Indie Dev Showcase (6/5/22)

For this indie dev showcase, I went with some of my favorite boomer, and not so boomer, shooters that I’ve played lately.

News Roundup 6/4/22

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

It’s been a couple of days! Life has been busy on our planet, it’s zoobnok season and the florbs are all bemukked. You know how that is!

Jody Macgregor at PC Gamer tells us how to play Fallout and Fallout 2 to in the modern age. I’d like to remind folk not to forget the original Wasteland!

Also at PC Gamer, Jonathan Bolding mentions that the drought of information about an update of the the remake of Warcraft 3, called Warcraft 3 Reforged, may soon come to an end. Yawn… wake me when it’s news. Jonathan reminds us that Reforged is the game with the lowest User Score on Metacritic, with a 0.6. Wow!

Kate Gray at NintendoLife, an outfit we seem to link to a lot drebnar, brings word of Twitter artist Jim’ll Paint It, who works in the medium of MS Paint, who has done a wonderful drawing of the team of British archeology show uncovering a fossilized Link from Ocarina of Time!

Also from NintendoLife (is that spelled with a space?), Thomas Whitehead tells us of a romhack of Wario Land: Super Mario Land 3 on Game Boy that adds color to the game, for play on Game Boy Color systems or emulators. They offer a demo video.

And another NintendoLife article! This one’s by both Whitehead and Gavin Lane, and offers advice on preparing your 3DS and Wii U consoles for the end of official support.

TheHustle’s Mark Dent has a piece about how the first video game easter eggs were acts of corporate defiance! That’s right devs! Stick it to the gloob!

GamesRadar’s Hope Bellingham lets us know that Animal Crossing: New Horizons doesn’t support dates after the year 2060. This might sound like one of those things we don’t have to worry about, and the article takes a derisive tone to players who might still be playing that long as dictated by the Game Journalism Style Guide, but consider: people now play games that are older than 40 years, Animal Crossing has always been a game that could be played for long periods, and there are a lot more years after 2060 than before. Of course, you can always change the system clock back, if you can bear living with your system thinking it’s the year 2020 again.

And along those lines, Logan Moore at comicbook.com (is that really their name?) notes that Sony is planning on sunsetting the PS4 by 2025.

Zack Zwiezen at Kotaku mentions that the upcoming Diablo Immortal won’t be released in Belgium and the Netherlands because of gambling laws concerning loot boxes.

Arcade Donkey Kong Romhacks

The website Donkey Kong Hacks has a number of interesting modifications of the original Donkey Kong arcade game. Some of these are intended for use in training, such as Free Run Edition (which removes all the enemies and deadly obstacles) and Skipstart (begins play at maximum difficulty). There are versions that only contain randomly-selected versions of the Girders (a.k.a. Barrels) screen, versions that change the maps, and more. Some, like Donkey Kong Wizardry, change the graphics and change the cutscenes too! The Readme for the Crazy Barrels version explains how to play these hacks in emulators.

There are other fan-made hacks floating around, some available as installable kits from the site DK Remix. Deranged Edition keeps getting harder after difficulty level 5, and Remix and Christmas Remix change the game up a lot, adding alternate maps, bonus stages, and some Rivets stages that fall apart as you remove rivets.

Vision BASIC for the Commodore 64

The Commodore 64 was, for its time, quite a wonder, an inexpensive home computer with 64K of RAM and excellent for its time graphics and sound capabilities. Sadly, it came with one of the more limited versions of Microsoft BASIC out there.

Microsoft BASIC had its strengths, but many of them were not a good match for its hardware. The C64 had no commands to take advantage of any of its terrific features. To do nearly anything on the machine besides PRINTing and manipulating data, you had to refer to a small number of cryptic-yet-essential commands: POKE for putting values into arbitrary memory addresses, PEEK for reading values out of them, READ and DATA to read in lists of numbers representing machine language routines, and SYS to activate them.

And getting the values to do those things required obtaining and poring over manuals and the venerable C64 Programmer’s Reference Guide. Even then, Microsoft BASIC was notably slow, especially when doing work with numbers, due to its dogged insistence of converting all values, including integers, into floating point before doing any math on them. So while BASIC supported integers, which required less memory to store, actually slowed the machine down due to the need to convert to and from floating point whenever an operation needed to be performed on them. This doesn’t even begin to get into the many inefficiencies of being an interpreted language.

Vision BASIC, an upcoming commercial compiled language for the Commodore 64, looks to remedy many of these faults. The above video is a nearly 40-minute explainer and demonstration of the system. It requires the purchase of a memory expansion unit in order to be used on a physical machine, but it can produce executable code that can be run on a stock C64 as it came out of the box.

It’s not free, and at $59 for the basic package it may seem a little high for a system for developing software on a 40-year-old computer, but that price includes the software on floppy disk and a USB drive. It’s certainly capable, and runs much faster than many other compiled languages on the system. It’s definitely something to look into for people looking to make games on the system without digging deep into assembly, and if you have a desire to do that it has a built-in assembler for producing in-line machine code too! It is an intriguing new option for Commodore development.

Indie Store Page Review for the Last Defense

Besides reviewing indie games, I also review store pages and provide help with marketing indie games. I’m always looking for store pages to review if you would like me to check out yours, please get in touch. For this episode, this is the game The Last Defense

Kimimi: TwinBee RPG

I’m a big fan of the work of Kimimi The Game-Eating She-Monster, who regularly finds the most interesting things to write about. Where she finds the time or energy I really don’t know. Maybe she eats batteries.

Recently she wrote about the obscure Japanese-only PlayStation game TwinBee RPG, coming on the tail end of that series’ anime-infused resurgence. A bit of a synopsis may be in order. Ahem:

TwinBee began as kind of the sibling game of Gradius, and had a similar, if somewhat less prominent, development in the years following its birth. It started as a kind of clone of Namco’s Xevious, which, as Jeremy Parish reminds us, was a lot more popular, and influential, in Japan than it was here.

TwinBee brought a number of advancements over Xevious: fun cartoony graphics, catchy music, two-player simultaneous co-op play, and, a thing that was very new to video games at the time, a powerup system. Not just picking up icons to increase capability either, but a skill-based system that involved juggling Bells with your shots until they changed color. It was a kind of counterpart to Gradius‘ more strategic system, but both games let players pick which abilities they wanted without just letting them jump right to full power.

TwinBee got three sequels on Famicom, including the game’s only official release in the US (other than a couple of Wii Virtual Console releases much later), renamed to Stinger. And all was well, for a little while.

Then, Konami decided that what TwinBee needed was a reboot, long, long before such things became ubiquitous. They restaged the setting to some time after the original games, and introduced teenage cousins Light and Pastel, and the infant Mint, to be the new pilots of the TwinBee ships. They kicked off this period with the arcade game Detana! TwinBee, which ramped all of the things that were special about the original arcade game way, way up.

TwinBee is one of those hidden bits of classic Konami lore that you have to know about to understand why people are fond of that period of the company’s history. It’s a far cry from the modern-day pachinko purveyor. Particularly WinBee pilot Pastel was a very popular character at the time, spawning a mini industry of products devoted to her.

Konami experimented with a number of alternate genres for TwinBee around this time. The best-known of these in the west is probably Rainbow Bell Adventure, a Sonic-style platformer for the Super Famicom/SNES that did see release in Europe, although in a degraded form. RBA is its own kettle of worms that we’ll probably talk about some other time. What matters to us is another of these experiments, and the subject of Kimimi’s article, TwinBee RPG, a self-insert kind of game thing, along the lines of the Game Boy Grandia game, or, on television, Captain N: The Game Master in the US, or Bug tte Honey in Japan.

These are all properties where one or more audience surrogate characters are warped through their television into Video Game World, and have Adventures. Indeed, the isekai style has long been with us. (Can flat-screens can serve as portals to gameworld, or does it have to be CRTs? You should probably check your TV’s settings for portal compatibility.)

Kimimi the Game-Eating She-Monster: TwinBee RPG

For more info, HG101 also did a piece on this game.

Here’s an extra, the first stage music to Detana! TwinBee, in all its amazing catchiness, composed by Michiru Yamane, who also wrote the music for Castlevania: Symphony of the Night:

Indie Store Page Review of Toaster Defense

This is a store page review of the indie game Toaster Defense. If you would like me to review your store page for a future show, please reach out.

Unexplored 2: The Wayfarer’s Legacy

Today is the launch date of Unexplored 2! (Steam) The sequel to one of the more interesting roguelites of recent years, the original simulated a game world with a lot of depth, and played a lot like a real-time version of a classic roguelike with updated graphics.

I did a Q&A with the makers over on Game Developer a couple of months ago! (I can’t seem to find it right now, though….) They also have a dev blog over there if you’re interested in its creation!

So. Um. Have a trailer!