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Showing posts with label obscure video game characters. Show all posts
Showing posts with label obscure video game characters. Show all posts

Saturday, March 21, 2009

Octomammoth

When tabloids and blogs transformed regular old freakshow trainwreck Nadya Suleman into The Octomom, my thoughts went to video games. Rare though by position may be at the cross-section of tabloid browsers and game geeks, I’m sure I wasn’t the only one, as the initial translation of Final Fantasy IV featured a gruesome octopus boss named Octomamm.


Now that I think about it, Octomamm is a strange name for such a character. (It is, I suppose, better than Octoma’am. Sure enough, it wasn’t the creators initial choice and only came to exist in the game’s English version as a result of the limited space available for character names. In the original Japanese version called the monster Octomammoth, and this better, longer, and slightly more sensical name appeared in subsequent remakes.


In looking this up, I stumbled across some concept art Yoshitaka Amano drew up for this boss in particular.


Pretty damn horrifying, though less so than many third-trimester photos of Octomom herself.

Wednesday, October 29, 2008

Blinky, Pinky, Inky and Clyde: Smarter Than You Think

At the moment, I am haunted by the ghosts of Pac-Man. Unlike regular hauntings, which more often make people go crazy or become possessed or move away, this timely supernatural occurrence has prompted me to write another entry in the games-and-names file.

Way back when, I blogged about a prolonged night at Elsie’s in which I sat next to the Pac-Man machine and ended up watching the attract mode for way longer than I should have. As the lights flashed and repeatedly drew my attention, I watched the introduction of the game’s characters again and again and I noted that the four ghosts have two sets of names. Where as the four are introduced as Blinky (the red one), Pinky (the pink one), Inky (the blue one) and Clyde (the orange one), they’re also given an alternate set of names: Shadow, Speedy, Bashful and Pokey, respectively.

image courtesy of spritestrich

It gets weirder: This particular machine was one of the ones that contains all the major Pac-Man games and therefore scrolled through them, one by one. The included ghosts change. In Ms. Pac-Man, Clyde is replaced by another orange ghost, Sue, possibly in an effort to even out the gender ratio. In Pac-Man Jr., Sue is replaced with Tim, also orange.

But it all seems arbitrary, right?

In a sense, it is. However, Ashley Davis, a blogger over at Destructoid, put a post up last week specifically on the Pac-Man ghosts and why they got the names that they did. In short, though it might seem like Blinky, Pinky, Inky and the Clyde-Sue-Tim hivemind hover around dot-filled mazes in the exact same way, they don’t. In fact, the way they move is explained by their nicknames.

As Davis explains it, Clyde (a.k.a. “Pokey”) might seem like he’d move especially slowly, but he doesn’t. Instead, he moves around at a normal speed but not at all in pursuit of Pac-Man. He does his own thing; if he happens to snag Pac-Man and make him rotate counterclockwise into oblivion, it’s a total coincidence. His Japanese name, Otoboke, translates to something like “stupid” or “dopey,” Davis explains. Thus, “Pokey” — or, as we shall interpret it, “mentally challenged.” Thus, if Clyde kills Pac-Man, it’s probably as a result of the player being equally as mentally challenged.

Inky, as Davis explains it, is equally unlikely to kill Pac-Man. His Japanese name, Kimagure, translates to “whimsy.” And it might seem like his pattern is based on pure whimsy, but it’s apparently not. As it’s explained on the Twin Galaxies forum, Inky’s position on the screen may seem random, but it’s actually based on a the relationship between Pac-Man and Blinky, the red ghost. More or less, Inky resides on the part of the screen that’s twice as far from the distance between the red ghost and two spaces in front of Pac-Man. It’s very complex.

Pinky (a.k.a. “Speedy”) doesn’t actually move any faster than the rest of the ghosts. His Japanese name — Machibuse, “ambusher” — is more accurate, as she takes it upon herself to trap Pac-Man into corners with the help of the Blinky. (This website, by the way, switches the Japanese names for Inky and Pinky, but since it’s in the minority on the matter, I’ll assume it’s a mistake.)

And then there’s Blinky (a.k.a. “Shadow”). In Japanese, he’s Oikake, “chaser.” He bases his movements on Pac-Man himself, always with the goal of reducing the amount of distance between himself and the yellow dot-gobbler. If the vertical distance is greater, he’ll do what he can to reduce that so long as the horizontal distance doesn’t become greater, in which case he’ll reduce that instead. Davis notes that when Pac-Man consumes a certain number of dots, the behavior of Blinky — and only Blinky — changes. He goes into what is known among Pac-Man aficionados as “Cruise Elroy” mode. (Davis supplies some guesses as to where the term might come from, but she rightly leaves it as being obscure.) In this mode, Blinky moves faster than he would normally be able to.

Interesting, in my book, for two reasons: The four ghosts each have their own programmed motivation for getting around a given maze (one) and these motivations are hinted at by their names (two).

Davis leaves out one additional ghost, however, who’s little known even among those who pride themselves in their Pac-Man skills: the especially obscure green ghost, Miru (also translated as “Mil,” unfortunately). I read about her while browsing Wikipedia sometime back and had been meaning to reveal her existence to the world for a while before the Destructoid post gave me an opportunity. Miru appears in the 1983 Japan-only title Pac & Pal, which Wikipedia alleges could be the rarest Pac-Man title.


I’m fairly certain that Miru is the only truly female ghost in the series, Sue and Pinky’s names notwithstanding. You can tell by the fact that she, like Ms. Pac-Man herself, wears a bow on her head. And that’s a sure a sign of femininity as there ever was. (She looks like “a gooseberry with legs,” according to Wikipedia.) She apparently zooms around the maze, unaffected by the evil ghosts, and will grab items. If Pac-Man doesn’t intercept them from her, they get dropped in the “ghost box” in the center of the maze, where they become lost forever.


In short, Miru doesn’t sound like all that much help. In some versions, she’s apparently replaced by Chomp-Chomp, Pac-Man’s dog. If that’s not a slap in the face to early gender equality in video games, I don’t know what is.

courtesy of strategywiki.org

And that, my friends, is everything I know about the Pac-Man ghosts, their weird alternate personas, their additional American alteregos, and their dumb little sister that no one talks about anymore.

EDIT: I’ve found a bit more on the ghosts. First, what’s in the comments below is accurate. Pac-mania did, in fact, introduce new ghosts into the mix. The green one is, in fact, named Funky and the gray one Spunky, though they’re also apparently known as the far less fun-sounding “Common” and “Gray Common.” And Sue does reappear, now purple.

However, these aren’t the last of the ghosts. There’s also one named Yum-Yum, who appears in Jr. Pac-Man as some kind of Juliet to Jr. Pac-Man’s Romeo. The latter’s boyhood is represented by the fact that he wears a little propeller beanie on his head, while the former’s femininity is once again represented by the fact that she wears a bow. Below is a screenshot, which I nabbed from this YouTube clip.

Here’s Jr. Pac-Man, just after he’s dropped off by the stork.


And here’s little Yum-Yum meeting Jr. for the first time.


Finally, regarding the big four ghosts, I noticed in Chris Kohler’s Game Over a little section on their names. He translated the Japanese names of Clyde, Inky, Pinky and Blinky as “Slow,” “Capricious,” “Ambush” and “Chaser.” He also notes that the four Japanese versions of the ghosts have their own Japanese nicknames, just as the American versions have nicknames. The nicknames, in order are Guzuta, Aosuke, Pinky and Akabei, three of which are references to their respective ghosts’ colors. “Pinky” is obvious. The Japanese word for “red” is aka, and the word for “blue” is ao. Kohler theorizes that Guzuta comes from the Japanese guzutsuku, meaning “to linger” or “to languish.” Now we know.

Pac-Man, previously:
The intersection of video games and all things verbal, elsewhere on this blog:
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Friday, August 29, 2008

The Forgotten Jar Pixies

Anyone that actually played through the first Super Mario Bros. all the way to the end of level 8-4 should remember the game’s ending: a generic thank you from a pixelated mess that is supposed to be Princess Peach followed by Mario’s inexplicable reappearance back at the beginning of level 1-1. Only now the game’s levels were populated with the hard-to-kill beetle enemies. Beetle World, my brother and I called it.

Super Mario Bros. 2 offers something a little more cinematic.

When Mario — or, as the case may be, Luigi, Peach or Toad — does in the game’s final boss, Wart, by tossing a sufficient number of vegetables into his mouth, he dies, causing to materialize a door that leads to a plugged-up vase. Mario — or, again, whoever — pulls the plug and out spring eight strange-looking fairies whom the game hasn’t previously mentioned in any way. They don’t introduce themselves, but celebrate their liberation from their cruel amphibian captor and push his corpse crowd surfer-style into oblivion. (Yes, the game is strange.)


Then, of course, Mario wakes up, revealing the whole of Super Mario Bros. 2 to be a dream. As he snoozes away, the “cast” scrolls by — again, very cinematically, even more so than many games since. Included in the list of characters — in the list of enemy characters, no less — is the mysterious fairy. Its apparent name: Subcon — a fairly lame play on the word subconscious. Which is especially strange, since the name of the place in which Super Mario Bros. 2 takes place — per the game’s instruction manual and its intro screen as well — is also Subcon.

See for yourself:











images courtesy of the video game museum

The obvious conclusion would be that the little characters are, in fact, called “Subcon,” and the fact that they share their name with the place they live in is either a happy coincidence or some great symbolic association. (They are their country. Like America Ferrera or something.) As any keen-eyed person who has ever played Super Mario Bros. 2 through knows, however, the end credits are chock-full of typos. Birdo is “Ostro.” Clawgrip, the rock-throwing crab boss, is “Clawglip.” And so forth. So perhaps the Subcon fairies’ names are screw-ups as well. “Ostro” and “Clawglip” have been fixed down the line in various Super Mario Bros. 2 remakes, however, and the “Subcon” name has remained.

So who or what the hell are these things?

As far as I know, they’re just as mysterious in the game’s original version, Doki Doki Panic. (If they’re better explained and you know this and you’re reading this now, by all means please tell me.) And while a lot of that which populates Super Mario Bros. 2 was eventually pulled into the stable of regular Mario game elements, these little weirdos never showed up again.

I guess we’ll never know. Unless we’ve played through Doki Doki Panic and know the secret, in which case you probably do know and should tell me pronto.

EDIT: Just found the Doki Doki Panic ending on YouTube. Cleared up nothing.


Except that the Arabian family owns a pet monkey.

THANKS A MILLION. PUSH START TO REPLAY.

Wednesday, August 20, 2008

Let’s Not Call Him "Blackie," Okay?

I’ve decided to answer at in full post form a question left by a commenter sometime back regarding an old Mario game. For better or worse, I seem to be good at answering these types of things, so as long as people are willing to ask about them, I’m willing to write.

The comment-question — or commestion, if you will — reads as follows:
Hi. I found your blog looking for this, and I figure you might know. I can remember playing this game at my cousin's house when I was a kid. It wasn't a Super Mario game, but I think Mario was in it. I don't think Mario was even in the name. I can't remember what it was called. I looked at lists of old Nintendos and didn't see it. It wasn't anything like regular Super Mario. And I think Wario was in it and would keep you from blowing stuff up. Can you tell me what this game is?
The answer: The inquisitive commenter was remembering Wrecking Crew, a game that most people should have trouble remembering on grounds that it’s actually not all that fun. Just hard. (In fact, ScrewAttack rated it the eighth worst Mario game ever.) I’d imagine the fact that it doesn’t have Mario’s name in the title hard to pick out, as nowadays most game’s featuring the company’s mustachioed mascot also feature his name in some manner. (Mario plays tennis? Mario Tennis. Mario plays golf? Mario Golf. Should Mario ever take up lacrosse, I’d wager the game will be called Mario Lacrosse.)

The title isn’t the only thing that might make Wrecking Crew hard to remember. The game itself plays little like what people today associate with Mario — you must break things with a hammer and cannot even jump to further this goal. Mario bounced his way through Donkey Kong and Super Mario Bros., always with cheerful boingy sound effects. Not so here. Unless Mario is climbing a ladder, he’s basically nailed to the floor.


image from virtualfools.com

Even worse: Mario can’t even use the hammer he carries to fight off the various enemies he encounters: anthromorphosized wrenches, anthromorphosized eggplants, finally, the subject of this post. The last of these happens to be the subject of this post. It’s not Wario, but an early, pixelated 8-bit version guy who happens to look a lot like Wario: yellow costume, pointy evil facial hair, and a general Mario-like appearance coupled with a total disregard for whatever goal Mario is trying to accomplish.

not the wario

This is where I overthink things.

Among the types who have reason or interest to track such mostly meaningless matters, it’s suspected that this non-Wario — named “Foreman Spike” in North America and, unfortunately, “Blackie” in Japan — served as a sort of proto-Wario, or at least the series’ first-ever human antagonist and kinda-sorta anti-Mario before the real thing arrived years later. Though Nintendo saw fit to limit Spike’s subsequent appearances, he did show up again in a remake of Wrecking Crew: the title Wrecking Crew ’98, which came out in Japan only, for the Satellaview, a modem add-on for the Japanese version of the Super Nintendo. (It allowed people to download games via a satellite radio station, daily, between 4 and 7 p.m. So, basically, it was the Flinstones car version of what we have now.) Anyway, by 1998, Wario had become popular and Nintendo seemed to restyle Spike in Wario’s image. Oh, and also in the image of a gay leather daddy. Oh that Nintendo!

spike: gayest nintendo character until captain rainbow

Spike appeared just once more — again in a game that never made it to the U.S. For whatever reason, he drove the vehicle that picks up balls in Mobile Golf. And for this last appearance, Nintendo reverted Spike back to his old image — less like Wario, less gay, and without the big red nose. And, also, he drove the ball picker-upper for no apparent reason.


Weirdly, Nintendo brings up Spike again in strange ways. In Mario Kart DS, for example, that same stupid ball picker-upper appeared as one of the vehicles used by Wario’s cohort, Waluigi.


People like me can only assume such callbacks are intentional and a means to pull strange old bits of Nintendo nostalgia to the forefront again. I appreciate it, anyway.

While I’m on the subject of Spike and his three different looks over the years, I think I’ll mention a certain design trend that Nintendo likes to perpetuate with Wario and Wario-related characters: drunkard’s noses, or at least what a U.S.-raised guy like me has come to recognize as the cartoony indicator of someone who enjoys the sauce a little too much. Wario has one. Always has. Waluigi, who was clearly designed in Wario’s image, has one too. And the Wrecking Crew ’98 version of Spike got one too. Later in Wario’s video game career, he’d have the WarioWare series, which introduced more people with red, inflamed-looking honkers.

left to right: jimmy, dr. crygor, and master mantis

Possibly red noses mean something different in Japan to what they mean here, but nonetheless I enjoy the thought of Nintendo putting forth a game populated by alcoholics. And it would appear that the trend applies only to male characters. The closest a search for WarioWare characters with nose issues that I could find was the woman I like to call “Miss Sniffles” — the distraught, sweater-clad, city-dwelling blonde from the oft-used microgame involving snipping her snot string.

dual-screen action joined into one mucousy mess

End note: I, at least, enjoyed this. Perhaps I shall write more about obscure Mario characters. Perhaps I shall suffer horrible indignation as a result of putting my name on this. Time will tell.

EDIT: A commenter offered a theory on Spike’s Japanese name. Given the game’s demolition theme, it seems plausible, at least that the Romanji representing his Japanese name could have actually meant Breaky rather than Blackie. I’ll support it, especially since the character is depicted more often than not as not wearing black. Thank you, anonymous commenter.

Wednesday, May 4, 2005

Because "Martina" Was Taken?

I let my mind wander and I ended up in Super Mario World, more or less. I was thinking about the more obscure characters to populate Mario games and I recalled one of the first few female characters to show up: Valentina. Most wouldn’t know her, and for good reason — this lady bad guy appeared in one game and never schemed again, most because a company other than Nintendo owns the rights to not just Valentina but all the characters created specifically for a 1996 Super Nintendo game called Super Mario RPG.

One-timer or not, Valentina is notable because she was one of the first few lady bad guys ever too rain in Mario’s parade and, for someone that had reason to interact with kid-friendly notables like the Super Mario Bros., she’s also a little racy.

Check her out.


Aside from the rather prominent chest and the odd, football-shaped Betty Boop head, Valentina is constantly clutching what would appear to be a cocktail — a martini, to be exact. In Japan, she is called “Margarita,” which seems like a misnomer but, in my book, further underscores her predilection for booze. In fact, I’d bet that the translators switched her name so the association wasn’t so obvious. Also, If I remember correctly, the eventual showdown that Mario had with her in the game was made all the more notable by the fact that whenever Mario struck her, her whole body shuddered and set her breasts to a noticeable quivering motion.

Very odd.

I’m surprised Nintendo let this fly in a Mario game, much less one that kids in America got to play. They’re normally a bit more prudish than that. Perhaps it was okay that Valentina was such a bad girl because she was, in fact, a bad girl — a villain. In any case, she’s also an anti-Princess Peach who perhaps never got her fair shake at long-time do-baddery.

As to why she’s wearing a dead parrot on her head, your guess is as a good as mine.