chance for Mario to demonstrate his acrobatic tumbling skills (not seen in the demos!) by tucking and rolling to preserve his ambulatory agency, instead of said aforementioned crumpled heap state... but it definitely won't save you if you're well on your way to landing on your head. (Try not to do that!)
---
Every four stages culminates in a showdown with DK. The finale of each themed "world" is generally an actual battle to bonk the simian with handy local fixtures!
Or it could be a football... but it definitely has huge fangs!
twitter.com/yuugijoou
discord.gg/bKT9pRW
(don't worry, this world is nearly over with, and these obtuse and obscure references can stop)
---
Also, what's the deal with playing a Super Game Boy game WITHOUT the parts that ostensibly make it "Super" and not just "Game Boy"?
To see this in all its bordered glory:
youtu.be/fkxJsC7qdfo
---
While I'm being up-front about my failings... apparently I managed to get the capture a bit off in the audio department. Specifically the timing.
Alas, my ages-old foe. All the way back to my FIRST upload series of the NES Castlevania to more recent adventures with Advance Wars Re-Boot-Camp (and the original Advance Wars!)... I will always find a way to incur the wrath of this technical devil.
As with the more recent incidence, it's not EXTREMELY notable per se... but it DOES get progressively worse and distracting over time.
This game is mercifully slow-paced and contemplative as it is, so the effect is... I want to say relatively minimal. I still want to acknowledge and non-apologize for not scrapping the whole project immediately over it.
---
Big City
I don't really feel the need to dig deep into these stages at the moment, because they're pretty strongly coded with the good ol' design sense of ye olde Nintendo, much as the opening formation of World 1-1 essentially teaches you 90% of what it takes to play Super Mario Bros.
In that spirit, the more imminently important bits of information are the carefully strung-along constant influx of new game mechanics that will gradually begin to interact and coalesce into a richer tapestry of true full-on puzzle platformer complexity.
To wit: we are introduced to... um... THESE... thingies! Little "powerup" icons in the form of double-headed horizontal and vertical lines. Not line segments or even rays, but honest-to-goodness LINES! ... ... ...no one?
Like the geometric LINES they truly are, they represent an infinitely-expansive linear asset: platforms for the horizontal and ladders for the vertical. You can use these to navigate entirely new bespoke paths through the stage! ...but only for a limited time!
When the increasingly urgent-sounding jingle ends and the effect is dispelled, it's important to note that there are some unspoken caveats to this process:
You can reset the effect's timer by picking up another of these linear aids.
Platforms and ladders will dissolve in real time when their effect ends, starting from the point of origin and expanding outward from there. (In the same, but opposite, fashion as they were generated, in fact!)
All of these icons will regenerate when the effect ends. This allows you to try again and again, in case you messed up somewhere along the way during the process of using them. Puzzle!
You may have noticed that THIS rendition of Mario is quite the one-hit wonder. No, not his acrobatics, I mean in his durability! Nearly anything hostile or hazardous in the environment will terminate the poor plumber and/or carpenter in a single hit!
The curious exception is when he's carrying something (most frequently the stage's exit key), which will most often simply bowl him over temporarily and cause him to drop what he was holding. (Beware, anything once he and his load are parted may once more prove imminently fatal!)
The most ever-present of these hazards is humble gravity. Something the demos of the late-breaking "Part 0" of this series shows off, elegantly or otherwise, is the fact that a fall from excessive heights will cause him to collapse into a comically helpless heap on the floor. This flexes your survival rate from such things to about twice as far a fall as the original arcade Jumpman would find crushingly fatal.
There are limits, however, and falling from TOO great a height will cause him to fall on his head and expire in somewhat less comical slapstick. I mean... it was always there in the way Jumpman expressed the end of his short life in the arcade, we're just playing up the angle faithfully.
You can tell when this is happening, because Mario's apparently floaty descent will be accompanied by animation of him losing control of his descent and finding his poor noggin in extreme peril. Perhaps even time enough for the five stages of grief before impact?
You can actually turn certain less extreme cases of the non-fatal form of harmful fall into a chance for Mario to demonstrate his acrobatic tumbling skills (not seen in the demos!) by tucking and rolling to preserve his ambulatory agency, instead of said aforementioned crumpled heap state... but it definitely won't save you if you're well on your way to landing on your head. (Try not to do that!)
---
Every four stages culminates in a showdown with DK. The finale of each themed "world" is generally an actual battle to bonk the simian with handy local fixtures!



![[Splatfest/Maximus] Splatoon 3 / Tetris 99 POWER of FOMO Never Takes a Vacation
Somethings Wrong with the Ink and/or T-Spin Diffuser!
If you needless chatter, theres that version as well:
https://youtu.be/I4n9CJPtVnc
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. [Splatfest/Maximus] Splatoon 3 / Tetris 99 POWER of FOMO Never Takes a Vacation](https://i.ytimg.com/vi/RaS4wmSM2Nk/mqdefault.jpg)

![[Gameplay Only] Splatoon Raiders 5. Its Getting Spicy in Here
Yknow, because the allure of murder ovewhelms the dread of omnidimensional grind.
If you NEED needless chatter, theres that version as well:
https://youtube.com/live/zIP5S0aP2sU
(the gameplay resolution will be lower on account of streaming, though)
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] Splatoon Raiders 5. Its Getting Spicy in Here](https://i.ytimg.com/vi/SOxpTR-Lbd4/mqdefault.jpg)

![[Stream Archive] Splatoon Raiders 8. Just Keep Digging!
With any luck, Ill finish early and spend my videogamelife playing video games instead!
I kinda screwed up the capture environment this time... so you CAN watch this one in the customary higher quality and no chat... but only the first two and a half hours or so were salvageable:
https://youtu.be/1O74_X_63LA
SORRY! (this ones going to stay unlisted, but ill still be linked here for posterity)
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. [Stream Archive] Splatoon Raiders 8. Just Keep Digging!](https://i.ytimg.com/vi/Tb4uJ_XGyl4/mqdefault.jpg)


![[Too-Late PSA...?] Monster Hunter Rise In the Event of Discontinuation
Apologies in advance for the extreme length of this video and description... but I feel strongly about this matter.
Id SAY this is a public service announcement... but Im really late to do anything about it myself, so... its not like Im actually DOING anything for this minor crisis of preservation. Im barely staying ahead of it myself... sometimes.
In this regard, I suppose Im a bit of a cautionary tale of my own, rather than someone helping keep things on straight. Maybe more of a postmortem autopsy...
Monster Hunter has a bit of an odd relationship with its event quests... specifically the ones made with regard to outside third party content and collaborations.
Make no mistake, some of these are really interesting things. Things Id never have thought would come to pass, even. Some absolutely lovely, top-shelf crossover content.
My personal favorites have been some truly outlandish collabs with Shonen Jump properties... actual, honest-to-goodness manga content adapted into the games. Plus a nifty pirate-themed getup modeled after the publications distinctive mascot. An absolutely ornately-crafted Final Fantasy-style quasi-organic armor straight out of the imagination of Tetsuya Nomura. Actual crossovers with tight-fisted Nintendo of all things (especially notable before they started loosening up on their IPs for a bit of late), including Zelda and Fire Emblem and Mario and Animal Crossing! Across multiple games!
In the HD era, such collaborations grew rather sparse, but the efforts grew all the more elaborate and interesting. Added entire monsters to hunt from both The Witcher and Final Fantasy. The bulk of them from Capcom, of course, but theyre still getting increasingly detailed and bespoke engineering feats for wholesale replacements of both hunter and hunting buddies.
But now with increasingly (always-)online connectivity... some strange things have been afoot... ... ... ones I find a bit troubling and disturbing.
In the two most recent Monster Hunter games, World and now Rise... events can be taken BACK... that is, the crossover content removed and lost to the ages.
The Ubisoft-based events for Assassins Creed have been taken out of the game, the items earned from it no longer usable to create a signature item with unique gameplay impacts. The box office blockbuster movie tie-in quest and rewards are now rescinded.
The is happening to a couple of Monster Hunter Rises notable tie-in events. Specifically, ones pertaining to Sonic the Hedgehog and Universal Studios Japan. The latter of which is a bit of a surprise, because theyve been one of the most longstanding of all the various collaboration partners... and even then, the relevant tie-ins are STILL in the previous game, amidst other delisted collabs!
However, and heres where things get at least a LITTLE bit brighter... if were to call it that. A silver lining to all this doom and gloom, at least.
Rise uses the old style of event quest distribution, the one that most games in the franchise have made their bread and butter, in contrast to Worlds initially irregular coming and going of online-enabled quests in rotation, something that the mainline series hadnt tried since Monster Hunter Tri on the Wii, in fact. The upshot here being that if you download the quests before theyre no longer being distributed, you get to hang onto them in your expanded save data in perpetuity. You just wont be able to download them after the fact.
NOW were finally onto the point of order that has captured my curiosity.
With a totally blank slate for save data, youll definitely need to start up the game, get to the point where they stop trying to teach you how to interact with the home bases facilities... and THEN you can get the courier cat NPC to give up the goods. You MUST do this before the quest distribution is ended.
Somewhat surprisingly, it seems to do this... automatically now? At least the end of Senris spiel leads straight into telling you whats available in add-on content. You dont need to manually goad him into downloading it for you. (This might be a tip of the hat in favor of user friendliness to the sunsetting of the quests in question.)
THEN, I went out and made a SECOND fresh hunter alongside that one, to see how the procedure works out... and I didnt even need to do that much. The game apparently already recognized the relevant data and announced it being present and accounted for. Senri just needs you to claim it for the new players amassed content reserves.
I hesitantly take this to mean that you can conceivably make and unmake and remake as many save game files as you want afterwards, so long as the downloaded data remains intact for you to use at your leisure thereafter. Maybe.
I still wouldnt risk it, personally. So I have spare files just in case. (Well see!)
More super-untimely public service announcements where that came from!
twitter.com/yuugijoou
discord.gg/bKT9pRW [Too-Late PSA...?] Monster Hunter Rise In the Event of Discontinuation](https://i.ytimg.com/vi/Un6rOBCBZ3A/mqdefault.jpg)