A Kickstarter for A Sequel to General Chaos

Again, a Kickstarter for a sequel to General Chaos. I frankly can’t believe this is happening. It’s a sequel to a little-known, yet brilliant, Genesis/Mega Drive combat game with serious developer star power behind it. How did this get started? Are there other people in the world who love General Chaos as much as I do? Perhaps even more than I do? The prospect makes me wonder.

Promo image for Major Snafu, from the Kickstarter page.

General Chaos was the product of a couple of ex-Midway developers, and creators of some of their most iconoclastic hits, Brian Colin and Jeff Nauman. They were the creators of Rampage, one of the standouts of the Silver Age of arcades, and the basis of a certain popular movie. They tend to dwell in the shadow of the likes of Ed Boon and John Tobias, creators of Mortal Kombat, and Mark Turmell of NBA Jam and NFL Blitz. Yet there’s a strong argument that could be made that NBA Jam wouldn’t have existed without the similar-in-play Arch Rivals from the same company, which was from Colin and Nauman.

In addition to Arch Rivals and Rampage, Colin and Nauman worked on Spy Hunder, Xenophobe and Pigskin 621 AD, before leaving Midway and striking out on their own under the banner of Game Refuge. And that’s where they made General Chaos for the Genesis, published by Electronic Arts. And hey, Game Refuge still exists, while Midway is currently a locked cabinet full of IP somewhere in a basement of either Warner Bros. Entertainment, or the company currently called “Light & Wonder,” (I don’t know Pete I don’t think I buy it) but contains such multitudes as “Scientific Games,” “Autotote Corporation,” “Shuffle Master,” “WMS Industries,” “Bally,” or even other totemic brands that once saw better days. These days they mostly sell to casinos, may they speedily pass on their way to hell.

General Chaos isn’t one of their best known titles, but it has a certain something. It’s a cartoony, comedic take on deadly warfare. The Kickstarter calls it a predecessor of the real-time strategy genre, and there is some of that there certainly, but truthfully General Chaos is something entirely unique. It’s an intrinsically two-sided battlefield action combat game where the warzone is made of single screens, and where each player controls a team of five soliders with different abilities (with one exception I’ll mention in a bit). In action it feels a bit like Mattel’s classic tank combat games Armor Battle for the Intellivision and Armor Ambush for the Atari 2600, in that a single player must command multiple units, but with much more depth.

Gameplay from General Chaos. This and all following screenshots are from Mobygames.

There is also quite a bit of General Chaos essence in Team Fortress 2, even though it’s not an FPS, for both its comical, satirical atmosphere and its array of characters which each have substantial differences from each other. There are gunners, rocket launchers, grenadiers, flame throwers and dynamite chuckers. Most of the time characters are controlled indirectly: control a cursor to point at a location and press the B button to send your current character to it. C changes characters, and A tells all your units to fire their weapons. They automatically pick their targets.

Hand-to-hand combat

When opposing soldiers get near each other the battle pauses and they engage in hand-to-hand battle, in the form of a simple fighting game. Combatants who are knocked down can be revived by pointing at them with the cursor and pressing A to call in one of a limited number of Medics. Characters who fall too often will eventually turn into a pile of bones and vanish. Additional Medic uses can be found on the battlefield, and are also awarded for reaching certain point totals.

General Chaos Commando team battle

As an alternative playstyle, a side can choose to field a pair of Commandos. If one player is using Commandos they must divide their attention between them, but two players can also play co-op with a Commando apiece. Commandos don’t use the indirect method of control, and instead control directly. This can make them much more effective warriors, but comes at the cost of only being two people to a squad, instead of a full team of five. Commandos can call in Medics too, but must reach their teammate in person to do so.

There are lots of worthy games from the 16-bit era that didn’t receive their due, and while I don’t know how well it sold, General Chaos always struck me as a bit of a sleeper hit. Video game genres were already becoming locked-down, and Electronic Arts was already showing signs of abandoning their reputation for nurturing talent and becoming the grotesque behemoth they are today. I’m surprised they don’t outright own the rights to General Chaos, but it appears they do not, or maybe Game Refuge bought it back from them.

The Kickstarter page makes it clear that Colin and Neuman have spent a lot of time thinking about how their classic wargame could be improved. There are more characters planned, more control options, between battle upgrades and most interesting of all, the ability to “go commando” and take direct control of any unit on your side. Home turf battles come with extra units on a given side, “expendables” that have limited abilities but help to give defenders a slight edge. There’s an array of stretch goals, with an especially interesting one at $200k: an arcade version. I think General Chaos was always destined for the arcade, and now it may finally happen.

So if all of this seems interesting to you, please consider supporting their project. Because war is a deadly serious business, so the best thing any of us can do is to laugh at it.

One More Collection of Fantastic Demos from Next Fest

This is the final part of my look at steam next fest October 2025 and the great demos I (Josh Bycer) played.

00:00 Intro
00:23 House 2
2:27 Goblin Sushi
4:06 Saga of Yurina
4:58 Hermit and Pig
6:36 The Remake of the End of the Greatest RPG of All Time
8:20 Idosra: The Electric Renaissance
10:49 Uncle Lee’s Cookbook: Five Recipes of Disaster
11:56 Obelus Manor
13:19 Requiem of Reuinis
16:29 Shadows of the Afterland
18:06 The Fable: Manga Build Roguelike
20:35 Humanica
22:16 Nighthawks

Kitfox Games’ Official Dwarf Fortress Beginners Guide

Dwarf Fortress has always been a game about failure. It’s right there in its motto, “Losing is fun!” It’s a game where you just muddle through, doing what you can, learning as you go, and your games slowly, on the average, get longer and longer the more you play. It’s not that there aren’t guides and tutorials already out there, but the kind of game it is, it halfway feels like they rob something of the player. While I can understand not wanting to start from zero, the sooner the player learns that failure is the end mode of fortresses, the more they’ll understand that the intended way to play is to be audacious.

But which kinds of failure are the most fun? After spending several minutes setting up your expedition getting eaten by wild animals immediately off the wagon is a harsh start to play, especially if it happens repeatedly. Fortress destruction via dragon is scary, but it’s also hilarious; everyone dying on the surface before even digging your first warren is less auspicious.

Dwarf Fortess recently celebrated its 20th birthday, and in celebration Kitfox Games, its Steam publisher, has released a new official beginners video, made by BlindiRL. (34 minutes) It is a good way to move your fortress endings more towards the entertaining end of the scale.

And I’d like to point out, at the end of the video, we’re told that ending a fortress doesn’t quite mean it has to be a failure. If you decide to “finish” a fortress, but then start a new fortress in the same world and of the same faction, then it’s possible for your old dwarfs to decide to emigrate to it. This is something I’ve never tried myself, but it’s a good reason to keep playing in the same world, as you continue to write the saga of your game.

Double the Incremental Fun

This is a double review of Astro Prospector and Legends of Dragaea played with a review key and press key respectively.

00:00 Intro
00:20 Astro Prospector
2:57 Legends of Dragaea

Gamefinds: The Pac-Man Brothers

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.

Three finds on consecutive days. This is another in a particularly beloved genre for me, the elaboration upon Pac-Man, which I like so much I wrote one myself back in 2013.

This one’s interesting in that it takes the most after Jr. Pac-Man, the last of the Pac-Man versions in the old style in arcades. Like Ms. Pac-Man, Jr. Pac-Man was made by GCC and released by Bally-Midway, and like his mother isn’t recognized by Bandai-Namco, though his circumstance is different because Namco never really supported him, while Ms. Pac-Man sold so well that Namco themselves sold Ms. Pac-Man/Galaga arcade units for a long time.

Jr. Pac-Man differs from prior Pac-games by having large scrolling mazes. Most Jr. Pac-Man mazes have six energizers instead of the usual four, but if their wandering fruit reach an energizer it could potentially destroy it. Jr. Pac-Man is also much more difficult that most other arcade Pac-Man titles, actually it may be the hardest of them all.

The Pac-Man Brothers starts from Jr. Pac-Man and gives him a sibling, makes them both greasers, and arrays the four (or five) ghosts against them, making them greasers too. It’s kind of if the Fonz, or maybe Kunio-kun, ran around a haunted maze eating dots.

Pac-Man Brothers can be played either in one or two player modes. It’s not as difficult as Jr. Pac-Man, not only is it more forgiving in its ghost chase routines (they go into scatter mode more often and reverse direction when it happens as in Pac-Man), but they have a dodge move. Pressing the button causes your Pac-kid to rush ahead. When dodging no dots or energizers are eaten, but you can also pass through ghosts. If the ghosts are vulnerable dodging still still eat them, and it still eats fruits, so it’s a good way to catch up with a fleeting morsel. If a dodge runs your Pac into a wall, he’ll bounce backwards, which can easily cause you to rebound into a pursuing ghost. That can be frustrating, but it’s an acceptable balance for such a powerful ability.

The ghost behavior, as I said, is a lot more forgiving than Jr. Pac-Man. They seem to scatter more often, and for longer times. The scatter phase at the beginning of a board seems quite long.

One of the coolest aspects of Pac-Man Brothers is that the mazes are randomly generated. Random mazes have their drawbacks; they tend not to contain the one-way routes that made Pac-Man a much fairer game, and even if they did, if the mazes are different every time the player won’t know where they are, and can’t make effective use of them. But they do make it resistant to patterns (although Pac-Man Brothers seems to use Ms. Pac-Man’s random scatter periods anyway), and help to enliven the early game by giving a player who might be playing through level 1-1 for the hundredth time some different terrain to wind through.

One more interesting difference here from Pac-Normal is that Pac-Man Brothers uses a Universal-style extend system, where sometimes a vulnerable ghost will bear a letter in PACMAN, and if you collect them all you get an extra life. The update log gives the history of this feature, mentioning that it went through some revisions. Now the ghosts only generate PACMAN letters sometimes, at random, making them an unreliable way to earn bonuses.

While The Pac-Man Brothers is made for Windows, I played it on a Linux machine through WINE and it seemed to work okay. It requires Mono, but WINE prompted me to install it automatically. However, keyboard input didn’t work at all. I had to use a USB Xbox controller to play. I also found using the joypad to move caused Johnny Pac-Man to control a bit stiffly. Using an analog stick allowed J.P.M. to move with more smoothness. My high score so far is a little north of 100K, and my game ended on the eighth board. You may consider that a challenge score to aim for.

The Pac-Man Brothers, by ThatLeftHandMan (for Windows on itch.io, $0)

Gamefinds: Samuel’s Sickoban

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 little fun indie puzzle game! And it’s based on Sokoban too, and it was also pointed out on Metafilter, this time by user Cogito in a comment. So let’s get our warehouse gloves on and get back to pushin’. It’s Samuel’s Sickoban!

Depicting the famous Onion cartoon was pretty much mandatory.

It’s implemented in Pico-8, and should run wherever it runs. As typical in this burgeoning puzzle genre, you have a pusher character (of boxes not drugs), whose job is to set objects in the right places. Here the objects you move are round spheres, a fact that becomes important later on….

In the screenshot above, the striped spot is a button, of the video game type with a broken spring, that must be held down in order to keep being pressed. The black square is a pit. You shouldn’t step on that part. Holding down the button with the ball causes the wall to the north to vanish, allowing you to move into the next room.

Already Sickoban seeks to earn its name. This might seem like a simple room to pass, there isn’t even anything to push. But something is amiss… there are walls that don’t line up with the checkerboard. The exit is half off your movement grid vertically. You’ll have to find a way to get yourself off of it too, by pushing against a half-aligned wall.

Actually, you’ll have to do that more than once to compete this puzzle, and the large pit won’t help in that. Fortunately, you only fall into a pit if you’re completely over it. You’re allowed to hang on by just a sliver of your square, if your movement allows for it.

Figure that one out and you’ll probably feel pretty pleased with yourself. But Samuel’s Sickoban wants to make sure you’re learned your lesson, so this horror is next. And that’s only room three! What will follow after this? I won’t tell, but it’ll probably make you break out in tears. “Happy” solving!

Samuel’s Sickoban, by spratt (itch.io, $0)

Gamefinds: Soko Striker

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.

Pointed out in a post on Metafilter by long-time user pwnguin, Soko Striker is fun, and not excessively challenging, free Soccer-themed Sokoban game by Axylaric on itch.io.

The idea is to get all the balls (up to three in a level) into the goal net. The ball slides when you kick it, continuing to move until something interacts with it. We could call these “ice block” style Sokoban pieces. One wrinkle in this is that the balls can’t cross the white lines at the edges of the board, or it’s a foul and you have to start over. There is no undo command, only a retry, so think carefully before making a move. You yourself can walk outside the line freely, and will often have to.

Those yellow barriers in the screenshot above are simple blockers, mere walls that the ball will collide with and come to a halt.

Later on you find these other players on the checkerboard pitch. If the ball rolls into an arrow, the player will automatically kick it in that arrow’s facing direction. You can adjust the direction a player faces by kicking them, a trick you’ll have to use a lot.

Near the end of the game’s 30 puzzles you’ll find these traffic cones. You can push them a single space at a time by kicking them, much like how one would move a Sokoban crate. Other players can kick crates too. A cone can block a ball and stop it a single time.

There’s a few other tricks you’ll have to learn too, but Soko Striker introduces them to you itself fairly gradually. Many of its puzzles are simple tutorials, and the difficulty doesn’t get very high until near the end. The last puzzle will take you at least a few minutes to figure out, but I think you can probably handle it. One note that might be helpful: the scoreboard that shows you the level number looks as if it might be solid and block soccer balls, but it doesn’t. You can even walk through it! That’ll be helpful to you eventually.

Soko Striker by Axylaric (itch.io, $0)

Incremental Fun With Progress Racer RPG and Maktala

This is a review and preview of two incremental games, Progress Racer RPG and Maktala. Played with a retail key and demo build, respectively.

Vampire’s Best Friend is an Adorably Challenging Platformer

This is a review of Vampire’s Best Friend played with a retail key.

Multilink Monday: A Buncha SGDQ 2026 Runs

We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.

SGDQ 2026 has concluded, having raised $2,400,000 this year for Doctors Without Borders.

Each event there are many runs of possible interest for people—and I must remind you, GDQ is far more than just AGDQ and SGDQ*.

I’ve collected a number of them in the list below. Of course I’ve picked and chosen those I found the most appealing, but they all can be found in their video archive on Youtube. Times gives are the video length, not the length of the run.

The Legend of Zelda

A Link to the Past (no major glitches, 1h33m)
The Wind Waker Randomizer Race (2h41m)
Tears of the Kingdom (1h7m)
The Wand of Gamelon (silly block, 58m)

Arcade Games

Ghosts ‘n Goblins (20m)
Vs. Super Mario Bros (24m)
Total Nuclear Annihilation (pinball, 39m)

NES Games

Castlevania (1HKO, 15m)
Gauntlet (16m)
Clash at Demonhead (30m)

16-Bit

Ogre Battle: March of the Black Queen (1h13m)
Donkey Kong Country 2: Diddy’s Kong Quest (1h44m)
SNES Teenage Mutant Ninja Turtles 4: Turtles in Time (23m)
Sonic 3 & Knuckles (40m)

Kirby

Kirby Air Riders (Air Ride races, 43m)
Kirby’s Dream Land 2 (42m)
Kirby: Nightmare in Dreamland race (48m)

UFO 50

Rail Heist (19m)
Vainger (Cherry goal, 35m)
Mystery Tournament (offstage, 3h22m)

Indies

Pizza Tower (tag-team Peppino & Noise, 1h11m)
Hollow Knight Silksong (1h54m)
Rift of the Necrodancer (48m)
Environmental Station Alpha (31m)
Slay the Spire II (55m)
Yooka-Laylee and the Impossible Lair (22m)
Supraland (48m)
VVVVVV (16m)
Stardew Valley (race, 47m)

Miscellaneous

Super Mario Maker 2 (1h34m)
Mario 64 (120 star TAS, 1h19m)
Metroid Dread (1h12m)
Elden Ring (3h16m)
Kingdom Hearts II: Final Mix (2h24m)
Banjo-Tooie (54m)
Pokémon FireRed (3h47m)
Super Princess Peach (1h38m)
Wario World (53m)
No More Heroes (1h35m)
Fire Emblem: Three Houses (1h29m)
Wii Sports (28m)
Earthbound Beginnings (35m)
Crash Bandicoot 4: It’s About Time (1h33m)
Wario World (54m)
Resident Evil 3: Nemesis (with a guitar controller, 56m)

Silly Block

DOS Mega Man (silly block, 13m)
C64 Snoopy, 9 loops (silly block, 17m)
Grandma, No! (silly block, 22m)
Dryway Eating Simulator (silly block, 21m)
Power Shovel (silly block, 13m)
Bait & Tackle (silly block, 18m)
WHAT THE GOLF? (silly block, 19m)

For the embedded video, which will become the video included in the social media posts, I choose DingoYabuki’s Ghosts ‘n Goblins arcade run, because it’s short and impressive:

When AGDQ 2027 comes around it’ll be in Atlanta, and I hope to be able to bring you coverage live, on the ground from the event itself! Let’s keep our fingers crossed and our expectations low!

* As an aside, just today GDQ was doing a stream with SNK, which they abruptly cancelled 30 minutes in, when they learned about SNK’s relationship with the Saudi Arabia Public Investment Fund. I’ve heard some people react bitterly that they were going to do the stream at all, but I have to say wow, calling it off while it’s in progress takes rather a lot of guts! I think cutting people like GDQ at the first iota of disapproval might be going too far, that people who realize their mistakes should be cut some slack, especially when it’s so rapid. I say, be prepared for positive action and reward it appropriately.

Steam NextFest 2025 Coverage, Part 9

The ninth part of our (Josh Bycer’s) coverage of Steam NextFest 2025 October edition.

00:00 Intro
00:26 Curtains the Clown
2:16 Archon Soul
4:09 Homura Hime
5:59 Malleus Maleficarum
6:52 Bottom Up Beatdown: Hostile Takeover
8:37 Smash it Wild
9:58 Broomstick Exorcist
12:03 Earth Must Die
13:38 Funky Heart

SGDQ 2026 Begins Sunday

It’s one of those two times of year again. Games Done Quick, the bi-annual week-long charity speedrunning marathon, begins at 12:30 PM (“Noon Thirty”) Eastern Time on Sunday, July 5th, that’s tomorrow. The day after today, the 250th occurrence of that particular US holiday some people make a fuss about.

This one is SGDQ, where the S stands for Summer. If my recollection is accurate, AGDQ, the one that happens in January, is the home of Awful Block, speedruns while SGDQ hosts Silly Block. You can keep track of them by the first letter: AGDQ for Awful, SGDQ for Silly. Even so though there’s a lot of leakage between the two, and many of the games in Silly Block this time would fit in well in its Awful relative, including the infamous Snoopy game on Commodore 64, Mega Man for DOS and The Legend of Zelda: The Wand of Gamelon.

The schedule is here. A few games of interest, I think, are Castlevania: Symphony of the Night, Kirby Air Riders (only Air Ride mode though), No More Heroes, a couple of games from UFO 50, the SNES version of Ogre Battle, Sonic 3 & Knuckles, Paper Mario: The Thousand Year Door, Vs. Super Mario Bros, Earthbound Beginnings, What The Golf?, The Legend of Zelda: The Wind Waker Randomizer, Gauntlet and Castlevania both for NES, and a naneinf run of Balatro, among many others.