Video Games 101 with Professor Brigands

I’ll admit, I’ve sat on this one for months. After posting about U Can Beat Video Games, I started to worry that this blog might get a bit repetitive if I kept posting about video game walkthrough series, and they take a long time to construct because there’s so many links, but it’s been a while since then, and VG101 has been around for years now.

Video Games 101, a side channel of a Let’s Play channel, covers much the same ground as U Can Beat Video Games. Some of the specific games are different. VG101 is a bit more about entertainment than the specifics of beating games and the strategy involved. Professor Brigands has three “TA” characters that assist him: Scary Gary (covering bosses), Blaze (a surfer who goes over the available items in each game) and Fluff the cat puppet, the most fun of the group, who explains game trivia and history.

I’m just putting it off still further at this point. Here is the intro video to the channel, followed by the list of every walkthrough VG101 has posted to date.

NES

Nintendo

Donkey Kong(10m)
Donkey Kong Jr.(11m)
Super Mario Bros.(39m)
Super Mario 3 (Full Walkthrough)(2h58m)
Super Mario Bros 3 (with warps)(21m)

The Legend of Zelda
First Quest(1h28m)
Second Quest(2h2m)

Zelda II(2h13m)
Kirby’s Adventure(2h2m)
Metroid(1h32m)
Kid Icarus(1h27m)
Punch-Out!! NES(47m)
StarTropics(2h8m)
Tetris (Strategy Guide)(23m)
Yoshi’s Cookie (Strategy Guide)(18m)
Dr. Mario (Strategy Guide)(20m)
Yoshi(14m)
Baseball(26m)
Tennis(29m)
Golf(14m)
Pro Wrestling(34m)
Ice Hockey(14m)
Volleyball(23m)
Excitebike(12m)
Pinball(26m)
RC Pro-Am(28m)
Rad Racer(31m)

Capcom

Ghosts ‘n Goblins(39m)
Mega Man(43m)
Mega Man II(1h2m)
Mega Man III(1h4m)
Mega Man IV(1h10m)
Ducktales(30m)
Duck Tales 2(34m)
Darkwing Duck(43m)
Chip ‘n’ Dale Rescue Rangers 2(44m)
Legendary Wings(38m)

Konami

Gradius(21m)
Castlevania(26m)
Castlevania II(1h3m)
Castlevania III(1h39m)
Contra(21m)
Super C(26m)
Teenage Mutant Ninja Turtles NES(47m)
Teenage Mutant Ninja Turtles II: The Arcade Game( 1h4m)
Teenage Mutant Ninja Turtles III(1h3m)
Metal Gear(1h29m)
Track and Field (all World Records)(15m)
The Goonies II(43m)
Top Gun(38m)
Tiny Toon Adventures(30m)
The Adventures of Bayou Billy(42m)
Blades of Steel(25m)
Sid Meier’s Pirates! NES(1h22m)

ICOM

Shadowgate(42m)
Deja Vu(47m)
Uninvited(35m)

Tecmo

Ninja Gaiden II(52m)
Ninja Gaiden III(51m)
Rygar(43m)

Sunsoft

Batman NES(30m)
Batman: Return of the Joker(25m)
Blaster Master(1h45m)

LJN

Friday the 13th(24m)
A Nightmare on Elm Street(42m)
Jaws(22m)
T&C Suft Design (18m)

RPGs and Related

Faxanadu(1h36m)
Legacy of the Wizard (Dragon Slayer IV NES)(1h16m)
Dragon Warrior (Dragon Quest NES)(1h51m)
Final Fantasy(4h)
Crystalis(2h2m)

Brawlers

Double Dragon(24m)
Double Dragon II(23m)
Double Dragon III(29m)
River City Ransom(47m)

The Guardian Legend(1h54m)
Adventures of Lolo(42m)
Adventures of Lolo 2(47m)
A Boy and His Blob(21m)
The Battle of Olympus(1h9m)
Adventure Island(1h7m)
Bubble Bobble(1h2m)
Maniac Mansion(1h1m)
Low-G-Man(41m)
Robocop(25m)
Battletoads(57m)
8 Eyes(49m)
Paperboy(18m)
Jackie Chan’s Action Kung Fu(37m)
Gremlins 2(25m)
Shatterhand(54m)
Beetlejuice(31m)
Dr. Jekyll and Mr. Hyde(56m)
Rockin’ Kats(50m)
Magician(1h19m)
Vice: Project Doom(43m)
The Three Stooges(26m)
Super Dodge Ball(21m)
King’s Quest V(1h10m)
Kick Master(39m)
Puss ‘n Boots(15m)
Home Alone 2(25m)
Burgertime (Strategy Guide)(11m)
Dr. Chaos(1h7m)
Werewolf: The Last Warrior(1h39m)
Star Trek: 25th Anniversary(1h15m)
Bart vs The Space Mutants(48m)
Bugs Bunny Birthday Blowout(50m)
Bad Dudes(24m)
The Flintstones(36m)
Total Recall(25m)
Robin Hood: Prince of Thieves(1h7m)
Ghostbusters(24m)
Back to the Future(23m)
Who Framed Roger Rabbit?(56m)
M.U.S.C.L.E.(15m)
Ninja Kid(19m)
The Legend of Dino Riki(24m)
Narc(25m)

GENESIS/MEGA DRIVE

Home Alone(56m)

SNES

Super Mario World
Part 1(44m)
Part 2(41m)
Part 3(45m)
Part 4(52m)
Ghoul School(34m)
Illusion of Gaia(7h4m)
Super Metroid(2h46m)

Super Mario RPG
Part 1(3h2m)
Part 2(3h2m)
Part 3(2h42m)
Part 4(2h41m)

Secret of Mana
Part 1(2h29m)
Part 2(1h59m)
Part 3(1h59m)
Part 4(1h48m)

The Legend of Zelda: A Link to the Past(3h57m)
Super Punch-Out!! SNES(34m)
Mega Man X(1h25m)
Mega Man X2(1h29m)
Final Fight(43m)
Sunset Riders(34m)

NINTENDO 64

Star Fox 64
Easy Route(47m)
Medium Route(43m)
Hard Route(51m)

Super Mario 64
Part 1(1h13m)
Part 2(59m)
Part 3(1h7m)
Part 4(51m)

Goldeneye 007(1h52m)

MISCELLANEOUS

Oregon Trail(26m)
Quest for Glory(1h4m)
Myst(1h29m)
Alley Cat(17m)

Sundry Sunday: Pugberto Dancing Universe

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

Not a Youtube link this time! Over on Bluesky (“blu-skee”) there exists the manifestly ludicrous account Pugberto Dancing Universe, in which a Photoshopped pug animated to various pieces of game music that, I’d say, greatly improves them.

Embeds don’t work as well from Bluesky as from Youtube, so I’m just going to have to link them and insist that they’re worth the clickthrough. Here’s the music from the first level of Super Bomberman:

Select Your Heroes (“I Wanna Take You For A Ride”) from Marvel vs. Capcom 2:

"Select Your Heroes! (I Wanna Take You for a Ride)"Marvel vs. Capcom 2: New Age of Heroes (2000)

Pugberto Dancing Multiverse (@pugbertofficial.bsky.social) 2025-06-05T03:45:09.611Z

The jazzy “Corkboard” game select music from Kirby Super Star:

And the character select music from Metal Slug 3:

"Barracks (Character Select)"Metal Slug 3 (2000)

Pugberto Dancing Multiverse (@pugbertofficial.bsky.social) 2025-05-21T04:41:10.805Z

There, wasn’t I right about how great Pugberto is? There’s a lot more in that Bluesky feed.

Okay one for the road:

"Your Name, Please (Noiseless)"EarthBound (1994)

Pugberto Dancing Multiverse (@pugbertofficial.bsky.social) 2025-02-28T03:56:24.949Z

Roguelike Celebration 2025 Call for Proposals Extended

I’m helping out with Roguelike Celebration 2025, the now ten-year-running conference-like thing about all things roguelike, roguelite, and roguelike-adjacent. Yes, I’ve presented there three times so far, and figured it was time to give back!

While RC got its start as an in-person conference, when the pandemic hit they switched over to being entirely virtual, presented through video feed. All of their talks end up posted online, so anyone can see them for years after. But if you can attend during the conference you can participate in chat, ask questions of the speakers, and explore a very clever MUD-like chat interface!

I’ve tried to spread the word about Roguelike Celebration where I can, through social media and this very blog here. Every year they have several very interesting talks that, if you read Set Side B, I know you’d be interested in seeing. They’ve hosted Tarn Adams, co-creator of Dwarf Fortress, the creators of the original Rogue, and many other thoughtful speakers.

This year Roguelike Celebration takes place October 25-26. They sell tickets, but they also let people who are strapped for cash apply for a free ticket. (If you can pay for admission though, please do, as it takes money to run an event like this.)

And if you have a roguelike, or even vaguely-related project, please please please answer their Call For Proposals, to apply to present your work to their devoted audience of extremely thoughtful attendees! The CFP site is here, and their deadline has been extended to July 20th, so you have about three weeks to get in your proposal!

Give it a shot, it’s a great way to spread the word about roguelike work, or about a procedurally-generated game you’re interested in, or just something you think the world should know about.

By volume most game players, let’s be frank, are interested in the big AAA productions. But there are lots of people out there who are willing to give indies a chance, which roguelike games often are, and we have to stick together. Not only to talk with each other and build those connections, but to do it in public, non-corporate venues. Reddit largely is a sham these days, more interested in monetizing their userbase, and Discord isn’t web-searchable, and requires navigating a maze of requests that you upgrade to “Nitro.”

I do not lie: little volunteer-run organizations like Roguelike Celebration are a lot closer to the true spirit of the internet, and the World Wide Web, than those are. So please keep them in your thoughts, if you can buy a ticket, and if you have something to present, answer their CFP! You won’t regret any of those things.

Computer Archeology’s Page On Space Invaders

This one’s for the hardcore techies out there. Computer Archeology is a terrific site with information on the inner workings of several prominent games. One of their most complete and detailed is on the code and hardware of arcade Space Invaders, including a disassembly. While it is not, as the page says, “one of the first” arcade video games, not unless you count everything manufactured between 1972 and 1978 as unimportant, there’s a vast amount of good information there.

Some of the info revealed:

  • The game tracks five objects every frame. The player’s base, their shot, and three invader shots. The invaders don’t “count” as moving objects; the Mystery Ship temporarily replaces one of the shots, meaning, while it’s on-screen the aliens can only have two shots on-screen instead of three.
  • Only one of the shots is “aimed” to fall on or near the player. The others are just dropped wherever.
  • There is a bug where the player’s shot hitting the rightmost shield on the right edge of the screen can be misinterpreted as hitting the last invader on the very left edge.
  • The reason the invaders speed up as their numbers are diminished is because the game draws the new position of exactly one invader into the framebuffer per frame. Fewer invaders means each gets to move more often, until the last one gets to move every frame.

SGDQ 2025 Coming Soon

July 6th is the first day this year of the week-long SGDQ speedrunning marathon! I try to mention it, and its companion marathon AGDQ in January, some time in advance each year. I’m not always successful, but I managed to get the reminder out this time, with around a week and a half to spare. Here is its schedule.

This year SGDQ benefits Doctors Without Borders. Of course it’s a terrible time for the economy this year so giving hurts a bit more, but wouldn’t it be nice to support an organization that’s trying to do actual good in the world, instead of just observing the manifest awfulness that surrounds us?

I’ll give you just a few selected highlights this time. The first first run is an hour-long all-Emeralds run of Sonic 2. Some others are a kaizo showcase of Mega Man Maker levels, a bonus incentive run of Gamecube Donkey Kong Jungle Beat (which is played using the Bongo Drum controller), Blue Prince, We Love Katamari REROLL, Castlevania Rondo of Blood, a Tetris 99 Battle Royale showcase, An Airport For Aliens Currently Run By Dogs, a Spelunky triathalon, a 100% run of Metroid Zero Mission, a Super Mario Maker 2 relay race, and at the very end Deltarune chapters 1 and 2. Everyone loves Spamton!

Gamefinds: Labyracer

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.

Coming in on the heels of his previous game Blasnake, which he unveiled less than a month ago, Kenta Cho, a.k.a. ABAgames, releases another absolute banger in the form of Labyracer. Like Blasnake and most of Cho’s games, it’s absolutely free!

Check out that high score I set! You’ll find it difficult to surpass it, but I won’t say it’s impossible!

Labyracer plays like a mix of Namco’s two games Rally-X and Pac-Man Championship Edition, but unlike either game its mazes are all randomized, and only visible for a short space around your car (an arrow thingy).

Think of the board as having a left and a right half. Each side has a number of flags (letter ‘F’s) on it. When you get all the flags on one side, a Special Flag (an S) appears on the other side of the maze. When you collect it, the first side, the one you got the flags from, is regenerated, with a new random layout and some more flags.

The problem is the suicidal enemy cars that are trying to crash into you. (Presumably that have an insurance company that doesn’t ask questions.) Every time you collect a normal flag, one or more red enemy cars appear close to your location. They start out stunned and blinking, and during that time you pass through them, which I recommend you do.

You have but one defense against the killer kars: pressing Space, or Z, or X, will cause your car to emit a smokescreen directly behind it. If you’ve played Rally-X you’ll know how it works. Enemy cars that run into the smokescreen are stunned again for a few seconds, and can be passed through. An essential skill to learn is, when you encounter an enemy in the way of the passage you need to take to reach a flag, to reverse for a half-second, laying down some smoke, then luring the enemy car into it so you can then get through it.

But the real key to the game is in destroying the enemy, which you can only do by regenerating a section of maze with a Special Flag while they’re in it. This awards points, potentially lots and lots of points; each successive car in a regenerating maze earns double the points of the last: 100, 200, 400, 800, 1,600 and so on! As you play, more and more cars get spawned by collected flags, so if you can get through them and to a Special Flag on the other side of the board before they follow you out of the danger zone, you can earn huge scores pretty quickly! But it’s pretty hard to do, since the enemy cars are devoted pursuers, and you have to find your way through the dark corridors to get to the Special Flag.

You’ll notice that I have a high score of over 70,000. That’s really hard to reach! I was helped a bit by some lucky clears. You earn extra lives according to the Fibonacci plan: first at 1,000 points, then at increasing amounts by the familiar pattern: 2,000, 3,000, 5,000, 8,000, and on and on. A good clear or two can get you multiple extra lives, which can last you a good while.

There is a timer, in the form of a fuel gauge that counts down from 100. It counts faster when you’re emitting smoke. Running out of fuel does not kill you, but it does cut your speed in half, which usually spells doom anyway. Your tank is refilled when you collect an ‘S’ flag.

Like all the best difficult action games, it doesn’t actually feel that hard while you’re playing it! Despite the dark maze and the swarm of pursuers, Labyracer plays fair. While the maze is dark, the crash cars are still shown to you from any distance. Appearing enemies take a little time to activate, and smoke stuns them for a good several seconds. The corridors don’t cause you to crash when you hit a corner or dead end, but instead your car automatically takes corners for you. There do eventually appear red “rocks” in the maze, that can make you crash.

Please give Labyracer a try! It’ll probably be the first play of many!

Again: All of Namco’s Space Sci-Fi Games Are in A Single Timeline

We’ve mentioned this before, but not only are all of Namco’s science fiction arcade games, which include Galaxian, Galaga, Baraduke, Bosconian, Starblade, Cybersled and many others, considered to be on a single timeline, but they even have a website dedicated to sorting and explaining it, ugsf-series.com! And it includes games you might not have pegged for it, like Dig Dug and Mr. Driller!

This even includes their upcoming “Shadow Labyrinth,” which I derisively describe as grimdark Pac-Man. Well, at least they’re serious about it!

Blasting and Slashing With Two Indie Shooters

This is a double review of Soulslinger: Envoy of Death and Viscerafest, both played with press keys.

00:00 Intro
00:18 Soulslinger Envoy of Death
5:41 Viscerafest

Sundry Sunday: Donkey Kong Planet & DKTV

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

Just a few days ago I linked to the complete two-season run of the CG Donkey Kong Country cartoon that got made and aired on Saturday mornings. Well, there’s more where that came from.

As it turns out the people who animated it, “Medialab,” had other plans for the character. It’s not very well known, but in France they made another show, a general cartoon anthology, with the characters performing in bumpers between them, like the original version of Cartoon Planet. It was originally called Donkey Kong Planet, and it’s both bizarre and entirely in French.

Then, the model who was the co-star, along with the DKC characters, left the show. They rebranded it to DKTV, and, um.

You have a choice. You can start off with this 10-minute explainer video by Carlito. It’s the standard Youtuber, “can you BELIEVE this happened??” video. It’s not really bad, I’ve definitely seen worse, but it’s not really a sterling example of the genre either. Here it is embedded:

Or, if you’re a jaded connoisseur of bizarre video like I am, you might want to just go ahead and jump into the deep end of the pool, unprepared. If you’re like that, I got you covered. This is what you want (41 minutes). Don’t say you weren’t warned.

More about this show is on the Super Mario Wiki.

The Coolest Thing In The World Is CP/M For 6502

Is that hyperbolic? It probably is. But the heart wants what it wants, and what mine wants is CP/M for the MOS 6502 processor. Set Side B is a blog about computer entertainment, in all its many forms, and this qualifies in my mind, because it’s not like anyone’s going to be using it do real work. Right?

I found out about it through the (mostly) wonderful blog The Oasis BBS. It’s called CP/M 65, and it was made possible when CP/M’s source was opened in 2022. Wait, maybe I should explain what CP/M is. Sure, it has a Wikipedia page, but I like explaining it.

Output of the DIR command on the C64 with the system disk in the drive.

Gary Kildall created CP/M, “Control Program for Microcomputers,” for the Z80 microprocessor, and it became the first widely-used standard OS for home computing. Its importance and influence cannot possibly be overstated: PC-DOS (later known as MS-DOS) was created as a clone of CP/M for the 8086 processor, meaning, the reason .COM files are still technically considered executables, and why we still have drive letters in Windows 11, are both directly because of CP/M.

A case could be made that, if IBM hadn’t made the IBM PC out of standard parts, making possible the huge market for clone machines, it’d still be a CP/M world today, in some way. It was the first standard OS, one where it ran on machines made by more than one manufacturer. Many of the CP/M machines companies, the Kaypros and Osbournes, are gone now, but they had quite a large niche at one time.

Conway’s Game of Life, for CP/M 65. Because it’s not really a computer until someone’s run Life on it.

Commodore released a CP/M cartridge for the Commdore 64, an amazingly ridiculous and rare package because the C64 used a 6502 processor. The cartridge worked only because it contained a Z80 processor inside itself, and put the 6502 in the system to sleep to do work. It ran much more slowly than other CP/M systems, and on top of that it still had to use Commodore’s 1541 disk drive, a fatal flaw, because it meant that while it could run CP/M software, it couldn’t read the disks that had them, because CP/M’s native disk format couldn’t be read by the 1541’s read heads. (The C128 had a built-in Z80, and the 1571 disk drive that was made for it could read CP/M disks natively, but by that time CP/M was already dying, pushed out by the PC standard and all those clones I mentioned.)

This thing I’m posting about, CP/M 65, has no relationship to that woeful product. It’s a port of CP/M to the 6502 processor. It can’t run Z80 CP/M software. But in all other senses, it is CP/M. What that means is that it has its own BIOS.

CP/M’s BIOS is what allowed its software to run machines made by different manufacturers. The BIOS acted as a translation layer between the hardware and the software. Programs wouldn’t interact with the hardware directly, but instead make calls through the BIOS whenever they needed to use some part of the hardware, like when it needed to access the disk or output characters to the screen. The result was that unless the software was written specifically to take advantage of a computer’s specialized hardware anything extra it had would go unused, but it also meant that a software developer could write one program and, so long as it restricted itself to interacting with the system through that BIOS, it could run on any CP/M machine that could read the disk.

DIR is the built-in CP/M command to report disk contents, but this release contains LS for those with that muscle memory.

CP/M 65 provides such a BIOS for all of its supported platforms, and as a result, while using it will give you a plane-jane, character-mode program, it’ll let you write a program that will run on any of them. Indeed, since this version of CP/M supports relocating executables, its programs can run on a much wider variety of hardware than original CP/M could. You can write a single program that can run on a Commodore 64, VIC-20, BBC Micro, Atari 8-bit, Apple II, KIM-1(!) and, if you can find the incredibly obscure keyboard and disk drive hardware for it or else emulate them, the Super Nintendo Entertainment System(!!).

But on a C64 it shines slightly more than the others, because it has integrated fastload routines, meaning that it gets around the C64’s greatest flaw, its horribly slow disk drive.

So this basically means now 6502s have their own cross-platform version of DOS, or something a lot like it. It has little software, but it does have an assembler, and a version of BASIC, and if you don’t mind writing it on a (pah!) modern computer, you can also write programs for it in other languages.

Behold the PETSCII Mandelbrot set!

If you want to try this wonderfully misbegotten thing, something like Frankenstein’s Monster wearing a ribbon, its GitHub is here, and you can find binary release disk images here. The one with the extension .d64 is the C64 version, and it loads right up in the Commodore computer emulator VICE, although I found out it’ll fail to boot unless you turn on “True Disk Emulation” for Drive 8. But it works! It comes with an assembler and BASIC, and a vi-like text editor, an implementation of Conway’s Life, and even a Mandelbrot set plotter. I kind of want to write software for it!

CORRECTION: Silly me, here I was assuming that CP/M 65 itself was a fairly recent thing, but as it turns out it’s been around for around 30 years!

CORRECTION FOR THE CORRECTION: Well the guy working in this very long Youtube playlist (maybe 31 hours?) created it in 2022, which isn’t 30 years ago. Ah well!

Indie Showcase For 6/20/25

Each week, the indie showcases highlight the many games we play on the stream here (at Game Wisdom). All games shown are either demos, press keys, or from my (Josh Bycer’s) own collection.

00:00 Intro
00:14 Tunnet
02:07 Schim
03:19 Astor Blade of the Monolith
05:03 Flathead
6:25 Tower of Mask
8:01 Devilated

Oh God, The Donkey Kong Country CG Cartoon Show’s on Youtube

It is. It IS. It is not recommended, for hearing, for knowing about, for existing.

Two playlists, one for each season. Yes, they made a second season. So many characters are off model (literally, their models are off), but Cranky Kong’s is especially different.

Season 1:

Season 2: