Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
The Katamari Damacy games have such a wonderful soundtrack, every tune in each of them is (adjusts glasses, looks at Urban Dictionary page) “a banger.”
One of these numerous and multifarious bangers, from the first game but sadly absent from its Reroll remake, is WANDA WANDA, the music from its tutorial.
Giving it some overdue recognition is nathorz, in this 2½ minute animation that interprets its title as referring to a grandmother drafted into saving a bunch of aliens. Here ’tis:
The KIM-1, 50 years old as of 2026, was the first 6502-based home computer, designed by the legendary Chuck Peddle and sold by MOS Technologies themselves. (Well, we’re not sure if the Apple I or the KIM-1 was first. Or maybe it was the JOLT? As I’ve said before, there’s always something you’ve never heard of before out there, waiting to make you look like a fool.)
Someone on Mastodon (I can’t find the post now) mentioned that the KIM-1 had excellent programming guides, as it rightfully must have had, considering a freshly-assembled KIM had to have been programmed in raw machine code, and coming from an era before the World Wide Web. I had a look and, lo, it did!
Have a look for yourself, from a copy hosted by Rich’s Classic Computer Pages (PDF). Explained in an early chapter is how to properly add together numbers of arbitrary sizes, something that I had to find out from random sources. I wish I had this book when I was programming on the Commodore 64; I did have the famous Programmer’s Reference Guide, but that’s just it. It’s a reference work, and very difficult to learn the principles of assembly coding through it directly. (That said, there are pages in the C64 PRG that will look very familiar to someone flipping through the KIM-1 Programmer’s Guide.)
The cover of the Book itself
If you sat down and read this all the way through, and it’s quite readable for a programming manual, you’d be well placed to write code for, not just the KIM-1, but any 6502 computer. While for other machines you would need more information, like memory maps and hardware documentation, and you might like to have an assembler too, you’d still have a great foundation for whatever crazy programming adventure you were about to embark upon. I love it.
Frank Cifaldi presents a look at a mysterious prototype of NES Punch-Out!! that’s turned up. It’s only got four working boxers, with Bald Bull missing key moves, but it also has quite a few working features, including the password system. It’s completely silent though. The game that is, not the video (5 minutes).
The weirdnesses continue…. The cartridge has mock-up art on it that looks like the “black-box” trade dress early NES games had. The chips on the cart are mask ROMs, not EPROMs. In the attract more scroll, arcade names are used for some of the fighters, like Pizza Pasta, Piston Hurricane and Vodka Drunkinski.
Have you ever wondered what the appeal of a rock-hard, old-school, Wizardry-style, first-person, overly-hyphenated classic CRPG is?
The original Bard’s Tale, notthe PS2 action RPG reboot, and not the more-recent continuation either, created by Michael Cranford, is not as harsh as Wizardry, but is still a tough game, and one that demands that you map it out as you go. Instead of a menu-based town like in Wizardry, you have to actually explore the town of Skara Brae to find important locations within it like Garth’s Equipment Shop, Roscoe’s Magic Emporium or even the Review Board where you gain experience levels, and surviving the town’s random monsters long enough to do those things is your first major challenge. Yet despite, or maybe because of, that difficulty, the series sold more than a million copies, and was an important early hit for both developer Interplay and publisher Electronic Arts.
The C64 Appreciation Society is working through the original Bard’s Tale in an in-progress series of videos, ranging from 10 to 15 minutes in length, and they’re excellent both for an introduction to the classic series, and for understanding what made the game so popular.
The playlist is in reversed order, so if you watched it from that you’d start with the episode 4 and then watch 3, 2 then 1, and it’s really for the best to watch them in the correct sequence, so here those are: Episode 1 – Episode 2 – Episode 3 – Episode 4. Embedded here is the first of those episodes:
With the exception of two or three musicians (They Might Be Giants among them), for the most part I’ve agreed with what Marge Simpson once said: “Music is none of my business.” (Not counting that one episode where it was revealed she had been fangirl at the height of Beatlemania.)
Because of this, I just have to assume that this 16½-minute video from Cat’s Eye and Cybershell finding many (although they admit not all) of the songs that the musicians behind the Japanese version of Sonic CD drew samples from is on the up and up. The Japanese version’s soundtrack was by (looking up spelling on Sonic Retro) Naofumi Hataya and Masafumi Ogata. They mostly don’t seem to touch the US version, which had mostly different music by Spencer Nilsen and David Young, maybe because of those many musical references. Whichever you prefer is mostly a matter of taste, and how well you can handle an intro track for a game about a cartoon hedgehog with lyrics about “leather and lace” and “toot toot sonic warrior.” (Didn’t I make a post about that at one time? A search suggests no, but I was sure I had….)
Lots of names and bands that I’ve never heard of, and songs that I’ve never heard! Look, I know, it’s a huge area to be ignorant of, but at this point I don’t feel like I could possibly do it any justice, so I guess I’ll just go back to my CD of Flood. (Starts absentmindedly singing the lyrics to Particle Man for the hundredth time….)
Extra: this Sonic Retro forum post where The Sunshine Feeler dove into figuring out who did the vocals on the Japanese version, which reveals the amazing fact that the artist who did the rap portion of the intro song, Casey Rankin, also sang the remix of the DK Rap for Smash Bros. Melee!
Interesting fact about Mario Kart 7 (the one for 3DS). You might expect the CC values for the traditional three speeds/difficulties in Mario Kart games to be more of a name than a value the game tries to actually simulate, and usually you’d be right.
But MK7 actually means them. The vehicle speeds are actually derived from the CC number in that game. 100 CC is actually twice as fast as 50 CC, because the acceleration multiplier is double, and 150 CC is triple.
Meaning, if you hacked the game, or else made a mod, like CTGP-7, that let you set the CC number, by changing that one value you could affect the whole game, and try ridiculously fast, or slow, game speeds never intended by the designers.
But there is no need to stop there. CC is just a float. PabloMK7 hacked the hack and tried weird floating-point values for CC that shouldn’t rightfully work, like infinity, and NaN (“Not A Number”) , just to see what would happen. (5½ minutes) And then very high finite CC values, and infinitesimally small CC values, like point-lots-of-zeros-then-one CC, causing the engine to break in amusing, and somewhat frightening, ways.
So then, what would happen? Take a look for yourself:
The 1541 disk drive was infamously slow, probably the slowest of the 8-bit floppy disk drives, the result of a VIC-20 Kernal bug that was inexplicably kept in the C64 for the sake of backwards compatibility. The problem could be fixed by writing your own disk routines, which is why so many games used fastloaders.
But the bug isn’t always at fault. The 1541 disk drive takes over a minute and a half to format a disk, but as it turns out it had good reason to, and the time consumed had nothing to do with the C64’s code because the drive does all the work itself; the Commodore 64 just waits throughout the process.
Commodore History goes into considerable detail on the process here (16½ minutes). During formatting the drive wipes out all the data that had been on the disk, lays down syncing structures, writes the disk ID to every sector, puts down the directory track and sets up the Block Allocation Map (BAM), and more. It’s an interesting, if not too useful these days, exploration of what disk drives at the time had to do to make the disk’s magnetic surface usable for data storage.