A Kickstarter for A Sequel to General Chaos

Again, a Kickstarter for a sequel to General Chaos. I frankly can’t believe this is happening. It’s a sequel to a little-known, yet brilliant, Genesis/Mega Drive combat game with serious developer star power behind it. How did this get started? Are there other people in the world who love General Chaos as much as I do? Perhaps even more than I do? The prospect makes me wonder.

Promo image for Major Snafu, from the Kickstarter page.

General Chaos was the product of a couple of ex-Midway developers, and creators of some of their most iconoclastic hits, Brian Colin and Jeff Nauman. They were the creators of Rampage, one of the standouts of the Silver Age of arcades, and the basis of a certain popular movie. They tend to dwell in the shadow of the likes of Ed Boon and John Tobias, creators of Mortal Kombat, and Mark Turmell of NBA Jam and NFL Blitz. Yet there’s a strong argument that could be made that NBA Jam wouldn’t have existed without the similar-in-play Arch Rivals from the same company, which was from Colin and Nauman.

In addition to Arch Rivals and Rampage, Colin and Nauman worked on Spy Hunder, Xenophobe and Pigskin 621 AD, before leaving Midway and striking out on their own under the banner of Game Refuge. And that’s where they made General Chaos for the Genesis, published by Electronic Arts. And hey, Game Refuge still exists, while Midway is currently a locked cabinet full of IP somewhere in a basement of either Warner Bros. Entertainment, or the company currently called “Light & Wonder,” (I don’t know Pete I don’t think I buy it) but contains such multitudes as “Scientific Games,” “Autotote Corporation,” “Shuffle Master,” “WMS Industries,” “Bally,” or even other totemic brands that once saw better days. These days they mostly sell to casinos, may they speedily pass on their way to hell.

General Chaos isn’t one of their best known titles, but it has a certain something. It’s a cartoony, comedic take on deadly warfare. The Kickstarter calls it a predecessor of the real-time strategy genre, and there is some of that there certainly, but truthfully General Chaos is something entirely unique. It’s an intrinsically two-sided battlefield action combat game where the warzone is made of single screens, and where each player controls a team of five soliders with different abilities (with one exception I’ll mention in a bit). In action it feels a bit like Mattel’s classic tank combat games Armor Battle for the Intellivision and Armor Ambush for the Atari 2600, in that a single player must command multiple units, but with much more depth.

Gameplay from General Chaos. This and all following screenshots are from Mobygames.

There is also quite a bit of General Chaos essence in Team Fortress 2, even though it’s not an FPS, for both its comical, satirical atmosphere and its array of characters which each have substantial differences from each other. There are gunners, rocket launchers, grenadiers, flame throwers and dynamite chuckers. Most of the time characters are controlled indirectly: control a cursor to point at a location and press the B button to send your current character to it. C changes characters, and A tells all your units to fire their weapons. They automatically pick their targets.

Hand-to-hand combat

When opposing soldiers get near each other the battle pauses and they engage in hand-to-hand battle, in the form of a simple fighting game. Combatants who are knocked down can be revived by pointing at them with the cursor and pressing A to call in one of a limited number of Medics. Characters who fall too often will eventually turn into a pile of bones and vanish. Additional Medic uses can be found on the battlefield, and are also awarded for reaching certain point totals.

General Chaos Commando team battle

As an alternative playstyle, a side can choose to field a pair of Commandos. If one player is using Commandos they must divide their attention between them, but two players can also play co-op with a Commando apiece. Commandos don’t use the indirect method of control, and instead control directly. This can make them much more effective warriors, but comes at the cost of only being two people to a squad, instead of a full team of five. Commandos can call in Medics too, but must reach their teammate in person to do so.

There are lots of worthy games from the 16-bit era that didn’t receive their due, and while I don’t know how well it sold, General Chaos always struck me as a bit of a sleeper hit. Video game genres were already becoming locked-down, and Electronic Arts was already showing signs of abandoning their reputation for nurturing talent and becoming the grotesque behemoth they are today. I’m surprised they don’t outright own the rights to General Chaos, but it appears they do not, or maybe Game Refuge bought it back from them.

The Kickstarter page makes it clear that Colin and Neuman have spent a lot of time thinking about how their classic wargame could be improved. There are more characters planned, more control options, between battle upgrades and most interesting of all, the ability to “go commando” and take direct control of any unit on your side. Home turf battles come with extra units on a given side, “expendables” that have limited abilities but help to give defenders a slight edge. There’s an array of stretch goals, with an especially interesting one at $200k: an arcade version. I think General Chaos was always destined for the arcade, and now it may finally happen.

So if all of this seems interesting to you, please consider supporting their project. Because war is a deadly serious business, so the best thing any of us can do is to laugh at it.

Police Quest II in Japan Looked Different

I’ll keep the prologue brief today. The Japanese version of Police Quest II was redrawn to give characters neon hair and big eyes. I wouldn’t call the look anime, but it’s obvious that the changes were made to sort of try to make it look anime-ish, though the effect is more like they were trying to parody the anime style.

Space Quest Historian showed off some of the changes in a video recording of a stream they did (8 minutes), and it’s worth your while to see, if just to glimpse sights like this:

Youch. Here is the video:

PKBeats examing every Assist Trophy in Smash Ultimate

In case you saw AsumSaus’ name atop yesterday’s post and assuming it was going to be some great bit of Smash Bros. nonsense, but then was disappointed when it turned out to be World of Warcraft and Dark Souls (phooey!), here’s the beginning of PKBeat’s series where they’re in the middle of giving you the lowdown on every one of Smash Bros. Ultimate’s many Assist Trophies.

Here’s their playlist of their many item trivia videos, which include the (so far) six videos on Assist Trophies (16 videos, total length, about 6 hours):

Part 1Part 2Part 3Part 4Part 5Part 6

Just some of interesting facts revealed about Assist Trophies:

  • Some Assist Trophy characters have their own HP, and if players deplete it with attacks they can even be KOed with a strong enough attack. This earns the defeating player a point, although it doesn’t cost the player who picked up the trophy a point.
  • Usually the owning player can’t attack their own trophys, but if the trophy has started glowing, a state they get into when very low on health, the trophy will actually become vulnerable to attacks even by the player who collected it. This is so they can earn the point before another player earns it.
  • The trophy with the highest health is Mother Brain, with a base health of 120 HP.
  • “Base health,” what’s that? Assist Trophys that have health get more health the more players are in the game! This goes up to twice their usual health if there’s eight players.
  • A good number of trophies have health, and can be attacked, than you’d might think. For example, in the trophy of Color TV Game 15, an early Pong-clone Nintendo made in 1977, the paddles are vulnerable to attack. Each has only 15 HP, but the trophy is defeated if either paddle is defeated.
  • The Starman trophy, if it’s defeated, displays the SMAAAAASH!! message from Earthbound!
  • Each Assist Trophy has a list of stages is can’t appear on. Very few trophies can appear on absolutely any stage. One of them is Lyn from Fire Emblem.
  • There are even trophies that get blocked by Omega or Battlefield versions of certain stages. Usually these are trophies that reside in the background in some way, like Midna or the Moon from Majora’s Mask.
  • Each Assist Trophy also has a list of items, and other Assist Trophies, that it disables, that can’t generate while it’s active, and alternatively, if that item or trophy currently exists in the world, that prevent it from appearing.
  • Referring to that last point, “existing” can mean many things. Like, an item held in Isabelle’s pocket still exists in the world, and so will block all the items that can’t generate while it’s instantiated almost indefinitely.

AsumSaus on Alternative Communication in Games

AsumSaus is probably best known for their Smash Bros. Melee videos, and it was they who made the terrific video (54 minutes) about aMSa, the Yoshi player who won major tournaments. And hey, we linked to that back in 2023.

They’ve been diversifying a bit since, and their most recent video is on alternative communication in games. (21 minutes) How so alternative? As in, ways to talk to players without talking to them, either via speech or direct text.

They give a few examples. The first is when Blizzard changed the /spit emote so that it couldn’t be used to specify someone to spit on, when players used that means to express disgust over people who bought a $70 paid mount. The second is the piecemeal phrase building system used to leave environment messages for people in Souls games, also known as template messages. And third, canned messages from Smash-style and modded Smash games.

One More Collection of Fantastic Demos from Next Fest

This is the final part of my look at steam next fest October 2025 and the great demos I (Josh Bycer) played.

00:00 Intro
00:23 House 2
2:27 Goblin Sushi
4:06 Saga of Yurina
4:58 Hermit and Pig
6:36 The Remake of the End of the Greatest RPG of All Time
8:20 Idosra: The Electric Renaissance
10:49 Uncle Lee’s Cookbook: Five Recipes of Disaster
11:56 Obelus Manor
13:19 Requiem of Reuinis
16:29 Shadows of the Afterland
18:06 The Fable: Manga Build Roguelike
20:35 Humanica
22:16 Nighthawks

Computers Don’t Have To Be Electronic

1. Computers don’t have to be electronic (Archimedes’ Antikythera Mechanism, a way to chart the position of the planets dating back to the ancient Greeks; here’s a video telling what it is and showing a working model [7 minutes])

2. Computers don’t have to be electronic (Charles Babbage and Ada Lovelace’s Difference Engines; here’s a video about it [5½ minutes], with some clips of one in operation)

3. Computers don’t have to be electronic (The Digi-Comp 1 kit from 1963, computing with rubber bands; here’s a video about it, 16 minutes)

4. Computers don’t have to be electronic (Turing Tumble, a kit and game you can get that does computations with the action of falling marbles; here’s their Getting Started video [5 minutes])

5. Computers don’t have to be electronic (The 8-Bit computer built of K’NEX parts called the MechaDigit-1, bits posted here twice before; here’s video of it [18 minutes]; and here’s an older project called the K’nuter [10 minutes])

Sundry Sunday: More Misted Pigmeat

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Three more entries from the long-lived Steamed Hams Simpsons meme that has charmed hearts and rotted brains for many years now.

#1: Chalmers is a Robot Running Classic Mac OS (3 minutes), by Dress Up Geek Out. The shortest of the three.

#2: The Graphic Adventure Game (7 minutes). It’s an actual game by neodement, in the classic Lucasarts SCUMM style, on GameJolt, which posting channel MS-DOS Friends credited but didn’t link to.

#3: As a Mobile Game Ad (30 seconds). By Tyrone Deise, it makes me twitch just watching it, so I’m glad it’s so short. I think you will be too.

#4: A last-minute addition, Recreated in Japan-Only N64DD Talent Maker (8 minutes). Prepare for an unforgettable bludgeon! And an unexpected few seconds of Totaka’s Song!

Extra: Another Steamed Hams Game, by MonsterJail on itch.io. No video that I could find for this one.

@Play: Musing on Classic Roguelikes, Directions to Explore

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

I’ve been thinking about classic roguelikes, by which I mean old games from the 80s and 90s. What usually calls themselves roguelikes these days is a debased currency. Some of these games are very good (Spelunky! Balatro!), but they aren’t things that would have been recognized as roguelikes in the age of the coinage of that term, which was probably the naming of the Usenet group rec.games.roguelike. This has resulted in such things as Punished Backlogs’s “Objectively Correct” Ratings of the best roguelikes having, as a requirement, being “stage-based” and to have “great music.” Whether it’s nice to have or not, a true jedi craves not these things.

Every so often I start musing over what the “main” roguelikes, the ones that are most fitting to bear the banner of the genre, should be. When I was writing @Play for GameSetWatch, the games I settled on were Rogue (1980), Moria (1983), Hack (1982), Angband (1990) and NetHack (1987). Soon after I added Dungeon Crawl (1997), Larn (1986), Omega (1988), ADOM (1994) and Brogue (2009). Nowadays I’d add Alphaman (1995), the adventurer mode of Dwarf Fortress (2004) and Caves of Qud (2010). (If you want to see some more recent things I’ve written on roguelikes here, look into the @Play tag.)

There are some more games that deserve inclusion probably. There are some “lost roguelikes,” lost because they were written for ancient Unixes (Unices?) and were hard to preserve or their implementation relied on those old OSes. There have been attempts at preserving these games, like the Roguelike Restoration Project (GitHub), although its last update is from 2011. UltraRogue, infamously, saved games by doing a memory dump of the process space, and loading it back off of disk when time to resume the game. Some other games it lists are Advanced Rogue, XRogue and Super-Rogue.

While clunky, buggy and sometimes glitchy, there is still a strong appeal for these old games, from a time when roguelikes were a hyper-obscure niche mostly of interest to current and former computer science students. In the early days of the web, the worthy Boudewyn Waiyers maintained the first major Roguelike Home Page on the internet (Wayback Machine links: first archived version, last version there, final home).

A few other games that it mentions are:

  • Crossfire (which is multiplayer)
  • Morgul, a variant of Moria
  • IMoria, another variant, the only copy I could find is on the voluminous ArchiveRL on the Internet Archive
  • PMoria, also in ArchiveRL and possibly nowhere else
  • Ragnarok, a DOS game (download from Wayback Machine but it’s available from abandonware sites)
  • Rogue’s Quest (1996, seems to be preserved on the Internet Archive)
  • Saladir (see ArchiveRL)
  • and URW, or “UnReal World,” which has an interesting story behind it. Unlike the other games in this list, it’s still in active development, and while it’s much changed its focus it still seems to be a roguelike. I think this should be a forthcoming @Play subject

Not mentioned on the dusty archives of the Roguelike Home Page is Elona, a roguelike from Japan. I’ve bounced hard off of this in the past (its got some objectionable content), but hell, I’ve survived the likes of Omega Labyrinth Life. There’s also Castle of the Winds, an early Windows roguelike which is slated to be republished on Steam soon.

I must say, ArchiveRL on the Internet Archive is amazing, a 25-gigabyte collection of hundreds of roguelikes, many of them defunct and otherwise forgotten. If you’re looking for something ancient, esoteric and probably terminal-based, you’ll find lots of things in its murky depths.

I’ve played a fair bit of Caves of Qud recently and I have quite a few notes on it. I think my next subjects should be that, UnReal World and Elona. Are there any suggestions for directions to explore? I mean besides down, deeper into the earth, of course.

Commodore History on How C64 BASIC Works

The title refers to an ongoing series with two videos so far. Part 1 (28 minutes) is about how the tokenizer works and how programs are stored in memory, and Part 2 (19 minutes) is on what the BASIC interpreter does to execute the program as it’s running. These are pretty detailed and a bit technical, but interesting of these kinds of shapes can fit into your brain. More below.

Part 1: Before a program is run
Part 2: How a program is run

Some extra links from the videos, a disassembly of the C64 BASIC ROM from pagetable.com, and the open-sourced by Microsoft code of their generalized BASIC interpreter. It should be noted that the original version of Microsoft BASIC were written for the Altair 8800 kit computer by Bill Gates and Paul Allen themselves.

I’ll distill the basics of the videos for you. Commodore BASIC is a dialect of Microsoft BASIC. It puts the loaded program at the bottom of memory, starting at 2049, or $0801 in hex. (The custom on the C64 is to denote hex numbers with a dollar sign.) When lines are written, the C64’s screen editor start from the beginning looking for a line number, and if it’s found tries to tokenize the rest of the line. Unrecognized keywords are still stored as PETSCII characters (which will cause a syntax error when run).

Commands are matched against a list of keywords stored in ROM. All the keywords are stored as “tokens,” single bytes, to conserve program space and to help with execution speed. At runtime, the tokens are detected by their high bit being set, then run through a lookup table. It pushes the high and low bytes of the command’s address in memory then does an RTS, which then jumps to the routine by acting like it’s returning from a JSR. Notably, the short routine that gets the next byte of BASIC text to act upon, CHRGET, is actually copied into zero page RAM to run, to take advantage of faster zero page versions of some instructions, but also because it’s self-modifying.

Bluesky User Lists Practically Every IP, To Track Which Are On Nintendo Music

I could link the things that everyone already knows about, that people in that wretched hive they call Reddit have already linked five times, that have blown up on social media, that there’s already a Youtuber or two making snide comments about. I mean, I’ve linked stuff like that before, pretty often really. They aren’t hard to find.

But I’d much rather link something interesting that’s basically unknown. Help spread the word about it! The only problem there is, how do you find that stuff in the first place? It’s a bit of a chicken-or-David-Egger. I think that’s what you’d call it, sure.

So when I saw someone I follow on Bluesky wrote out nearly every Nintendo video game property, including those that appeared on niche platforms like Virtual Boy and Satellaview, primarily so they could boldface the ones that have arrived on Nintendo Music, I had to run directly here to link to it.

The beginning of a long list

I don’t vouch for its total accuracy, but it still could be a useful resource. In fact I know there are some things that are missing, like their early arcade games Sheriff or Radar Scope, just for starters. But if the idea is to present things that realistically could present soundtracks included in Nintendo Music, it’s a pretty good list.

More from Skawo: Demonstrating a NES’s Failing PPU

We linked to a Skawo video yesterday, the one about flash card rumble motors activating when playing Link’s Awakening DX. Well I happened to have this one open, so here’s another: the last gasps of a failing PPU chip, shown off in several games. (5½ minutes)

It starts out seeming to work okay, but it isn’t long before it becomes obvious that something very wrong is happening. If you ever wondered what a failing graphics chip looks like, well, this will show you one example of it happening. Chips can fail in any number of ways, and there’s no guarantee that another PPU in the process of expiring will expire in the same way, but this is the kind of thing that can happen.

Skawo on Link’s Awakening DX’s Rumble Support

The Game Boy doesn’t have a Rumble Pak. Of course it doesn’t; where would you slot it? But a few games were released for the Game Boy Color (and Game Boy Advance too) that have built-in rumble motors. Because of this, it’s impossible, with unmodified physical hardware, to separate the Rumble from the Pak. If the game supports rumble, it has the motor included; if it doesn’t support rumble, it won’t have the motor. Pretty simple.

Except. Some people discovered, if you put Link’s Awakening DX onto some flash carts with a rumble motor included, there is a point during the game where the rumble will activate. Skawo on Youtube looked at the game’s code and sought an answer as to why. (10 minutes)

The tl;dw: GBC rumble motors are controlled via a MBC5 chip, a chip not dissimilar to the now-famous MMC line of chips on the NES/Famicom. Writes to ROM space are caught by the chip and used to activate functions. The main purpose for these chips is to switch between memory banks, but one bit in the written byte activates or deactivates the motor. Link’s Awakening DX uses a MBC5 and a miscoded write that activates any included motor. The MBC5 usually ignores these writes because it checks the cartridge header to see if it includes rumble support, a check that fails for this game, but GBA flash carts run will use an emulator to run GBC games, and if the emulator is inaccurate it might trigger rumble motor regardless of any header.

So why is the value written anyway? I’ll leave that for the video to explain, but it has to do with the additional save information added for the Color Dungeon, and an issue in the game when it saves puzzle completion data for areas that aren’t in dungeons.