Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
In memory of Blaseball, that awesome star that burned brightly for less than three years, it seems like so much longer. An animatic from the time of its height, about players seeing the future and choosing to get incinerated by the Rogue Umpires so they could come back to play against and beat The Shelled One’s Pods. If none of that makes sense to you I’m sorry, it’s too late to understand, all you can do now is enjoy.
I don’t see as many fan shrine sites as I used to. Old ones have died out or, in the best case, gone into archive mode, and new ones aren’t replacing them as quickly, or at least don’t seem to be. It could be I don’t search for them as often, or Google not surfacing them as much-not only has the quality of its search degraded markedly over the past decade, but for whatever reason its results seems much more focused on answering questions and selling things. Google also seems a lot more like to give you links from big sites, instead of small web sites made by individuals.
That’s why I was please to find 6th Division Den, a site focused on Metal Slug that the Wayback Machine suggests was founded as recently as 2018. I didn’t find it through Google, but as the host of the official site of the game from yesterday’s post, Aqua Ippan.
Much of the site’s content is devoted to creating pixel art and on getting the images out of the games, but it has a lot of examples to go by. And the site itself looks great! I don’t see many sites like this anymore, but I’m glad they can still be found from time to time.
The indie showcases highlight the many games we play here on the channel. If you would like me to play your game for a future one please reach out. All games shown are either demos or press key submissions.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Indie Retro News reported recently on this cool run-and-gun game made by Division 六 the style of Metal Slug. Here’s a promotional video. Note that some of the sound effects are taken directly from Metal Slug, but are intended as placeholders. The final version should have no outside assets.
We’ve brought up a couple of examples of Commodore PET software lately, which as I keep saying, is interesting because the PET has no way of doing bitmapped graphics, sprites, or even definable characters. Its characters are locked in ROM and cannot be changed. So, it includes a set of multi-purpose characters that was used throughout all the Commodore 8-bit line, even as late as the C64 and C128, which having definable graphics didn’t need these kinds of generic graphics characters, but they were still useful for people who didn’t want to create their own graphics.
Back on my Commodore coding days I became very familiar with these characters. I think they’re much more universally-applicable for graphic use than the IBM equivalent, the famous Code Page 437, although that’s mostly because PETSCII doesn’t bother defining supporting so many languages. Code Page 437 also uses a lot of its space for single and double-line versions of box-drawing characters, although on the other hand it doesn’t waste characters defining reverse-video versions of every glyph.
PETSCII has:
A space and reversed space, of course.
Line drawing characters for boxes of course: vertical and horizontal lines, corners, and three- and four-way intersections. There are also curved versions of the corners.
More line-drawing characters for borders.
Still more horizontal and vertical lines, at each pixel position within their box.
With the reverse-video versions, enough characters to effectively do a 80×50 pixel display, as if it had a super low-res mode.
Different thicknesses of horizontal and vertical lines too.
Diagonal lines, and a big ‘X’. Note that on the PET and Vic-20 these lines were all one pixel wide, but on later computers with both better resolution and color graphics they were made thicker, which means diagonal lines have “notches” between character cells.
Other miscellaneous symbols: playing card symbols, filled and hollow balls, and some checkerboards for shading. On the PET and Vic, the shading characters were finer, while on the other 8-bit computers they were made of 2×2 boxes.
There are resources that let you use PETSCII to create old-school computer art, like this PETSCII editor, Petmate and Playscii, and for a bunch of examples of what you can do with it you can browse through the Twitter account PETSCIIBots. And this blog post from 2016 both makes the case for PETSCII as a medium for art and provides some great examples of it.
We love games made for unlikely hardware, and PETSCII Bros. fits that bill like a duck’s dentures. Like we explained in the post about that PET demo from a while ago, the PET didn’t have changeable graphics characters and no bitmap mode at all, and so it wasn’t what we’d consider a games machine. But it did come with a set of interesting graphics characters that, among other things, had a set of 16 characters that let programmers use the screen as a super-low-res 80×50 pixel display.
PETSCII Bros is a PET action game that uses those characters (long called “PETSCII” as a cheeky reference to ASCII) for an actual game, that plays similarly to Nintendo’s classic Mario Bros. arcade game. Of course you’ll need a PET, or an emulator (such as the one that comes with VICE) to play it. Or if you’re just passing interested, you could watch this video to see how it works:
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Röq is continuing their explorations of The Legend of Zelda: Tears of the Kingdom. They’re getting concerned that there aren’t as many triangles in this one as they were hoping for. There are these stone things that look like the number 9 (“Number 9… number 9…”) but they aren’t the same at all. It seems like it’s a bad idea to eat one, especially. (Spoilers?) Not that Röq is considering eating triangles. Although pizza slices might be considered kind of like triangles. Mmm… triangles.
Speaking of spoilers, there are some minor ones in this post, but nothing huge.
The Yiga are pretty hapless in this game. I kind of love them? They definitely know how to have a good time, doing donuts in their underground bases in devices with ridiculous designs, and names like Flamecrusher and Doommachine. They aren’t any more effective than in the first game, and in fact may actually be weaker.
Link can say so much with a wave and a shrug. He must have taken mime classes or something.
And now, the musical stylings of Marot the Zora:
I don’t know why I fixate on fish lady’s song, but I do. I’m glad it’s the same between games.
Rauru, our benefactor from the ancient past, has, uh, a questionable sense of humor:
What purpose does this serve? And this is a bit of a spoiler, but….
Why do we even have to do shrine puzzles this time? In Breath of the Wild there was the sense that the Sheikah monks were training Link up to face the Calamity, but these shrines, that suddenly appeared right on cue, we know that Rauru made them, and that he knows who they’re for. Link’s already a hero. Rauru knows it, Zelda went back in time and told him. “Seals the darkness” my Hylian ass, the shrines exist to give Link the orbs he needs to heal up from Ganondorf’s mummy attacking him at the start of the game, and he’s still the only person who can enter them. If you know already he’s the Chosen One, there’s no reason to make him jump though hoops. Just hand over the round sparkly, he has a realm to save.
Don’t get me started on why Link have to give them to the goddess statues to get healed. What do they get out of it? Why does Link have to serve as middle-elf? This magical economy, it makes no sense.
The title is no joke, a couple of crazy people RetroGL and JoneGG, are actually doing it, and while they’re close to a final release you can also download a current alpha for free, with manual, from links in the description on their Youtube demonstration video:
It’s a great example of playing to a system’s strengths (surprisingly large sprites and a legendary sound chip) while downplaying its limitations (only eight sprites, low multicolor resolution, 16 colors, a controller with only one button). It’s much better than the arcade porters of the system’s heyday would have accomplished. I mean, just look at it! On the Commodore 128, they even plan to implement stage scrolling!
I’m not sure how it works internally, but given that it’s being distributed as a CRT file and not a disk image, my guess is on physical hardware it’d rely on a physical cartridge for expanded, bank-switched ROM space. It’s a trick that’s being used more often, like how Champ Games uses it for their Atari 2600 ports of classic arcade games.