For each episode of indie inquiries, we review steam store pages and provide advice for indie developers on how to best market their game. If you would like to submit a game for us to review, please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
“Bub’s Broadcast” is a YouTube channel put out by Taito, mostly to promote various Taito properties in Japan. “Bub” is a mascot character based off of Bub, a.k.a. Bubblun, from Bubble Bobble. It’s low-key, yet entertaining, fare.
This particular video is of interest though because Bub steps outside his usual stomping grounds, and plays Namco’s Pac-Attack, that Tetris-style puzzle game where you have to create paths out of falling blocks to guide Pac-Man to eat ghosts.
It’s in Japanese, but there’s English subtitles, and of special interest is that Bub reveals some possibly-unknown codes for the game. If you point at Hyper difficulty and hold L and R down when selecting it, the game will begin at Level 300 instead of 100. And if you hold Down and Right on the control pad while also pressing L and R, you begin near the highest possible difficulty, at level 900! Also revealed is that, if you charge up the Fairy meter all the way and a fairy comes out, but you don’t wish to use her ghost-clearing power, you can hold Up and press B repeatedly to cancel it, causing her to fly away and giving you 10,000 bonus points. It’s always interesting when these unknown game elements are revealed long after the games release!
The Museum Monster presents: a WEIRD MOMENT IN VIDEO GAMES.
About halfway through the arcade version of Star Force, a prominent early shooter made by Tehkan (later renamed Tecmo, and now half of Tecmo-Koei) something weird happens.
Shooters were in a kind of odd phase right then. The enormously influential Xevious was fresh in memory, and it presented, as a striking and memorable background element, the Nazca lines from Peru. It lent the game an air of mystery that impressed many Japanese players.
Perhaps inspired by that, Tehkan’s developers put something similarly bizarre in Star Force, but it’s a lot better hidden. First, you have to get about halfway through the game. Once there, on the ground of the weird space continents that float by serenely beneath your craft, you can spot a coelacanth, a whopping-great space fish.
Then, if you aim your ship’s guns at the spot at the right side of the screen that it’s looking at, and fire your guns a whole bunch of times, you’ll make the golden head you can see in the above screenshot appear. Then, fire at it a whole bunch more. If you’re relying on autofire it won’t do, you must actually pound away at the fire button yourself to have any hope of unloading as much firepower as needed to destroy it. If you do, this happens:
Here is a recording I made of this being done in gameplay. Note, I had an invincibility cheat on, because not only is the game extremely hard at this point, but unloading enough shots into it requires you to stay in one place for a while. In a real gameplay situation your only hope is to encounter Cleo during the lull between enemy waves.
Huh. So, what is that about anyway? It like triples your score! There is no mention of Cleopatra anywhere else in the game, and no hint as to what she’s doing sleeping on a big purple island floating out in deep space. This doesn’t occur anywhere else. It just a thing that happens.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We just had a post on a long series of videos about Super Mario 64‘s the A Button Challenge, so why not do another? I’m sure this won’t abuse your willingness to put up with what scientists call “all my crap.”
Mario Party is a series that skill will only carry your so far into. After a certain point, only the favor of The Lady (not Peach or Daisy) can ensure your victory. But, how much of the game is up to the rolling of virtual dice? And to what lengths are people willing to go to find out? Well at it turns out, lengths of over 16 hours:
This series is not yet complete, in that creator ZoomZike has yet to produce one on Mario Party 7, or later games, but the one on Mario Party 6 is over five hours long all by itself! This is truly a level of obsession with which my own petty focii cannot hope to complete.
Oh this one goes way, way back. Since Saints Row is back in the news….
Back after the release of the first Saints Row game, long before the series went bonkers gonzo crazy-go-nuts and then got rebooted, it was really buggy. So buggy that longtime internet person Cabel Sasser (who helped make the Playdate and helped publish Untitled Goose Game) made a video about it with catchy music. Enjoy!
The indie showcases are all about the developer submitted games and demos we play from indie devs. If you would like to submit a game for a future piece, please get in touch.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Most, maybe like 90%, of romhacks are pretty dumb. Of the remaining 10%, nine out of ten are somewhat intersting. Then you have that last percentile that achieves greatness. The jury is out, but this one could be in that category.
This hack changes the cult NES classic Monster Party and repurposes it as an episode of Elvira’s B-movie show! It also changes game graphics to make the main character Elvira, and many of the bosses and their text to make them into classic horror movie monsters. It seems like it should be worth a look from that pixel art image of Elvira alone.
Beyond that, the patch file’s ZIP has some other bits of artwork in it, including a poster, and box art:
I should point out that this is not actually a hack of the release version of Monster Party, but of the prototype of the Japanese version that showed up a few years ago. So you’ll have to hunt that down if you want to try it. And it is worth noting that that version had been held by some time by collectors who were unwilling to let it be dumped. So the construction of this particle of greatness was effectively blocked for an age by their greed. Please remember that.
Replay Burners, a Japanese-language YouTube channel that hosts runs of various well-played games, especially arcade games, is a true gem. Unlike other channels like MamePlayer, World of Longplays, or (especially) Old Classic Retro Gaming, the plays on Retro Burners are done without invincibility cheats, save states, or tool assistance, all these things I find greatly annoying. A Replay Burners playthrough is played as it would have in a real arcade, which is what makes it interesting to me: you aren’t watching a hypothetical run by someone with theoretical infinite reflexes, or someone who can just throw themselves at enemies without fear. You’re watching someone who has developed real strategies approach the game in realistic ways, and frequently the difference is huge.
That is what makes this one (well, two) credit playthrough of Bubble Bobble good watching. It’s not that they play “perfectly,” they lose their first life on Level 58 and go on to lose a number more. But they’re not just playing for survival but for score, a mode of play often neglected in this era of cheap points and speedrun celebrity. They play through every level: they don’t skip levels with umbrellas or the warp door on Level 50, even though they’re eligible for it.
They do use a couple of codes, but the great difficulty of Bubble Bobble is such that one can hardly begrudge them that. One of them, to play “Super” mode, actually makes the game much harder in the early going, and is necessary anyway to get the best ending. The total length is 62 minutes, but of course you can skip ahead if you just want to see the end. Most of the game is solo, but they bring in a second player at the very end since it’s required for the best ending.
tom7, aka suckerpinch on YouTube, is a freaking genius. I don’t believe in geniuses, but he is a strong counter-argument, I will admit.
His modus operandi is to take some absurd premise and carry it to its logical conclusion, usually using some form of technology along the way. He then makes a video about it. Sometimes the video is in connection with a paper he’s written for SIGBOVIK, which is an entire oil tanker full of worms that I really don’t want to get into here, suffice to say it’s hosted on the site of the Association for Computational Heresy.
The PDF of their 300-page record of proceedings calls itself, “The fifteenth annual intercalary robot dance party in celebration of workshop on symposium about 26th birthdays; in particular, that of harry q. bovik,” about which all I can say, honestly, is, woof. I encourage you to go to that side and read, or at least try to read, some of their papers. You will come to feel like a complete imbecile, but you’ll probably be entertained.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Why is this interesting? The machinations of the old old days of video games are so easily forgotten now. K.C. Munchkin was a big seller for the underdog in the second-generation video game sweepstakes, but was taken off the market by court order way back then for being too similar to Pac-Man. Although Magnavox managed to come back a bit with sequel K.C.’s Krazy Chase, they remained a distant third in the market.
The C64 version has multiple modes, including a random maze mode and editor like the original, also has an arcade mode with 96 mazes!