Jeremy Parish on The Wizard

Jeremy Parish, formerly of 1UP.com, currently of Retronauts and Video Works on Youtube, made an April Fool’s video, but because he’s Jeremy Parish it took the form of an interesting backgrounder on The Wizard, that big-budget Hollywood movie that’s like a feature-length advertisement for the NES and Super Mario 3. (18 minutes)

The Wizard stars Fred Savage of The Wonder Years, a popular show that you barely hear anything about any more. Like thirtysomething, remember that? I don’t either.

Many of my nights lately have been consumed with trying to play enough Caves of Qud so that I don’t embarrass myself too badly when I finally decide to talk about it. Most of my early explorations were in permadeath Classic Mode, but I have come to realize that playing it that way would mean I would need several years to finish it. I may not actually finish it before I write on it. On Nethack I had the advantage of being obsessed with it for years, had read many spoilers on it and participated on the Nethack Usenet group. These days much discussion of that nature has moved onto Reddit, which I have strong moral qualms about visiting now, not to mention that its app sucks on toast.

Well, back at it. Send fresh water.

I’m on Roguelike Radio Talking About Omega Labyrinth Life

AH I had forgotten that I did do something for April 1st, I talked with Darren Grey on Roguelike Radio on ultra-pervy Japanese roguelike Omega Labyrinth Life!

My play time for this game on Switch is 30 hours. I do not recommend it.

For most of the episode we try to treat the game as if all that skeevy stuff doesn’t exist, but don’t close it when it seems like it’s over….

As for the skeeve, the game’s official website has a section marked OPPAI, which I do not link to directly from here, in case it gets Set Side B on some kind of list.

I don’t make many @Play posts these days, and I’m sad that I have to drag out the tag for something like this. I am working on a lot of discussion about Caves of Qud (if I can link to Omega Labyrinth Life here I can certainly call out Qud), but the game is so blasted huge! Hopefully I can bring you something on that front soon.

The Game Display Shows Off Super Mario 3’s Most Secret 1-Up Mushroom

It is April 1st, but I already made my silly fake post for the year a month ago. Here it is. Are we good then? Let’s move on.

I’m not happy with the clickbait title The Game Display chose for this video, claiming they found a “golden mushroom” in Super Mario Bros. 3 like it’s some actual thing. What it is is a 1-Up mushroom with a weird palette. But it’s still a video worth linking (11 minutes), and seeing, because to find it you have to learn about an unlikely secret mechanic in Mario 3 involving the map screen and the wandering Hammer Bros. You can watch it, but I’ll give you the gist down below.

Remember those map Hammer Bros. in Mario 3? They walk around after you finish a level or lose a life, adding a bit of extra uncertainty to the map screen, and giving you a stored powerup if you beat them.

But did you ever notice that sometimes the blocks in the battle arena where you fight the Hammer Bros. have powerups in them too, but only sometimes? And it isn’t something to do with the Hammer Bros. themselves, the same fight might have a powerup one time, but no powerup another. What determines whether it’ll be there or not? Is it random?

The diabolical thing is that it turns out the map intersection spaces, the little coin-like locations that Mario/Luigi can stand on but don’t contain levels, Toad Houses or anything that can normally be entered, are actually valid gameplay locations! They’re only loaded as battle arenas when you fight enemies encountered on the map screen on that spot. Although most of those locations look the same on each world, some of them have powerups in a specific block, and some don’t. The qualification for whether you can find it or not is where you fight the Hammer Bros., not which one you fight.

In the sky portion of World 5, there is one specific map screen spot where, if you can lure that area’s lone Hammer Bros. onto it and fight it there, you can find that 1-Up mushroom with the weird palette. It requires a lot of tricky actions to find it, since the Hammer Bros. icon can’t travel up one of the only two ways to that spot, and you also have to avoid clearing a couple of levels using Jugem’s Cloud, because if you clear a level normally, the M or L space that is produced blocks the movement of map screen enemies. You also have to avoid fighting and defeating the Hammer Bros. early of course, and you have to avoid turning the enemy into a Treasure Ship. That might seem like an unlikely thing to have to watch for, but it is a issue encountered in the video. Watch it and you’ll see.

It’s so cryptic and precise that it seems like it must be an intentional secret, the one non-level map screen spot with a 1-Up in it. Given how many infinite life tricks Super Mario Bros. 3 has, I can’t say that it’s particularly useful, but that isn’t the point. It’s a little nod by the developers to the obsessed player, a way of saying, we see what you did there.

Variable Screen Position on the Commodore 64

I keep forgetting what this trick is called so even though I’ve mentioned it here before, I’m hoping this will cause it to stick.

Variable Screen Position, or VSP, is basically an abuse of the C64 hardware, a way to make its VIC-II graphics chip do something it’s really not meant to do, a way to get it to get its graphics data from memory in such a way that it does rest on the bedrock of 1K memory boundaries. Perhaps best known for its use in the 1993 classic Mayhem in Monsterland (video, 59 minutes), and more recently the homebrew C64 port of Super Mario Bros.

Without VSP, scrolling on the C64 beyond an eight pixel range is extremely processor intensive, and in fact cannot be done for the full screen in a video frame’s time on unmodified original hardware if moving color RAM is required too. Here is a page that describes it, and how to do it safely, that is, how to live with the memory corruption it causes on some hardware. I had mentioned before that it had to do with messing with the VIC-II memory refresh timing, but this page claims that it’s actually due to the VIC trying to access memory at a time when a read hasn’t stabilized.

Well anyway, here’s video of that C64 port of Super Mario Bros., so you can marvel as the system doing something that’s much easier on the NES.

Classic Mac Gaming’s History of Dark Castle

MARCHintosh is almost over, so here’s a short doc (13 minutes) on one of the most misunderstood games for pre-OS/X Macs, Dark Castle.

Why is it misunderstood? Because it received several ports to other platforms around the time it was popular, they all lacked the special something of the original game, and in more recent times the game has been unfairly derided on the strength of those ports.

What is it that makes Dark Castle great on original Macs? It’s a combination of super-sharp art, responsive and unique controls (it’s a platformer but you attack enemies by throwing rocks at them with the Macin-mouse) and character. The game has gotten more worthy remakes in the current era, but still faces difficulties. One of the best modern versions sadly became unplayable on later-day macOSes when Apple decided to no longer support 32-bit software, a decision that I can’t possibly attribute to Steve Jobs, but somehow it still feels like it has to be his fault, somehow.

Now, as the video tells us, there’s a new remake programmed in Unity, released on the Mac App Store but also Steam, and is finally playable in a decent port for non-Apple platforms. It even got a whole episode of Retronauts about it, which I can’t link because, ha ha, it’s paywalled. I’m sure this video will give you enough information to decide if it’s worth your time, and even if it isn’t, it’ll fill you in one one of those many secret little corners of video game history that Set Side B exists to point out to you.

Sundry Sunday: Mortal Kombat Theme, Accompanied by a Speedbag

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

This is the kind a strange and pointless thing that Sundry Sunday was envisioned as hosting, a guy, account name Speedbag Bard sure why not, punching a bag in time with the Mortal Kombat-themed song “Techno Syndrome.” I don’t know if I’d call it a theme song; I’m not sure Mortal Kombat has a theme song. Maybe the movie has one.

Oh, the video! It’s here (3ยฝ minutes), uncovered by Faintdreams over on Metafilter. I like his Buc-ee’s shirt!

Sonic CD “I’m Outta Here” Weirdness

By now lots of people know, in classic Sonic the Hedgehog games, if you wait a few seconds without touching a control, Sonic will look at you and tap his foot impatiently.

Fewer people know that Sonic CD goes a step farther. If you wait three minutes without moving Sonic, he’ll say aloud “I’m outta here!” (his first voiced line in the series!) and jump off the screen. What’s more, this ends your game. As Sonic abandons his journey, the game will deduct all of his lives, and the GAME OVER notice appears immediately. The hedgehog has been offended! Learn to pause the game next time, player.

The gag seems like it may have been hastily programmed, because there are a lot of quirks to the animation that play around oddly, and conflict in some ways, with the other aspects of the game. Camamania shows off all the bugs and glitches around the joke in a 7ยฝ-minute video.

Among the cases are when Sonic’s jump causes him to trigger a boss fight, to enter an acceleration tube, and when it causes him to cross the level-end sign. Some of them only apply to the MegaCD original, having been fixed in the US version, and some have different behavior in the 2011 remake. Interesting behavior, so says I!

Indie Showcase For 3/26/2026

Please reach out if you would like to submit a game for a future Showcase. All games shown are either press keys, demos, or games from Josh Bycer’s own collection.

00:00 Intro
00:14 Windswept
1:32 Sacre Bleu
2:45 Stand Alone EP.O
4:09 Nairi Rising Tide
5:29 Boyce the Voice
6:25 Poradora vs. Monsters of the World

Code Adventures: fancypants, a Command-Line Text Conversion Utility

๐•‹๐•™๐•š๐•ค ๐•จ๐•–๐•š๐•ฃ๐•• ๐•ฅ๐•–๐•ฉ๐•ฅ ๐•จ๐•’๐•ค ๐•”๐• ๐•Ÿ๐•ค๐•ฅ๐•ฃ๐•ฆ๐•”๐•ฅ๐•–๐•• ๐•จ๐•š๐•ฅ๐•™ ๐•ฅ๐•™๐•– ๐•ฆ๐•ฅ๐•š๐•๐•š๐•ฅ๐•ช ๐•ž๐•–๐•Ÿ๐•ฅ๐•š๐• ๐•Ÿ๐•–๐•• ๐•š๐•Ÿ ๐•ฅ๐•™๐•– ๐•ฅ๐•š๐•ฅ๐•๐•–. ๐“ข๐“ธ ๐”€๐“ช๐“ผ ๐“ฝ๐“ฑ๐“ฒ๐“ผ ๐“ฝ๐“ฎ๐”๐“ฝ ๐“ฑ๐“ฎ๐“ป๐“ฎ. ๐—”๐—ป๐—ฑ ๐—ฎ๐—น๐˜€๐—ผ ๐˜๐—ต๐—ถ๐˜€. ๐•ฌ๐–‰๐–‰๐–Ž๐–™๐–Ž๐–”๐–“๐–†๐–‘๐–ž, ๐–™๐–๐–Ž๐–˜.

Can you read those? There’s a good chance you can! If you can’t (like if they all show up as hollow boxes) it’s because the font you’re reading this post in doesn’t support those kinds of characters, which are from the math symbols section of the Unicode character set.

It’s a command-line version of a web Unicode text converter, of the sort found at the other end of this link. It’s written in Python, and the source is at the end of this post. I saved it to a file named “fancypants” and put it in my home directory’s bin directory (which you’ll probably have to make first), where many Linux distributions are configured to look for things to execute if you type their names at the command prompt. (Yes, all of this assumes you’re running Linux. It’s not just for supergeeks anymore! If you’re running Windows you’ll have some adjustments to make, including figuring out how to add the script’s home to your path. It should work on Macs, although I don’t know if it’ll look in your home’s bin either.)

Oh, you will have to run a chmod +x fancypants on it. And the script as written assumes Python is at /usr/bin/python, where most distros will put it.

The script expects to be executed in the form:

fancypants [style] [text to convert]

The text should probably be in quotes if there’s any spaces in it, as should the style just in case. So to produce the first text mentioned at the start of the post, I entered:

fancypants "=" "This weird text was constructed with the utility mentioned in the title."

Usable style specifiers are “=” for double-stroke, “/” for script, “!” for a boldface kind of thing, “f” for the medieval script-looking fractur, and a few others that you can pretty easily see in the source code below. In fact each specifier has some synonyms if the single-character versions are too obscure for you to remember. And hey, if you don’t like the names I gave them you can use your own! The moment you paste it into a text file, this all becomes yours to do with as you please. Think of it as the blog version of a type-in program from an 80s computer magazine.

As a bonus, the names “r”, “rot” or “rot13” will perform a ROT13 code on the letters, useful for encoding spoiler text that readers can decode at ROT13.com. There are utilities that you can use to send the generated text directly to the clipboard, for pasting wherever you want, but since those differ if you’re using X.org or Wayland for your display manager (or, sure, Windows or Mac) I’ll leave those for you to figure out.

And if you can’t read the characters above, then I’m sorry that you’re missing out on the fun. It’s all pretty whimsical really, it’s not some huge thing that you’re missing. Come back tomorrow, I’m sure we’ll have a post about Mario or somesuch.

#!/usr/bin/python
import sys

base = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890!@#$%^&*()-_=+[]{};':\",./<>?~"
equals = "๐”ธ๐”นโ„‚๐”ป๐”ผ๐”ฝ๐”พโ„๐•€๐•๐•‚๐•ƒ๐•„โ„•๐•†โ„™โ„šโ„๐•Š๐•‹๐•Œ๐•๐•Ž๐•๐•โ„ค๐•’๐•“๐•”๐••๐•–๐•—๐•˜๐•™๐•š๐•›๐•œ๐•๐•ž๐•Ÿ๐• ๐•ก๐•ข๐•ฃ๐•ค๐•ฅ๐•ฆ๐•ง๐•จ๐•ฉ๐•ช๐•ซ๐Ÿ™๐Ÿš๐Ÿ›๐Ÿœ๐Ÿ๐Ÿž๐ŸŸ๐Ÿ ๐Ÿก๐Ÿ˜!@#$%^&*()-_=+[]{};':\",./<>?~"
script = "๐“๐“‘๐“’๐““๐“”๐“•๐“–๐“—๐“˜๐“™๐“š๐“›๐“œ๐“๐“ž๐“Ÿ๐“ ๐“ก๐“ข๐“ฃ๐“ค๐“ฅ๐“ฆ๐“ง๐“จ๐“ฉ๐“ช๐“ซ๐“ฌ๐“ญ๐“ฎ๐“ฏ๐“ฐ๐“ฑ๐“ฒ๐“ณ๐“ด๐“ต๐“ถ๐“ท๐“ธ๐“น๐“บ๐“ป๐“ผ๐“ฝ๐“พ๐“ฟ๐”€๐”๐”‚๐”ƒ1234567890!@#$%^&*()-_=+[]{};':\",./<>?~"
bold = "๐€๐๐‚๐ƒ๐„๐…๐†๐‡๐ˆ๐‰๐Š๐‹๐Œ๐๐Ž๐๐๐‘๐’๐“๐”๐•๐–๐—๐˜๐™๐š๐›๐œ๐๐ž๐Ÿ๐ ๐ก๐ข๐ฃ๐ค๐ฅ๐ฆ๐ง๐จ๐ฉ๐ช๐ซ๐ฌ๐ญ๐ฎ๐ฏ๐ฐ๐ฑ๐ฒ๐ณ๐Ÿ๐Ÿ๐Ÿ‘๐Ÿ’๐Ÿ“๐Ÿ”๐Ÿ•๐Ÿ–๐Ÿ—๐ŸŽ!@#$%^&*()-_=+[]{};':\",./<>?~"
bolditalic = "๐‘จ๐‘ฉ๐‘ช๐‘ซ๐‘ฌ๐‘ญ๐‘ฎ๐‘ฏ๐‘ฐ๐‘ฑ๐‘ฒ๐‘ณ๐‘ด๐‘ต๐‘ถ๐‘ท๐‘ธ๐‘น๐‘บ๐‘ป๐‘ผ๐‘ฝ๐‘พ๐‘ฟ๐’€๐’๐’‚๐’ƒ๐’„๐’…๐’†๐’‡๐’ˆ๐’‰๐’Š๐’‹๐’Œ๐’๐’Ž๐’๐’๐’‘๐’’๐’“๐’”๐’•๐’–๐’—๐’˜๐’™๐’š๐’›1234567890!@#$%^&*()-_=+[]{};':\",./<>?~"
monospace = "๐™ฐ๐™ฑ๐™ฒ๐™ณ๐™ด๐™ต๐™ถ๐™ท๐™ธ๐™น๐™บ๐™ป๐™ผ๐™ฝ๐™พ๐™ฟ๐š€๐š๐š‚๐šƒ๐š„๐š…๐š†๐š‡๐šˆ๐š‰๐šŠ๐š‹๐šŒ๐š๐šŽ๐š๐š๐š‘๐š’๐š“๐š”๐š•๐š–๐š—๐š˜๐š™๐šš๐š›๐šœ๐š๐šž๐šŸ๐š ๐šก๐šข๐šฃ๐Ÿท๐Ÿธ๐Ÿน๐Ÿบ๐Ÿป๐Ÿผ๐Ÿฝ๐Ÿพ๐Ÿฟ๐Ÿถ!@#$%^&*()-_=+[]{};':\",./<>?~"
block = "๐—”๐—•๐—–๐——๐—˜๐—™๐—š๐—›๐—œ๐—๐—ž๐—Ÿ๐— ๐—ก๐—ข๐—ฃ๐—ค๐—ฅ๐—ฆ๐—ง๐—จ๐—ฉ๐—ช๐—ซ๐—ฌ๐—ญ๐—ฎ๐—ฏ๐—ฐ๐—ฑ๐—ฒ๐—ณ๐—ด๐—ต๐—ถ๐—ท๐—ธ๐—น๐—บ๐—ป๐—ผ๐—ฝ๐—พ๐—ฟ๐˜€๐˜๐˜‚๐˜ƒ๐˜„๐˜…๐˜†๐˜‡๐Ÿญ๐Ÿฎ๐Ÿฏ๐Ÿฐ๐Ÿฑ๐Ÿฒ๐Ÿณ๐Ÿด๐Ÿต๐Ÿฌ!@#$%^&*()-_=+[]{};':\",./<>?~"
fraktur = "๐•ฌ๐•ญ๐•ฎ๐•ฏ๐•ฐ๐•ฑ๐•ฒ๐•ณ๐•ด๐•ต๐•ถ๐•ท๐•ธ๐•น๐•บ๐•ป๐•ผ๐•ฝ๐•พ๐•ฟ๐–€๐–๐–‚๐–ƒ๐–„๐–…๐–†๐–‡๐–ˆ๐–‰๐–Š๐–‹๐–Œ๐–๐–Ž๐–๐–๐–‘๐–’๐–“๐–”๐–•๐––๐–—๐–˜๐–™๐–š๐–›๐–œ๐–๐–ž๐–Ÿ1234567890!@#$%^&*()-_=+[]{};':\",./<>?~"
rot = "NOPQRSTUVWXYZABCDEFGHIJKLMnopqrstuvwxyzabcdefghijklm1234567890!@#$%^&*()-_=+[]{};':\",./<>?~"
tilde = len(equals)-1

def convert(convertchar, intext):
outlist = []
match convertchar:
case "=" | "equal" | "equals":
clist = equals
case "/" | "slant" | "script":
clist = script
case "!" | "bold":
clist = bold
case "!/" | "bolditalic" | "boldital":
clist = bolditalic
case "m" | "mono" | "monospace":
clist = monospace
case "b" | "block" | "mathbold":
clist = block
case "f" | "fraktur":
clist = fraktur
case "r" | "rot" | "rot13":
clist = rot
case _:
raise ValueError("Unknown charset " + convertchar)
return intext
for char in intext:
try:
index = base.index(char)
except:
outlist.append(char)
continue
outchr = clist[index]
if outchr != "~":
outlist.append(outchr)
else:
outlist.append(base[index])
return "".join(outlist)

if __name__ == "__main__":
convertchar = sys.argv[1]
intext = sys.argv[2]
print(convert(convertchar, intext))

A Way To Make A PC Startup With The Pokemon PC Noise

isithran on Mastodon came up with a grub boot line that can make your PC’s speaker (or whatever substitute it may have) play the classic Pokรฉmon PC startup noise (3 seconds). A demo can be tested here. “PC” obviously stands for “Pokรฉmon Container.”

This sound right here.

grub (properly lowercase) is a bootloader for some Linux machines. I can’t tell you if it’s easy to add it to a computer’s startup files, but if you know how to do such things, please enjoy.

Hunter R. Explains Animal Crossing Town Generation

Just a quickie today. I mean the post, not the linked video, which is 18 minutes long. Hunter R’s done lots of videos about various aspects of Animal Crossing, and this one’s no different. In the most recent game, New Horizons, most of your village (or “island” in that game) can be edited, but for the whole rest of the series you’re mostly stuck with the land as it’s generated, and with this video, we know how it’s generated, at least for the first game.

Gamefinds: Expedition Sasquatch

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Expedition Sasquatch is a homebrew Gameboy Color rom that can be played on itch.io in your browser for free, or you can pay five bucks to download the rom image to support the makers and play it wherever you like.

It’s a short game that’s like Pokemon but without the battling. You go out and catch creatures in various ways, then take them back to the museum to sell them for cash to get better equipment. Your ultimate aim is to find and kill the sasquatch that’s been sighted nearby. It’s left unclear if this is possible, but it’s fun playing the early game at least.

Expedition Sasquatch is made by Andrew Roach (Mastodon) of New Ellijay Television and Elvies, and is based off of a podcast and local access TV show. It’s a nifty little use of your time. Here’s a few screens:

Visiting the Museum
Preparing to fish
Selling Jackalopesis appears to be a good source of early cash.
Mysterious encounter in the woods….

Expedition Sasquatch ($0 for browser play, $5 for the ROM, itch.io)