“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Benj Edwards, Ars Technica, on using AI to smooth out the features of Virtua Fighter’s characters. Not in real time, and the results are cherry-picked, and look generic as opposed to the distinctive look of the original game. Still, there you go, people tell me this means art is dead somehow.
Noted on Twitter by Frank Cifaldi, then cropped and zoomed by MrTalida on Twitter, then called attention to by threads on ResetEra and Reddit (inhale!) then reported on by a plethora of gaming sites, Cifaldi found a picture of an early version of the box-art of The Legend of Zelda in Nintendo press materials form the time, using the original “black box” trade dress, and it is funky.
Finally, it’s not directly related to games, but you should read this article from TechSpot about the Internet Archive’s efforts to preserve websites in this age of paywalls and walled gardens. While content creators deserve to be paid for their efforts, the fact that so much is locked up means a lot of things are just going to vanish when their hosting sites, sometimes when an account at a hosting site, closes up. Please consider that when you publish. Preservation matters.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
People who got the expensive Deluxe Set in the early days of the NES received two so-so games instead of Super Mario Bros, both designed around the peripherals included in the set. Their compensation for not being able to bop around the Mushroom Kingdom, and paying a premium besides, was Duck Hunt, which was okay, and Gyromite, which was absurd.
Gyromite, or “Robot Gyro” according to its title screen (it didn’t get localized from Japan at all!) puts you in the shoes of Professor Hector, who has to collect all the bombs in his lab. Sadly, he’s left all these monsters wandering around. Fortunately, there are these red and blue pillars that block the monsters, but they also block Hector.
The pillars can be moved, but not directly by Hector. Instead, you use the A and B buttons on the controller. But, not the first player controller: the second player controller is used. And the player isn’t supposed to manipulate them themself. They were supposed to put the controller into a contraption involving levers, spinning weights, and the “R.O.B.,” or Robotic Operating Buddy, another peripheral included in the Deluxe Set.
The intended process was:
The player uses their own controller to give commands.
The screen flashes in response to those commands.
Photoresistors in R.O.B.’s eyes read these flashes.
Depending on the flash, R.O.B. moves opens or closes its claws, lifts them up or down, or rotates.
Through these means, the player is supposed to manipulate R.O.B. to pick up the spinning, top-like gyro weights and place it in a motorized holder, which begins rapidly spinning it.
The player sends more signals, to cause R.O.B. to transfer it, still spinning, onto a platform.
The platform serves as a lever, so the weight presses down on the platform, which causes it to press the button on Player 2’s controller.
The signals control R.O.B.’s motions, not the controller’s. They result in it lifting or lowering his claws, or opening or closing them, or rotating. What if a weight runs out of spin and falls over? Well, it’s up to the player then to manually pick the weight up and put it back into its holder, during the game, as R.O.B. has not the facility to do that itself.
Above, Youtube user zoclates demonstrates this process in an advanced level of Gyromite. Here is a direct link, it’s about six minutes long. Surely, kids who got the Deluxe Set enjoyed this far more than they would playing Super Mario Bros.
These days R.O.B. has retired to serve as one of the weirder characters in the Smash Bros. series. But there’s actually a kind of fun game there in Gyromite, beneath the involute process intended to control it. You can play it without R.O.B. at all, just by directly pressing the buttons on the second controller yourself, but this is both a bit unwieldy, and makes the game too easy.
The Gyromite No-Robot patch localizes these functions on one controller. Since the unmodified game’s timer for each level is extremely long to allow for the time it takes for R.O.B.’s mechanics to function and for the tops to spin up, it also shortens the time limit to preserve some element of challenge. It turns a game that requires expensive and rare hardware to play it as intended, or at least remapping the Player 2 controller in an emulator, and making it much more enjoyable.
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”
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”
Forever late to the party, I splurged a bit and got the Zelda Game & Watch Nintendo made last year, and you can still find on sale in some places. It doesn’t seem to have been as popular as the Super Mario Bros. version, despite being a somewhat better value for the money. It’s hackable, but it requires opening it up and doing some soldering, and has so little storage that to really make use of it you have to replace its Flash memory chip too.
But even if you don’t hack it, it’s a nice thing just to have? It’s got a great screen for one thing. And as reports were on release, there is a light-up LED Triforce that shows up through the back case when it’s on that’s just a nice touch. The games are largely as they were on their original release, although with flashing effects toned down to avoid triggering seizures in photo-sensitive sufferers of epilepsy.
Of new features though, the standout is the clock mode, which I’ve not seen a lot of people talking about! It self-plays a kind of weird version of The Legend of Zelda via AI. Monsters are generated, the AI destroys them, then more monsters are generated. They drop items, but rupees don’t seem to matter. Every two minutes, Link moves to a new screen. Every 30 minutes or so he changes location between the overworld or a dungeon. He finds items, he beats bosses, he gets heart containers, he slowly collects Triforce pieces, and at noon and midnight he defeats Gannon and starts all over again. There are even secret staircases to find, although the AI seems to know where they are.
At any time during this show, you can press A and B at the same time to take control of Link yourself. He controls exactly like he does in the NES version, with enough nuance (like, the edges of the screen are a safe zone like in the console version) that I wonder if this isn’t a hugely hacked-up version of the game’s rom that’s providing the show. The sound is just ticking by default, but if you hold the A button down for five seconds it enables the sound from the game too.
If you choose to control Link, you can’t access the subscreen, but you can switch items using the Select button. If you run out of hearts Link respawns almost immediately. Also you can’t move to a new screen yourself, instead the game advances to a new area after two minutes regardless of how well either you or the AI player does. If you leave the controls alone for a couple of seconds the AI will take back over for you.
I don’t know if the world map that Link travels through is mappable. I’d be very interested to know if it’s a hack, and if it is, if someone could break it out of the software. If it isn’t, maybe the game world could be recreated in a hack of the original Zelda rom?
There is also a special version of Zelda II. When you activate the Timer function, the version of Link from that game will automatically fight enemies, and you can take over from its AI too. This version is more explicitly game-like: it tracks high scores earned (by either human or AI) in each of its ten time limits and on each of three enemy sets, plus one more, a special mode where it records the time a human player can defeat a number of enemies. (Hold A for five seconds from the timer set screen to activate it.) And there’s a version of the old Game & Watch title Vermin included, with Link instead of its generic character that was later christened Mr. Game & Watch.
A note about the combat implementation of Zelda II in the timer game. Ironknuckles show up here, but the trick familiar to people who have played a lot of the NES game, of jumping before an Ironknuckle and stabbing as you’re coming down, as of slashing through the top of the enemy’s head, which always gets past the shield, does not work in it. Instead, to get past an Ironknuckle’s defenses, you must rely on the fact (in this game) that they can’t movie their shield while they’re attacking with their own sword.
So, it’s time to make an embarrassing admission. This is at least the seventh time I have legally owned the original Legend of Zelda. I had its NES cartridge, the Virtual Console rereleases for Wii, Wii-U and 3DS, the GBA rerelease, and the one on the Gamecube bonus disk for pre-ordering Wind Waker. I’ve probably forgotten at least one other version along the way-I had Gamecube Animal Crossing, which has the rom of The Legend of Zelda on its disk too, although it was never made available without hacking, and I subscribe to Nintendo Switch Online, meaning I can also play it there if I were to be of that mind. Now, I own a yet another device that can play The Legend of Zelda. Most of that time I could have played it for free via emulation, yet I keep buying it.
My response to people who are somehow in favor of Nintendo’s draconian legal response to pirates is, why do I keep doing that, continually giving them money for a game I’ve bought many times, when if I had the mind I could probably have gotten a hundred copies off the internet? Am I just stupid, or is there some other motive at work here? I am open to either possibility.
For this Perceptive Podcast, I’m speaking with Keirron Stach from A Few Dragons to talk about the indie studio. We spoke about their games Lightsmith and The Sacred Acorn and the challenge of working on two projects at once.
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”
Super Mario Bros. has 10 “1UP” blocks throughout its eight worlds. One of them is in World 1-2, and another is in world 8-2. These are visible (although they appear to be ordinary bricks when hit), and always produce a 1UP Mushroom when hit.
But also, there are a total of eight other 1UP Mushroom blocks in the game. These are hidden, invisible and intangible unless struck from beneath. That causes them to appear and produce a 1UP Mushroom… sometimes.
The 1UP blocks are always in the first level of each world (1-1, 2-1, 3-1, and so on.). They also always appear if you start on that level (say, using the level selection feature unlocked after finishing 8-4) or if the player has just warped to that level. But in other situations, the block usuallydoesn’t appear.
What causes them to appear? Even Nintendo’s guide authors at the time didn’t know. Depending on the source, it either had to do with whether Mario was big when he hit it, or whether he found all the coins in the previous world.
There is a flag in the game that is set when a game is begun, when the player warps, or if the player has collected a certain number of coins in the third level of the previous world. 1-3, 2-3, 3-3, etc. That is the deciding factor.
How many coins is needed? In World 1-3, it’s all but two. In all the other X-3 levels, you must collect every coin! The game has a short table in its code for the minimum number of coins necessary to earn the mushroom on each level.
If you do this, the flag is set. When you get to the following world’s first level, when the 1UP Mushroom block would be generated by the game’s world building code (which operates off the screen to the right of the player’s location), if the flag is set, the invisible block is placed and the flag is unset.
If the player dies before collecting it, or never hits it, either way the mushroom is lost.
It’s fifteen years old now, but I still love the old “funnymovieinternet” video CUBE, which is a promo video from an era of video games that never really existed. In our little circle of friends, PREPARE YOURSELF FOR CUBE is still a signifier and in-joke all to itself. The site it came from is long defunct, but fortunately it hasn’t been hit by a spurious Youtube takedown notice yet, which as time approaches infinity, appears to be the ultimate fate of all videos on that frog-forsaken website.
We love Nicole Express! She regularly covers the most interesting, and often obscure to U.S. audiences, gaming topics. This time out, she relates the many ways that the PC Engine saved game data. Just about every possible way the system could do saving, it did, from simple passwords to on-cart battery-backed RAM to expansion port peripherals with batteries or capacitors, even to a device that plugged into the controller port. Great information as always from Nicole Branagan!
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”
Posted to Metafilter by Going to Maine, it’s definitely the kind of thing of interest to me and probably our readers. A link is a link, no matter where it came from. This site is an archive of messages made by Jed Margolin from the Atari Games corporate email server, from July 11, 1983 to when he left the company on September 15, 1992.
Note: we saw the Nintendo Direct with the trailer for the (newer) Super Mario Bros. movie, but there’s not really to comment on? Maybe we’ll talk about it later, when we’ve learned more.