What’s So Random About Ms. Pac-Man

I’m not going to say that famously Ms. Pac-Man is a more random game than Pac-Man, because who really knows things like that who isn’t a hardcore gamenerd. But among hardcore game nerds, it’s common knowledge. (If you didn’t know, A. congrats on your coolness, and B. sorry to now destroy your coolness.) Here a video about how randomness works in that game, from Retro Game Mechanics Explained (21 minutes):

Pac-Man is a game that is vulnerable to patterns: if you do exactly the same thing each time on the same level, the same results will occur. There is one pseudo-random element in Pac-Man though: when vulnerable ghosts reach an intersection, the code picks an arbitrary address from a range of memory addresses, then uses that value to pick a direction to decide which route to take. Two implications of this: vulnerable ghosts are most likely to head left at intersections and least likely to go up, and if any byte in that range changes the behavior of the game slightly changes too, even if it’s not an executable byte. Patterns still work in Pac-Man, despite this pseudo-random function, because the seed is reset at the start of every level, so if you do exactly the same thing, vulnerable ghosts will still have the same information fed to their movement routines.

Ms. Pac-Man has other sources of randomness: the ghosts, in Scatter mode, use a different source of pseudo-randomness to decide where to go, one that isn’t so easy to manipulate; and which fruit appears and which of four predefined routes (three for one of the mazes) it’ll take through the board.

Ms. Pac-Man doesn’t have its ghosts scatter periodically through the level like they do in Pac-Man. They only scatter at the start of the board. It’s not much randomness, but it’s enough to upset rote pattern creation, since each ghost has the opportunity to make several decisions of which path to take during that period. The way the randomness is handled is interest itself. The ghosts pick one of the corners of the board, much like they would in original Pac-Man, but randomly, when making their choice of target to home in on.

So there! Now you can amaze your friends, if it were 40 years ago and your friends were then able to be impressed by your knowledge of Ms. Pac-Man! You’re retroactively welcome!

Random Elements of Ms. Pac-Man (Retro Game Mechanics Explained on youtube, 21 minutes)

Space Harrier Version Comparison

I’ve been visiting the Space Harrier series lately, mostly Planet Harriers, the 2000 arcade sequel that somehow escaped getting a Dreamcast port.

Google picked up on that (ugh) and pointed me to a 55 minute video comparison of home versions. I don’t think any of you will want to watch the whole thing, but I’ll embed it as a place to start from:

Space Harrier ports are interesting because of how impossible it was for home versions of the time to simulate it. It was a technical marvel in arcades, at a time when generally arcade hardware tended to be miles better than any ports. So, few of these versions have even a slight hope of matching up.

But that makes them interesting! Every one of them had to make a compromise between Space Harriers many different facets, and try to get as much of the arcade’s feeling through despite severe hardware limitations. The arcade beats most of them for quality, of course, with few exceptions.

Science Facts From No Man’s Sky

  • Hi-tech devices can easily be constructed right in your pants pocket, and out of common materials.
The secrets of space travel are contained within this plant.
  • You can make a warp fuel out of a Venus Fly Trap (Oxygen) and a really strong tree (Concentrated Carbon).
  • Venus Fly Traps are particularly dangerous, as their jaws are so powerful that they can harm beings sitting a good 50 feet out of their reach.
  • “Oxygen,” the element, is different than “oxygen,” the stuff you breathe under water.
  • Data is fungible: it doesn’t matter so much what it is, but that you have it. “Navigation data” works to bring your ship to you irrespective of where you got it or where you are, even if it’s the length of the galaxy away.
  • Planets are littered with junk and buildings that are useful to you personally. Drop pods are scattered among the wastes of a billion worlds, each broken in precisely the same way, each able, when fixed, to expand the capacity of the space suit of any visitor. When it is done, it’ll continue to sit there in place, repaired but useless, until the end of time, a mute monument to the fact that, at some point, a traveller needed their pocket expanded.
  • If a mission calls for culling a herd of creatures that are getting out hand, it doesn’t matter which creatures get culled, or which planet it happens on, or it could indeed be anywhere. They’ll be satisfied if you slaughter tiny helpless beasties, T-rexes, or any combination.
  • “Low atmosphere” means exactly the same thing as “low gravity.” They are synonyms.
  • The surface of a planet may be too hot, too cold, too toxic or too radioactive, but caves on it are room-temperature and cozy.
  • Don’t believe what Kerbal Space Program told you. Orbits are a fiction invented to tell people to keep them out of astrophysists’ business.

Also, this isn’t a science fact or anything, but the rarer planets types were all designed by Dr. Seuss:

On ZANZALOR you can find all sorts of thing
from long buried data to pieces of string
all of their houses are shaped like a ring
from which natives dangle and swing like a swing!

note: string cannot be found there, you can’t swing, and the planet’s not called ZANZALOR. I had to fit the meter, It’s a gag don’t write me.

Sundry Sunday: Link Breakdances in Gerudo Outfit

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

It’s not always easy to find these kinds of videos? Youtube’s hated algorithm is heavily influenced by the last things you watched, so if you get in a mood to watch restorations of old arcade games, it doesn’t take many of those until your homepage is loaded with them, to the exclusion of other things.

And honestly, who beside me is going to link to videos like this, an animation of Link in Breath of the Wild, in the much appreciated by fans Gerudo Outfit, breakdancing out in the desert, with unexpected accompaniment? That’s what Sundays here are for folks. Showing you the things that Youtube doesn’t want you to see, if only by accident (30 seconds).

When you’re attacking Vah Naboris but the music is really good (Youtube, animated, 30 seconds)

100 Commodore Plus/4 Games

I’ve brought up the Commodore Plus/4 before, an odd system that seems poorly suited as a follow-up to the massively successful Commodore 64. It was the host system for Pac-Pac, a Pac-Man-like game made in recent years for the Plus/4, a system that’s, compared to the C64, really doesn’t seem meant for games. The video that’s our subject today is just a collection of quick views, I mean just a few seconds each, of 100 Plus/4 games, for the reason that there being even one seems like a challenge. Here is the video (17 minutes). Why? I’ll save that for after the embed.

The Commodore 64 had its strengths and weaknesses. It had hardware sprites, but only 8 of them, each with at most three colors, and even for that you had to trade off half their horizontal resolution. It had smooth scrolling, but it required the processor to move every byte of the screen itself, a feat that was actually impossible on unaided hardware within one frame’s time. (Well, there was a way to do it, discovered fairly recently, but it’s bizarrely dangerous. I’ll describe that some other time.) It had a very good sound chip for its time, but it only had three voices. It had 64K of RAM, but some of it was very difficult to access, and a quirk of the system’s design mean that some of it couldn’t ever be used by the graphics chip. And it had a floppy drive true, but in the rush to release it it ended up with a terrible flaw, making the 1541 floppy drive the slowest disk drive of all the 8-bit micros, giving rise to a whole category of fastload software.

The Commodore 64’s greatest strength was its very low price. Founder Jack Tramiel upended the calculator market with a very low cost calculator, and pulled he same trick on microcomputers with the C64, which sold for just $200 for much of its life. The Plus/4 sold for more than that for the scant year it was offered, abandoning its predecessor’s main advantage. To make up for it, it had a word processor, database and spreadsheet included in ROM. The Plus/4 was intended as a business machine, which is a shame, because businesses could afford PC clones. The C64 was properly seen as a games machine. A C64 without its game-friend features was not going to make it.

The Plus/4 had much worse sound support, no scrolling support, and worst of all, no hardware sprites. No sprites means moving objects have to be done either with tile graphics (wasteful in terms of tiles) or a bitmapped screen (slow). It did have a couple of advantages though. It had support for many more colors, up to 121 of them, and its processor, another version of the 6502, was clocked quite a bit faster.

Still, regarding games on the Plus/4, as the adage goes, it’s amazing that the dog talks at all. Every game in the video, old and new, should be regarded as something of a triumph.

Jeremy Parish Covers SMS Shinobi

I’m sure I’ve said this before, but Youtube is largely a wasteland when it comes to game opinion, criticism and history media. Generally, if it has to do with games, you have to sift through a whole lot of crap to get to the good stuff.

The gold standards in this wretched field are Dr Sparkle’s Chrontendo and spinoff serieses, which seek to review every NES and Famicom game in a decade-plus quest, and Jeremy Parish’s NES Works and its own spinoffs. Our post’s topic today has to do with one of those spinoffs, SMS Works, which has at last come to one of the Sega Master System’s defining titles: Shinobi.

One of the best things about Jeremy’s videos is the context they bring. They try hard to mention other games that came out around the same time, and how ideas would be bandied about between the different developers, repeated and refined. His videos are the only source I know of that would realize, that could realize, that Shinobi was heavily influenced by Namco’s spies-vs-tokusatsu-creeps arcade game Rolling Thunder.

So then, at 15 minutes long, here is that video.

SMS Works: Shinobi (Youtube, 15 minutes)

Next Fest 2024 Best Demos From the Event

The final part of my favorite next fest demos from June 2024. All games shown are demos played from the event.

0:00 Intro
00:25 Kemono Heroes
2:07 OverRider
3:59 Sealed Bite Extended
5:52 Vampire Therapist
7:39 Selfloss
9:13 Grapple Dog: Cosmic Canines
10:45 Before I Go
12:32 Cat Quest 3
14:09 Sworn
15:47 Red Entropy
17:14 Abya: Paintball
19:21 The Rise
20:38 Monowave
22:16 Rubato
23:59 What the Car
25:40 Feed the Deep
27:29 Witchroid Vania
29:04 Scarmonde
31:02 The Alters
33:22 NeonGarten
35:17 Freeride
36:54 Creatures of Ava
39:11 Legends of Astravia
40:49 Ark of Charon
43:32 Republic of Pirates

Possibly the First US Commercial For a Nintendo Product

Generally it’s considered that arcade Donkey Kong was the product that put Nintendo on the video game map, but Nintendo’s Game & Watch line actually predates it by a year. They licensed it to Mego, the company that made those highly collectable large-scale action figures of pop culture characters, and Micronauts.

The Video Game History Foundation found Mego’s commercial for “TOSS UP,” what they called Ball, and branded under their name for Game & Watch products, “Time Out,” and put it–guess where? Yeah it’s on Youtube again (46 seconds):

Shmuplations Translates An Interview With An Arcade Donkey Kong Programmer

The name of Ikegami Tsushinki Co. is a bit better known nowadays. For a long while Nintendo was content to just let the world believe they were entirely responsible for their early blockbuster arcade hit Donkey Kong, but eventually word got out that all of its program, and large portions of its design, were the work of a number of uncredited employees of that company. While Nintendo owns the trademarks over the game, the copyright of the arcade game’s code appears to be owned by Ikegami Tsushinki, or perhaps held in joint between them and Nintendo.

One of Shireru Miyamoto’s original notes for the design of Donkey Kong, at that time envisioned as a Popeye game.

Which is it precisely? Look, when you write a daily blog you don’t have time to hunt up Japanese legal records. What is important though is that this is why Nintendo doesn’t have the rights to just rerelease arcade Donkey Kong willy-nilly. To date, they have used it once since the classic arcade era: an inclusion in the N64 Rare title Donkey Kong 64. Mind, there has been an Arcade Archives release from Hamster; I presume they got the rights from both Nintendo and Ikegami Tsushinki. It’s for this reason that Nintendo almost always presents NES Donkey Kong in compilations, which is similar but differs from the arcade game in many important ways.

Hirohisa Komanome was one of the people at that company that worked in concert with Nintendo’s Shigeru Miyamoto, and several other employees of Ikegami Tsushinki, to complete the design and implement Donkey Kong from Miyamoto’s notes, finishing it in only around three months. Donkey Kong came out in July of 1981, meaning it was probably began around the beginning of the year. The quickness of their work would prove to be essential: remember, the American arcade industry collapsed in 1983, when many promising games would be abandoned or released to greatly diminished profits. If Donkey Kong had been released a little later, it may not have become such a fondly remembered hit.

Kate Willaert commissioned the translation by Alex at Shumplations of an article written by Hirohisa Komanome that was published in 1997 in the Japanese publication bit. It’s up on their site here. Given that Nintendo tends to be very tight-lipped when letting their employees talk to the press, it’s probably good for us that Donkey Kong was implemented by an outside company, or else this account of the game’s creation may never have seen print, or our eyes.

Donkey Kong: A Record of a Struggle translated into English (shmuplations.com)

More NES Glitches Tested in Nintendo World Championships

We already linked to what turns out to be Part 1, back on Monday. This is Looygi Bros’ part two, nine minutes long:

Here’s our post on Part 1, and here’s a link to its video.

Looygi Bros. tends to make a series of videos on topics, so there will probably be a Part 3, and more. Instead of linking them all individually, I may wait for a bit and collect them all into one post, or maybe even add them to this post retroactively.

Here are the glitches in Part 2 listed out and explicated:

  1. Super Mario Bros, jump over the flagpole in World 1-1: Requires time-consuming setup, and useless for saving time, as the result is Mario can’t finish the level, but it does work.
  2. More invisible ladders in Donkey Kong’s Ramps level: There are more invisible ladders than the one demonstrated in Part 1, and these aren’t caught by traps! The current World Record recorded by the servers uses it, in fact, making it an essential strategy for anyone trying to beat it.
  3. Kirby Credits Warp: One of the levels in the game has a massive trick, where Kirby can get inside a wall, and if they have the Stone ability (possible to get with Mix), can crash the game, and if the Start button is pressed on the same frame as Stone activating, the NES cart jumps straight to the credits! The crash however takes the NWC software back to the selection menu, and the Start button is disabled, so this one’s impossible to do.
  4. Legend of Zelda moving through blocks: A frequently-used trick in speedruns, it’s not caught by the NWC software but there’s no place where it’s useful for saving time.
  5. Super Mario Bros. 4-2 Wrong Warp: This is an alternate way to get to the 8-7-6 Warp Zone without having to reveal the hidden blocks, then hit and climb the vine, by going down the coin pipe shortly after without scrolling the screen far enough to change the secret area destination. Seems to be impossible to make work in NWC, as the game rewinds when the vine block is scrolled off-screen.
  6. Super Mario Bros. 8-4 Wrong Warp: Done under similar conditions to the 4-2 wrong warp, this one is caught by the emulator and rewinds the trial.
  7. Surviving Timeout in Metroid’s Escape Sequence: If Samus uses the final elevator with the right timing at the end of the escape, the explosion happens, but she survives to complete her mission anyway. It’s possible in NWC, but results in the longest-possible time to complete the trial, so it’s only useful to show off.
  8. Super Mario Bros. 8-2 Bullet Bill Flagpole Animation Skip: If Mario bounces off of a low-flying Bullet Bill right at the end of 8-2, it’s possible to trigger the flagpole, but leave Mario before the block on which the pole rests. This results in him walking into it endlessly, but it triggers the level completion sequence, and means he doesn’t have to raise the flag or walk to the castle. It’s really only a slight time save, but it does work in the NWC version of the game.

Sundry Sunday: brentalfloss’ DK Rap 2018 (NSFW)

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

Six years ago brentalfloss did a parody video of the infamous “DK Rap” from the opening of Donkey Kong 64, updated for the times. It’s hilarious, but also disturbing and sad. Summary: Donkey Kong became a gun nut, Diddy is a MRA incel jerk, because of Tiny bees are dying out, Lanky’s the reason this video is NSFW, and Chunky’s… well, you can find out for yourself.

It’s all pretty saddening, but truthfully in line with how game culture has gotten worse over the years too. Ah well, at least Parappa’s still good and pure!

DK Rap 2018, “Where are they now” (brentalfloss on Youtube, 4 minutes)