Retro365: Apple Galaxian, Star Craft and the Beginnings of Brøderbund

Pretty dry today, a tale on the blog Retro365 about the creation of Apple Galaxian, early action gaming hit for the Apple II, and how it helped establish classic computer publisher Brøderbund, who’d licensed it from the Japanese company Star Craft. It was sold in Ziploc bags, and was an immediate hit.

Here’s what Apple Galaxian looked like in action:

Brøderbund would go on to release many more wonderful programs for home computers, eventually publishing Lode Runner and Myst. Star Craft was still in operation in Japan until 1995. Anyway, please follow the link, it’ll help make up for me having to enter the crossed-o in Brøderbund’s name so many times!

Apple Galaxian: The Vital Japanese Connection (Retro365)

Game Finds: Ghost Hunter

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Another game jam entry, Róger Goulart’s Ghost Hunter is a short and silly game about a young lady who loves ghosts, maybe a bit more than she should.

Here are some opening screens:

Take a moment to enjoy this screen.
They may have a point.
And a new unholy quest begins.

Most of it is a kind of guessing game. Each of three cemeteries has tombstones arranged around it. You go to each one and dig it up with your Shovel of Resurrection. If it’s a friendly ghost, then it emerges and you get one credit towards your quota. If it’s a cursed tomb however, an angry ghost comes out and chases you for a bit. If it catches you, you take a point of damage.

How do you tell the difference? Well, usually you can’t. But there are these orange tombstones placed around each level, and when you dig one of those up you get a random powerup for a short time. (Usually: once in a while you’ll find an angry ghost in one instead, but that’s rare.) One of the powerups shows you whether a tomb has a friendly or angry spirit in store. Other powerups slow angry ghosts, disguise you so they don’t chase you, refill your health or make you walk fast for a short time.

Level 2 has periodically appearing sludge ghosts that must be destroyed by digging up waterspouts to block them. Level 3 has annoying bat enemies that must be avoided, and a higher quota than the other levels.

My tips:

  • When you stop digging up a grave in the middle of the process, the digging you did before isn’t forgotten. You can sneak in a little extra digging when running from angry ghosts this way.
  • You tend to lose a whole letter grade at the end of a level from taking damage, so be safe.
  • The best powerup is the one that reveals the cursed graves. When you get one, I suggest just wandering around for a bit, looking for the mean ghosts, and remembering where they are so you can dig up friends in piece.

Spoilers for the ending are after the download link!

Ghost Hunter (itch.io, $0, web and Windows)

A shame, but they asked for it. Also, what happened to their faces? They’re scarier than the ghosts!
And isn’t that all that matters?

Dan Fixes Coin-Ops Repairs a Baby Pac-Man

Over on Mastodon, Dan Fixes Coin-Ops has been documenting an epic quest: the repair of a Baby Pac-Man machine.

It’s one of the non-Namco Pac-Man spinoffs that Bally/Midway released in the wake of the original’s extremely high popularity. I’d like to remind readers that while Namco has been the sole beneficiary of Pac-Man’s heights lately, the original game, at first called Puck-Man in Japan, was not popular there. The spin-offs, console ports, handheld games, trading cards, stickers, clothing, cartoon show, Christmas special, breakfast cereal and unnumbered other items, that was all Bally/Midway’s doing. Toru Iwatani created and designed it, his team made it into a game and cabinet, Namco released it in Japan to middling success, and from there Bally/Midway got behind it and turned it into one of the most gigantic video game hits there’s ever been, a machine that at one point had one hundred thousand units.

Now, I’m not going to deny that their effort led to some erasure of knowledge of Namco’s existence at the time. All those Pac-Man machines and spin-offs mentioned “Bally Midway Mfg. Co.,” with nary a mention of Namco. But it’s undeniable now that erasure is happening in the other direction: a search over the History page on official Pac-Man website has no mention of Bally at all, even though the page acknowledges that the game was “a major hit in the United States.”

Some of that success leaked back to Japan and fueled some Namco-made sequels: Super Pac-Man, Pac N Pal, Pac-Land, Pac-Mania, Pac-Man Arrangement and eventually Pac-Man Battle Royale and Pac-Man Championship Edition, and more recently things like World’s Largest Pac-Man and Pac-Man Battle Royale Chompionship.

Bally/Midway made their own sequels. One of those, Ms. Pac-Man (created by GCC), came to eclipse the original in popularity, but in addition to their licensing of Super Pac-Man and Pac N Pal they made Jr. Pac-Man (also from GCC), as well as Professor Pac-Man and this game here. The one Dan Fixes Coin-Ops repaired. Baby Pac-Man.

Baby Pac-Man is a game that only could be made by Bally, because it’s a video game/pinball hybrid.

Bally, together with the company that would buy them, Williams, is arguably the greatest pinball maker there’s ever been. Up until around 2000 (a heartbreaking year) they made wonderful machines like The Addams Family, Twilight Zone, Attack From Mars, Star Trek: The Next Generation and quite a few others. In 1982 though pinball was in a slump while video games had reign over arcades. The decision to make a game that connected one of the greatest arcade games of all with pinball must have seemed obvious. (It wasn’t their only attempt to capitalize on their golden license with a pinball table, witness Mr. & Mrs. Pac-Man, which I’m informed was released eight months before Baby Pac-Man.)

The combination of an arcade video game and pinball makes for a unique experience. It also makes for a game which breaks down even more often than your standard arcade game, as the thread notes: there’s three computers in the thing, and it’s subject to all the typical arcade game problems, all the typical pinball problems, and special problems with the portions of the machine that connect the two halves together.

The thread begins memorably:

In case y’all were tired of hearing about popular Fediverse people making bad decisions, just thought I’d let y’all know I bought a 1980’s hybrid pinball/videogame tonight

I bought a god damn Baby Pacman

Like this isn’t for a client, I’m not working on it to earn. This game COST money. This is my game now, I paid for it and it lives in my house. I’m not gonna get to give anybody a bill.

This is such a perversion of the natural order of things. I’ll probably route it one day, but for now this is an arcade machine that I SPEND money on!

It’s taken me a little while to get it into the house and have a chat with the mate who sold it to me and let the littleun have a go and put her to bed and fix a couple things and have a go myself so I’ve not been catching up on my notifications, I saw some questions so I’ll do a little thread on it over the next couple of days

I cannot stress enough that you should not buy one of these things

Folk who like 80’s pinball want stuff like this or Haunted House and you shouldn’t buy a Haunted House either

These are games for pinball techs or people with money to hire pinball techs or very close friends of pinball techs

Except Baby Pac-Man needs you to be friends with an arcade tech too.

He finally got it working after three months of work, and what a journey it is. He did it for love of the game: while Baby Pac-Man is dissed in some circles it’s a genuinely interesting game. But to like it, you have to abandon the relatively lenient expectations of classic arcade video games. Pinball is inherently unfair, and that unfairness oozes out and coats even the video portion of Baby Pac: the ghosts don’t waste time in coming after you, and you start with no Energizers: you have to earn them in the pinball portion, which for the most part you can only visit once per life/board. You can return to the video portion temporarily though by locking the ball in a scoop.

Here is the full thread (to date) in Masto Reader, which is a Mastodon version of Threadreader. It takes maybe half a minute to collect the posts and present them though, so to read the whole saga you’ll have to be a little patient.

An interesting video about Baby Pac-Man (although with some bad sound) District 82 Pinball’s here (12 minutes), which covers the tech and gameplay:

And Joe’s Classic Video Games’ demonstration (25 minutes):

Dan Fixes Coin-Ops: Baby Pac-Man Repair

District 82 Pinball’s Baby Pac-Man play and tech tips (Youtube, 12 minutes)

Joe’s Classic Video Games on Baby Pac-Man (Youtube, 25 minutes)

Next Fest Showcase 12/4/23

Josh Bycer presents more favorite games of nextfest.

Sundry Sunday: Breaking Bad as a 16-Bit RPG

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Did I post this one before? An archives search doesn’t turn it up. It’s been in my topic list for a long time, but it seems I never actually post it it. Here it is! It was created by Doctor Octoroc, who still has a website, for CollegeHumor, which doesn’t!

The video is 11 years old, and doesn’t present all of the events of the series, I think because it hadn’t concluded at that point. Still, it may be entertaining.

Breaking Bad 16-Bit RPG (Youtube, 4 1/2 minutes)

Milliways: The Restaurant at the End of the Universe

A long time ago, there was a radio series called The Hitchhiker’s Guide to the Galaxy. It was about a man named Arthur Dent, who with the aid of his friend Ford Prefect managed to escape from the Earth when it was demolished to make way for a hyperspace bypass, after which he went to have increasingly weird and ridiculous adventures.

At the center of the story was an electronic book named, like the radio series itself, The Hitchhiker’s Guide to the Galaxy, which was like an iPhone and Wikipedia combined into one device, only Douglas Adams somehow thought of them in 1978, which was the same year Space Invaders was being manufactured. It was written by a brilliantly funny man named Douglas Adams. Adams also wrote some scripts for Doctor Who, and some other books, including The Meaning of Liff, Last Chance to See and Dirk Gently’s Holistic Detective Agency.

Before he wrote those other books though, he wrote some more about the Hitchhiker’s Guide. He wrote a TV series based on the radio series. There was also a vinyl recording, which was simply called an album then because CDs hadn’t been invented yet. Each of these versions of The Hitchhiker’s Guide to the Galaxy has substantial differences from all the others. Then Douglas Adams met Steve Meretzky, and the two of them did a computer game version of The Hitchhiker’s Guide to the Galaxy, itself with major differences from the other versions.

They made the game for a company called Infocom. Infocom was one of the first great successes in computer gaming. They wrote what they called interactive fiction, but could more generally be called text adventures. They presented the world of the game as text on a screen, like you were reading a book, and you expressed what you wanted the protagonist character to do by typing commands. Sort of like those things some inaccurately call AIs, and are more properly called Large Language Models, or LLMs, except a person actually wrote everything that can happen, and there’s a point to them.

The Hitchhiker’s Guide to the Galaxy was the second best-selling game that Infocom ever did, after Zork. It sold over a million copies, a gigantic success at the time, and still pretty good today. So everyone was keen to do a second Hitchhiker’s Guide game. The game even says, at the end, that an incredible adventure was about to happen, but you’d have to buy the next game to find out what it was.

Time passed….

Infocom tried to get Douglas Adams to create a sequel. He did co-write Bureaucracy with the staff of Infocom, a lesser game with some brilliant ideas in it. Later he wrote Starship Titanic for a different company, which was fairly well-received. Douglas Adams was, as said, a brilliant person, but his was a whimsical and capricious intelligence, fixating on things that seized its fancy, but that made it difficult to focus on mundanities.

Infocom’s games sold steadily fewer copies as time passed. Eventually, they were bought by Activision, and functionally shut down. They made some Zork games themselves, but eventually Activision forgot that Zork or Infocom even existed.

Some more time passed….

Douglas Adams wrote some more Hitchhiker’s books. At the time there were already two, The Restaurant at the End of the Universe and Life, The Universe and Everything. He soon followed it up with So Long And Thanks For All the Fish, and then Mostly Harmless.

He never did write that sequel to the computer Hitchhiker’s game. Then, sadly, Douglas Adams, who in Last Chance to See wrote movingly about animals on the edge of extinction, went extinct himself, dying on May 11, 2001.

Time continued to pass. Disney, the least-suited company for such a thing, made a big movie version of The Hitchhiker’s Guide to the Galaxy. It wasn’t too bad, all told, but it wasn’t Disney-level popular, probably because it didn’t have space magicians or superheroes in it.

Lots of people, not the least of which his old friends at Infocom, were saddened that Adams never followed up with that second Guide game.

Then in 2023, a person with the nom de net of Max Fox wrote their own version of what a sequel to The Hitchhiker’s Guide to the Galaxy might have been. It’s called Milliways: The Restaurant at the End of the Universe.

It adheres to older trends in adventure gaming: you die sometimes just from trying things out. Puzzle solutions can be a bit cryptic. But it also has a simulation of Infocom’s “Invisiclues” built in, where you can pick the area you’re in and problem you’re having from lists and get a series of more specific hints for getting past your problem area, which is still a pretty good way to provide play help without giving away the whole puzzle like a walkthrough might.

No, it isn’t the sequel that Douglas Adams would have written. But that thing will never be. It’s possible that someday a different sequel will be written that matches Douglas Adams’s voice a little better. But in the meantime, we have one idea of what it could have been like.

It doesn’t make it a happier galaxy to live in. But it does make it marginally less sad, and that’s the best we can hope for.

(Note: following images have spoilers for the very early phase of the game. If you want to play this game, you’ll need a program that can play Z-machine files. I suggest Windows Frotz.)

The beginning, after the ending
An unsettling landscape
Five points, and a sudden demise

Milliways: The Restaurant at the End of the Universe

Godot 4.2 Released

Events often resist efforts to package them up and stamp a Convenient Narrative on them, but it’s really tempting to me to say the history of the internet in this era is that of many people rejecting the hegemony of large corporations and doing things for themselves.

Social media has seen the rejection of Twitter, for reasons I really don’t want to hash out again here, and while some ran directly to Threads or Bluesky, a good number realized it was eventually just going to happen all over again, and that helped to increase the update of open source, federated work-alike Mastodon.

Another piece of this narrative vase that we might be able to fit into place, with creative thinking and a whole lot of glue, is the downfall of Unity and how it helped the effort to create the free open source gamedev replacement Godot. And lo, after a fairly recent release of 4.0, yesterday they already released 4.2. The changelog is here. Here is GDQuest’s rundown of the changes (22 minutes), and here are Lukky’s five favorite new features (3m), which are:

  • FSR 2.0 support (upscaling higher resolution output from lower resolution rendering)
  • Color-coding of folders in the file hierarchy within Godot’s UI
  • The ability to “bake 2D navmeshes”
  • When resizing 3D objects, the UI no longer resizes symmetrically around the object’s origin by default, but instead only the side you’re changing is modified
  • And, within the code editor, you can now create special comments to define a code region, which can be independently collapsed to reduce clutter, and expanded when you need access to its contents. And the Ctrl-K Comment Out feature works better now.

To get back to talking about software philosophy…. There are unique problems with using fully open tools to create games. Console manufacturer devtools are still locked in a mode where the maker hands you proprietary libraries, which they are unwilling to make freely available because of their economic desire to preserve trade secrets and control their platform. Most developers get around this by going through a third party, who has independently created a system of working between the open development framework and the publisher’s libraries, and then licenses it to a studio so they can get their project working on consumer hardware.

Godot is subject to this limitation, with 4.2 being no exception. But there is a sense, with it, that it’s the brightest hope for free and open game development going right now. They don’t ask for any license fees, they don’t try to count how many installs you have and they don’t track user behavior. But because they don’t try to claw in income through direct means, fair or foul, they must survive off of contributions. If you find Godot useful to your work, please consider using their donation link and signing up for an entirely voluntary plan.