It’s not well known (but is becoming better known) that the NES’s PPU graphics chip has an unutilized feature. It has a way to pipe graphics into it from another PPU, giving the two chips a combined output. The Famicom and NES both ground out the pins that would allow using this interesting feature, making it impossible to use without desoldering and some other changes, but Youtuber decrazyo performed the necessary modifications (5 minutes) and thus made a system capable of hardware parallax scrolling, 128 sprites with up to 16 per scanline, and additional color flexibility.
The existence of this feature implies that the PPU was intended for greater things at some point in its development. A lot of the limitations of classic hardware end up being due to economic and complexity tradeoffs prevalent at the time of their making. I find it intriguing to imagine the PPU’s chip designers anticipating a future where it could have been daisy-chained like this.
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
sylvie’s Games Don’t Have To Be Good To Be Good is an interesting little browser game where the point is figuring out how to play, then what to do. It’s really short! You can probably finish it in five minutes.
The description calls it a manifesto, and I can see that, and also agree with it. (And it’s an entry in Manifestø Jam 2026 too.) My belief about game worth is that there can be a hundred things wrong with a game, and everyone can agree that they’re wrong, but if there’s one really really good thing about it, just one powerful elemental spark of awesome, if it’s strong enough, it can make all the “wrong” things meaningless.
It’s points to one of the great problems with game journalism as it’s currently practiced. The traditional lists of flaws, the reporting of how “smooth” it is, of how realistic the polygons are and the other excuses a reviewer gives not to play something, none of those things matter. Not if the game has something really good going for it, and to obsess over trivialities will blind you to many worthwhile things.
It’s why it took forever to get the gaming press to notice roguelikes! The genre of classic roguelikes feels like it was designed to be a koan, a seemingly-impossible question that prompts thought, meditation and eventually enlightenment. Classic roguelikes (or as I’m coming to call them, true roguelikes) look entirely unlike everything magazines and websites told players they were supposed like. They rejected everything that being good meant. So why are they fun? Please contemplate that with me now. Ooommmm….
Coming back to Games Don’t Have To etc., it does push the boundaries of enjoyability a bit, but overcoming its purposeful vagueness turns out to be a puzzle to solve. And you can do it! Please give it a try. It might not be an all-time classic, but it’s an enjoyable use of five minutes. See if you agree.
It’s been going around the gaming bigsites (PC Gamer, Time Extension, Kotaku, Eurogamer and others) that due to a quirk of US copyright law Richard Garriott, who begin the Ultima series in June 1981, may finally be getting back the rights to his now-ancient series from the corporate behemoth, Electronic Arts, that has long owned them.
The details of the story are that this only involves the copyrights, not the trademarks. But trademarks are different from copyrights, they must be continuously defended and expire if not utilized. Every so often Electronic Arts attempts to do something new with the Ultima name, but none of them usually turn out that successful. The sole remaining example of classic Ultima is the venerable MMORPG Ultima Online, older than World of Warcraft, even older than Everquest. It’s possible that EA could use its unbelievable continued existence as a pretext to keep hold of the Ultima trademark, but UO is incredibly ancient itself nowadays and doesn’t have the large userbase it once did.
I have no love for the monstrosity Electronic Arts has become, the memory of their enlightened early years under Trip Hawkins fading after decades of stagnating sports lines chained to big leagues licenses, and piles of brown and gray military shooters. They sit on countless classic computing properties, doing nothing with them while people who fondly remember them age and die off. Yet I choose to believe this isn’t out of spite, more that they can’t be assed to do anything with properties that aren’t gigantic sellers.
Ultima is one of the few cases where a piece of their gigantic lucite block of IP shows a crack that could be broken away. Richard Garriott has maintained his wealth from the time of Ultima’s success, and may have the resources to fund a revival. Whether it would be successful… I can’t say. Garriott has tried making multiple games since leaving behind Ultima with varying degrees of quality. His Tabula Rasa from NCSoft, from nearly 20 years ago, didn’t do well; I’m not apt to hold that against Garriott though, considering how badly they treated City of Heroes.
Every so often Richard Garriott comes up with some new concept, but truthfully it’s been a while since he’s made waves. I personally sat at a talk he gave at DragonCon a few years ago where confidently held forth on the direction that he saw gaming going, but then failed to go. I’ve tried Shroud of the Avatar: Forsaken Virtues recently, he was involved with it but has long since left it. I bounced off. I’d like to give him the benefit of the doubt, but Garriott’s most recent project involved NFTs, which seems like a huge danger sign.
My personal opinion is that Richard Garriott should immediately approach Digital Eclipse, developers of the terrific remake of Wizardry: Proving Grounds of the Mad Overlord, and together start making something along those lines. Richard, if you’re somehow reading this, please consider it! They do great work. Maybe something involving Ultima III, IV or VII? Any of those would be amazing and could open up this long-neglected series for a new generation of players.
Anyone else out there have personal experience with how amazing this game was?
I’ve heard that Garriott is going to be at DragonCon again this year. I plan on reporting on it on-site. Despite what you might think from what I wrote two paragraphs above I’m still rooting for him. Ultima is the most shamefully neglected classic RPG franchise out there right now, and I’m excited to think that it might make a comeback, no matter how unlikely that might seem right now. I didn’t think Wizardry could make a comeback either! Let’s all clutch our ankhs tightly and hope.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Two items this week. One is this simple yet charming video of someone who made a crank organ (festooned with plush parrots and a decorative octopus) and configured it to play the ending music, titled simply “Staff Roll,” to Super Mario 64. It’s very nice to listen to, and it’s only about three minutes long. Please enjoy!
The other thing? Oh, the final episode of The Amazing Digital Circus, which released to theaters a couple of weeks ago, finally hit Youtube. Everyone probably knows that already! It didn’t to badly in theaters (I saw it there myself for the first time), but now that it’s on Youtube the saga Pomni and her friends in their weirdly video game-like world is over. There’s laughs, quite a bit of sadness, and a hopeful tone at the end. I greatly enjoyed it! If you haven’t seen it yet here it is (58 minutes).
Will we ever see the Circus and its denizens again? Who knows? Creator Gooseworx has said she’s tired of working on it, but she seemed to leave open the possibility that production company Glitch could do something. The characters are interesting and unique, and we should be happy with what we have. But who knows?
MUDs, and their sibling games MUCKs and MOOs, now almost forgotten except among a rapidly-aging userbase, used to be the biggest gaming draw on the internet. When MMORPGs became big, it was largely by using the lessons of MUDs and applying them to a 3D graphical world with action gameplay. Everquest (admit it, you haven’t heard that name for a while) and World of Warcraft would never have become big if it hadn’t been able to stand on the shoulder of MUDs. And now, with WoW’s memory receding in the minds of many users, I think it’s well time to go back and find out what the originals were all about.
That Antiquarian article is pretty amazing. In the original MUD, if you got enough experience points you could become a wizard, basically a moderator yourself. If you killed another player they had to start over from scratch, and you got 1/24th of their experience points. Other ways to gain points was to find treasure and drop it into the swamp. Once treasure was swamped it was gone until the next server reset, which only happened when nearly all the treasure was so disposed. While you could find and use weapons, there was a limited number of most of those in the game so most players had to be satisfied with basic stick weapons.
But despite these limitations, players managed. Wizards could crash the game easily (there was a command specifically for doing so!), so mostly they didn’t. Customs were decided on; it was improper to kill a player more than two levels below yours. The game continued, and players largely came up with their own solutions to social problems.
The CRPG Addict explains that the original MUD is still in operation at british-legends.com, and that you can even join him there to play today! Times are in his post.
I was just looking through Hunter S’s video on the holiday glitches of Gamecube Animal Crossing (11 minutes). By “holiday,” it means the winter holiday, and the various weird things that are possible during this season, like using snowballs to get pushed out of bounds into the ocean, getting a dummy item due to a data error when playing games with villages camping in igloos, and others.
I think the most interesting thing however has to do with GC’s Animal Crossing limits. Although the system clock extends out to 2099, the calendar of the game itself only supports dates up to 2030! When the date rolls on at midnight, December 31st 2030, the game will advance to 2031, apparently as normal, but on saving and reloading the year will become 2030 again.
The video was made two years ago in 2024. It’s now 2026, so you only have about four-and-a-half years to play Gamecube Animal Crossing in the intended way. All the AC games have date limits like this. The Switch version, New Horizons, is said to be able to even open save files from 2061 and later, so that’s one edge the Gamecube version has over it.
If you’ve been reading us for a while, you’ll know that I have an inordinate fondness for the early days of this here World Wide Web. I have become disenchanted with social media, the infinite scroll, and not just Web 3.0, but even Web 2.0. React.js and other frameworks. Gimmie that good old HTML religion. You can have some CSS if you promise not to go crazy with it.
You might wonder how many of these websites can be left. It was just in April that the long-decaying webhosts Tripod and Angelfire finally and suddenly went dark. How many of these old pages remain? Well, going by the link count at Early Web Links, at least 12,000 of them.
There’s actually many more than that out there, but they’ve been neglected, abandoned by the money web. Good luck finding sites like these in Google, they’re much more apt to send you to Reddit or Youtube. All the big social media sites actively downrank sites with the temerity to include links in them, for if you follow them, you’ll be leaving the lucrative walled gardens of Facebook, or the fascist-supporting castle walls of “X the everything app.” The rise of more healthy social media like Mastodon and Bluesky is a counter to that, but they’re still dwarfed in size by the likes of Instagram and Threads.
If you want to find interesting, independent Web 1.0 sites like these, your best bet is a directory like Early Web Links. Despite the name not all of these sites are old ones, many are quite new. They’re “early web” links because the sites are done in the style of the oldweb, and presented from a link directory not dissimilar to the fertile environment that, decades ago, was the mulch that supported the roots of Yahoo and its improbably-lasting multimedia empire.
Of course, that was decades ago. If you’re looking to make a fortune now then these sites aren’t going to provide it to you. But what they can give you is honest, earnest enjoyment, not tied to an algorithm or funding billionaires. Go have a look! We’ll be here when you’re done.
The Game Display tells us of an interesting kind of secret in Super Mario World that few know about. Once in a while in that game, a 1-up Mushroom just randomly seems to appear, flung into the air, sometimes in such a way as to seem to encourage you to leap off a cliff to go after it. Here is their video explaining what’s going on with those (9½ minutes):
There are some locations in a few levels that have four invisible spots in the background that can detect your presence. If you touch the four in order, the extra life appears. They’re found throughout the game, and they’re supported in code to the extent that, if you find one in a level, the game sets a flag for that level so it won’t appear again in that play session. You have to exit your game and load it back up again before you can get another extra life by this means from that level.
Many of these locations are arranged so that to trigger them in order, you’ll have to move in a loop around some location. This is similar in concept to the stakes in Super Mario 64 that, if you run around them a few times, cause them to generate coins to collect. Another kind of weird secret in a Mario game. I feel like Shigeru Miyamoto must have been lying awake at night brainstorming ever more obscure things to put into them.
We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.
As often happens, I find out about something cool right as it ending, and so it is with Good Internet Magazine. However its archives are still up at the moment! There’s cool things to find there like Build The Web You Want To See. I found out about it from this post on brennan.day, which is announcing an upcoming site called Long Horizon.
Along those lines, for three years now Robert Birming has been organizing Junited on his blog, which is just an excuse for bloggers to link to each other. I think people should link things all the time, for any excuse, at the drop of the hat (that’s largely what I do over on Metafilter), but if some people need an excuse to do it for a month I can get behind it!
Returning to the subject of cool things ending, it didn’t get mentioned much in my online circles, but both Tripod and Angelfire, two of the biggest remaining free/low cost webhosts from the early days of the web, have called it quits. Parent company Lycos continues to soldier on, free of one more of those pesky legacy services they couldn’t be bothered to preserve. Bah.
On Mashable, Chris Taylor has a piece about the backlash against generative AI. I’m glad it’s being noticed how much people detest it! Let the anger flow through you! It’ll give you cool lightning powers!
One of the most defining characteristics of W&G is its gentleness, and it’s a feel that smooshes into the fields of Hyrule fairly well. Wallace is Link of course, though a more verbose Link that we’ve ever seen in the games. It means the silent Gromit is Navi, so it’s like the roles were mixed up. Wallace is more concerned with finding his breakfast cheese than saving the princess, but at least his quest ends with him finding three golden triangles.
It’d probably have been too much to ask for it to have been made in stop-motion clay, but neither was it made using AI video generation either. The description tells us that creator “Tommy” spent seven months in Blender working on it. Wallace’s voice is pretty close to the shorts and movies, and I found the slight differences there are easy to overlook. Make sure to pause a few times to catch the many in-jokes scattered throughout, like the various objects in Wallace’s house and the titles of the books on his shelves.