Tiny Thor Video Review

A video review of Tiny Thor played with a press key provided by the developer.

The 10th-Key NES Pac-Man Scatter Bug

I already shown it off on Mastodon, but I’m so pleased with getting this bug on video that I’m re-reporting it here! First, though, some background.

Still the definitive resource on the design internals of Pac-Man.

I’ve been looking into the various home computer ports of Pac-Man lately. One of the better ones is the one for Famicom/NES, probably because it was made in-house at Namco, which I presume because while it’s by no means perfect, it has ghost AI that much more closely matches Jamey Pittman’s definitive Pac-Man Dossier than the others. This is a bit more important than the other ports because, due to the relative familiarity (that is to say, inexpensiveness) of NES emulation at this point, Famicom Pac-Man is often put in compilations, especially in dedicated consoles, instead of the arcade game. In point of fact, the Namco Museum Archives Vol. 1 that’s available for various consoles uses the Famicom versions of all its games, not the arcade, and Pac-Man is one of the included games. To tell the difference: if the score, fruit tally and lives are to the right of the screen, instead of above and beneath it, and Pac-Man looks a little too big to fit in a maze passage, then what you have is an inferior home conversion.

How is it different? Well:

  • The sound of Pac-Man eating dots is much worse, for starters, it never fails to bother me.
  • More substantively, the ghosts have slightly different constants in their chase routines: it’s slightly harder to fake out the Pink ghost (Speedy/Pinky), and the Orange ghost (Pokey/Clyde) gives up the chase a little more reluctantly.
  • The timing for scatter periods, relative the speeds of the ghosts, is a little off. Scatter periods are usually slightly longer.
  • The speed of the game as difficulty increases is also a little off. In the arcade, the First Apple board (Level 5) marks a noticable increase in Pac-Man’s speed, but it seems to happen around the Second Orange (Level 4) on Famicom. Yes, that’s how much of arcade Pac-Man and its port that I’ve played-it could be subjective, but maybe it’s not.
  • The bug that affects Pink’s and Blue’s (Bashful/Inky) AI when Pac-Man’s facing up doesn’t exist here.
  • When ghosts enter Scatter mode, they don’t reverse direction. This makes the game easier (one less sudden reverse to throw you off) and harder (no obvious indication that the ghosts are scattering, and one less thing to throw them off from immediate pursuit).
  • As the game advances in difficulty, in the arcade, on the 4th Key board (level 17), the ghosts won’t turn blue and vulnerable when you eat an Energizer, and instead will just reverse direction. And from the 6th Key (level 19) on, the ghosts will never turn blue again! NES Pac-Man instead gives them a very tiny bit of blue time, about a half-second’s worth. It never reaches a state where the ghosts become completely invulnerable.

And at last, the bug which I have confirmed. On the 10th Key board (Level 22), and every level thereafter, the ghosts will start out in an unusually long Scatter period. Their usual habit is to emerge from the box in the center of the screen and move to a corner of the screen, and circle there for a few seconds. Pink goes to the upper-left, Red (Shadow/Blinky) to the upper-right, Orange to the lower-left, and Blue to the lower-right. This period is called a “Scatter Mode” in the Pac-Man Dossier.

In most levels, presuming you don’t lose a life, the ghosts will enter Scatter Mode at exactly set three times: from the start, about 25-or-so seconds in, and about 30 or so seconds after that. These periods are usually five seconds long. There are some minor details I won’t get into-you can read the Dossier for those. These periods are lifesavers for intermediate Pac-Man players playing without patterns, as they are the only really safe ways to access the bottom passages of the board without getting trapped or wasting an Energizer.

Each Scatter Mode is only supposed to last five-to-seven seconds, but on Level 22 and after, all of the Scatter Modes last around 20 seconds. Here is the bug in action, demonstrated in Namco Museum Archives Vol. 1:

Why would this board be different from the others? In the arcade, the 9th Key (Level 21) is the maximum difficulty the game reaches. Any pattern that works on the 9th Key level will work for the rest of the game, all the way up to the kill screen on Level 256. It seems that, on the Famicom/NES version, after that level the game may not have data for the level to follow? But I haven’t looked at its code to know for sure. Maybe I should make that a future project.

Figuring Out Yars’ Revenge Code From Its Graphics

What is Set Side B about? We talk about old arcade and NES games, Nintendo things, weird gaming-related videos, ancient MMORPGs, and other weird and idiosyncratic things largely as they inspire us, much as how beta particles and gamma rays inspire random atoms as they pass through them, causing mutations and cancers along the way. (Alpha particles are too bulky to pass through, but that’s really just highly energetic ionized helium anyway!)

One foundational aspect of what we choose to highlight, though, are the extremely technical things, and wow, in that regard today’s link delivers. The brilliant Youtube channel Retro Game Mechanics Explained, which appears here semi-frequently, did a video on the Atari VCS/2600 game Yars’ Revenge that has to be seen to be believed, if not always quite understood.

It’s been random floating game knowledge for a while that the “Neutral Zone” area in Yars’, a flashing and coruscating band of lights that serves as something of a safe zone for the player’s bug, was the direct result of reading the game’s own code out of memory translated and displayed on screen. After all, machine language opcodes are just data, and the VCS has such a hugely limited address space that any reuse of that data is helpful.

RGME went through the graphics displayed on-screen and tried to see how much of the game’s code could be pieced together using it. The answer was, a fair bit, but not all. The process is really the most interesting part about it. Here it is:

Of particular note, the top comment on the video (because it got pinned there by RGME) is from Yars’ Revenge creator Howard Scott Warshaw himself!

In passing, let me just comment for a moment on what a weird phenomenon Yars’ Revenge is? It’s the best-selling original (non-port or license) piece of software for the old Atari. It’s such a weird artifact. It’s not a traditional style of game design. It’s got atmosphere, and strangely evocative sound. And it has that odd easter egg that can just outright end your game if you’re not careful. It really feels like an object of its time, that couldn’t have both come about and be as popular as it was in any other age. It didn’t inspire many imitators. But, it did come about, and it was popular, and I’m glad that’s true.

I watch this video and I wonder that it seems targeted so directly at me personally, that I wonder if anyone else might enjoy it at all. But then I look at its view count and see it’s approaching 200 thousand in around two weeks, so someone else out there must like it too. So: please watch the video, if you care about bits and bytes, opcodes and operands, and Exclusive-Ors. Or want to learn about those things. If neither is true for you, I’m sure there’ll be something more to your tastes tomorrow.

Reverse Engineering Game Code from the Neutral Zone in Yar’s Revenge (Youtube, 41 minutes)

Sunday Sunday: Shiftylook’s Mappy Cartoon

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

Shiftylook was a great site with comics and animation based on Namco characters, with official permission. It’s been gone for several years now, but it was nice while we had it.

Some of its cartoons have managed to survive, transferred to other sites, and the entire run of their Mappy cartoon, 13 episodes at nearly two hours in total, is on Youtube, uploaded by Nicky. We’re highly cognizant here of the demands of maintaining a daily blog, and I probably should be spreading these out one a week, but eh, I’m sure we won’t run out of material any time soon…. Of everything Shiftylook put out, Mappy has an unusually high number of people fondly remembering it. I haven’t seen much of it, so there’s always a chance there’s something unfortunate in there. If there is, I’m sorry, but I doubt it could be that bad.

Mappy the Complete Series (Episodes 1-13) (1 hour, 55 minutes)

The Original Neverwinter Nights

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

I feel sometimes like the kid from The Sixth Sense. That reference probably dates me to an extent, it’s from 1999 which feels like practically yesterday. It’s pretty recent as my references go: I know who Kojak was, and remember M*A*S*H.

I feel like that kid because when I look over the internet, sometimes I see ghosts. The shades of dead games. When something disappears from the web, it’s really gone, there is no corpse and its server leaves practically no trace of its existence. But sometimes signs can be found, like archived client uploads, broken hyperlinks, site snapshots on the Internet Archive, or still-active fansites.

One of those ghosts that flickers into my hazy vision sometimes is the original Neverwinter Nights. Not the Bioware game by that name, which really has very little to do with it. The first Neverwinter Nights was a SSI-produced MMORPG on America On-Line, that lasted from 1991 to 1997, a contemporary of Island of Kesmai, and of WorldsAway,which I’ve brought up here before.

NWN might have been a MMORPG, but it was also a MS-DOS game, and it ran on a modified version of SSI’s Gold Box engine, and (I presume) used the 2nd Edition D&D ruleset. That may have been what doomed it in the long run, for the license expired, and AOL, TSR and SSI couldn’t reach an agreement that would allow the game to continue. It is worthy of note that of those three companies, two don’t exist now, and the remaining one is nowadays nearly a ghost itself. I’m not going to say it happened because they couldn’t reach an agreement on continuing NWN, in fact it probably wasn’t, but it’s a little comforting to think it might have contributed. Two things that are equally disposable, it seems, are old MMORPGs and the hide-bound corporations that ran them.

There is a fansite devoted to the AOL Neverwinter Nights, apparently continuous in existence from the days the game was live. It hosts a fan recreation called Neverwinter Nights Offline, which is not an exact recreation of the original but recreates a large portion. Of course, without other human players inhabiting the game’s world, it’s nowhere near the same. It runs in DOS, so Dosbox might be of some use to you.

There is also ForgottenWorld (no relation to Capcom’s arcade game), a fan-made recreation of Neverwinter Nights. The note on the fansite dates to 2004, but ForgottenWorld still survives, and even has a Discord. I haven’t tried it myself yet, nor the offline version of NWN linked above. That’s because I see ghosts like these all the time, and I cannot devote the time or energy to any of them that they truly deserve. But maybe, you can.

On Neverwinter Nights Offline, there is a series of Youtube videos where aulddragon plays it for four hours. The first video in the sequence follows. Check out that Gold Box combat style!

Fansite: The Original Neverwinter Nights 1991-1997
Let’s Briefly Play “Neverwinter Nights AOL” (Youtube playlist, about 4 hours)

The Many Revivals of Toontown Online

planet clue on Youtube posted a roundup of the many recreations of Disney’s defunct MMORPG Toontown Online, which range from strict remakes to expanded projects that add a considerable number of features to the original.

Fan-made MMORPG recreations and revivals, sadly, never manage to gain even a small fraction of the users of the originals. This is for several reasons, particularly the lack of ad budget, and a desire to stay partially under the radar, necessary to avoid legal reprisals from the original publisher–which, I remind you, in this case is Disney, the 2,000 lb. gorilla-mouse of lawsuits.

These F2P MMOs are a large part of many people’s childhoods though, and it’s inevitable that there be community interest in reviving them, if just to be able to visit old virtual stomping grounds once again. The people that I shed a tear for are those who played old Compuserve and AOL-era MMOs like Island of Kesmai (which exists in two fan-run forms, LOKFreedom and Lands of Kes) and, particularly, the original AOL-based Neverwinter Nights. But more on that tomorrow….

I think it’s possible that Disney will come to realize how many people have fond memories of Toontown Online, and also Club Penguin (which also has a fan revival), and bring them back after some time. They are not insensible to bringing in yet another revenue stream, and they’ve been open to revivals of other old video game properties of theirs like Ducktales Remastered. If that happens though, will they then launch their legal-nuclear missiles at the many fan remakes of Toontown Online? It remains to be seen.

The Death, and Many Many Rebirths of Toontown Online (20 minutes)

720 Degrees Hints and Tips

Following on from the Defender tip video I linked, here’s a high-level tip video for a “radically” different game, Atari Games’ wonderful yet challenging arcade skateboard adventure 720°.

It’s really different, not just from space shooter games, but from just about everything else, even from other skateboarding games. In some ways it’s much like an early, 2D version of a Tony Hawk game, with an open world to explore between events called Skate City. But it also has a bit more going on than that: you have to earn points in Skate City doing tricks in order to earn Tickets, which allow you access to the four parks at the edges of the big isometric area, and you can earn money by doing well in the events to earn gear upgrades for your skater. Yes, there’s an equipment system in this 1986 arcade game!

Exploring Skate City isn’t a laid-back experience, however. It’s timed, and when that expires a now-iconic voice proclaims SKATE OR DIE, announcing the arrival of the killer skateboarder-hating bees, which get angrier, faster, and more Warner Bros. cartoon peril-like as further time elapses.

The only way to “die” in 720° is to be caught by the bees, all other defeats and injuries are harmless, but the bees still end lots of games: on default settings, you need 10,000 points to earn each Ticket, which is quite a lot! You are spotted a Ticket when you continue, but it’s not a gift or purchase, but a loan: the game will increase the points needed for the following Ticket by 10,000 when it happens, so you’ll have to score even more points to make it to the following Ticket. But lest you think this is a naked ploy by Atari to force players to credit-feed to see the later parks, you only get two of those continues! It’s best to think of continues as failsafes, in case you have a Ticket but get stung before you make it to a park.

720° is particularly interesting because of its unique joystick. It’s a standard 8-way stick, but its mechanism forces it to point in one direction at all times, so instead of pushing where you want to go, you spin it. The video contains a lot of that spinning. 720° is a very physical game because of it. In most games, arcade or otherwise, the controls could be considered just a way to communicate your intentions to the game, and missed inputs where you had intended to act feel like a betrayal by the hardware, but games like 720°, and Namco’s Alpine Racer, and Atari Game’s Marble Madness, the controls feel like an intrinsic part of the fun.

In the first class of these games, a brain interface might possibly be welcome for getting the controllers out of the way and removing any question of what your intent was, but 720° would be an entirely different experience that way. Physical execution is essential to the experience. It’s also a different game when played in emulation, because of it.

720° was designed by one of Atari Games’ most successful teams, John Salwitz and Dave Ralston, who also designed Paperboy, Cyberball, and my favorite of all of Atari’s output, probably my favorite arcade game of all: Rampart. Sadly, it looks like Rampart, while successful (at least judging by how many ports it got), was the title that marked their departure from Atari Games.

So relax for half an hour, or however much of it you can stand, and watch a 720° master demonstrate how to win over this uniquely challenging arcade game, on a physical cabinet no less. It’s a world where you earn 500 points from knocking over a bodybuilder, and isn’t that a place we’d all like to live in?

Atari 720 Degrees Play Through & Tips (Youtube, 30 minutes)

Oldweb: Flying Omelette Lives

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Considering its longevity, I can almost forgive the broken image links in the right sidebar!

A brief but happy statement: the website Flying Omelette, dating back to 1998, is not only still online, but its most recent update was this past November, and it saw frequent updates throughout 2023. Rock on, levitating eggfood!

There’s a lot of things to find on the site, including collections of MP3, nine hosted shrines and a number of guides. Please show it some love, because you can be sure that Google won’t.

Flying Omelette (flyingomelette.com)

Space Harrier Theme on Japanese Master System Hardware

Fact 1: the Japanese version of the Master System had an add on that provided FM synthesis sound synthesis, and greatly improved its music. Many US-released games have support for the add-on, but it was never released over here so that feature remained unused.

Fact 2: A later revision of the hardware in Japan (there called the Master System) had the FM chip built in. This version could even mix together the system’s default sound with the FM chip. And, if you turned the system on without a game inserted, it played a special version of the Space Harrier theme, programmed to take advantage of both chips.

This is that:

Details of Mario Kart 64’s Catchup AI

It’s information I’d much rather see in text, and I find the video a bit annoying from a construction standpoint (the speaker has a bad case of Youtube Voice), but it’s really interesting information regardless. This video from Abyssoft contains a deep explanation of MK64’s opponent driving algorithm, and explains that the game selects two rivals for your character on each cup, and that opposing drivers pick one of three paths through the course, and can clip right through walls if needed to continue driving around the circuit.

Explaining the Ways in Which Mario Kart 64 CPUs Cheat (Youtube, 12 minutes)