Sundry Sunday: Elegy for Waluigi

Let’s explore further the Youtube archives of Matthew Taranto, a.k.a. BitFinity, a.k.a. the Brawl in the Family guy. Last time we met Eario, Janitor of the Mushroom Kingdom. Now we meet his supposed son Waluigi, who Nintendo themselves have never quite known what to do with, and sort of the breakout character of BitF.

Waluigi has long been excluded from the Smash Bros. games as a playable character, at beast appearing as an assist trophy. This video is his lament at his perpetual status as outsider, set to Leonard Cohen’s Hallelujah, which scans precisely with “Waluigi”:

In a way though, this video is an echo of an earlier song, a closer tribute to Hallelujah featuring Waluigi, which has sadly seems to have been taken off of Youtube, but lives on in a number of imitators that are easily searchable.

There’s quite a few other Waluigi videos, lying around Youtube like broken dreams. We’ll get to those in due time.

Best of Next Fest 2023 Part 2

This is part 2 of my favorite games of next fest Feburary 2023 showcase.

0:00 Intro
00:15 Astra Fading Stars
1:49 Corsair’s Madness
2:57 Plan B Terraform
4:37 Rallygator
5:35 Crystarise
7:37 Saga of Sins
9:23 Swarm Grinder
10:48 Dad By the Sword
12:31 Worldless
15:18 Greedventory
17:16 Super Raft Boat Together
19:09 The Ramsey
20:49 Bionic Bay
22:36 Anomaly Collapse

Demo: Back to the PET

The Commodore 64 was not Commodore’s first home computer. It wasn’t even the VIC-20. Their first machines were the line of the PET, or “Personal Electronic Transactor,” as labored an acronym as any.

The PET was a decent machine, with integrated monochome monitor and a heavy metal case. Although it had no color, no sprites, only a basic speaker for sound and no synth, it had a number of things in common with the later C64, particularly the 6502 processor that lay at the core of half of the personal computers sold at the time.

There was something else, something fairly major, that the PET lacked: customizable graphics. No hi-res mode, and no programmable character sets. The graphics were encoded on a ROM that wasn’t even mapped to the CPU’s address space. The letter ‘A’ would forever look like a letter ‘A’. It couldn’t be changed to anything else, even a slightly different ‘A’. This greatly limited what PETs could display, and basically doomed it as a gaming computer.

Commodore tried to compensate for this feature by including “PETSCII,” a set of custom characters included in the upper 128 characters of its ROM intended for makeshift graphics. PETSCII would survive throughout the rest of the Commodore 8-bit line, even featuring on machines that had programmable graphics: the VIC-20, C64 and C128 all had it included too. (The Twitter account PETSCIIBOTS (now inactive) shows off its many graphical characters in making robots.)

On the later machines PETSCII graphic characters were a fun nicety. On the PET, they were all you had, all you would ever have. This is exactly the kind of limitation that demo authors love circumventing where they can, and taking advantage of when they can’t. Hence: Back To The PET, a demo, complete somehow with chiptunes, that runs on Commodore’s ancient machine:

Every character cell of every frame of this video is one of the PET’s 256 ROM-based characters. It had no hardware scrolling, so effects are all faked or done 8 characters at a time. Yet it’s still pretty slick! The PET had quite a better selection of graphics characters than even IBM’s code page 437, including lines of single pixel differences in thickness and horizontal and vertical position. Image what the ASCII artists of the 90s could have done with this selection! Luxurious!

Reviving ZZT

ZZT was (is) an ancient shareware DOS game that runs in character mode, created and published by Tim Sweeney. Originally published by Potomac Computer Systems, a company ran out of the basement of Sweeney’s house, when it expanded its software selection it was renamed to Epic MegaGames, and later Epic Games, under which title it remains today, still headed by Tim Sweeney after all these years. He would go on to create the Unreal Engine, upon which the modern fortunes of the company were founded.

Images from the Worlds of ZZT bot

But back to ZZT, which is still a nifty piece of software, and a lot of fun to mess around with. It included an editor that allowed users to create their own scenarios, which spawned a modding community that survives to this day. Noted game designer and educator anna anthropy wrote a book about ZZT for Boss Fight and she continues to carry its banner today. ZZT scenarios both old and new can be found on the site Museum of ZZT, and every three hours Mastodon bot Worlds of ZZT publishes screenshots from random ZZT adventures.

Because it’s a character-mode game, ZZT modules are often confused with classic roguelike computer games. ZZT is not necessarily a roguelike, but it may be possible for someone to write a classic-style roguelike game in ZZT.

But running a DOS game nowadays is not as easy as it used to be. It requires the use of either a vintage computer system running a compatible DOS, a virtual machine like VirtualBox or Docker, or some DOS emulator, such as DOSbox, a tool for emulating a working DOS system that can run on current OSes, or Zeta, a DOS emulator with just enough features to get ZZT working.

ZZT was written in Turbo Pascal, but its source code had been misplaced by Tim Sweeney and was considered lost, until very recently (the past few days), when a nearly-complete version of ZZT 3.0 was found. Most of it can be downloaded from The Almost of ZZT, on Github, which is that version minus some parts of the source that are considered to be under third-party copyright.

Since it is incomplete it is not useful for compiling a working game, and is presented for historical reasons more than anything. Fortunately, there already exists The Reconstruction of ZZT, a reverse-engineered (with Sweeney’s blessing) version from 2020 that compiles to identical binaries.

ZZT is a subject that deserves much more detail than I can give it in an introductory post like this. Maybe later….

A Video on Wario Land 4’s Sound Design

Did you ever play Wario Land 4 on the Gameboy Advance? It was the last “classic” Wario Land game before its team switched over to making WarioWare games. If you’re a gaming, or at least a Nintendo, enthusiast you probably know what WarioWare games sound like, that endearingly weird crushed and echoey sound, but you might be surprised to discover that Wario Land 4 sounds of a piece with the Wario Land titles! Here’s the intro, hear for yourself:

Here’s the original WarioWare’s intro to compare its sound to. It’s all the good stuff!

geno7 over on Youtube (who has a terrific home page, by the way!) did a 51-minute deep dive into WL4’s sound design that’s just the kind of obsessive attention to detail that our cadre of pixel art loonies appreciate! Have a gawk and a listen and see if you agree.

The Bizarre Music and Sound Design of Wario Land 4 (Youtube, 51 minutes)

The Best Games of Next Fest 2023 Part 1

The first of several videos looking at my favorite game demos from next fest 2023.

0:00 Intro
00:25 Meat Grinder
1:45 Yet Another Zombie Survivors
3:05 Radio the Universe
4:53 Protodroid Delta
6:12 Creeping Deck Pharoah’s Curse
7:39 Dungeons of Aether
9:16 Valfaris Mecha Therion
11:25 Sushi For Robots
12:48 Ninja or Die
14:56 Grim Guardians
16:55 Nocturnal
18:45 Elypse
20:22 The Last Case of Benedict Fox
22:34 Planet of Lana

Kenta Cho’s Paku Paku

Kenta Cho, also known as ABAgames on Twitter and the web, has been at this for a good long while now. He has an amazing way of distilling the essence of gameplay down to its absolute barest essentials. He’s especially known for bullet hell, but my favorite games from him are his many many gameplay experiments. This is one of them: Pac-Man boiled down to its very essence, with the whole maze being a single corridor. It’s Paku Paku:

The single control, any keypress, reverse the direction of travel of Pac-Man’s green cousin up there. The single ghost chases Paku single-mindedly, slowly getting faster. Paku can wrap around the screen at the edge, which causes Blinky to chase them directly. (They’re not that bright.) Eating the large blinking dot that I insist on calling an Energizer makes the ghost vulnerable for a few short seconds. If the ghost is eaten, they regenerate if their eyes made it off the screen. Clearing the whole board of dots instantly produces a new set.

You only get one life, but new games start rapidly. The nearly five minute video above contains dozens of plays. No one gets you over losing and into a new attempt like Kenta Cho does.

Think you can do better? You might! Give it a try!

Paku Paku (Github, browser-playable link)

How Do You Say “Bahamut?”

Drew Mackie’s Thrilling Tales of Old Videogames brings up the issue of frequent Final Fantasy summon and sometimes optional boss monster Bahamut’s pronouncation, and tells us its mythological source wasn’t pronounced ba-HA-mut, but instead, ba-ha-MOOT.

Bahamut is one of the oldest traditions in Final Fantasy, going all the way back to the first game, where much of the game’s bestiary came directly from the Dungeons & Dragons books. Yet Bahamut was not fightable in that game, they wouldn’t fall into their standard role of challenge encounter until the third Japanese game. Like many D&D creatures, and JRPG creatures too, Bahamut was a borrowing from a mythological source. They were one of the entities upon whose back the world is carried. Observe:

Which of these entities is “dragon king” Bahamut? The person is just an “earth-bearing angel.” The bull is Kuyuta. Bahamut, or “Bahamoot,” is the fish. What’s more, it’s thought that the name derives from Behemoth, from the book of Job, despite Behemoth not being a fish. But Final Fantasy already has a Behemoth….

None of this proves much of anything. RPG writers, both tabletop and videogame, have long just pulled anything out of mythology, and sometimes more recent literature, that they wanted and just used it, regardless of author, age or culture. Gary Gygax had a Monster Manual to fill, he didn’t have any internet to help him fill it, but lots of other people enthusiastically used his bastardization, to help them compile their own bastardizations. That’s what most game lore is when you get right down to it: it’s bastardizations all the way down.

This is just a fraction of the edifying enfo, er info, in the article, a link to which awaits you here:

Bahamut and Behemoth: One And The Same? (Thrilling Tales of Old Videogames)