Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Over on Newgrounds, Yespeace1 remade the opening to the classic 3D Lucasarts adventure game Grim Fandango in Blender. They adhered to nearly everything about the original, so don’t expect a tremendous amount of improvement, but when the first version was so great anyway that hardly matters. The Youtube version is linked below, since it’ll embed here cleanly.
This is a double indie game review of Batboy and Strayed Lights done with press keys provided by the developers. If you would like me to look at your game for a future review, please reach out.
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”
The weekly indie showcases highlight all the game we play here submitted by developers or indie game demos. If you would like to submit a game for a future stream/video, please reach out.
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”
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
The gaming world is abuzz about speedruns. Speedruns are what gaming since at least Sonic CD call “time attacks,” attempts to play a game while minimizing the completion time. The phrase is a somewhat awkward borrowing from Japanese, as are a number of other gaming terms, like “stage clear” or “level up,” that happened when their gaming culture began to seep out overseas with the popularity of Japanese consoles and games from the time of the NES and SNES. (I am not certain, but I wouldn’t be surprised that the earliest English use of “level up” was in a Final Fantasy game.)
But that’s a digression. Sorry, I tend to make them a lot. Let’s go back to time attacks. Another version of the idea is a score attack, a play of a game with the intent to get a high score. For a lot of the arcade era, score attacks were just how you played video games, and there didn’t need to be a special term for them.
Score in games has become much less important over the years, but it still persists in places. Super Mario Bros. is a notable early game that still has score, but devalues it. If you find a repeatable extra life (like from using a turtle shell to defeat a lot of enemies), you can mint points, that is to say, earn scores that are arbitrarily high, by getting the life and all the points up to it on a level, dying on purpose, then repeating those actions on the next and successive lives.
It took a long time but that was the beginning of the death knell for the importance of score in games. It didn’t help that, while score is important in a way in Super Mario Bros., since it’s a frequent award and needed as a spacer before the game starts awarding extra lives, it’s used for nothing else. Super Mario games will grant extra lives at the drop of Mario’s ubiquitous hat, but they won’t give you any just for earning points.
One game that does earn you extra lives for scoring points, interestingly, is Sonic the Hedgehog 2. Not the first Sonic game, which takes more of a Super Mario approach, but both Sonic 2, and all the versions of Sonic 3, give you an extra life for every 50,000 points you earn. They also copy Mario’s gimmick of scoring more points if you can defeat enemies without landing from a jump, or destroying blocks. Although unlike Mario’s progression of something like 100, 200, 500, 1,000, 2,000, 5,000, it’s more like 100, 200, 500, then 1,000 a few times, then suddenly 10,000.
Both series are keen to give you all these points, but other than Sonic’s extra lives, they aren’t good for much. Super Mario Bros. 3 gives you a card-matching minigame for every 80,000 points you collect, and sometimes other rewards if you match score digits with each other. Sonic was content to have extra lives be the main reward for high scores, even if the rest of the game gives you plenty of extra lives anyway. More recent games seem to be phasing out even the notion of a life counter, which has given them rather a dearth of things to reward players with.
Well, my plea to gamedevs of the current age is to reconsider score! It’s not a bad measure of player skill, if you design it carefully! It’s easy, if you’re careless, to allow the player to create score loops, which make a mockery of scoreboards, but it gives players something to shoot for other than just game completion.
Score can make for an interesting alternative to plain old time attacks, since it lets the designer create alternative rewards for skillful play. That is why I find score attack romhacks to be interesting, especially when they provide a purpose for score beyond just an increasing number.
The focus of this post is a score attack mod for Sonic the Hedgehog 2. Even though it uses score to award extra lives, this hack rips that out, and instead makes the player’s score into a life meter of a sort. You start out with 5,000 points, but rapidly lose points. In addition to the normal kinds of in-level scoring, you get 50 points for every ring you collect, 1,000 for crossing a checkpoint (which otherwise don’t work) and 2,000 points for each extra life found in a level. When you get hit you lose some points, but can earn some of them back by collecting the rings that spill out. On the other hand, you don’t get the score awards you would normally get for finishing a level, so no 50,000-point time bonus if you can finish Emerald Hill Zone 1 in less than 30 seconds. The Special Stages have also been disabled, so those can’t be used to milk bonus points either. The score countdown stops when you don’t have control over Sonic, when you’re invincible, and when you each the end of a level (passing the goal sign or beating a boss).
There are no lives really; if your character dies, you restart the level with the score you had when it began, mine 5,000 points. That takes care of score loops, since you don’t carry over any points you earned before dying. That makes the game a bit hard for casual play, a frequent issue with romhacks, but an interesting challenge for Sonic 2 experts.
The hack is playable under a number of rules, and with either Sonic, Tails or Knuckles, with each character’s signature moves and abilities. The drop dash from Sonic Mania is even enabled by default. And SRAM support has been hacked in, in order to save your best scores.
It’s an interesting modification to the game to support a different style of playing. If you enjoy the classic Sonic games, you might want to give it a shot!
Quick intro this time, because I don’t really know much about the Atari ST, but there’s a huge trove of public domain software for it from the archives of Page 6, as well as magazine archives!
This is a big one. Youtube channel Atari Archives usually makes videos that average around 16 minutes in length, with the occasional entry that goes up to twenty or, once in a while, even thirty minutes. Their entry on Atari VCS/2600 Pac-Man, the infamous title that many claim destroyed the video game market in the US in 1983, goes for 38 minutes. (Their side episode on the Bally Astrocade is 48 minutes long, but it covers the history of an entire platform.)
The video’s states a thing that I have long suspected: Atari 2600 Pac-Man did not itself destroy the game console industry. I also don’t think the other prime suspect, Atari E.T., did it.
If you pressed me, I’d think that both may have been contributing factors, but only as part of a larger trend: stores shelves were inundated with a flood of games at the time, as lots of companies jumped heedlessly into the software market. The opportunity created by Activision, which was famously founded by Atari programmers upset by how they were treated there, which established in court that it was legal for competitors to make their own software for a company’s system, was soon taken advantage of by dozens of other outfits. For every Activision and Imagic, however, there were a bevy of Apollos and Froggos, whose mostly terrible games, in that pre-Internet era, looked about as good to a typical buyer.
Plus, I think there was an element of the bursting of a fad at that time. The success of the Atari 2600 was possibly unsustainable. Even the widely ridiculed VCS port of Pac-Man sold over seven million copies, a sales record that wouldn’t be matched until the middle of the NES’s life.
For more information on the game, and its many other contemporary ports, I refer you to the video.
I’m surprised these folks are still around! The Intellivision was an ancient property even by the time the Blue Sky Rangers were founded, and their site is still up, even now in this blasted dystopian year of 2023.
They’ve been making collections and remakes of, and retro consoles containing, the old Intellivision games since 1997, and once in a while they make a new package to keep the memory of the old games alive. My own shelf has the Gamecube version of Intellivision Lives on it.
You might find it edifying to visit their site. That is my hope. My dream? Look and see.