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The game was an ambitious mess; while practically unplayable, it still showed that 2D platformers on PC could run as fast as (if not faster than) <em>Sonic the Hedgehog<\/em> or\u00a0<em>Super Mario World<\/em>.<\/p>\n<p>But Copysoft, a small studio in Belgium, had five other games released that very same year. After all, it\u2019s easier to sell shoddily made games before you have a reputation. Out of those games, <em>Skunny Kart<\/em> would become the most infamous of all.<\/p>\n<p>\u00a0<\/p>\n<h2>A piece of Nintendo\u2019s pie<\/h2>\n<p><em>Skunny Kart<\/em> is a blatant knock-off of\u00a0<em>Super Mario Kart<\/em>. Flat maps, blocky walls, ramps \u2014 it\u2019s got everything you\u2019d expect. But it also had a squirrel named Skunny, sound effects stolen from <em>The Simpsons<\/em> and\u00a0<em>The Terminator, <\/em>\u2026 and Satan.<\/p>\n<div id=\"attachment_317784\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317784\" loading=\"lazy\" class=\"size-large wp-image-317784 lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/wrong-way-satan-750x563.jpg\" alt=\"Wrong Way Satan\" width=\"750\" height=\"563\"\/><\/p>\n<p id=\"caption-attachment-317784\" class=\"wp-caption-text\">Satan tells you when you\u2019re going the wrong way.<\/p>\n<\/div>\n<p>Honestly,\u00a0<em>Skunny Kart<\/em> feels more like a prototype than a finished game. Since there\u2019s no reverse button, it\u2019s incredibly easy to wedge yourself into a corner. Every opponent follows the exact same path through each track, and pickups tend to hurt more than help (though part of that is due to controls being bound to CTRL, ALT, Shift, and Tab, a scheme that works fine in DOS but is a nightmare in Windows).<\/p>\n<p>It\u2019s no secret that <i>Skunny Kart <\/i>tried to recreate Nintendo\u2019s magic on the PC. However, while many computers had the technical capabilities to recreate the experience, unique builds and pieces of hardware made the feat a logistical nightmare. From graphics cards to RAM, very little had been standardized in the computing industry, and each game sold needed to work with hundreds of setups.<\/p>\n<p>And then there were sound cards.<\/p>\n<div id=\"attachment_317782\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317782\" loading=\"lazy\" class=\"wp-image-317782 size-large lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/octopus-750x569.jpg\" alt=\"Octopus\" width=\"750\" height=\"569\"\/><\/p>\n<p id=\"caption-attachment-317782\" class=\"wp-caption-text\">Look, I didn\u2019t name the octopus. I prefer the iguana named Handbag.<\/p>\n<\/div>\n<h2>My god, the sound cards<\/h2>\n<p>If you have never installed a game on a computer before Windows 95, ask someone who has. They will tell you about the sound card <em>struggle.<\/em> What\u2019s the I\/O address configuration? The base I\/O? What the crap does IRQ mean? How about the 8- or 16-bit DMA channels? Does your sound card use OPSL or OPSR? IFSD or APSD?!<\/p>\n<p>My father taped a piece of paper to the desk that had the individual sound card settings we had to input for every single installation. It took him days to put that thing together, and he was <em>not<\/em> going to lose it.<\/p>\n<div id=\"attachment_317807\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317807\" loading=\"lazy\" class=\"wp-image-317807 size-large lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/sound-card-specs-750x494.jpg\" alt=\"Sound Card Specs\" width=\"750\" height=\"494\"\/><\/p>\n<p id=\"caption-attachment-317807\" class=\"wp-caption-text\">Want to setup your audio for a \u201990s PC? Stason\u2019s got you covered with 32 PAGES OF LINKS. I\u2019m not even joking.<\/p>\n<\/div>\n<p>Optimizing a game for every single sound card out there alone would be weeks of work. I can\u2019t fathom the effort needed to optimize for everything else. This is the reason why most games (except <em>Doom<\/em>) felt less action-packed than the console counterparts of the time \u2014 action was impractical.<\/p>\n<p><em>Skunny Kart\u00a0<\/em>was a game style that had never been on a home computer before, and while the game does not address some problems automatically, the developers actually included options to fine-tune game speed for what an individual computer could handle.<\/p>\n<h2>So how was\u00a0<em>Skunny Kart?<\/em><\/h2>\n<p>Had it come out before\u00a0<em>Super Mario Kart<\/em>, it would have been revolutionary. For coming out a year after, though, it actually isn\u2019t terrible. Sure, the game has some glaring problems (no ability to back up, for example), but it was a decent attempt at copying that Mode 7 faux-3D feel that the Super Nintendo boasted.<\/p>\n<p>There was just one small problem.<\/p>\n<div id=\"attachment_317814\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317814\" loading=\"lazy\" class=\"size-large wp-image-317814 lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/Skunny-Kart-Credits-750x557.jpg\" alt=\"Skunny Kart Credits\" width=\"750\" height=\"557\"\/><\/p>\n<p id=\"caption-attachment-317814\" class=\"wp-caption-text\">Good thing everyone got credited for their work on this. Right?<\/p>\n<\/div>\n<h2><em>Wacky Wheels<\/em><\/h2>\n<p>When\u00a0<em>Skunny Kart<\/em> launched, a very similar game was in the final phases of beta testing, almost ready to ship. Called\u00a0<em>Wacky Wheels<\/em>, this Apogee kart racer shared more than a few visual similarities; it had much of the same code.<\/p>\n<div id=\"attachment_317818\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317818\" loading=\"lazy\" class=\"size-large wp-image-317818 lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/Wacky-Wheels-750x564.jpg\" alt=\"Wacky Wheels\" width=\"750\" height=\"564\"\/><\/p>\n<p id=\"caption-attachment-317818\" class=\"wp-caption-text\">Meet <em>Skunny Kart\u2019s<\/em> bigger, better brother.<\/p>\n<\/div>\n<p>You see, both Apogee and Copysoft were working with a development studio called Beavis-Soft. While it appears the latter was performing contracting work, Andy Edwardson \u2014 one of two employees in the studio \u2014 got bored and threw together a kart racing prototype called Wacky Kart. He shared it with Copysoft, and the company was thrilled! The developer immediately posted pictures of the game on Compuserve.<\/p>\n<p>The problem, though, is that Beavis-Soft and Copysoft had no formal agreement over the game. Apogee saw the screenshots posted online, and understandably, it wanted to distribute the game \u2014 if it looked that great as a prototype, it could release something even better! Honestly, reading Andy Edwardson\u2019s account is the best way to get how the back-and-forth went between the various groups about what company would publish and distribute the finished product.<\/p>\n<h2>Get your agreements in writing<\/h2>\n<p>At the end of the day, Edwardson believed that Apogee had the distribution rights. The kart game was theirs.<\/p>\n<p>But that statement was from Apogee, not Copysoft. In fact, Edwardson didn\u2019t appear to have much communication with Copysoft at all. His discussion about which company would own the game was solely with Apogee.<\/p>\n<div id=\"attachment_317821\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317821\" loading=\"lazy\" class=\"size-large wp-image-317821 lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/Wacky-Kart-Prototype-750x552.jpg\" alt=\"Wacky Kart Prototype\" width=\"750\" height=\"552\"\/><\/p>\n<p id=\"caption-attachment-317821\" class=\"wp-caption-text\">This is the intro screen to the <em>Wacky Kart<\/em> prototype. As a casual viewer, I can see how Copysoft (aka Edisys SCRL) would assume it had the rights.<\/p>\n<\/div>\n<p>As anyone who has worked in an office job knows, you cannot trust one company to accurately represent what the other company has agreed to. Edwardson had already sent the source code to Copysoft, and various game screens made it clear that the prototype was intended to be a Copysoft game.<\/p>\n<p>Heck, Edwardson had even included a text file with lore about the kart game and made-up reviews. And all of these files reference Copysoft multiple times.<\/p>\n<div id=\"attachment_317822\" style=\"width: 760px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-317822\" loading=\"lazy\" class=\"size-large wp-image-317822 lazy\" src=\"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/Wacky-Kart-Lore-750x560.jpg\" alt=\"Wacky Kart Lore\" width=\"750\" height=\"560\"\/><\/p>\n<p id=\"caption-attachment-317822\" class=\"wp-caption-text\">Note that the made-up reviews discuss the game\u2019s ability to copy the Super Nintendo\u2019s Mode7 technology.<\/p>\n<\/div>\n<p>This is all speculation, but there\u2019s a very good chance that Apogee expected Beavis-Soft to contact Copysoft about the game. And Beavis-Soft expected Apogee to contact Copysoft. But Copysoft got radio silence while holding onto a prototype with its name and copyright plastered all over.<\/p>\n<h2>Is Copysoft at fault?<\/h2>\n<p>I don\u2019t think so. In fact, I don\u2019t think anyone specific is at fault here. We have enough miscommunications in our modern world; in the early days of the internet, these miscommunications would be an order of magnitude higher.<\/p>\n<p>After all the lawsuits, both Apogee and Copysoft continued selling their games. And while <em>Skunny Kart<\/em> managed to capture a few hearts,\u00a0<em>Wacky Wheels<\/em> clearly received the polished shine from more experienced developers. However, with both of these games existing alongside the prototype, we can see how decisions during alpha development affected each game differently.<\/p>\n<p>The study of these differences, though, would be an article for another time.<\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.pcinvasion.com\/weird-wednesday-skunny-part-2-skunny-kart\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last time on Weird Wednesday, we looked at Skunny: Back to the Forest, the first platforming game created by Copysoft in 1993. The game was an ambitious mess; while practically unplayable, it still showed that 2D platformers on PC could run as fast as (if not faster than) Sonic the Hedgehog or\u00a0Super Mario World. But [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":15047,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/d30xqvs6b65d10.cloudfront.net\/wp-content\/uploads\/2022\/04\/Screenshot-23.jpg","fifu_image_alt":"","footnotes":""},"categories":[567],"tags":[],"class_list":["post-15046","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-featured-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Skunny part 2 - Skunny Kart - Gaming News<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pley2win.com\/?p=15046\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Skunny part 2 - Skunny Kart - Gaming News\" \/>\n<meta property=\"og:description\" content=\"Last time on Weird Wednesday, we looked at Skunny: Back to the Forest, the first platforming game created by Copysoft in 1993. 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