Sundry Sunday: The first episode of Saturday Supercade

This is a real rarity. Saturday Supercade has, to my knowledge, never been officially released on any media format. All of the tapes of this show date back to their original broadcasts in 1983-5. I’m sorry for the poor quality, but this is from a tape almost certainly recorded off of live television nearly 40 years ago.

The year 1983 was such a weird time in media history. Take for instance the movie Joysticks. A cheaply-made culture cash-in, essentially the Supervan of its decade, it was a teen sex comedy themed around arcades, and it could only have been released in 1983. In 1982 games were big, but it takes time for a movie to be made. In 1984, US arcades and consoles had crashed calamitously, and any projects in production would have been cancelled. Saturday Supercade also dates from 1983.

Saturday Supercade was a Saturday morning cartoon show that hosted a variety of different game characters and universes. By no means a classic of animation, there’s still a lot of interesting things about it. Donkey Kong gives Mario and Pauline their modern names (decided on around the time of Donkey Kong Jr’s arcade release), and Donkey Kong is voiced by legendary early TV children’s entertainer Soupy Sales.

Frogger is depicted by the show as a reporter for a swamp’s newspaper. Q*Bert is a student in a 50s-styled high school, and other characters (including a girl Q*Bert, “Q*Tee,” not seen in the game) are imagined as his friends and rivals. Donkey Kong Jr has the young ape searching for his father, while assisted by a greaser. Pitfall’s cartoon is not only the sole home-original game to be featured on the show, but also lent two of its characters, Pitfall Harry’s niece Rhonda and mountain lion pet Quickclaw, to cameo roles in the game’s sequel Pitfall II: Lost Caverns. Kangaroo and Space Ace were introduced in the show’s second season. Yes, somehow, it got a second season.

The Wikipedia page of the show notes that episodes of Space Ace were once shown late at night on Cartoon Network, and once in a while can be spotted between shows on Boomerang, while “The Best of Q*Bert” is available as a print-on-demand DVD from Amazon. Other than that, many episodes are lost outside of master reels held by whatever company owns Ruby-Spears’ output these days, which I expect is Warner Media. There’s tons of Saturday Morning shows that are lost; this one only survives to us in any form because classic video games have oddly persisted in this weird cultural cul-de-sac, the same one that made Wreck-It-Ralph an improbably hit for Disney.

So please, enjoy, or else, experience whatever substitute for enjoyment you can bring yourself to feel while watching an old old kids cartoon from the classic arcade era. Queasiness? Unease? Existential dread?

News 11/16/22: Ubisoft on Steam, Mac System 9 on Wii

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

It’s been a few days! It’s been Globmas on our planet which has filled up my time with various gelatinous timewastes. I gather that the situation has been similar down on Earth, with the advent of an event that I hear is called “Dark Friday.” I hope that soon you manage to unseat whatever terrible villain has been causing you so much trouble.

Because of Dark Friday filling blogs, there seems to be less good news to convey to you this time out. I only have a couple of articles to recommend.

Kyle Orland at Ars Technica tells us that Ubisoft has come crawling back to Steam, after snubbing the service for a while in favor of the Epic Game Store. Exclusivity is awful of course, although it does sometimes give us some pretty nice deals as various strategists and marketers jockey with each other in order to convince customers to join up with their places of market. In Epic’s case, these deals have sometimes been free games, although often what is given away is simply the base or least-featured version of some product. Anyway. I don’t even buy many games at the moment but I still have four game store apps on my PC: Steam, Epic, GOG and itch.io. Of them, Steam and itch are the ones that I actually like. GOG and itch’s apps are in fact optional, although convenient. I suspect that many other people and blobs have the same opinion.

Image from Pierre Dandomont’s blog

Jenny List at Hack-A-Day tells us of a French hacker named Pierre Dandomont that has gotten Mac OS 9 running on an unmodified Wii! Now before you have visions of running Glider on your TV, there are a whole raft of caveats. The Wii’s hardware is unmodified, granted, but to run anything that Nintendo didn’t approve on your machine you are going to have to modify its software. Mac OS 9 is not unmodified, for while the Wii has a Power PC chip similar to that which used to run Mac computers two whole platform changes ago, the rest of its hardware is unstandard to say the least. And while they did manage to get OS 9 running (not OS X, a.k.a. macOS, or any of its more modern updates), it is not in a form that one can just easily drop into their own Wii if they want to run original iTunes for some reason. The hacker themselves tell us that it’s not really a good way to run classic Mac software, which is actually being run on an emulation layer within Linux running on the Wii. So, probably not something you’re going to do yourself, but maybe interesting to read about?

Roguelike Celebration: Santiago “Slashie” Zapata on Moria

Next on the Roguelike Celebration 2022 train, Slashie’s wonderful explanation of what Moria is and why we should care about it. It’s true, Angband is basically expanded Moria, but the original game is incredibly important. Not just because its close descendant UMoria was the inspiration for Diablo. I could (and do!) argue that Moria is the secret foundation of the modern RPG paradigm. Disclaimer: I am quoted by Slashie at one point in this video.

As I mentioned earlier, the creator of Moria, Robert Koeneke, died recently, but thankfully before he went he did interviews about his experiences, notably in David Craddock’s Dungeon Hacks.

Roguelike Celebration 2022: Celebrating Moria (Youtube, 25 minutes)

Indie Game Showcase 11/25/22

Each showcase highlights the many indie games we play here on the channel, if you would like to submit a game for a future stream/video, please reach out.

Metroid Prime’s Save System

Zoid Kirsh on Twitter (while Elon Musk hasn’t completely wrecked it yet) tweeted about how Metroid Prime’s save system works. Metroid Prime save files are less than 60 bytes long! A single Gamecube memory card block is eight kilobytes, so it’s a bit overkill, but it’s still nice when a developer is frugal!

Image, of Metroid Prime’s inventory screen, from Mobygames.

The way they explain it is that the game has a number of “world layers” which determine what is spawned in each area when it’s loaded. Which layer is active when a room is loaded is determined by a single bit in the save. That, plus some basic stats like health and ammo, and the record of object scans, all take up very little memory when bit-packed.

If Metroid Prime’s save file were 59 bytes long, that would mean it had 472 bits to work with. The passwords used by the original Metroid only stored 144 bits of data!

Romhack Thursday: Super Mario 64 Reduced Lag

It’s not so much a hack as a recompilation, but it’s distributed in patch form so I’m accepting it. A person identified as “Nintendo 64 Wizard” took the source code created by decompiling Super Mario 64, and, simply, did something that Nintendo didn’t do: compile the game with -O2 optimization turned on. The result is a much more consistent frame rate.

From the romhacking.net article, a scene from the star with Bowser’s Sub in it, which is notorious for causing the game to lag.

If optimizing Super Mario 64 is an appealing concept to you, you might be interested in some of the videos made by Youtuber Kaze Emanuar, that goes into why the game has lag, and his own efforts into improving it.

Super Mario 64 Reduced Lag hack (romhacking.net)

Pitfall II: Arcade Version

Have no fear, we’ve not forgotten about Arcade Mermaid, our regular classic arcade feature. I don’t think this post is quite the right material for it, but it’s still very interesting.

People who played the Atari VCS, later renamed the Atari 2600, will no doubt remember David Crane’s seminal Pitfall!, one of the greatest, and certainly one of the best-selling, games for the system.

Pitfall’s huge success spurred the creation of a sequel, Pitfall II: Lost Caverns, which is certainly among the most technically brilliant games for the VCS. We recently covered how one of its best tricks was how it managed to get music out of the Atari’s TIA chip that few other games were capable of. That’s not all it did. Pitfall! was one of the very first exploratory platformers, and Pitfall II expanded its focus greatly. Some might call it the first Metroidvania, although it doesn’t have the item-based progression gating usually associated with that genre.

It does have great design ingenuity though. It gets its challenge not through limited lives but its huge and complex system of caverns. In fact, it abandons lives entirely, replacing them with a checkpoint system, another possible first. Getting “killed” never ends the game, instead, it just costs points and returns the player’s surrogate Pitfall Harry to the last cross he touched. So anyone, given enough time and effort, can finish the game; they might not have a good score when they do it though, which still leaves room for players to improve.

Pitfall II, with its huge world and great music on a system not known to be able to support either, powered by a custom microchip that Crane himself designed, called the DPC, would undoubtedly have been a giant hit if it had been released a year before. Sadly, it came out right at the end of the VCS/2600’s life. Crane had hopes that the DPC would help revive the system but, sadly, it became the only game to utilize it.

But that wasn’t the end of Pitfall II. While it was designed around the limitations of the VCS, it received ports for several other systems, including the Apple II, the Atari 5200 and Atari’s 8-bit computers (which both had a secret second world to explore after finishing the first!), the Commodore 64 of course, Colecovision, MSX, SG-1000 and ZX Spectrum. It even got a kind of NES port, called Super Pitfall, which was programmed by anonymous NES contractor Micronics and is widely regarded as terrible. And then, there was the arcade version.

Sega’s arcade version of Pitfall II is more of a recreation than a port! It’s divided into levels and goes back to the standard arcade paradigm of limited lives. Its first level resembles a condensed version of the first game, with some extra hazards built it. The game world is both smaller and harder than the original, to make it harder to master and thus entice players to put in more money. You can see for yourself in the below playthrough, a deathless run up on the Replay Burners channel. Videos on Replay Burners are done cheatless and without tool-assist, so you can be assured that an actual player performed this run and not a control script. The video is about 27 minutes long.

The Issues With NES Teenage Mutant Ninja Turtles

The title refers to the original NES TMNT, not the arcade version or the NES game based on it. This is the version that Konami released under their Ultra label. It sold well (real well!) but is widely considered an inferior game for a number of reasons. Those reasons are the subject of these three videos, from Youtube channel Displaced Gamers. I recommend them, even if I think every place they say gamer it would be more proper to say player.

The first video:

In a long and difficult game, one of the hardest sections comes relatively early. The only swimming section in the entire game, players must maneuver their supposedly-aquatic surrogates through a difficult course that has imprecise movement, water currents, high damage, instant kill hazards, a strict time limit, and, as the video shows, buggy implementation. Many players in the NES era gave up at this point, which is rather a shame considering it’s only at the end of level two. This video examines the code and demonstrates why it’s so challenging, and how it could be made fairer.

The second video:

TMNT has notoriously floaty jumps, a low frame rate, and a fairly weird implementation of gravity. Any platform game that allows players to adjust their jump height according to how long the hold down the jump button is fudging its physics behind the scenes, but TMNT does it rather poorly.

The third video:

Displaced Gamers examines additional problems with the game’s timing, particular with that of its input reading and attack animation. Like the other two videos, they suggest code changes (sometimes in the form of Game Genie codes) that fix the problem, if you happen to have a fondness for 6502 assembly. (I do!)

If you’d like to try NES Teenage Mutant Turtles, it’s included in the “Cowabunga Collection” that was released for Switch, Xbox X/S and Playstations 4 and 5. Fortunately, it also includes twelve much more playable titles.

The Difference Between Kiosk New 3DSes and Normal Ones

It’s a video from YouTube Channel The Retro Future with the title “Nintendo didn’t want us to know this…” which I hate. Why not just mention it’s about the difference between the Kiosk Units and retail ones? I’ve seen a hundred clickbait titles like this that have completely disappointed me.

This time though, it actually was interesting content, even if I can’t see why Nintendo would care if we knew it.

The kiosk units that were displayed in stores to demonstrate software differed from the ones you could buy in one important respect: they have a resistor in a different place on the motherboard. Without this resistor, the kiosk units will only turn on if they’re connected to power. They still have a battery, but it doesn’t appear to be used! If the resistor is removed and soldered into the location it’s at on a production unit, it seems, it’ll function normally.

Here is the video: