Indie Game Showcase 7/17/22

The indie showcase highlight the many developer submitted games and demo we play here on the channel. If you would like to submit a game for a future stream and video please reach out.

Sundry Sunday: Mario Frustration

Sunday! Sunday! Sunday! We’re turning the blog floor into a giant MUD PIT.

It’s your reward for sticking with us (the blog, and the world) for another week. And the monster truck of content we have for you? The video Big Foot? A blast from early in the last decade, Mario Frustration, a humorous voice-over of a play through of one of those absurdly difficult Mario romhacks, back before Ninendo co-opted that whole genre with the Super Mario Maker series.

This video went viral a while back, but it’s actually a voice over of an earlier video. I have a URL for it (it’s http://www.quixoticals.com/2007/04/most-frustrating-super-mario-mod-ever.html) but I’m not linking to it. Firefox doesn’t like that site, probably related to outdated encryption, and I remember it looking a bit dodgy the last time I was there. YouTube is probably a better showcase for it.

There is some “adult” language in there, in the Modern Internet Style, and some salt, but overall it’s not nearly as ireful as the Angry Video Game Nerd could be in the day.

News 7/16/22: Bayonetta, Cuphead, and Gamestop NFTs

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

Pretty light on mill-grist today. With all the bad non-gaming news floating around I can’t say that I mind too much. By the way, I almost titled this post “Nude Cuphead NFTs!” in our usual silly style, but realized that it could have been taken For Real.

Kenneth Shephard at Fanbyte lets us know upcoming horny witch simulator Bayonetta 3 will have a selectable option to reduce nudity. You know, in case you’re playing in public. I’m told that’s something of concern for your species. I wouldn’t know: my kind reproduces by asexual fission! We do have a strong cultural taboo against depicting things being split in two, though. Cooking shows can only be shown after 10 PM.

Gematsu’s Sal Romano reports that Cuphead’s DLC has surpassed a million sales, and within two weeks of launch! It’s true, everyone loves those two porcelain knuckleheads and their undead lady friend! Everyone except that guy, they’d better watch their backs!

Over at Kotaku, Ethan Gatch says Gamestop is planning NFT releases while simultaneously laying off more workers. It’s pretty obvious now that NFTs are pretty much a bastion for scoundrels. They appear to be leaning in to their status as a meme stock, perhaps seeing it as their only chance at relevance, even if it’s impossible for that to work in anything approaching the long term. Does it ever seem to you that, lately, our world’s most reliable economic resource are easily swayed people without critical thinking skills?

Hempuli Translates Finnish Super Mario Manual Back Into English

Hempuli is the creator of the brillian Baba Is You, as well as other games. He’s known to tweet from time to time, and lately he translated some of the text from the quirky Finnish translation of Super Mario Bros. back into English, making an effort to retain some of its distinctive weirdness. Here is that thread, unrolled for your convenience. Here’s a couple of highlights:

Hurry Mario and save Princess Chanterelle of Mushroomoom land!
“Willowherbs” is the translator’s attempt to do something with the “field horsehair plants” in the English manual that have mystified players for decades now.
Daddy-longlegs?

Tutankham Returns

Tutankham Returns (itch.io link, $0) is a port/expansion of the classic Konami/Stern arcade game Tutankham. While Tutankham had only three levels, this has seven, but otherwise is much the same kind of thing. Compare the above to the original. It matches the original’s sound, graphics, and presentation exactly! The games have especially good sound design.

Creator Luca Carminati has a number of other recreations of classic games in itch.io, some, like a version of Tutankham Returns, for the Commodore 64. (Yes, it’s another Commodore post!) Of particular note is Bagman Comes Back (video, C64), a port of another neglected classic, with 24 different maps, compared to the original’s single three-screen board. Luca has been in this for a long time; he has a collection of Amiga games on itch that he made starting back in 1995!

News 7/14/22: Genesis Zim Breakers BBS

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

Matthew Byrd of Den of Geek lists 20 Genesis/Mega Drive games that were ahead of their time. Some interesting choices, like Buck Rogers: Countdown to Doomsday, and they did notice Naughty Dog’s Rings of Power unlike that previous list. They also mention ToeJam & Earl, although they diss it a bit, boo. They also give nods to King’s Bounty, Starflight and Herzog Zwei, which are all fine games. No mention of Might & Magic II though!

Ollie Reynolds at Nintendo Life writes of modders adding color to B&W Gameboy titles.

At first, Sorrel Kerr-Jung’s article at CBR about Invader Zim’s voice being recast, and series creator Jhonan Vasquez being upset about it, doesn’t seem like it fits in with our theme. Even hearing about it being in SMITE, which is one of those MOBAs a particular breed of older kid might be enthused with… well, I’ve never heard of SMITE. But when I found out it was because they wanted to avoid voice actor Richard Horvitz’s union, and yeah, that’s the kind of terrible behavior we can get behind telling people about. The developers responsible are Hi-Rez Studios and Titan Forge Games. Also, whose idea was it to put Invader Zim in a MOBA?

At Nintendo Everything, Brian notes about upcoming asymmetric multiplayer game Dragon Ball: The Breakers, where some players play as DB side characters, and others of villains like Cell, Frieza and Kid Buu. The developers were unsure anyone would want to play weak characters like Oolong and Bulma. Geez, those are some of my favorite characters! Vegeta is cool and all but he’s kind of one-note, and let’s face it, Goku is probably insane.

Sad news that’s been going around: popular niche puzzle makers Zachtronics is closing up shop. They’re making one last game though, Last Call BBS, which Vice’s Renana Price calls “a beautiful vision of the 90s internet.” It’s basically a collection of smaller puzzles with a framing story about maintaining a friend’s website. Like all of Zachtronics’ products, it looks very interesting. It’s available on Steam.

The Bubble Bobble Info Pages

There was once a time where game information was really hard to find on the internet.

Before Fandom née Wikia started automatically generating wikis for everything in existence, before even GameFAQs, which started in 1995 and is still chugging away after all these years, became sorta-big, there were the shrines sites. Some enthusiast (obsessive?) would build a website to document literally everything about the game they could find. Early free hosting site Geocities was a haven for that kind of thing.

Geocities is gone now, although much of its content has been preserved through the efforts of Archiveteam. By the way, if you’re feeling nostalgic for those days, or wasn’t around then but think it sounds like something you’d like to get involved with, I will just drop here this link to Neocities.

Not all of these sites were on Geocities, or other host short-lived free host. Some of them survive today. I personally think these sites are an essential part of the soul of the World Wide Web (yes, I’m old enough to call it that), and proudly link to some of them from our hard-wrought Links page.

One of my favorite of these shrines is the Bubble Bobble Info Pages, created back in 1998, and its companion site the Rainbow Islands Info Pages. It’s not just their old-school web design that I love, although that’s hugely charming to me. It’s that it’s the source of a great quantity of information on a couple of extremely opaque games.

The arcade game Bubble Bobble is absolutely filled with mysteries, most of which are practically undiscoverable without diving into the game’s code, and it’s known that even its manufacturer Taito lost its source code many years ago. This leaves BBIP as nearly the sole source for a lot of important game data.

My favorite of these facts is the information on how Bubble Bobble decides which special item to generate each game. These are not random but chaotic, influenced by unseen patterns, that gives a kind of sense of them. Some items tend to be generated on certain levels, but they’re not hard-coded that way, so that the player’s actions can influence them without relying on them.

The game keeps count of a huge array of things that the players can do or cause during the game. The number of times they jump, the number of times they shoot bubbles, the number of times the pop bubbles, the number of times they jump on bubbles, the number of steps they take, the number of times they wrap the screen, and so on.

At the start of each level, the game goes down the list, finds the first value that exceeds a certain limit (which generally increases with the game’s difficulty, both explicitly-set and dynamically-rising), will set that item to generate during that level, and resets the counter. Some of these things can only happen in certain levels, like screen-wrapping or popping water bubbles, and that gives the history of generated powerups throughout a game a shape, that the players can influence, even without knowing exactly how. These counters are not even reset when the game ends! They carry on to the next, and in fact a few of the counters probably won’t trigger for several games.

It’s a significant factor in what makes Bubble Bobble so much fun, but interestingly, it means it’s more fun when played in an arcade setting, where the actions of past players contribute to add uncertainty to the powerup schedule. This is a terrific design pattern that I don’t think nearly enough developers know about, and one of the few places in the world where you can find out about it now is the Bubble Bubble Info Pages.

Indie Inquiries Store Page Review of Dracula’s Castle

For this episode we reviewed the store page for the game Dracula’s Castle, if you would like us to look at your page in a future episode, please reach out.

Store Page 

Video: Classic Game Repairs

The YouTube channel Classic Game Repairs fixes and restores old arcade units, especially those from the classic age and before. There’s a number of such things out there, but this is a whole channel of nothing but! Many of the units are really old too, like from the 70s. Those are a whole slew of games that are much in need of current-day love.

The video linked above is of Universal’s Mr. Do!, which is kind of like more-awesome Dig Dug. Most of these videos, I should make it clear, are not of gameplay footage, but of circuit boards and soldering irons, but that kind of thing is like ASMR to me. Maybe it will be to you too?

News 7/12/22: Yu-Gi-Market Contraction, Oh!

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

It’s a rare day that we get to link to the Washington Post, in this case a piece by Michael Cavna on the death of Yu-Gu-Oh! creator, mangaka Kazuki Takahashi. Hey there Michael! Bet you never thought your work would be linked by a single-celled pixel-art organism! Can you ask them to do something about their ludicrous paywall drebnar? Yu-Gi-Oh! is only tangentially part of our purview here but there have been enough video games from that series that we can probably make room for it under Retro, plus it’s published by Konami. One of my favorite facts is that the card game includes several cards that officially refer to the Gradius series, including cards of the Vic Viper and Big Core.

Elliot Williams at Hackaday challenges us: You think you know how Mario Kart works? I think so? You supply electric potential through a wire to a console loaded with some game software, which sends signals to a video screen, and you use a wired controller to interact with it. Yes, I win! His article just links to a video (see above) about how the AI drivers work. This subject has been thought of so much that there’s a patent on such drivers granted to Lyle Rains for his work back in the early days of Atari, in 1979! That it took 20 years for that to expire is a blight on the history of game programming, drebnar!

PC Gamer’s Rich Stanton tells us that Yuji Naka is still angry at Square Enix for removing him from the Balan Wonderworld project. He accurately notes that the degree of acrimony from Naka about this is unprecedented-Naka is pissed and doesn’t care who knows it. The article suggests listening to both sides here. Here at Set Side B we admit, we tend to take the word of developers over those of gigantic corporations, especially when the developer is someone of Yuji Freaking Naka’s standing! We may be wrong, and if the word comes out that we are we’ll cheerfully admit to it, but it is easy for me to believe, in Naka’s words, that Square Enix “doesn’t care about games.”

Zack Zaiezen at Kotaku writes that Take Two is going after another Grand Theft Auto modder. Boo! Hiss! News like that fills up my angry sac!

It’s a good day for linking to non-gaming sites! At CNBC, Ryan Brownie warns of a coming contraction of the games industry, partly due to it coming down off the boost caused by the pandemic, and also from bottlenecks produced by Russia’s invasion of Ukraine.

Pixel Art Manipulation Tools

Tiled is a popular open-source tool for tilemap construction

Popular and prolific game asset creator Kenney has a page up at Github that links to some of his favorite tools for manipulating pixel art, such as creating sprite sheets and extracting images out of them. It’s got a lot of useful info! If you have an interest in this style of art, especially making games with it, these programs are worth having in your toolbox.

Kenney: Manipulating pre-made game assets

Arcade Mermaid: Pepper II

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Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at.

Released in 1982, a couple of years after a little game called Pac-Man, Pepper II is a maze game set in a four-screen world. You’re a blobby angel thing called Pepper, obeying an edict from the Powers Above: zip up four screens’ worth of boxes. The box borders are made of un-zipped zippers, and by zooming around each one it’s zipped up and captured, filled with a pattern.

Opposing your efforts are a bunch of roving eyes and a weird pink creature callled “the Whippersnapper.” It was the golden age of arcades, and realistic scenarios were on the outs for a time.

Its box-surrounding play looks similar to Amidar at first, but it’s really quite a different game. Amidar‘s enemies move according to a set and inviolate plan, but the eyes of Pepper II rove mostly randomly, with a slight bias towards chasing you. Amidar only lets you attack your enemies once per board, after you’ve surrounded all four corners, but Pepper gets this power after capturing just one of the corners, or the box in the center, up to five times per maze. This means that you’re invincible a lot of the time! Play carefully and you’re almost always invincible, which is important because you’re really vulnerable when you’re not. There are up to three more enemies after you at a time than in Pac-Man, and their unpredictable meandering means you often get caught right as you’re finishing a box.

Pepper’s world isn’t a single screen, but consists of four interconnected mazes. The arcade manual calls them cubes, and when you clear one you get a little cube icon in the bottom-right corner of the screen, but it isn’t a cube really; there’s only four sides. The game world is more like a horizontal strip. When you go off-screen to the left or right, you enter the next screen in the strip, but if you go up or down you skip ahead/behind one screen. From Screen 1, left goes to 4, right goes to 2, but both up and down go to 3. Enemies don’t have an off-screen existence beyond a few seconds after you change mazes, but your progress on other screens is remembered, so you can solve each maze a bit at a time if you choose.

The best thing Pepper II has going for it is its speed. It is incredibly fast! It makes Pac-Man feel creaky by comparison! Surrounding an energizer box gets you only four seconds of invincibility, but it’s long enough to surround multiple other boxes.

Pepper likes to overshoot intersections, and even with attention you’ll still probably miss them sometimes. When you enter a new maze, enemies enter from the four sides randomly after only a second, and at the game’s speeds this makes them very dangerous at that time. You could start capturing a box, and by the time you’re all the way around it a roving pair of eyes have both entered and moved over into your path. The eyes are not focused pursuers, but their large number and randomness make them plenty deadly enough.

The Whippersnapper is a little special. When you activate an energizer you can destroy the eyes for points, but will just pass through the Whippersnapper. The Whippersnapper exists to prevent you from zipping up tracks randomly. It undoes your work as it moves through the maze! Once you’ve completely captured a box it’s safe and cannot be unzipped, but until then it’s easy for it to mess up your work. It also moves much faster than the eyes.

There’s a couple more nuances to play. If you go back over your own trail you’ll unzip it. There are bonus items you can surround for ever-increasing bonuses as the game continues. The energizer in the center of the board flips between a stronger version that also kills all the enemies on the screen. These play quirks don’t really amount to all that much. Pepper II is a game about careening at full tilt around a board, clearing it piece by piece, and frantically racing between energizers to keep your invincibility going, and the other details tend to get lost in the rush.

Extra lives are awarded at 40,000 and 80,000 points. A good early score is around 50,000. I can regularly break 200,000, clearing two cubes, but the difficulty goes up rapidly from there. Both as you continue in each board and as the game goes on the enemies speed up a lot, and starting with the second cube the unzipped trails turn invisible for short periods.

About Exidy

Exidy was founded by in the very early days of arcade gaming. Some of their better known games include Star Fire, Mouse Trap, and Venture. They were never known for their graphics, although some of their products were among the earliest arcade games to use digitized sound. Many of Exidy’s games made up for their lack of visual flair with strong gameplay fundamentals. Venture, particularly, is a minor classic. Exidy was known to court controversy at times, with games like Death Race, in which the player runs down pedestrians, and the excessively-gory Chiller, where the player uses a light gun to dismember helpless victims in a torture room. Chiller received an unlicensed port to the NES by AGC (“American Game Cartridges”).

Coleco ported Mouse Trap, Pepper II, and Venture to the Colecovision console, where they were met by an appreciative audience. Their port of Pepper II is especially good. It’s very much like the arcade game, just a little slower.

Exidy games from the time of Pepper II tend to have a visual look akin to DOS games played through a CGA card. Pepper II is like this, but it certainly can’t be called slow. It takes sharp reflexes just to get around its mazes.