Josh’s Favorite Games of 2022 – Best Metroidvanias

The Metroidvania category continues to be an indie staple and this year saw some very interesting ones getting released and hopefully a good sign for 2023.

#3: Haak

The first of several metroidvanias that came out after being on early access, Haak delivers a combination of combat, platforming, and exploration through a stylized destroyed world. The game starts out simple enough, but it does get quite difficult near the end. There are multiple endings, secrets, lots of collectibles, and bonus quests to find in it.

What keeps it from getting higher is that the game tended to rely a bit too much on having to find secrets and hidden stuff to stand a chance, especially at two bosses near the end that spike in difficulty. If you’re looking for a challenging metroidvania, this is a very solid example.

#2: Dungeon Munchies

Even longer on early access and finally out, Dungeon Munchies comes with a lot of variety and charm. What starts out as you coming back to life to learn to cook food from a master necromancer/chef, turns into an ever-escalating journey into this strange world with a lot of heart, soul, and food to uncover. The game takes a lot of interesting turns that no one will really expect where it all leads, and still manages to keep its heart until the very end. Using your food items as a source of customizable buff lists is a different take. What stops it from getting higher is that it did feel janky in spots, and some of the metroidvania progression felt forced.

I hope we see more from the universe as there is a lot more stories to tell and food to make.

#1: Haiku the Robot

Haiku the Robot is a solid metroidvania with inspiration heavily from Hollow Knight while still carving out its own unique take. In a world where humanity is gone and there are nothing but robots around, when a strange corruption starts spreading, it’s up to Haiku to figure out what’s going on.

This is just an all-around great take on the design — controls feel solid, upgrades substantial, and there are plenty of secrets and collectibles to find. If you’re someone who is itching for Silksong and that style of metroidvania, don’t sleep on Haiku.

Romhack Thursday: Simon Belmont in 8 Eyes

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

There aren’t many game series with the reputation that Castlevania has. While it’s always been very popular, the stature of the original game has only grown over the years, and it’s now seen as one of the very best games on the NES. We’ve talked about it here before, and about how badly the creator of one of the best-designed games ever made was treated by his company, but we’re not here to talk about sad things today.

You’d think Castlevania would have more imitators, but there aren’t as many as you’d think there would be? It has specific and definite ideas, some of them not obvious to a random player. Simon moves slowly and jumps stiffly, but it’s clear with repeated play that not only is the game designed around this, it’s even a better game for it! It’s a good example of how reducing a player’s abilities, relative to Mario-standard, can actually result in better play.

Some of the enemies were changed too. I don’t think this enemy was a skeleton in the original?

One of the few definite Castlevania clones that come to mind is Thinking Rabbit’s 8 Eyes. It could not be more obvious while playing it that its designer played a lot of Castlevania; its hero Orin’s movement is nearly an exact match for Simon Belmont, and it even has staircases that he can climb and hidden items buried in the walls.

It’s not as good a game as Castlevania, definitely, but it has its own ideas, and I respect it for adding some unique features. The player can determine what order the first eight levels are played in, and every time they finish one their attack power is upgraded. It has devious level designs that don’t always map cleanly on paper. It has a player-controlled drone character in the form of a falcon that can be deployed, and then flies around on its own, and can be commanded to attack and return and even has its own health. Most interesting of all, every level has hidden with it a clue, a piece of text that must be found and used at the end of the game to solve a logic puzzle to finally win.

Here’s one of those clues! Unlike the clue books in Castlevania II, every one of these is essential to solving the final puzzle.

There’s a lot of cool ideas in 8 Eyes. If it had some more design and development work put into it it could have been seen as a later highlight of the system. elbobelo has, for over fourteen years, been at work on a huge hack to put Simon Belmont into the game. In a forum thread they started long ago they mentioned that, while work has slowed, it’s still going. They haven’t issued a public release since an old beta in 2008, but there’s enough present in it to make one wonder how it’ll play when it’s finally released.

Here’s one of those clues. BTW, it’s not well known that 8 Eyes actually has eight quests. The game is mostly the same each time, but the logic puzzle is different!

Fortunately, the 2008 version of the hack keeps the cool ideas that 8 Eyes contributed, and it just adds features from Castlevania I and II. It keeps the falcon, the diabolical levels, and the clues and game-ending logic puzzle. Gone, however, is the player’s sword, replaced with Simon’s whip, which is a vast improvement. In addition to the falcon, Simon can find his usual subweapons, which don’t replace each other but can be switched between with the Select button. It doesn’t make the game too easy because 8 Eyes was a very difficult game. It just makes the challenge more reasonable.

Most levels have at least one puzzle that requires you to release the falcon somewhere on screen to fly around while you run to the door, so you can attack the switch with the bird then run in the door before it closes.

Best of all, it also keeps 8 Eyes’ weirdest aspect: after you beat each boss, you sit down and have tea with them! In the original the tea was brought by one of the boss’s flunkies, but in this hack one of the skeleton enemies brings it in. It’s surprisingly adorable!

8 Eyes – Playing as Simon Belmont (romhacking.net)

Many more games should show you having tea with the level boss after you beat them!

Galakong

Another LUA-based game hack from 10yard! This one’s a mashup of two perennial arcade favorites, Galaga and Donkey Kong. Each level has a chevron powerup somewhere in it. When Jumpman picks it up, he’s joined by the spaceship from Galaga. The jump button is also the fire button! Further, the ship’s shots are piercing, and can destroy more than one enemy with a single blast.

You’d think it’d make the game much easier, but the difficulty of the game has been subtly increased to make up for it, plus controlling the ship as well as ol’ Jumpy is a distraction, so it’s still pretty challenging.

In addition to Donkey Kong, the hack’s github page notes that it works in Donkey Kong Jr. as well!

Galakong (github)

Josh’s Favorite Games of 2022 – Bullet Heavens

In a surprising twist from 2022, a new sub-genre found its way to dominate the landscape with the Vampire Survivor likes, Bullet Heaven, auto shooter, whatever we want to call it. With so many games being released, I had no choice but to add the category to the list this year.

#3: 20 Minutes til Dawn

20 Minutes til Dawn was the first of the many VS-likes to show up with a more active-style game. While it may not have the same potential for crazy combos like Vampire Survivors, there is certainly a lot of room for it to grow. What keeps the game from getting higher at the moment is that there isn’t as much of an escalation in terms of power and the situation that we see from the other games. Once you get control, it’s very hard to lose it in this game, and a lot of runs are almost decided before the halfway point. There is potential here for more of a skill-driven take on the design that I hope we see more of.

#2: Brotato

Part of the problem with trying to compare to Vampire Survivors is that a lot of the games tend to avoid both the spectacle and the snowballing of a play. Brotato is one of the best ones that come the closest thanks to its focus on builds and roguelike design. Each run plays out over 20 waves, and you need to match your weapons and items to the character you’re using. While it’s not as skill intensive as 20 Minutes Til Dawn, there is more going on with the items and planning you’re doing.

Of the other VS-Likes I’ve played, this is the one I’ve spent the most time with that isn’t Vampire Survivors, and I hope we see more to it in the future.

#1: Vampire Survivors

Was there really any doubt here? Vampire Survivors, love it or hate it, is one of the most influential games of 2022, and the entire reason for this category. One of the best examples of how much a simple gameplay loop can be elevated. It is one of those lighting in the bottle kind of games that has obliviously been copied, but not one other game has managed to reach the same heights. It is the Slay the SpireDwarf Fortress, or Factorio, of its genre.

The aspects that make Vampire Survivors work are that it is easy to play, the feel of the different weapons and builds, and the escalation. The game perfectly encapsulates an enjoyable 30 minute (or less) gameplay loop that can be repeated again and again. It is a game where essentially “stuff” is all it needs from a content point of view. I honestly don’t know where else the developer can go with it, or if we ever see another game like it at this level of recognition, but Vampire Survivors takes the award for “nuclear bomb dropped on the game industry for 2022”.

AGDQ 2023 Selections #2: Tuesday & Wednesday

Some more selections possibly of interest from AGDQ 2023. Note that times given in the text are not the length of the run, but as according to our usual policy the run length of the video itself.

Ape Escape 2 (1:04):

Goat Simulator (34m):

Castlevania: Aria of Sorrow Any% No 0HP race (42m) – at 19:40 in begins an extra Julius Any% run:

Super Mario Galaxy 2 four-player Any% race (3:27):

Jak II Any% (1:19):

Outer Wilds (53m):

Ratchet & Clank: Up Your Arsenal (1:35):

FEZ (35m):

Stardew Valley (58m):

Pokemon Yellow (2:24):

The Legend of Zelda: Ocarina of Time 3D (48m):

Stray (1:16):

Vector Kong

Please pardon the stuttering, evidently capturing the game at high resolution was a bit much for OBS to bear.

Vector Kong is not a romhack of Donkey Kong. Instead, it’s a LUA script, run through MAME’s plugin support, that makes the graphics display as if they were on a vector monitor.

It doesn’t leave the game unaltered otherwise: the only boards playable are Girders, and it also skips over the scene at the opening. Still though, it definitely looks sharp! Here’s hoping creator 10yard applies this treatment to the rest of it someday!

Vector Kong (github)

Sundry Extra: The Comic Bardo Thodol

CW: Not game related, which is why it’s up as a Sundry Extra. Also, has to do with Tibet, so I’m probably now making the Chinese government allergic to this post, yikes.

Some years ago, around the web went this interesting and entertaining comic condensation of the Bardo Thodol, a.k.a. the Tibetan Book of the Dead. It had fallen offline since then, although if one searches for it it might turn up again. (Ah, I see it’s up on ultraculture.org.)

The Bardo Thodol is a guidebook for those who have just died, detailing what worlds (Lokas) a soul will wander through, as well as their ruling entities (Buddhas) as it searches for a place to be reborn, unless it can become liberated from the cycle of rebirth, slipping between the cracks and not having to do it no more.

Well, as web observers may have noticed, different sites have different levels of staying power than others. The original was self-hosted, meaning when its creator Thomas Scoville stopped paying his site’s server bills it evaporated into residual electric charges.

While big tech sites tend to keep things around only for as long as it suits them (witness Geocities), Google tools that have had a substantive presence (other than Google Reader) seem to persist for a little bit. Por ejemplo, Blogger is still up and functioning, at least for now. Another thing within Google’s domain, at least until some bean counter decides the company can be made slightly more profitable by deleting it, is Google Sites.

So, with the permission of Thomas Scoville, I have put up the Comic Bardo Thodol in a corner of my Google Sites space. Please enjoy reading about all the wonders and horrors that await you after you pass away. And in particular notice which pop culture image was chosen for Yama Raja, the Lord of Death!

Sundry Sunday: Commercial for Atari Mario Bros.

We love weird old game commercials from before (or in this case during) the crash, before games and game ads began skew quite so much towards the stereotypical tastes of teenage males, and before companies like Nintendo became such jealous guardians of their products.

And just look at all the effort that must have gone into this commercial! This isn’t just people sitting in front of a TV raving about a game, these actors are wearing costumes and running from puppet creatures on an actual set! And this may well be the first human actor to ever portray Luigi in front of a camera (he may look like Mario with his color scheme, but his hat says Luigi, and he’s calling Mario for help). It even calls back to the theme song of Car 54 Where Are You. It’s a shame that the game couldn’t possibly have moved enough units to justify this production.

A Star Wars Galaxies History Lesson

Watching massive layoffs happening at multiple big tech companies, Wizards of the Coast’s current licensing debacle (it’s what, their third?), and the Age of Owner Idiocy happening over at Twitter, I think right now it’s worth going over some of the big game properties that have been harmed, ruined, wrecked and generally destroyed by clueless executive edicts.

For some reason MMORPGs are particularly rife with this. City of Heroes was a popular game that was shuttered completely because NCSoft decided they didn’t want to run it any more, at all, full stop. Oh, and no one else can run it either. I seem to remember, two long eons past, that WorldsAway, an early graphical service I was an avid member of once, was racked with management argument over whether it wanted to be a virtual world or a chat service, and in the process technology just left it behind.

This kind of thing happens all the time. Recently I was reminded by a Metafilter thread of the story of what happened to Star Wars Galaxies.

All images in this post from Mobygames

This recent article at PC Gamer is basically a love letter to Star Wars Galaxies’ early days. It highlights its great sense of immersion, something that has been lost from MMORPGs as World of Warcraft’s massive success drove everyone to make their games much easier to play, regardless of other factors. It also mentions its many design missteps, which make it seem almost inevitable in hindsight that, eventually, the game’s design would be completely overhauled.

Before the change, called by the management the NGE, or New Game Enhancements, Star Wars Galaxies had a classless, skill-based system. Jedi powers, particularly, were notoriously difficult to unlock. They required that players find very rare Jedi Holochrons in the game that would tell them what they had to do to awaken the Force in their character. It was a demanding system that meant most players would never become Jedis, but it kept Jedi powers special, ensuring that they wouldn’t overwhelm the game universe, especially important since SWG was set at a time, between The Empire Strikes Back and Return of the Jedi, when Jedi were thought to be almost extinct.

Lots of players wanted to be Jedi but couldn’t, but the game had become known for making a difficult design choice and sticking to their guns, and if players did achieve Jedihood, it accorded them a level of respect that was rare in MMORPGs. Anyone can reach max level in an MMORPG if they just spend enough time playing, but this was something special. And Jedi characters had permadeath on; if one perished, it was gone.

Among those that remember that period in MMORPG history, the New Game Enhancements are an infamous example of game mismanagement. Even now over a decade after the game’s closing, the fallout of Sony Online Entertainment’s decisions can still be found scattered throughout the internet. Here’s an article at Massively Overpowered. One at Wired. Engadget. An AMA with a former community manager on Reddit.

In short: the game switched to a class-based system, Jedi were made an ordinary starting class, and gameplay was made much more action-oriented. While locations remained the same, the underlying gameplay was completely changed. It immediately lost a large portion of its userbase. It gained some back over time, and continued along for six years after, but the popular perception was that it was a grave misstep.

Server-based games like MMORPGs are in a difficult spot in cases like this: the pre-existing game basically ceases to exist, even for players who preferred it. There is no going back for them. People who didn’t enjoy that style of play had no choice but to like it or lump it. Meanwhile it has to build a membership anew based off of its new form, while overcoming all the negative press around its change of direction.

The pre-NGE Star Wars Galaxies spawned a fan recreation using the old gameplay soon after the gameplay changed, called SWGEmu, and it’s still running today with two servers. People who liked the later system, which was still in place when the game shut down, have had no recourse until relatively recently. Now a new fan-led effort, Star Wars Galaxies Legends, looks to revive the game as it stood when it closed, NGE systems and everything. SWGEmu’s website is just a forum system; SWGL’s, by contrast, is surprisingly slick by the typical standards of a fan project.

That’s a lot of words to write about a game that, in either form, I have never played, but that’s how much people care about Star Wars Galaxies, in both its forms, and Star Wars in general. I hope both are running decades into the future.

News 2/2/2022: Konami, Link to the Past, Listicles

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

My cell walls are feeling kind of rigid at the moment due to a computer issue that caused me to lose the first draft of this post. All of my witty remarks, lost to the electronic void. You missed out on my entertaining usage of the phrase “odoriferous blorpy.” Truly we are in the worst timeline. It’s all left me feeling kind of cranky, let’s get through it quickly this week.

Ted Litchfield at PC Gamer on a RuneScape player playing a minigame for eight years and turn turning in all his progress at once. RuneScape is an early MMORPG that began in 2001.

Several things to do with Konami, a once-great publisher that’s become pretty hidebound lately:

Dustin Bailey at GamesRadar: fans are working on a PC remake of Castlevania II: Simon’s Quest. I’m sure this won’t get obliterated by legal threats. They should have gone with the cheeky route taken by The Transylvania Adventure of Simon Quest. The article mentions that its creators consider the fact that many townsfolk lie to you to be a problem, instead of awesome as it really is.

Charles Harte at Gamespot organ Game Informer says Dead Cells’ upcoming Castlevania-themed DLC is really big.

Also from Charles Harte, Konami is shutting down their recently-released game CRIMESIGHT, not just removing it from the Steam store but even making it unplayable. Great way to reward people giving you money, K. It’s not even a year old yet!:

Tyler Wilde, also from PC Gamer, on a $2,000 game on Steam and what it’s about. Summarized: it costs $2,000 but is short enough that people can finish it within the return period, and it amounts to a screed against women. Blech!

Dean Howell at Neowin: a fan-made decompilation of The Legend of Zelda: A Link to the Past can now be compiled for Windows and (presumably if your device is jailbroken) Switch.

Christ Moyse at Destructoid tells us that Taito’s classic The New Zealand Story is coming to the Arcade Archives series. Gandalf could not be reached at press time for comment.

Two listicles:

Zoey Handley at Destructoid on the 10 best NES soundtracks. The list is Bucky O’Hare, Kirby’s Adventure, Castlevania 3 (Japanese version), Contra, Dr. Mario, Super Mario Bros. 2, Mega Man 2, Castlevania II, Journey to Silius, and… Silver Surfer?

Gavin Lane and the NintendoLife staff on the 50 best SNES games. The list is compiled algorithmically from reader scores, and can change even after publication. At this time, the top ten are, starting from $10: Donkey Kong Country 2, Earthbound, Teenage Mutant Ninja Turtles IV, Super Mario RPG, Yoshi’s Island, Final Fantasy III, Super Metroid, Chrono Trigger, Zelda: A Link to the Past and Super Mario World on top.

Tom Phillips at EuroGamer mentions that the original developers of Goldeneye 007, recently rereleased after 25 years on Switch and Xbox platforms, were a bit miffed that they weren’t asked to participate in the festivities. At the time most of its developers were completely new to the game industry, and they’ve been generally snubbed by its publishers in talking about the new versions. Does feel pretty shabby, Nintendo and Microsoft!

Andrew Liezewski at Gizmodo talks about the graphics in an upcoming Mario 64 hack made by Kaze Emanuar. I’ve followed Kaze’s hacking videos quite a bit (I think one’s been posted on Set Side B before), and the optimizations they’ve made to Mario 64’s engine are amazing, not only eliminating lag but great increasing its frame rate and making it look better to boot.

And, at Kotaku, Isaiah Colbert reports on various things being done to celebrate Final Fantasy VII’s 26th birthday, including official recognition in Japan of “Final Fantasy VII day” and a crossover with Power Wash Simulator. Maybe they can do something about cleaning out all the grunge from Midgar, that city could use a bath.

Recollections on the Creation of the Original Macintosh

Folklore.org hosts a whole bunch (123!) of stories about the creation of the Macintosh, and assorted other topics, from its creators.

Among the stories are on Steve Jobs’ “Reality Distortion Field,” the first image that Mac hardware ever displayed, Jobs’ enthusiasm for rounded rectangles, the creation of MousePaint for the Apple II, and many more things.

In related news, the source code to the Mac’s predecessor/sibling, the Apple Lisa, has recently been released to the public.

Folklore.org: The Original Macintosh

Romhack Thursday: Gradius III using the SA-1 chip

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

First, I’d like to fill you in a bit on the world of supplemental chips included in cartridges.

The greatest advantage of cartridges as a software distribution medium is that you can include extra hardware in the cart that extends the capabilities of the system. The inclusions, ranging from a few extra logic gates controlling banking to static save RAM and batteries to supplemental microchips to entire coprocessors, goes back to at least the Atari VCS/2600, where they played a major role in extending that console’s lifespan. The VCS only had 128 bytes of RAM, a ROM address space of a mere 4 KB, and didn’t even have lines going out to the cartridge for writing to external memory. In spite of these fairly dire limits, regularly games for the system would far surpass what was expected by its creators, culminating in the DPC chip used in Pitfall II.

It’s not true that you can do anything with extra hardware in a cart, but you can push the limits quite far. The inclusion of extra circuitry in the cartridge is what allows Champ Games to make their amazing Atari arcade ports (such as Mappy and Scramble).

After the VCS/2600 fell out of popularity the NES came along, and extra chips of this sort became almost mandatory. The tales of Nintendo being hampered by the chip shortage at the time of the NES’s popularity limiting production are true, but are also somewhat self-inflicted. Legions of popular games required at least a MMC1, a chip that could have been included in the base console, or supplied in an add-on peripheral like a pass-through cartridge. But instead Nintendo chose to include one with every game that required it, and also MMC3s, some MMC5s, and a handful of other chips.

Then the SNES came along, and more extra chips entered the picture, most notably the DSP, the SA-1, and most famously the SuperFX. The SA-1, basically a coprocessor for the machine’s overworked Ricoh 5A22, a variant of the WDC 65C812, which was itself a 16-bit version of the venerable MOS 6502, is our focus here.

Extra chips in SNES carts weren’t nearly as essential as they were for most NES games, but there were still a good number of them. In the early days of the SNES extra chips like these were not hugely common, although a DSP was used even in one of the system’s launch games, Pilotwings. On the other hand F-Zero, a game remembered fondly for its great sense of speed, didn’t use any special chips.

The SA-1 was one of the more powerful of these chips. It was basically a second 65C812-type chip running at triple the main CPU’s clock speed, with a small amount of dedicated memory and some other minor features. Most famously it was used in Super Mario RPG, but it was also used in both of the SNES Kirby games.

The SA-1 wasn’t used in that many games, and it wasn’t even available for use, I think, in the system’s early days, which was a shame. The power of the SA-1 was quite great, if used correctly. SNES hacker Vitor Vilela has made a growing number of hacks that recode classic SNES games to use its calculatory prowess, and the difference is often quite dramatic.

There’s a lot of stuff there on his Github page that I’m going to save to present later, but one of their earlier projects, and one of the best I’d say, is his conversion of SNES Gradius III to use the SA-1. Gradius III is probably the SNES game in which slowdown is the biggest problem, it is not hard at all to get Gradius III into a state where the game slows down to half speed, or even one-third speed, simply by loading up on Options and powerups. As a difficult game where slowdown makes it much easier (and it may have been designed around it), and as a SNES launch title with great graphics and sound, it’s still playable without the SA-1, but you can nearly hear the processor creaking under the weight of all those projectiles and effects.

With the SA-1, all of that slowdown is just gone. It makes the game a fair bit harder, but also a lot more fun to play. See for yourself:

And now, look on in horror at a deathless playthrough of Gradius III with this hack: