Pac-Store Animations with “Pac-Marie”

If it’s generally entertaining, I try to save game-related animations and cartoons for Sundays, but this is probably interesting more for how it illustrates how the Pac-Man propery is changing. Yes, it’s another excuse to rant a bit about how Pac-Man’s lore is changing under Namco’s direction, like in the Baby Pac-Man post!

I recognize that Bally/Midway’s taking the lead on Pac-Man promotion and lore amounted to a bit of cultural chauvinism. In the early 80s, U.S. licensors of Japanese arcade games would outright put their own copyright notices on games. When I was a kid and Pac-Man fever was running at 104 degrees (Fahrenheit), I knew that Bally/Midway was a thing that existed, but nothing at all about Namco. They filled that widespread ignorance of the game’s origins with their own lore, starting with Ms. Pac-Man, and it’s surprising that now, long after their deal was dissolved and Midway games division consumer games division shut down, that their lore survived for so long.

Tengen’s first release of Pac-Man for NES, with Hanna-Barbera cartoon character designs. Image scavenged from an Ebay listing.

A lot of that has to do with the enduring popularity of Ms. Pac-Man. Other Bally contributions like Jr. Pac-Man haven’t proven nearly so enduring. Another part of the U.S. Pac-Man lore, that has ended up exerting a strong, almost unhealthy, influence over their property has been the Hanna-Barbera cartoon show, yes the one almost no one remembers except for its weird Christmas special, from 1982. That thing got two seasons, alongside likewise forgotten (and less durable) properties Richie Rich and The Little Rascals. H-B’s version of the characters continues to pop up randomly in different places, like the cover art for the original version of Tengen’s release of Pac-Man for NES.

The Hanna-Barbera cartoon was a strong influence over the art design and music of Pac-Land, which means among other things that that weird cartoon is now echoed in Smash Bros. Ultimate. Shh! No one tell Warner Bros!

Okay, time to spiral on down to the point of this post. A “pop-up store,” it seems, is a “retail concept” that involves setting up a small store for a limited period of time, often with a strong theme or a focus on a single brand. Kind of like a micro-sized version of Spirit Halloween.

Namco experimented with a Pac-Man-themed pop-up store in Japan in 2016. They called it “Pac-Store,” and they came up with its own idiosyncratic take on the Pac-Man lore for it, and made a series of short web cartoons to promote it. They’re still on Youtube, but they’re collected into one video by The Pac-Man Archive. That’s what is embedded below. Even though it’s mostly in Japanese you should watch a few minutes of it, if just to see how Namco has retconned the history of the hungry yellow sphere.

Like gag me with a spoon, it’s Pac-Marie! I love the Pac-gloves on this style of character.
From Ghostly Adventures: Pac-Man and friends who I don’t even care enough about to learn their names. UGH. That’s a lot of detail spent on the idea of Pac-shoes. Image from Gamespot.

Pac-Man has two assistants, but they’re not Ms. Pac-Man or Baby or Jr. They don’t even have “Pac-Mom,” Namco’s more-recent recreation of Ms. Pac that isn’t burdened by AtGames’ licensing with Ms. Pac-Man creator GCC. Instead, Pac is backed by “Pac-Marie” and “Pac-Little.” Keep in mind that the horrible “Pac-Man and the Ghostly Adventures” TV show was released around 2013, and its characters got unfortunately crammed into at least one iteration of Pac-Man Museum (the one I have on Steam). It’s interesting that they didn’t use those for Pac-Store. Maybe Namco was already coming to realize that Ghostly Adventures was destined for purgatory.

I actually don’t hate Pac-Marie, she’s got a fun design, and it’s not like Pac-People have much to distinguish them anyway. She’s still a hell of a lot more appealing than anything from Ghostly Adventures.

Pac-Store – All Animated Shorts (Youtube 8 1/2 minutes)

Don’t make her angry. You wouldn’t like her when she’s angry.

Sundry Sunday: Our Standards

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

Welcome to a different sort of Sundry Sunday! This week, I’d figure I’d explain to you how weirdly seriously I find this section to do!

You might think just finding a random funny or weird game-related video on Youtube is the easiest cyberthing in the compuworld. It’s only been one of the most popular form of videos on Youtube since it started up. Newgrounds has been around for how long again?

Well, you see, that’s kind of the problem. Newgrounds is part of what I’m going to euphemistically call gamer culture, and that tends to be what I’m going to understatedly call extra. Surely I don’t need to go into the many excesses of gamerdom, at this late date.

So I have to choose carefully. And it’s not just gamer culture I have to carefully circumnavigate, but some other examples of the excesses of fandom.

I figured I’d illustrate by showing a couple of videos that I would not otherwise present in this forum, and note why I wouldn’t. Let us away!

The Ultimate “Super Mario Bros Wonder” Recap Cartoon

3 minutes:

The word “Ultimate” is in the title. It doesn’t reflect my feelings.

This one’s borderline. The opening gag of Bowser turning into a salaryman is a good one. But then a flower starts cussing Mario out, and Luigi slaps the ass of Elephant Daisy. And British hunters poach Elephant Mario, and Mario gets cussed at some more and gets squished to paste inside an inchworm pipe. And there’s a Lion King parody that is just a reference without a point. And then Peach grabs a Wonder Flower, making an enemy bulk up like on steroids, and reacts with anticipation as it then approaches her. You know. “Adult” humor.

“Adult” humor is a difficult thing to apply well. Just having kids’ characters react in such untoward ways is not a positive or negative on its own, but that is my point, just that isn’t enough for me to recommend a video. It feels like I’m recommending a Family Guy sketch, a style of animated comedy of which I’ll litotically say I’m not a fan.

Furthermore, the whole video is just a series of vignettes like that. A single funny joke in a video has to carry the weight of the whole rest of it. I’m not going to say this video is sloppy because obvious effort went into animating it, and there’s even some good ideas in there. But there’s always going to be reasons not to link to something, all it takes is one, and I knew it wasn’t going to be right for Sundry Sunday (outside this context) the moment Luigi slapped Daisy’s butt. Sometimes I despair of finding something good to put in on Sunday, but I’d rather not present a culture find that week at all than one that crosses a grossness line. That’s just me, but then, I’m me, and I’m writing this.

Early on in Mario and Luigi’s Plumbing Career…

1 minute:

This video has the opposite problem. And it’s not really a problem, I’d say, it’s fine, it’s not intended as a value judgement against it, except that, by rejecting it for here (again, outside of this context), I am unavoidably judging it by a value, the value of being right for Sundry Sunday. What I mean to say is, it isn’t bad. I just can’t quite bring myself to say it’s good.

What causes me to reject this one is two things: it’s not funny, and on top of that, it’s kind of glurgy.

In summary: in the universe of the recent Super Mario Bros. movie, Mario and Luigi’s old boss, Foreman Spike, comes into a room to find them messing up on a job, and at first berates them for poor work, but then eases up and has a bonding moment with his two employees, fixing the leak himself while telling him a story of his own early career. And that’s really it. It’s supposed to be heartwarming, but it comes off as ingratiating.

It might work better if there was more at stake. If we had a bit more prior insight into Spike’s character (he’s not a big part of the movie). I’m not as concerned with the fact that the video is just a voiceover of a dramatic presentation of a fancomic, I’ve presented things like that here before.

I don’t dislike it, but I think the bar for inclusion here is a little higher.

Gaming Feast StoryBundle

There’s a game ebook bundle going on at StoryBundle, with a collection of posts from Set Side B on it! But more than that, it has books on Mortal Kombat by David Craddock, books on beat-em-ups and horror games from Hardcore Gaming 101, on early arcade history from Andrea Contato, and books from Boss Fight Games on Parappa the Rapper, Goldeneye 007 and Minesweeper! It’s got just five days remaining.

That’s mine, in the upper right corner! It’s a reference to how many Youtube videos we’ve
featured lately.

You can get all 10 books for $25! It’s gone up lately but it’s still really worth it! All of the books have no DRM and can be read in most any reader, including Amazon devices! They can read EPUBs now! At last finally surprisingly at this late date!

StoryBundle is a wonder, they always present so much interesting stuff. I’m rather surprised they keep asking me back, so I try to make my own weird little contributions to it worth your while.

Gaming Feast StoryBundle (ends December 14th)

Announcement of World of Goo 2

Here we are, at the cusp of 2024, and 2D BOY, along with offshoot Tomorrow Corporation, have at last announced a sequel to the hit that could be considered to have kicked off the whole indie gaming thing: World of Goo.

Tower of Goo (unlimited version)

World of Goo got started as Kyle Gabler’s Tower of Goo, part of the Experimental Gameplay Project way back in 2005, which you can find out more about in this post-mortem here (PDF). Tower of Goo can still be downloaded here it seems.

Kyle Gabler and Ron Carmel formed 2D Boy, who made the sequel World of Goo three years later. World of Goo was what got the ball rolling on indie gamedev, and was an important early hit on the Wii’s digital distribution platform Wiiware and iOS. Versions of World of Goo, now called World of Goo Remastered, can be bought for a variety of platforms today. World of Goo was surprisingly popular, and in its Remastered form looks great even now. It spawned the “Sign Painter” meme that went around for a few years.

One of the many messages from the first game’s unseen breakout character

Kyle Gabler and some other friends then formed Tomorrow Corporation, producing the ungame Little Inferno, and the unique programming games Human Resource Machine and 7 Billion Humans, which I can tell you from experience are all worth playing. But 2D Boy never made another game, until now, or more accurately, until soon.

World of Goo includes a version of Tower of Goo, but also expands upon the theme, and tells a number of very weird stories along the way. If you’re not familiar with the series, using an easy drag-and-place interface, you take goo balls, little black spheres with eyes, and link them together to make physics structures, akin to the ones in the old SodaConstructor web applet, in order to meet various objectives.

All we know so far about the new game is what’s shown in the new trailer, which is where the screenshots in this post come from. It looks really promising, with the physics model now updated to include fluid effects. Game physics have come along very far since the first games were made, it’ll be interesting to see where they take it today, as well as what the Sign Painter has been up to since he was last seen in Little Inferno.

World of Goo 2 – Official Trailer 1 (Youtube, 2 minutes)

Retro365: Apple Galaxian, Star Craft and the Beginnings of Brøderbund

Pretty dry today, a tale on the blog Retro365 about the creation of Apple Galaxian, early action gaming hit for the Apple II, and how it helped establish classic computer publisher Brøderbund, who’d licensed it from the Japanese company Star Craft. It was sold in Ziploc bags, and was an immediate hit.

Here’s what Apple Galaxian looked like in action:

Brøderbund would go on to release many more wonderful programs for home computers, eventually publishing Lode Runner and Myst. Star Craft was still in operation in Japan until 1995. Anyway, please follow the link, it’ll help make up for me having to enter the crossed-o in Brøderbund’s name so many times!

Apple Galaxian: The Vital Japanese Connection (Retro365)

Game Finds: Ghost Hunter

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.

Another game jam entry, RĂłger Goulart’s Ghost Hunter is a short and silly game about a young lady who loves ghosts, maybe a bit more than she should.

Here are some opening screens:

Take a moment to enjoy this screen.
They may have a point.
And a new unholy quest begins.

Most of it is a kind of guessing game. Each of three cemeteries has tombstones arranged around it. You go to each one and dig it up with your Shovel of Resurrection. If it’s a friendly ghost, then it emerges and you get one credit towards your quota. If it’s a cursed tomb however, an angry ghost comes out and chases you for a bit. If it catches you, you take a point of damage.

How do you tell the difference? Well, usually you can’t. But there are these orange tombstones placed around each level, and when you dig one of those up you get a random powerup for a short time. (Usually: once in a while you’ll find an angry ghost in one instead, but that’s rare.) One of the powerups shows you whether a tomb has a friendly or angry spirit in store. Other powerups slow angry ghosts, disguise you so they don’t chase you, refill your health or make you walk fast for a short time.

Level 2 has periodically appearing sludge ghosts that must be destroyed by digging up waterspouts to block them. Level 3 has annoying bat enemies that must be avoided, and a higher quota than the other levels.

My tips:

  • When you stop digging up a grave in the middle of the process, the digging you did before isn’t forgotten. You can sneak in a little extra digging when running from angry ghosts this way.
  • You tend to lose a whole letter grade at the end of a level from taking damage, so be safe.
  • The best powerup is the one that reveals the cursed graves. When you get one, I suggest just wandering around for a bit, looking for the mean ghosts, and remembering where they are so you can dig up friends in piece.

Spoilers for the ending are after the download link!

Ghost Hunter (itch.io, $0, web and Windows)

A shame, but they asked for it. Also, what happened to their faces? They’re scarier than the ghosts!
And isn’t that all that matters?

Dan Fixes Coin-Ops Repairs a Baby Pac-Man

Over on Mastodon, Dan Fixes Coin-Ops has been documenting an epic quest: the repair of a Baby Pac-Man machine.

It’s one of the non-Namco Pac-Man spinoffs that Bally/Midway released in the wake of the original’s extremely high popularity. I’d like to remind readers that while Namco has been the sole beneficiary of Pac-Man’s heights lately, the original game, at first called Puck-Man in Japan, was not popular there. The spin-offs, console ports, handheld games, trading cards, stickers, clothing, cartoon show, Christmas special, breakfast cereal and unnumbered other items, that was all Bally/Midway’s doing. Toru Iwatani created and designed it, his team made it into a game and cabinet, Namco released it in Japan to middling success, and from there Bally/Midway got behind it and turned it into one of the most gigantic video game hits there’s ever been, a machine that at one point had one hundred thousand units.

Now, I’m not going to deny that their effort led to some erasure of knowledge of Namco’s existence at the time. All those Pac-Man machines and spin-offs mentioned “Bally Midway Mfg. Co.,” with nary a mention of Namco. But it’s undeniable now that erasure is happening in the other direction: a search over the History page on official Pac-Man website has no mention of Bally at all, even though the page acknowledges that the game was “a major hit in the United States.”

Some of that success leaked back to Japan and fueled some Namco-made sequels: Super Pac-Man, Pac N Pal, Pac-Land, Pac-Mania, Pac-Man Arrangement and eventually Pac-Man Battle Royale and Pac-Man Championship Edition, and more recently things like World’s Largest Pac-Man and Pac-Man Battle Royale Chompionship.

Bally/Midway made their own sequels. One of those, Ms. Pac-Man (created by GCC), came to eclipse the original in popularity, but in addition to their licensing of Super Pac-Man and Pac N Pal they made Jr. Pac-Man (also from GCC), as well as Professor Pac-Man and this game here. The one Dan Fixes Coin-Ops repaired. Baby Pac-Man.

Baby Pac-Man is a game that only could be made by Bally, because it’s a video game/pinball hybrid.

Bally, together with the company that would buy them, Williams, is arguably the greatest pinball maker there’s ever been. Up until around 2000 (a heartbreaking year) they made wonderful machines like The Addams Family, Twilight Zone, Attack From Mars, Star Trek: The Next Generation and quite a few others. In 1982 though pinball was in a slump while video games had reign over arcades. The decision to make a game that connected one of the greatest arcade games of all with pinball must have seemed obvious. (It wasn’t their only attempt to capitalize on their golden license with a pinball table, witness Mr. & Mrs. Pac-Man, which I’m informed was released eight months before Baby Pac-Man.)

The combination of an arcade video game and pinball makes for a unique experience. It also makes for a game which breaks down even more often than your standard arcade game, as the thread notes: there’s three computers in the thing, and it’s subject to all the typical arcade game problems, all the typical pinball problems, and special problems with the portions of the machine that connect the two halves together.

The thread begins memorably:

In case y’all were tired of hearing about popular Fediverse people making bad decisions, just thought I’d let y’all know I bought a 1980’s hybrid pinball/videogame tonight

I bought a god damn Baby Pacman

Like this isn’t for a client, I’m not working on it to earn. This game COST money. This is my game now, I paid for it and it lives in my house. I’m not gonna get to give anybody a bill.

This is such a perversion of the natural order of things. I’ll probably route it one day, but for now this is an arcade machine that I SPEND money on!

It’s taken me a little while to get it into the house and have a chat with the mate who sold it to me and let the littleun have a go and put her to bed and fix a couple things and have a go myself so I’ve not been catching up on my notifications, I saw some questions so I’ll do a little thread on it over the next couple of days

I cannot stress enough that you should not buy one of these things

Folk who like 80’s pinball want stuff like this or Haunted House and you shouldn’t buy a Haunted House either

These are games for pinball techs or people with money to hire pinball techs or very close friends of pinball techs

Except Baby Pac-Man needs you to be friends with an arcade tech too.

He finally got it working after three months of work, and what a journey it is. He did it for love of the game: while Baby Pac-Man is dissed in some circles it’s a genuinely interesting game. But to like it, you have to abandon the relatively lenient expectations of classic arcade video games. Pinball is inherently unfair, and that unfairness oozes out and coats even the video portion of Baby Pac: the ghosts don’t waste time in coming after you, and you start with no Energizers: you have to earn them in the pinball portion, which for the most part you can only visit once per life/board. You can return to the video portion temporarily though by locking the ball in a scoop.

Here is the full thread (to date) in Masto Reader, which is a Mastodon version of Threadreader. It takes maybe half a minute to collect the posts and present them though, so to read the whole saga you’ll have to be a little patient.

An interesting video about Baby Pac-Man (although with some bad sound) District 82 Pinball’s here (12 minutes), which covers the tech and gameplay:

And Joe’s Classic Video Games’ demonstration (25 minutes):

Dan Fixes Coin-Ops: Baby Pac-Man Repair

District 82 Pinball’s Baby Pac-Man play and tech tips (Youtube, 12 minutes)

Joe’s Classic Video Games on Baby Pac-Man (Youtube, 25 minutes)

Sundry Sunday: Breaking Bad as a 16-Bit RPG

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

Did I post this one before? An archives search doesn’t turn it up. It’s been in my topic list for a long time, but it seems I never actually post it it. Here it is! It was created by Doctor Octoroc, who still has a website, for CollegeHumor, which doesn’t!

The video is 11 years old, and doesn’t present all of the events of the series, I think because it hadn’t concluded at that point. Still, it may be entertaining.

Breaking Bad 16-Bit RPG (Youtube, 4 1/2 minutes)

Milliways: The Restaurant at the End of the Universe

A long time ago, there was a radio series called The Hitchhiker’s Guide to the Galaxy. It was about a man named Arthur Dent, who with the aid of his friend Ford Prefect managed to escape from the Earth when it was demolished to make way for a hyperspace bypass, after which he went to have increasingly weird and ridiculous adventures.

At the center of the story was an electronic book named, like the radio series itself, The Hitchhiker’s Guide to the Galaxy, which was like an iPhone and Wikipedia combined into one device, only Douglas Adams somehow thought of them in 1978, which was the same year Space Invaders was being manufactured. It was written by a brilliantly funny man named Douglas Adams. Adams also wrote some scripts for Doctor Who, and some other books, including The Meaning of Liff, Last Chance to See and Dirk Gently’s Holistic Detective Agency.

Before he wrote those other books though, he wrote some more about the Hitchhiker’s Guide. He wrote a TV series based on the radio series. There was also a vinyl recording, which was simply called an album then because CDs hadn’t been invented yet. Each of these versions of The Hitchhiker’s Guide to the Galaxy has substantial differences from all the others. Then Douglas Adams met Steve Meretzky, and the two of them did a computer game version of The Hitchhiker’s Guide to the Galaxy, itself with major differences from the other versions.

They made the game for a company called Infocom. Infocom was one of the first great successes in computer gaming. They wrote what they called interactive fiction, but could more generally be called text adventures. They presented the world of the game as text on a screen, like you were reading a book, and you expressed what you wanted the protagonist character to do by typing commands. Sort of like those things some inaccurately call AIs, and are more properly called Large Language Models, or LLMs, except a person actually wrote everything that can happen, and there’s a point to them.

The Hitchhiker’s Guide to the Galaxy was the second best-selling game that Infocom ever did, after Zork. It sold over a million copies, a gigantic success at the time, and still pretty good today. So everyone was keen to do a second Hitchhiker’s Guide game. The game even says, at the end, that an incredible adventure was about to happen, but you’d have to buy the next game to find out what it was.

Time passed….

Infocom tried to get Douglas Adams to create a sequel. He did co-write Bureaucracy with the staff of Infocom, a lesser game with some brilliant ideas in it. Later he wrote Starship Titanic for a different company, which was fairly well-received. Douglas Adams was, as said, a brilliant person, but his was a whimsical and capricious intelligence, fixating on things that seized its fancy, but that made it difficult to focus on mundanities.

Infocom’s games sold steadily fewer copies as time passed. Eventually, they were bought by Activision, and functionally shut down. They made some Zork games themselves, but eventually Activision forgot that Zork or Infocom even existed.

Some more time passed….

Douglas Adams wrote some more Hitchhiker’s books. At the time there were already two, The Restaurant at the End of the Universe and Life, The Universe and Everything. He soon followed it up with So Long And Thanks For All the Fish, and then Mostly Harmless.

He never did write that sequel to the computer Hitchhiker’s game. Then, sadly, Douglas Adams, who in Last Chance to See wrote movingly about animals on the edge of extinction, went extinct himself, dying on May 11, 2001.

Time continued to pass. Disney, the least-suited company for such a thing, made a big movie version of The Hitchhiker’s Guide to the Galaxy. It wasn’t too bad, all told, but it wasn’t Disney-level popular, probably because it didn’t have space magicians or superheroes in it.

Lots of people, not the least of which his old friends at Infocom, were saddened that Adams never followed up with that second Guide game.

Then in 2023, a person with the nom de net of Max Fox wrote their own version of what a sequel to The Hitchhiker’s Guide to the Galaxy might have been. It’s called Milliways: The Restaurant at the End of the Universe.

It adheres to older trends in adventure gaming: you die sometimes just from trying things out. Puzzle solutions can be a bit cryptic. But it also has a simulation of Infocom’s “Invisiclues” built in, where you can pick the area you’re in and problem you’re having from lists and get a series of more specific hints for getting past your problem area, which is still a pretty good way to provide play help without giving away the whole puzzle like a walkthrough might.

No, it isn’t the sequel that Douglas Adams would have written. But that thing will never be. It’s possible that someday a different sequel will be written that matches Douglas Adams’s voice a little better. But in the meantime, we have one idea of what it could have been like.

It doesn’t make it a happier galaxy to live in. But it does make it marginally less sad, and that’s the best we can hope for.

(Note: following images have spoilers for the very early phase of the game. If you want to play this game, you’ll need a program that can play Z-machine files. I suggest Windows Frotz.)

The beginning, after the ending
An unsettling landscape
Five points, and a sudden demise

Milliways: The Restaurant at the End of the Universe

Godot 4.2 Released

Events often resist efforts to package them up and stamp a Convenient Narrative on them, but it’s really tempting to me to say the history of the internet in this era is that of many people rejecting the hegemony of large corporations and doing things for themselves.

Social media has seen the rejection of Twitter, for reasons I really don’t want to hash out again here, and while some ran directly to Threads or Bluesky, a good number realized it was eventually just going to happen all over again, and that helped to increase the update of open source, federated work-alike Mastodon.

Another piece of this narrative vase that we might be able to fit into place, with creative thinking and a whole lot of glue, is the downfall of Unity and how it helped the effort to create the free open source gamedev replacement Godot. And lo, after a fairly recent release of 4.0, yesterday they already released 4.2. The changelog is here. Here is GDQuest’s rundown of the changes (22 minutes), and here are Lukky’s five favorite new features (3m), which are:

  • FSR 2.0 support (upscaling higher resolution output from lower resolution rendering)
  • Color-coding of folders in the file hierarchy within Godot’s UI
  • The ability to “bake 2D navmeshes”
  • When resizing 3D objects, the UI no longer resizes symmetrically around the object’s origin by default, but instead only the side you’re changing is modified
  • And, within the code editor, you can now create special comments to define a code region, which can be independently collapsed to reduce clutter, and expanded when you need access to its contents. And the Ctrl-K Comment Out feature works better now.

To get back to talking about software philosophy…. There are unique problems with using fully open tools to create games. Console manufacturer devtools are still locked in a mode where the maker hands you proprietary libraries, which they are unwilling to make freely available because of their economic desire to preserve trade secrets and control their platform. Most developers get around this by going through a third party, who has independently created a system of working between the open development framework and the publisher’s libraries, and then licenses it to a studio so they can get their project working on consumer hardware.

Godot is subject to this limitation, with 4.2 being no exception. But there is a sense, with it, that it’s the brightest hope for free and open game development going right now. They don’t ask for any license fees, they don’t try to count how many installs you have and they don’t track user behavior. But because they don’t try to claw in income through direct means, fair or foul, they must survive off of contributions. If you find Godot useful to your work, please consider using their donation link and signing up for an entirely voluntary plan.

Little Runmo: The Game

Last year for Sundry Sunday we linked to Gooseworx’s video game-inspired cartoon Little Runmo. In summary: a platforming character discovers that the peril-filled world he’s tasked with traversing is part of a system designed to support the life of a grotesque ruler. They turn it off, but other circumstances happen, and in the end things don’t go too well. Here’s the video, again (16 minutes).

A little green person off on a dangerous journey.

Little Runmo was made four years ago and has amassed 30 million views. Much more recently, a month ago Gooseworx made a pilot for a show to be called The Amazing Digital Circus, which in that short time has gotten an incredible 147 million views. Presumably it’ll get a series, but who really can tell these days? We have one major media company that thinks it’s worthwhile to make complete expensive productions then purposely kill them before release for a tax writeoff, but these are not the pages to discuss that.

Pointy things: the bane of all runny jumpy people

Over on itch.io JuhoSprite has made a platformer game inspired by Little Runmo, constructed in Godot and (it seems) with Gooseworx’s permission. Here is the trailer (2 1/2 minutes):

You might think it’d be a simple recreation, in game form, of the original, but it’s got its own things going on! Its platforming is pretty sharp. In addition to basic running and jumping, pressing an action button in the air gives Runmo a forward dive that gives a slight bit of extra height and some forward distance. On the ground while ducking, this move turns into a forward dash that can get through low ceiling passages.

Even with all the thematic deconstruction happening in Little Runmo, we never find out why Runmo has to traverse dangerous worlds. Presumably the evil king their deaths supports has set up some social pressure to convince his people to traverse spiky obstacle courses. Maybe the local rulers are in cahoots with him. BTW, it’s fun to say “cahoots.” Cahoots!

The game is divided into levels, but they aren’t clearly announced, and to a limited extent you can explore the areas as you wish, in a different order than as presented in the cartoon. The game world isn’t exactly as the cartoon presents it either, with the areas much larger, and containing a decent number of secrets to find! It’s usually worth it to poke around out of the way places if you can figure out how to get to them.

There’s a section with Mario-style timed alternating blocks, although here, if you’re inside a block when it appears, you just die.

The game starts out fairly chill, but gets pretty difficult. It doesn’t seem like an unfair level of difficulty, although it may take you a few plays to build up the skills to conquer it. Here is some advice to playing it:

  • If you haven’t seen the cartoon, you should know that the above ground area is only a small part of the game. The wide pit, the first one with the alternative spike wall over it, is the entrance to the rest of the game. Pikit’s message hints that that’s the way to go (press up to listen to it).
  • Unlike as seen in the original cartoon, you have to use the midair dive move to get past the pit, it’s too wide to cross with wall jumps alone.
  • Get used to hugging walls on the way down, to slow your descent. This can be used to scout out pits for secrets, to see if the scrolling continues.
  • If you press towards most walls but keep jumping, you can climb them easily. Get used to doing this all the time.
  • If a ceiling has a one block overhang, you can get around it with a jump off the wall and a dive back towards it.
  • Watch the cartoon, and think about ways to explore regions that the animated Runmo doesn’t go to.
  • There is at least one place where there are extra lives hidden off the top of the screen.
  • While running out of lives doesn’t erase your metaprogress, it just sends you back to level 1, the game does not save its state when you exit it. If you quit out and reload, you’ll be at the very beginning.
The Meatball Man is one of the funniest parts of the cartoon. It is possible to complete his room, but it’s optional in any case.

If you don’t care to see the game yourself, this 100% completion speedrun shows off the locations, although of course it doesn’t waste time talking to Pikit or exploring unnecessary places. There don’t seem to be any unnarrated longplays around yet, so, best to sharpen those skills if you want to experience it all.

Little Runmo: The Game (itch.io, $0, Windows & Linux)

Here is a secret room. What is this place? A possible reference to The Amazing Digital Circus?

Nicole Express: Nintendo’s First Consoles

Long long before the Switch, Wii-U, Wii, 2DS, 3DS, Gameboy Advance, Gamecube, SNES, Super Famicom, Gameboy, NES or Famicom, there were Nintendo’s Color TV Game 6 and 15.

Nintendo’s second console – the Color TV Game 6, released a week earlier, was the first
(Image from Nicole Express)

These were what are now called dedicated game consoles, that can only play games that are built into it. It used to be that these were the only kinds of consoles there were. They’ve made something of a comeback recently, for this is essentially what units like the NES Mini and Atari Flashback are.

Nicole Express has the details. Some interesting facts from her post:

  • The Color TV Game 6 and Color TV Game 15 use the same system-on-a-chip design. As sometimes happened back then, the 6 is electrically capable of playing all the games the 15 can, but doesn’t make the 15’s extra game’s selectable.
  • The paddles don’t use potentiometers, like nearly every other paddle controller does. They’re switches, meaning no analog control. When your paddle moves up or down, it’s always at a constant speed, making the included Pong-style games play much than on practically every other system.
  • All of Nintendo’s game consoles have used a three letter designation. The Switch’s is HAC. The Wii was RVL (Revolution), the DS was NTR (Nitro), the Gamecube was DOL (Dolphin) and the Famicom was HVC. This system may have originated way back here with the Color TV Game: it’s code was CTG.

First is the Worst: Nintendo’s Color TV Game 6 & 15 (Nicole Express)