It’s Sunday! Time to slide another bead on the survival abacus over from the left side to the right. You don’t have a survival abacus? How do you know how many weeks you’ve lived?
As a reward for making it this far in life, I present a fourteen-year-old comedy video from internet funnyperson Lore Sjöberg, one of the two founders of earlyweb gigglesite Brunching Shuttlecocks and sole maintainer of currentday chuckleplace Bad Gods, in which he rates elfyhero actionguy Link’s various weapons in videogame adventurething The Legend of Zelda. Being 14 years old, the specific game in question is The Wind Waker, that one with the cartoon art style that most of us love now but hated back then, because most of us are bad.
This was during a short period after Brunching closed up, back in that ancient year 2008, during which he wrote and made occasional videos for WIRED Magazine, which is as surprised as anyone that it still exists.
Having to do with an old The Legend of Zelda game this fits easily within the site’s sphere of subject matter, but the secret reason I post this is I’ve been a great fan of Lore since Brunching Shuttlecocks, and more people need to see the things he’s done. Certainly a whole lot of my own allegedly-humorous writing style can be directly traced back to him.
At Nintendo Life, Ollie Reynolds has noticed that Konami has had its most profitable year ever, which might seem strange to us considering how they seem to have left many of their properties to lie fallow. Two products are responsible it seems: Yu-Gi-Oh! Master Duel, and, in Japan, Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban! It does mention the upcoming Teenage Mutant Ninja Turtles: The Cowabunga Collection as an expected source of future profit.
Also from Ollie Reynolds comes word about Limited Run games asking users to destroy their DOOM cartridges! It comes down to a bug on some carts, and rather than shipping them back and getting a replacement, with all the effort and expense that entails, they’re just asking that they break their carts, and then to send proof, before getting a replacement. I mean, I understand why they’re doing that, but destruction offends me deep down in my protoplasmic soul? Some day I’m sure an economist will write a paper on this. Oh, in making my diatribe I almost forgot the point! The article is actually about them creating a little Doomguy diorama with the pieces of the cart.
We’re back at Nintendo Life again, with Alana Hauges’ article about Hitoshi Akamatsu, the creator of the NES Castlevania games and series as a whole, who left the company and now no one seems to know what happened to them. Some trash talking from a former co-worker is in there. Their star descended a bit at Konami when the third Castlevania game underperformed, which is a gigantic shame now that the game is widely recognized as one of the high points of the Famicom/NES. There’s no justice, either on Earth or in the icy reaches of outer space, I tell you. It seems more information can be found in Wireframe Issue #62, and in a 2019 article also in Nintendo Life.
Home stretch! Robert Zak at PC gamer writes about a fangame in the works called Metroid 64. This will certainly go well and not be ceased-and-desisted by Nintendo the moment it attains any actual popularity!
Lauren Aitken at PC Gamer tells us more about Disney Dreamlight Valley, their crossover self-insert lifesim game of Disney characters and you, their best friend.
Arcade Mermaid is a recurring feature where we look at weird classic arcade games. The word weird has many meanings; sometimes it means bizarre or ludicrous, but sometimes it means of a really unusual design.
Our game this time easily fulfills multiple senses of the word. Konami’s Amidar was released in 1982, putting it near the end of the arcade boom in the US. It still came out early enough to get an Atari VCS/2600 port from Parker Bros., the source of many of the better arcade ports of the time that didn’t come from Atari or Coleco.
Odd Boards: Gorilla and Spearmen
Amidar‘s game world is both abstract and evocative. You’re a gorilla, tasked with collecting all the dots on a board made of lines, while evading hostile spearmen called “Amidar” (plural) and “Tracer.” Unlike as in Pac-Man, the playfield isn’t a maze as it is a bunch of adjoining boxes, with you and the enemies walking along their border lines.
People who have played a lot of Mario Party might find something oddly familiar about this layout. We’ll get to that.
When you collect all of the dots around one of those boxes, it fills in with a solid color. These boards you can play somewhat like Pac-Man. There are differences, though. The “turn the tables” mode that lets you attack your pursuers activates when you fill in the four squares in the corner of the screen. You only get one such period every level, and it takes a lot of effort and some foresight to achieve it. If the last box you fill in is one of those corners, you complete the level immediately and don’t get any bonus points for chasing down the enemies.
Even Boards: Paint Roller and Pigs
There is another kind of level in Amidar, however, that plays similarly, but with a significant difference. In these, for some reason, you’re not a gorilla but a paint roller, and you’re avoiding not natives but bipedal pigs. No reason is given for the change of graphics, although they’re still called “Amidar” and “Tracer.”
In these alternate boards, each of the rectangles has a number in the middle, which is a bonus score you earn for filling it in. On the gorilla boards, you only get points for collecting dots and capturing enemies during the attack period. Here, you get points for surrounding boxes and capturing them, so these score a lot better.
The trade-off, that makes these boards a lot harder to complete, is that you can’t just collect dots however and expect your progress to stick. There are no dots.
Instead, you have to extend the colored border away from already-colored lines, surrounding boxes one at a time. If you leave the border of the box you’re currently coloring, your progress will disappear! You’ll have to go back to one of your established lines and start over. Because you can’t just color them at any time but instead have to extend your territory out to them one box at a time, it’s a lot harder to take advantage of the attack phase granted by coloring the four corner boxes. It’s a lot harder in general. Most games end on Pig boards.
You have final aid to help you get through each level. Each board and each life, you get three uses of a “Jump” button that allows you to slip by the Amidar and Tracer. But, in keeping with a game where you alternate playing as a gorilla and a paint roller, the Jump button doesn’t allow you to jump over enemies. Instead, it causes the enemies to all jump, allowing you to pass beneath them.
Amidakuji
After you’ve played a couple of games of Amidar, you might catch on to an unusual property of the enemies. They don’t chase you. The have a specific route they follow through the board. Pac-Man may have patterns you can use to evade its ghosts, but Amidar makes the pattern followed by the enemies explicit, and the whole point of the game.
The motion of the normal enemies is entirely deterministic and uncaring of your location. Instead, they move in a specific, meandering pattern. They actually follow the routes of the Chinese “Ghost Leg,” or as it’s called in Japan, Amidakuji lottery. (You see? Amidakuji? Amidar?) They move down along vertical paths until they reach a horizontal intersection, which they will always take and then continue downward. When they reach the bottom of the board, they reverse their vertical progress, going up to reach the top again, still taking horizontal paths when they encounter them.
This is where Mario Party players might find this familiar. The Amidakuji lottery is simulated in the minigame Pipe Maze. In this, the four players are randomly arranged at the bottom of a network of pipes, and one of them must drop a treasure chest down one of the entrances at the top. The treasure travels down in the manner of the Amidar, and whichever player it reaches at the bottom gets the treasure.
The Amidakuji lottery has some interesting characteristics. It matches up each of the vertical paths at the top with exactly one path at the bottom. It doesn’t matter how many side connections there are, there will always be one way through for each path at the top.
To emphasize this, between each board of Amidar there is a bonus round that works more directly like the Amidakuji. You pick one of the routes for an Amidar to begin winding down, trying to guide it to a bunch of bananas at the bottom. Once you learn the knack of these stages it’s not hard to get the bananas most of the time. With your eyes, try to quickly trace the path in reverse, starting from the bananas.
The key to success at Amidar is focus and practice. With experience you’ll get better at figuring out where the Amidar will go in real time, and can avoid them more easily. Later levels increase the number of Amidar. Also, since a player can avoid the Amidar pretty consistently, there’s a failsafe timer in play. If you take too long to finish a level, the Tracer, which usually only moves along the outer boarder, will leave its patrol route and start following your prior movements through the level. This really starts to be a problem with Level 4. It’s good to save the corner blocks for when this happens.
Once you internalize the rules to Amidakuji, you may find yourself progressing deep into the game. I’ve been as far as Level 6! The game also has charming, melodic music in the style of Frogger. At the time of its release it was a minor hit for Stern, its licensee in the U.S., and now can be seen as a highlight of its genre.
A post-script. I searched for information on Parker Bros. Atari VCS port of Amidar, the only one made during the classic era of arcades, and found a page on the fandom.com wiki that gets many key facts wrong. It mentions coconuts: no version of Amidar has coconuts in it. It mentions the Jump button making enemies jump and not you: this is not at all evident in the VCS version. It mentions a bonus stage after every round: this doesn’t exist in the VCS version. This is one of the reasons I hate fandom.com!
The latest indie dev showcase, where I play developer submitted games and demos over on game-wisdom. 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”
No, Q*bert hasn’t died! Well except in the usual sense sometimes of being pounced upon by a big purple snake or plummeting from a pyramid with a characteristic @!#?@! Instead, their game’s designer and programmer Warren Davis did a talk about the game’s creation for GDC!
You can find out:
The origins of the cube graphics and the characters
The story behind the game’s name
What Warren Davis said aloud during the unveiling of Gottlieb’s new company name Mylstar!
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greetings to all humans down there on planet Glorb-III, also known as Earth. Let’s get started, drebnar!
A lament from Reddit on how Streetpasses are impossible to get now. If only Nintendo had thought to include them on the Switch. Probably it’ll take another ten years before they realize what a good idea they had.
Chris Friberg of Den of Geek tells us his picks for the 15 best NES RPGs. #1 is Dragon Quest III! (What do you mean, don’t spoil it? I’m an alien, I spoil everything drebnar!) He also ranks Wizardry pretty high, he has great taste!
Rodney Greenblat, famously the creator of the video style behind Parappa the Rapper and the criminally underrated UmJammer Lammy, has a new YouTube account, on which he’s been posting various interesting and fun things, including short interviews with the characters from around when UmJammer Lammy was new, as well as pre-production cutscenes with a completely different design for Lammy! Whaaa?? Have a look!
In the spirit of reducing things even further, the games on tap, with each game’s segment cued up for easy perusal, are:
Ooblets, from Glumberland, aggressively cute farming/monster sim.
Batora: Lost Haven, from Team17 and Stormind Games, sci-fi narrative action-RPG.
ElecHead, from Nama Takahashi, pixel-art puzzle/platformer that he started working on as a student, and started life as a game jam project.
Soundfall, from Drastic Games and Noodlecake, co-op rhythm action combat game. (Released today!)
Wildfrost, from Chucklefish and Deadpan Games, a “tactical roguelike deckbuilder.” (We have our own opinions as to what roguelike means.)
Totally Accurate Battle Simulator, from Landfall Games, a humorous physics-based combat simulation sandbox that first made waves on Steam.
Gunbrella, from doinksoft and Devolver Digital, a Wild West-themed “noir-pink” pixel-art Metroidvania. Not available until next year, though.
We Are OFK, from Team OFK, a episodic “indiepop music biopic” game (a lot of scare quotes this post, I admit) based on a band.
Silt, from Fireshine and Spiral Circus Games, an aquatic puzzle/exploration game with a monochrome silhouette aesthetic.
Mini Motorways, from Dinosaur Polo Club! A sequel to Mini Metro, I did a Q&A with its developers over at Game Developer! (For some reason it’s attributed to “staff,” but I assure you I wrote the questions for it.) It’s a strategy simulation game about laying out roads. (Released today!)
Wayward Strand, from ghost pattern, a narrative adventure game set in 1970s Australia with a time management element.
Cult of the Lamb, from Devolver Digital and Massive Monster, a cute procedurally-generated town-building game with action elements and dungeon exploration.
Another Crab’s Treasure, from Aggro Crab, which actively calls itself a “Souls-like” in its trailer, an action combat game about a hermit crab out on a quest. Hermit crabs find shells and other objects to serve as their home in real life, and this game incorporates that fact into the gameplay. Not out until next year, though.
At the end, there were a few short clips of other upcoming games: One Shot: World Machine Edition, Gibbon: Beyond the Trees (releases today), Idol Manager, Card Shark, Cursed to Golf, A Guidebook of Babel, and OPUS: Echo of Starsong: Full Bloom Edition.
Last-minute addition, here are Kyle and Krista, formerly of the Nintendo Minute and now with their own thang going on, reacting to the games:
TheZZAZZGlitch over on YouTube found some entertaining passwords for 8-bit games that put you in interesting places. It also explains a bit about the nature of passwords as a makeshift data storage system, and why sometimes you can make them spell funny things that still work. They even offer some advice on constructing your own silly/glitchy passwords.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greetings, humans! Here is the gaming news I could glean from decrypting your internet broadcasts from my flying saucer floating above your atmosphere!
Jordan Devore, Destructoid: Rogue Legacy 2 Drops Vertigo From Its Traits List. You see, each character you play in that game is part of a lineage of characters, and they have semi-random traits. One of those traits flipped the screen upside-down during play. Or it did. Now it’s not in the game anymore!
Alex Donaldson at VG247 warns us that Sonic Origins probably won’t have Sonic 3‘s original soundtrack, due to rights issues related to Michael Jackson’s involvement with the project. Sega has been hampered with music rights across several games, including the soundtrack for some ports of Crazy Taxi.
More from Ars Technica, Sam Machkovech tells us about Rifftrax: The Game!
Kimimi the Game-Eating She Monster (great handle!) has a knack for finding awesome Japanese games that Western shores missed 0ut on, and one such game is Bounty Sword, a Super Famicom JRPG with real-time combat, muted colors, and let’s not forget a fairy playing the role of player cursor. It’s worth your time to read, and maybe to contribute to her Ko-Fi!
Since I wrote that, she’s posted a review of another extremely interesting Squaresoft game, for the WonderSwan, Wild Card!
For this interview, I spoke with Christian and Stefan of Studio Centurion to discuss their game Line War, and how they’re trying to build a new kind of RTS game that focuses on strategy as opposed to micro. We spoke about how the game came about, thoughts on RTS gameplay, and more.
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”