Downtime Today (Sat. October 20, 2024) EDIT: We’re back

EDIT: We’re back. Actual downtime about 25 mins.

We’re moving SetSideB to a different web server and there may be some downtime while that move happens and the DNS changes propagate. It should be a simple matter of an hour or less. See on you on the other side.

Sundry Sunday: Dumb Lawyer Quotes in Ace Attorney

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Chessete‘s video series Dumb Lawyer Quotes in Ace Attorney is a series of dumb statements made by lawyers animated in the style of the Ace Attorney Games. Many of them are even stupider than the statement I just made. Here are just the first two.

The first (3 1/2 minutes):

The second (4 minutes):

The rest can be found in this playlist (9 videos)!

4 in 2010: Crazy Taxi’s Crazy Box Mode With Live Band

Few games have as iconic a soundtrack as does Crazy Taxi, which boasts a memorable collection of Offspring and Bad Religion tunes backing its trademark atrocities of municipal transportation.

Word is that Crazy Taxi plays on Youtube are susceptible to copyright strikes because of all those licensed tunes. One solution? Have a live band play what the game would have been playing! That’s what this player, and three supporting musicians, do in this submission for the next AGDQ (14 minutes). You could complain that you never get to hear the whole song, but you never could do that in Crazy Taxi anyway.

The mode shown off is called Crazy Box. It’s a collection of 16 driving challenges bundled with the home versions of Crazy Taxi, and they’re all pretty, well, crazy. The highlight, I think, is the last challenge, which is simply to do a lap around the arcade city as if it were a traditional driving game, although with traffic turned up, because it’s not Crazy Taxi without a ton of traffic.

Why is NES Ikari Warriors So Terrible?

Displaced Gamers’ series on investigating design and programming problems with NES games continues with a game that I’m surprised isn’t more notorious, Ikari Warriors. (21 minutes)

The biggest problem with Ikari Warriors is probably that it was ported by infamous anonymous NES developer Micronics, who even in their best efforts tended to produce buggy, janky messes. Some other games they made: Ghosts & Goblins, 1942, Tiger-Heli, Elevator Action, Super Pitfall and Athena. All the other problems have their root in that.

Ikari Warriors runs at 15 fps. One game frame for every four screen frames! It uses expensive multiply routines instead of look-up tables for movement! Everything is slow even accounting for that! And it tries to adapt the arcade game’s character rotation system, which supports 16 directions (even though there are only character graphics for 8 of them), and forces the player characters to rotate through them to move.

All of this overhead makes Ikari Warriors really slow and frustrating to play. Displaced Gamers not only diagnoses the problem, but even makes a game attempt to fix them. And they come to the conclusion that it has additional problems, beyond even these, and really needs a bit of a redesign to really make it playable. Ah well, it was a good attempt.

Roguelike Celebration 2024

Starting this Saturday at noon US Eastern time (9 AM Pacific, 5 PM Greenwich, 7 PM CEST) is Roguelike Celebration 2024! I’m presenting half an hour on the Mystery Dungeon games this year, at 3:15 PM Pacific/6:15 Eastern/11:15 Greenwich/1:15 AM Sunday CEST. Whew, the roundness of the Earth makes it difficult to express times!

It’s being held entirely online again this year, and offers a fun social space to explore that’s kind of like a MUD! Roguelike Celebration’s schedule is here, and you can get tickets for $30 for the whole event here. They usually set aside some free tickets for people who can’t afford the fee, although you might have to check around to find them.

Roguelike Celebration is nominally about roguelikes and procedural generation, but I think it’s interesting from a wide variety of gaming perspectives, and every year I find several talks that are incredibly interesting. Past years have offered presentations from people who worked on games as diverse as Kingdom of Loathing and Blaseball. Here are the talks being offered this year:

Saturday

  • Harry Solomons: Trampling on Ghosts: Hauntology and Permadeath
  • Cezar Capacle: Enhancing Narrative Through Randomness and Complications
  • Max Bottega: Keeping Art Direction interesting in a procedurally generated world
  • Stanley W. Baxton: Bringing Real-World Occultism into Your Games Without Accidentally Being Racist
  • Jeff Emtman and Martin Austwick: Neutrinowatch – the podcast that plays itself
  • Nic: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories
  • Pandamander: “Out of Book,” The Psychology of Why Roguelikes Keep Us Playing
  • ?: Inverse Terrain Solver
  • Adrian: Probably Impossible – NecroDancer’s network code
  • John Harris: A Trip Through The Mystery Dungeons (psst: this is mine)
  • Marlowe Dobbe: A Swarm of Monsters is Hard To Build: Generating Visual Concepts for Enemies in Roguelikes
  • John Bond: Doors or no Doors: How Roguelike games take you places
  • Dan Norder: Chase, The BASIC Language Proto-Roguelike

Sunday

  • Yong Zhen Zhou: Who Controls the Controller? Thinking about physical player interactions outside a digital game
  • Tabea Iseli: Animal Crossing meets Roguelite Dungeon Crawler – The surprising genre mixture behind Grimoire Groves
  • Philomena Schwab: 100,000 wishlists in 3 months – Weird roguelikes are taking over the world
  • Kaysa Konopljak: Going legit with DotA: How to transform a thousand authors into four
  • Alexander Birke: Practical procedural world and story generation in Sea Of Rifts, a naval roguelike RPG
  • Robin Mendoza: The Use of Knowledge in the Labyrinth: The price mechanism as a storytelling device
  • Ollie: The Right Variety – Understanding and Visualising the Output Diversity of Your Generators
  • Eiríkr: Uxn – Permacomputing & Roguelikes
  • Brian Cronin: Black Box Sim for Roguelikes
  • Isaac Io Schankler: Orb Pondering Simulator LIVE!
  • ?: 7 Layer Dip, Multi-Layered Narratives For Roguelikes
  • Emily Halina: New Levels from a Single Example via Tree-based Reconstructive Partitioning (TRP)
  • Courtney: Cheating the System (By Design!) for Epic Combos
  • Joe: Magic in Game Design: (Mis)Directing the Player’s Attention
  • Tyler Coleman: Finding your 80/20 Rule with Proc-Gen
  • Nat: Procedurality and the Primes

Indie Showcase For 10/16/24

The weekly indie game showcases highlight the games we cover here on the channel. All games shown are either press keys or demo suggestions.

0:00 Intro
00:14 Steamworld Build
3:23 Gunhead
6:13 Step By Step
7:36 Limo’s Lair
9:25 Wizordum
11:03 Ratopia

HTML For People

Along the lines of our link to Chris Person’s Surviving Forums post on Aftermath, here’s another post that’s only tangentially related to gaming, but is very relevant to there being more things to post about later. It’s Blake Watson’s free web book about making your own web pages and sites! I also posted it to Metafilter, where people seem to like it very much!

I feel like it’s another instance of what ajroach42, the founder of New Ellijay TV, describes as planning for scalability resulting on making doing basic things too hard to do. Web site construction gets mired in a maze of components and frameworks, that purport to make it easier, but static sites are really easy enough to make without them. There’s really not a lot you have to learn to make a basic website, or even a complex one, if it doesn’t need a lot of interactivity. And that also makes your site much more future proof!

Websites made in 1991 are still as readable today as they were when they were first made. But sites made with Java, or Flash? Flash needs Ruffle, and the result is buggy, and Java is completely gone now. How will React.js fare in 30 years? What if you don’t keep your libraries updated to reflect changing Javascript execution engines?

HTML for People (flat website and proud of it)

Jeremy Parish’s NES World Vol. 1

It’s too late to inform you of preorders, those ended yesterday, but Jeremy Parish, whose Video Works series is, along with Chrontendo and Atari Archive, among the best and most informative video game history series on Youtube, and the whole internet, is preparing to sell The NES Era Vol. I, a book that’s as complete a picture of the early 3rd generation video game world in Japan as has ever written. If you’ve been following the channel you’ve seen reviews of strange and obscure games have hardly ever been heard off outside of jolly old Nippon.

This promo compilation presents a good selection of the games covered both on his channel and his upcoming book (2 1/2 minutes):

It is true that publisher Limited Run Games has a book in the works from me about Mystery Dungeon, but I’d be posing this here regardless. It’s an important work, and if it’s as fun as the video series then it’s an essential purchase when it comes out. It’s made of candy!