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”
While it’s seen more than one revival since its original release by New World Computing (the Heroes of Might & Magic series, and the 2008 series titled King’s Bounty by Katauri Interactive), that first version is still a fine game to play even today. Players explore four continents raising armies, fighting hordes of monsters, building income and leadership, collecting artifacts and bringing a variety of colorful villains to justice.
The game simulates the passing of time, which affects a number of things. Every week (five game days) you get income from the king of the realm, but also must pay your troops and other miscellaneous expenses. There is a time limit (determined by the game’s difficulty level), preventing you from passing weeks for income. While you’ll probably fight hundreds of battles in a typical game, technically speaking you can win without fighting any: bringing villains to justice earns you pieces of a map, a depiction of one screen of the game’s vast scrolling area, and the win condition is to find that screen and search for a lost scepter on its center location. While the maps are the same every game, nearly all the locations of the wandering monsters, treasures, villains and other important elements are randomly placed each game, giving King’s Bounty tremendous replayability.
A true classic strategy wargame, King’s Bounty was widely ported, to DOS, the Mac, the Atari ST, even to the Commodore 64 (that must have been a difficult job), and there’s also a surprisingly good rendition for the Sega Genesis/Mega Drive that might be the best version, and was implemented in-house by New World Computing themselves (they did a similarly great version of Might & Magic II for that system).
Dan Heskett has recreated the engine of King’s Bounty and put the code on Github. You’ll need the files of the original DOS disks to use his code, but if you don’t care to go that route you can instead play it in your web browser. The keys are the same as the DOS version; use this PDF of the manual to learn how to play. The Github Readme has a wealth of information, not just on how to build the recreation but of the internals of King’s Bounty. It even includes two autoplayers, one that simulates a game as a human would play it, the other a game played with perfect knowledge of the game world.
Note: I have noticed a couple of bugs in this project. I am giving this project the benefit of the doubt that it was not generated by an AI system. If I discover otherwise, I will mention that fact here.
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!
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!
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.
Kenji Eno (Wikipedia), the creator of horror games D and Enemy Zero, and other iconoclastic games like You, Me and the Cubes (Wikipedia). He passed away from a heart attack in 2013.
Shigeru Miyamoto (for form’s sake, Wikipedia) is of course the legendary game designer and producer at Nintendo, creator of Donkey Kong and Mario, and designer of Super Mario 64, among other titles. He’s still with us.
The interview happened shortly after the release of Mario 64, and is interesting because Eno is not unduly laudatory of it. He says it’s a good game, but feels it was missing something from its Space World presentation. Miyamoto agrees somewhat, that the free exploration of the prototype version was not as much in evidence, and thought it lost something by giving the player more direction, but that the demands of the marketplace, and the need for Nintendo to have a big hit to promote their new console, forced their hand. (Aside: the Space World version of SM64 has never turned up, not even in the infamous “Gigaleak” from 2020. shmuplations notes that The Preservation project (patch, github) is a fan attempt to recreate it.)
Screenshot from The Preservation Project (image from romhacking.com)
It’s an incredibly revealing interview, not the least reason being it discusses Nintendo’s hopes for the 64DD. I think you’ll find it very interesting, if you’re the kind of person I think you are.
The Cutting Room Floor’s article on Gameboy Tetris has an interesting fact. The first 25,000 copies sold in Japan, distributed as part of a bundle, had different music! Instead of the now-iconic Russian tune Korobeiniki, a different, somewhat calmer song was used. You can either follow that link and find it on the page, or go here.
Here’s an extra, one last piece of SDGQ 2026 content….
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.
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.
As you read this SGDQ 2026 is on its last day, and as always there have been a number of interesting runs, including last night a full deathless run of arcade Ghosts ‘n Goblins: it’s always good to see a player make flying monkeys out of those damn Red Arremers.
Certainly a memorable run was Friday’s play by adef earning a “naneinf” in the solitaire poker roguelite Balatro (1 hour 16 minutes), a score high enough to overflow the game’s floating point math and become, for practical purposes, infinity. The word for this scoring bug is produced by another bug in Balatro’s string output function: it’s NaN (Not a Number) e (as in exponent) Inf (for Infinity), all together in lowercase with no spaces.
A standard game of Balatro goes for 24 Rounds (though some can be skipped) over eight Antes, of exponentially increasing score targets. After the player clears the last Ante, requiring usually 100,000 points, they may choose to keep going in “Endless Mode,” where the goals increase yet faster. In Ante 33 the goal reaches naneinf, a number that’s impossible to reach even if you earn a naneinf score yourself. By Balatro’s math code, Not a Number can never be greater than or equal to anything, even another Not a Number, so despite the literal words Endless Mode, all games of Balatro end there. Even the joker Mr. Bones won’t help, for it only saves the player’s run if they earn at least a quarter of the score requirement, and one-fourth of naneinf is still naneinf. It is the inescapable black hole of Balatro scoring, from which no value can escape.
The requirement for this game is a bit less than that. It’s to reach naneinf with the score somewhere along the way, not to reach Ante 33. There’s only a few ways to do this, and most of them require Perkeo, a Legendary joker that allows for building up unlimited free copies of consumable cards. Even
Perkeo isn’t enough to do it by itself, it needs help from a bunch of other cards, and because Balatro’s joker selection is entirely random, they may show up immediately, or never. Since Perkeo is a nearly essential element, to make the game marathon safe the run begins with a mod that searches for a random seed with an Ante 1 Perkeo and a guaranteed Overstock in the first shops. Everything else, as will eventually become painfully evident, is chance.
Despite adef having tons of play experience, and also having Youtube Balatro expert Roffle on his couch to advise, the tone of the run slowly decays from a jolly “let’s beat this as fast as possible” to a panicked “holy crap this is some bad luck how can we salvage this?” That’s much more drama than is typical for the SGDQ stage!
We’re mostly games here at Set Side B, the whole “retro, niche and indie” thing ya kno, but what is a game really? This is to say, we’re not against linking to other kinds of computer, and even electronic, entertainment. That’s the excuse reason I give for doing posts on old websites sometimes, and new sites done in the OldWeb style.
And that’s also the excuse I’m using for this one, which is about as far afield as you can get concerning computer “entertainment”: learning how to hack devices like smart cameras and routers.
This video, a presentation given by Andrew Bellini on this subject given at DEF CON 32 (54 minutes), is an inspiring pep talk that makes me want to go out and find some old device, rip its PCB out of its case, fin some likely unpopulated UART points, attach them into a USB plug and plug that into a computer, and snoop on the output messages that come in over the line. At least it makes me want to try such a thing; could you be the same? Whether I’d get any further than that seems unlikely, but it’d be nice to give it a shot.
It seems entertaining to me. That’s an advantage of posting daily: tomorrow there’ll be something else, and practically speaking, you’ll probably find it much more entertaining to you.
Once upon a time the types of people on the Internet skewed much smaller in number, and you could be reasonably assured that if you made, say, a Monty Python or a Hitchhiker’s Guide to the Galaxy joke in forum company, nearly everyone reading it would get it, and probably also find it funny. Those days are long past, and in some ways it’s for the better, but the near certainly that people would just know what you mean did make it easier to find accord with folk you met online.
One of those universal early net touchstones was the Flash cartoon site Homestar Runner, and its true star Strong Bad. His name and look inspired by the early NES game Tag Team Wrestling, yes everyone knew about Strong Bad, and waited with bated breath for the weekly cartoon where he answered viewer email.
Email is much less of a thing now than it had been then, and the site updates much more sporadically these days, but Homestar and Strong Bad are still kicking for now, lovingly maintained by their creators the Brothers Chaps, Mike and Mark Chapman. The Chaps chaps have done other work since then: they once made a website (with a couple of cartoons) for the pizza chain Mellow Mushroom, collaborated with Telltale Games to make an excellent series of adventures, they created the Youtube series Two More Eggs (and we’re almost done following all of their Eggpo subseries here on SSB), they contributed to the Aquabats show back on pastel horse network The Hub, they wrote for incredibly awesome Disney Channel cartoon Gravity Falls, and more recently made a board game based on their breakout pretend man dragon Trogdor and a few computer games like Dangeresque: The Roomisode Triungulate.
Now we come to their most recent electrowork, an add-on pack for VR putt-putt sim Walkabout Mini Golf called the Homestar Runner Distraction Pack, that features 18 H*R-themed holes and a whole lot of in-jokes.
But if you are like me, and not only have you never heard of Walkabout Mini Golf before, but don’t even have a VR headset, this might seem like a great pile of interesting content that you have no hope of ever seeing.
Well I can’t say that it’ll cease your longing for all that forbidden golf, but they did release a 53-minute promo play of the game, with WMG creator Lucas Martell playing with Matt Chapman and Strong Bad himself, as represented by a floating head.
No, not that floating head. You get that reference, right? ‘Course you do, this is the internet.
This post contains spoilers for the various endings of Star Fox Command.
Old… man? (Images in this post come from vgmuseum)
The always-excellent Hardcore Gaming 101 is currently working through the Star Fox series, due to the well-received remake of (the remake of) Star Fox 64, still generally regarded as the high-point of the series.
Star Fox has gone through a lot of variation through its life. Rail shooters, strategy dogfighting, whatever Assault was, and even Zelda-style adventure. The strategy dogfighting is interesting as it plays out completely differently from the original game, becoming a kind of RTS. It’s a really interesting style, and one that I don’t think I’ve seen anywhere else. I’m a little upset that it’s not as popular as the rail shooter Star Foxes, because it’s really interesting from a design standpoint.
The original of this type, Star Fox 2 back on the SNES, was long known as an infamous unreleased game, shelved due to the immanent release of the impending release of the Sega Saturn and Sony Playstation, and the flat polygons and low framerate of SuperFX Star Fox would have looked insufficient in comparison to soon-to-come 3D titles like Panzer Dragoon and Tomb Raider.
While it didn’t get released until the SNES Mini in 2017, it did get a sequel, before the original had been seen by anyone who didn’t either work at Nintendo or played one of two leaked prototypes. Star Fox Command for the Nintendo DS featured the return of series co-creator Dylan Cuthbert, and elaborated upon the gameplay in its nearly forgotten predecessor.
Star Fox Command served as a conclusion to the story thread began in Star Fox 64, and perhaps realizing that whatever became of Star Fox after that would involve rebooting the series, it takes some pretty major liberties with the story. In Star Fox Command, it’s revealed that Andross actually had valid reasons for leaving Corneria, and that General Pepper forced him into exile for political reasons. By the end (spoilers!) former team member Peppy takes over command of the Cornerian military. Kurt Kalata of HG102 expresses some displeasure about this revisionist take on the story, and I have to agree, but oh well, they’re just games, and it’s not like Pepper served much of a role before, other than to deliver mission briefings, or reacting in hilarious dismay if you sent him a huge bill by getting a high score in SF64.
But even weirder than that….
Star Fox Command has nine endings, depending on which two characters you play the game with, and each of them serving as its own conclusion to the Star Fox 64 saga. It’s kind of a choose-your-own-future setup. Depending on your selection, Pepper’s heel turn isn’t the only reversal in the offing.
The nine different conclusions are all shown off on vgmuseum.com, and as Kurt notes, some of them are insane. Some of the story outcomes are a bit odd, but at least they’re interesting! In one, you take Falco on a side mission, resulting in Fox and company saving the day in your absense, causing him to leave Star Fox in disgrace, team up with Kitt, and start his own team. In another, Star Wolf saves Corneria, gets their fugitive status lifted, and become the toast of Corneria.
Krystal, the rescuee from Star Fox Adventures, is the focus of many of the endings. At the start of the story she’s left the team due to strife with Fox. In a couple of endings she and Fox get back together; in a couple more she joins up with Wolf! In one she leaves the team, and the galaxy all together, goes all emo and changes her name to “Kursed,” and becomes a bounty hunter.
She also started wearing black and listening to My Chemical Romance.
Probably the greatest ending is the one where Fox and Falco give up being space fighters and get into high-speed hovercraft racing called “G-Zero.” I remind you that one of the drivers in F-Zero X and GX is James McCloud, the name of Fox’s father, as a human but piloting a vehicle that looks an awful lot like an Arwing. The Super Mario Galaxy Movie isn’t the only one of their properties to cross into Nintendo’s Furry Universal Century.
I started this post out intending to do a Multilink Monday, but within a few seconds of starting this video I came to realize, nah, this one deserves the spotlight all to itself. It’s well made, seems to be constructed with a stable eye and doesn’t seem hugely pandery… other than the big BACKROOMs intro card, I’m not a fan of that. But other than that, I appreciate the style. Creator Monster Maze seems to make good videos.
There are loads of unused rooms in Zelda games! This video, despite being 24 minutes long, is more a highlight real than an exhaustive listing, but they do find some really interesting places, like an abandoned haunted house in Link to the Past, and the unused inside of the head at the top of Tingle’s Tower in The Wind Waker.