Redshot Developer Interview

An interview with Brian Lynch who developed the game Redshot. We spoke about making his first metroidvania, the challenges of using bullet time and building it for speedrunning, and more.

You Are a Skeleton & That Is a Problem

Blogfriend Phil Nelson pointed me to this absurd little homebrew Gameboy game. You don’t have to play it on a Gameboy though, its itch.io page has an embedded emulator. It’s got fun music, and its text is digitized typewriter writing.

It’s a simple choose-your-own-adventure kind of thing, made in a week, with a good number of suitably silly branches. You’ll die often, so you’ll restart a lot if you want to see everything that can happen. If you remember what you did it doesn’t take long to get back where you were (so long as you don’t scream at the beginning). While it’s a silly trifle, a certain word at the beginning filling the screen probably makes it unsuitable for kids.

You made it past the snarky cat picture! You must really be into this. You might find more of interest at the submissions page of the Bad Game Jam.

You Are a Skeleton & That Is a Problem, by Nicky Flowers (itch.io, $0, consider donation)

Princess Peach Through The Years

Wonderful blog Thrilling Tales of Video Games did a retrospective last month that went through all the various versions of Princess Peach there’s been. Interestingly, while Peach’s look largely solidified in the promo art for Japanese Super Mario Bros. 2 (the insanely hard one, a.k.a. “The Lost Levels”), before that there were all kinds of takes on the character, ranging from Miyamoto’s own drawing (used in the box art of Super Mario Bros. in Japan) to a variety of versions all trying to adapt her single sprite image from the ending of SMB.

Peach in this illustration was drawn by Shigeru Miamoto himself. (Image from blog)
And this is the first version of modern Peach. (Image from blog)

The post features a whole bushel of Peaches, many barely seen outside of Japan. Recommended highly!

Thrilling Tales of Video Games: A Parade of Princess Peach Prototypes

David Wonn’s Game Glitches

We’ve been feeling a yen for the Old Web here lately, where someone with a particular area of interest and the time and effort to tell the world about it could create a site that could attract hundreds of readers, and become the hub of discussion around that topic.

The internet seems to have largely left the era of the personal obsessive website behind, in favor of videos and social media. I find this a huge tragedy, as the flat HTML page is still a very useful method of communication. Straight static HTML doesn’t rely on backing scripts or content management engines so there’s a lot less to break, and there’s a much smaller attack service for nefarious entities. (If one wanted to make a site like that there are even tools to help you out, like the Python package Jekyll.)

David Wonn’s glitch site is legendary in speedrunning circles, having been mentioned in various Youtube videos as the source of some prominent tricks. (One of them is this video on Mario Kart 64 tracks that have not yet been broken.)

The last update mentions having trouble with Yahoo’s hosting. The site has several dead links to Geocities sites, and I believe it was one of the sites lost in the Geocities Shutdown, part of Yahoo’s long, slow deterioration. The current version is a mirror hosted by kontek.net, which also maintains several other vintage gaming sites. Thank frog for them!

Why did it stop updating? Well it had a good run; it lasted eight years, and anyone’s allowed to move on from their old interests. I’ve said before of other sites and it applies to this one as well, it’s a miracle that it persists, and I hope that it lasts a thousand years.

David Wonn’s Unique Video Game Glitches

Sundry Sunday: Mortal Kombat 11’s Friendship Moves

You remember Mortal Kombat from the 90s, right? The dark grim grimdarkness, the gore, the Congress-dismaying Fatality moves. Maybe you’re too young for that, but I’m sure you had to have absorbed it from (airy gesture) the culture. Midway may be long gone but they’re still making Mortal Kombat games, after all.

A lesser known aspect to the series is, starting with MK2, in addition to the gory over-the-top Fatality moves, they included alternate forms of them. There were Animality (where the character turns into an animal), Babality (where the opponent is turned into an infant) and, most entertainingly, Friendship moves, where the victorious character does something endearingly silly for the player’s amusement.

Because Friendship moves are humorous and whimsical, many thought they didn’t fit in with all the, you know, grimness of the Mortal Kombat series. But the Friendship moves are back in Mortal Kombat 11’s “Aftermath” expansion! deathmule posted a compilation video of all of them, and every one of them is terrific. See for yourself!

Roguelike Celebration: Hypercard and Trans Joy

We’re continuing with our weekly presentation of talks I found interesting from Roguelike Celebration 2022! They regularly have one or two talks that go some ways outside the roguelike remit, and this year one of them was an interesting talk by Cara Hurtle about using both Telnet and Hypercard, an old multimedia system created for classic Macintosh computers, to discuss queer and trans experience. The talk itself is SWF, although following content outside the video might lead somewhere NSFW.

It’s a short talk, only about 15 minutes, and covers some interesting topics!

Indie Dev Showcase (12/9/22)

The indie showcases highlight the many indie games we play on the channel, all games shown are either press keys or demos. If you would like to submit a game for a future stream and video please reach out.

Guide to the SNES Architecture

Image from the site

Rodrigo Copetti has an interesting rundown of the architecture to the Super Nintendo Entertainment System! It’s an interesting system over all. In clock speed it’s really not that much faster than an NES, but it has vastly superior graphic and sound capabilities, plus so much more addressing space that the phenomenon of mappers that ruled nearly every NES game worth talking about (except maybe Super Mario Bros. and Tetris) was completely absent. The SNES did have frequently-used add-on chips, but they tended more to take the form of co-processors to take some of the load off of the machine’s relatively slow CPU.

Super Nintendo Architecture: A Practical Analysis by Rodrigo Copetti

News 12/8/22: Akka Arrh, Steam Dwarf Fortress, Sexy Game Flyers

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

Hello blobs! Welcome again to our recognizable brand of snarky response to gaming media which I am given to understand has not been seen anywhere else over the past 30 years of the internet! I’m so original! Let’s get started….

Image from Lost Media Wiki. To think, until recently there were only three Akka Arrh units in existence, jealously guarded by their owners, and now, it has its own official website and Steam page.

Well it looks like Atari had the same idea we did regarding putting some of its neglected prototypes out there! Not only has their classic-era unproduced game AKKA ARRH (it’s fun to say!) playable in the Atari 50th Anniversary collection, but W. Shanklin at Engadget tells us it’s getting a remake! One quib with the article though, it says it didn’t get made because it was too hard, but playing it in the Anniversary collection I got rather a few waves in, on my first try? They got Jeff Minter on board for the remake, so you know it’ll be A. great, B. trippy, and C. have cheeky ungulates in there somewhere!

Keith Stuart at the Guardian visited Play Leisure, a UK company that refurbishes and resells classic arcade machines! It’s always nice when we here at Set Side B can link to a Real Publication, something that gets pressed in ink onto paper, that may have a shelf life, and not be purchased by Ziff-Davis and then rapidly shut down.

At PC Gamer, Ted Litchfield mentions surprise at learning that Bungie’s first three FPSes have been available free on the internet for over a decade. I am sure that the free availability of the Marathon games is something that was once generally known about. You remember Marathon, right? Back when Bungie only produced games for Macs? It HAPPENED, honest!

PC Gamer additional item! Joshua Wolens mentions that the Steam version of Dwarf Fortress hit its two-month sales goal in 24 hours! It couldn’t have happened to a nicer elaborate dwarf death simulator! Let’s spin the Wheel of Mortality, it could come up Goblins, Vampires, Forgotten Beasts, Were-Things, Demons, Fluid Physics, or Dwarf Psychosis!

Stay classy, Konami.

Zoey Handley at Destructoid sparks a dozen internet flamewars with their article listing the 5 best N64 games! Guess what you think they’ll be. My guesses are Mario 64, Ocarina of Time, Majora’s Mask, Star Fox 64 and, oh, Mario Party. The answers: Majora and Star Fox, but then they chose Ogre Battle 64, Banjo-Kazooie, and F-Zero X. Which, yes they’re good, but over Ocarina? (Well honestly I think Ocarina of Time is a little overrated, but it’s usually a safe bet? Oh well, to the next item.)

This is the game that the estate of Edgar Rice Burroughs sued maker Taito over, because they claimed ownership over the concept of the nearly naked jungle guy. The nearly naked jungle girl depicted in the flyer above was not a factor.

Truly, there is no demographic out there more vulnerable to the marketing wiles of the sexy poster babe than middle-aged male business owners, and the arcade industry has long known this. Rare Historical Photos has a collection of arcade flyers, 90% of which feature variations of the scantly-clad promo lady. Konami’s U.S. division in particular made a lot of use out of them. Those ladies look like they do all their shopping at Girls’s Costume Warehouse.

And Sorrel Ker-Jung at Destructoid reminds us that we don’t have to care about the “Game Awards.” They don’t even have a catchy name like the Oscars, Emmys or Tonys. I wouldn’t even trust them to come up with a good name, because it’d probably be something hamfisted and too-obvious, like the “Miyamoto,” or the “Wright.” Bah!

Romhack Thursday: Ultima Exodus Remastered

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

They have fallen into obscurity in the intervening decades, but it used to be that the Ultima games were some of the biggest RPGs around, and many still have fond memories of them. The story of the rise and fall of Origin Systems, once one of the biggest game publishers, and how now they’re just another of the hundred ignored lines on EA’s balance sheet, is not our business here today, but instead that of one fan’s effort to improve one of the less faithful adaptations: the NES version of Ultima Exodus.

Ultima and Ultima II (and their predecessor Akalabeth) were popular, but Ultima III was the first megahit version of the game, that could be considered to stand up today. Ultima I was pretty small, and Ultima II had a lot of crazy elements like space travel. Ultima III has a much more cohesive game world, a more detailed quest, and generally feels a lot more like what we would consider an RPG game now. Later games would build off of it and become even more popular, especially Ultima IV with its detailed morality system, and Ultima VII with its vast game world, depth of NPC interaction, and many system and UI improvements.

This thief looks a lot cooler here than they did in the NES original!

Back to Ultima III. One of its best-selling versions was the Famicom version in Japan, which had a bit of a media blitz around its release. Both the Ultima and Wizardry games had something of a second life on Japanese computer systems and consoles, where they would go on to sell millions of copies more. While EA’s ownership and neglect have meant that Ultima is mostly gone and forgotten*, in Japan new Wizardry games continue to be made, hewing to that series’ original dungeon crawl aesthetic.

* This is, honestly, partly to series creator Richard Garriott’s ownership of several important characters, meaning both parties have to agree to the other’s vision for any further official Ultima game to be made. And Garriott seems to be chasing fads lately; his most recent idea for a game utilizes that bane of all game design concepts, NFTs.

The font especially is much improved, over the very bland type used before.

So now you have a little idea of what Ultima is. The Famicom/NES version was a hit in Japan, but it differs from the computer version in many ways. This was pretty much the norm for the many Japanese-made Famicom adaptations of Western games. An article could be usefully written on all the ways Famicom ports of RPGs differ from their originals. Maybe later.

The character portraits are especially nice!

The point of this romhack is to change the NES version of Ultima III: Exodus so it more matches up with the computer versions. It uses its own patching system, so Romhacking.net’s web-based patching system won’t be of use.

So many little things have changed in this version that it’s hard to talk about! At the very least, the graphics have received a complete overhaul. The cartoony figures of the original, which were pretty silly even back then, look a lot more appropriate for a series with the stature and legacy of classic Ultima games.

Hey Chuckles!

NES Ultima Exodus is also notorious for a number of significant bugs, including the absence of an important clue, it being impossible to cancel a character’s turn without wasting it, poorly differentiated character classes, and the lack of some of the monsters of the computer version. These have been fixed in this version. Some other niceties have been added, including character portraits for the people you talk to, which is really going above and beyond for a game like this!

Seriously now: why haven’t the Ultima games been remade yet? Everything else has been remade, why not Ultima? Money is being left on the table!

It’s pretty much become the definitive console release of this landmark of computer RPG gaming! You should check it out if you have an interest in these things.

A Double Dreamy Review of Lucy Dreaming and Neverawake

This is a double review of Neverawake and Lucy Dreaming played with press keys for both on PC.

Dwarf Fortress on Steam, Polygon’s Coverage

Dwarf Fortress has arrived on Steam, and me and blogmate Phil Nelson are so enthused! I bought it at full price nearly immediately, even though it’s $30 (there is no game in the world that’s a better value proposition for the money!) and played through the tutorial, and was pleasantly surprised that the interface learning curve is much better! The gameplay curve is just as high as it ever was, but that is all part of the game whose tagline is “Losing is fun!”

Longtime Urists will have a little adjusting to do, as some of the keypresses have been changed, some options moved around, there are no Kennels now, and it’s not obvious how to de-designate areas like tunnels to be dug. But compared to how it was before it’s an unquestionable improvement!

There’s also excellent pixel-art graphics, zoom support (hold Ctrl down while rolling the mouse wheel) and even a lot of new music! I wish there was an option to return to the ASCII-ish graphics, but with Steam support for mods I’m sure if they don’t provide it themselves, a fan will make it before long. And if you don’t have $30 rolling around in your pocket or purse, the game is still free on the official website, just as it ever was.

Polygon has not rested on this release, and immediately posted several useful articles for enthusiasts and prospective fortress chiefs, most of them written by Jeffery Parkin!

Dwarf Fortress on Steam ($30)Dwarf Fortress at Bay 12 Games