Italian Pop Culture References in Vampire Survivors

Image from article, ultimately from someone named poncle

Damiano Gerli at waynow Gaming explores the plethora of Italian internet and popular culture references in Vampire Survivors, including singers, anime, food and dairy brands, and a couple of earthier references, including one that could be taken as a name for someone unafraid to break wind as much as possible.

Vampire Survivors: Exploring its Trove of Italian Cultural References

Why Speedruns And Not Score Attacks?

This editorial doesn’t necessarily reflect the views of this blog. However, blogs don’t have views anyway, so what would that even mean?

Here is a question you might not of thought of. Speedruns are, after some years, still very popular, streamers still chase records, sometimes a matter of shaving off tenths of a second off of the previous time, and AGDQ and SGDQ continue to bring in millions for charities.

But, why? Why is it speedruns that have gained the interest of so many runners and spectators? Many games have their own method of measuring player skill: points! The score record chase is even much older than speedrunning, dating back to the heyday of Twin Galaxies. It’s even encouraged on the attract-mode vanity boards of countless arcade machines. So why is it that quick-playing has attracted so much attention, and not high-scoring?

The first thing, of course, is that time attacks (playing to finish quickly) is universally applicable, while not all games track score. Score keeping has become a lot less common in recent decades. What does it even mean to score attack Metroid Prime or Resident Evil IV? And often a quick-playing game is a lot more exciting to watch than one where the player just seeks to increase some abstract value. Fast play is easy to understand, but high point awards are often not immediately accessible to a viewer who isn’t already familiar with the game’s systems.

But more than that, many games have very sloppy point discipline. If a game doesn’t have a timer, but does have a score and respawning enemies, then there is no reason, from a point maximizing standpoint, to not just regenerate the same enemy over and over, a boring way to play but still, by the strict rules of the game, valid. To some extent this can be accounted for through out-of-game rules, like how Twin Galaxies will disallow certain types of play that just seek to increase points in an empty manner.

It’s not always easy to decide what counts as actually playing the game and what’s meaningless farming, which makes the allowance of some types of play a judgement call, and any time an official’s subjective opinion becomes an important part of the legality of some behavior, you’re going to end up with people trying to push the boundary of what is allowable, and as we see from professional sports, that means no end of arguing about whether a referee or umpire’s call is valid or not.

This doesn’t even cover scoring randomness. Ms. Pac-Man is a great game in many ways, but one aspect of it that makes it less suitable for score attacks is that, in long games, the point values of fruit becomes such a huge part of the score. After the seventh board, the fruit generated in Ms. Pac-Man are random, and can be worth anywhere from 100 points for Cherries, to 5,000 points for a Banana. Up to two of these can appear on each board, and once the game progresses past the point where ghosts can be eaten for points, the value for the higher-valued fruit easily overwhelms all the other scoring in the game, up to the kill screen at around board 144. (Ms. Pac-Man doesn’t have a definite kill screen like Pac-Man does, but a variety of possible screens.)

When point awards are random like this, getting a score record in an individual game becomes a matter of luck. What that practically means is, players who attempt more runs are more likely to get a lucky game that gets a record. Essentially, record chasers must utilize the law of averages: a person who plays 100 games is much more likely to get a lot of Bananas in a single game among all of them than a person who has only played ten.

But even so? Lots of games were made explicitly with scores in mind. After decades where it was a common, sometimes even primary mode of play, I feel like playing for points is fairly neglected now. I mean, I’m not going to go on a rant about young folks trying to get their games over with without stopping to savor them. Just, you know, it’s not bad to play for points.

I fully realize that this is a topic that no one cares about, and even I am not really that concerned with it. It’s just an arbitrary value to maximize. “Yay, I’m X good! I’m Y better than I was before!” Yeah not really terribly important.

What’s Yahtzee Up To?

Yahtzee is Ben Croshaw, the guy who has been making The Escapist’s Zero Punctuation for going on 16 years now. He’s the last vestive of the version of The Escapist before they went in on Gamergate, which it seems like he managed to weather by staying in his lane. While his videos aren’t the pass-around fodder that they used to, it’s kind of comforting sometimes that he’s still around, offering his highly opinionated and profane takes on video game-related things.

Croshaw’s videos cover a very mainstream-populist, triple-A beat that does not often intersect with ours, and frankly often puts me at odds with his opinions. But once in a while he covers a topic that sort of intersects with one of our remits or Retro, Indie or Niche. That’s what we present here today: three times in recent memory that he covered something we generally care about.

Metroid Prime Remastered (generally dismissive)

Mario + Rabbids: Sparks of Hope (unexpectedly positive)

Sonic Frontiers (says there’s a couple of good ideas that it then ruined)

Fumble Dimension: Breaking 1,000 Points in Madden 22

It’s been about five months since we looked back at Jon Bois’ Breaking Madden’s Super Bowl game where they set one team up to maximum stats, the other team at minimum stats, and just ran up the score. They found out that Madden 2013 stopped counting score at 255 points. Counting manually, at around 1,500 the game called a penalty on a play that wasn’t run, and the instant replay presented the most frightening image a sports video game has ever generated, the Football Fetus:

Soak that one up for your nightmares.

They stored a team’s score in a single byte in 2013! It was a striking example of how EA Sports, without competition for decades, basically views Madden as a no-effort money printer. Licensed NFL football is either Madden or nothing. What are you going to do, play with no-namers? Pshaw!

Breaking Madden is like ten years old now, and the rights situation hasn’t changed. EA Sports continues to squat possessively on its golden football egg, with no end in sight. But Breaking Madden made some internet waves in the time since. Maybe they’ve gotten their development act together? Maybe?

In the time since then SBNation has switched these kinds of things that they do to Youtube videos, and rebranded them as Secret Base. Jon Bois has become quite the Youtube sensation there in the time since, making a lot of very well-regarded internet documentaries.

One of the Secret Base subseries is called the Fumble Dimension, which is a similar kind of attempt to break sports video games, just in video. About 11 months ago they (mostly Jon’s associate Kofie) again took a hammer to the most recent Madden, 22 at that point, and tried to run up the scoreboard. This time though they did themselves. No, they didn’t try to win against an inferior team. They played a team to lose, against a team set at maximum AI, and tried to let the computer score as much as possible. Here it is (23 minutes).

The good news is, the score no longer ceases to count after 255 points. The score is free to rise up over 1,000. The game’s final score broke 1,700, and didn’t break 2,000 only because Kofie was feeling hugely bored playing terribly on purpose for play after excruciating play. They theorize that 7,000 may well be popular with optimal sub-optimal performance, but they leave that demazing feat to some other intrepid failure.

But while they have wisely decided to store player scores in more than one byte now, there were several other hints that Madden 22 is just as haphazardly constructed as Madden 13 was. Players would try to run off the field, held back only by the walls of the stadium. The announcers announced a lengthening series of safeties each as the “second safety of the game.” And while the score counted correctly, an assortment of player stats were scored increasingly inaccurately as the self-induced drubbing continued, some dipping into the negative as they grew, a sure sign of uncapped signed values.

When I posted on Breaking Madden, I took the opportunity to diatribize about the decay of the Madden games, and how the series should either be given renewed resources or the license just be allowed to pass to other hands. I won’t bore you with yet more harping on the point now, I’ll just say, please NFL, hand your license over to someone who actually seems to care.

Fumble Dimension: We tried to break the Madden scoreboard (Youtube, 23 minutes)

Folding Ideas: Why It’s Rude To Suck At World of Warcraft

Another another video again once more! And this is a big one. Dan Olson of Folding Ideas tends to post long-form, movie-length videos on its subjects. They were the toast of the internet for a while after their brutal takedown of NFTs and cryptocurrencies (2h 18m), which was recently followed up by an equally detonative look at NFT-based libertarian techbro virtual world Decentraland (1h 49m-I told you they were long).

Between those two worthy video conflagrations they produced a video that is rather in our backyard, a one hour, 24 minute vid-essay on who World of Warcraft became a place where playing sub-optimally isn’t just frowned upon, but came to be seen as anti-social. If you’re interested in the social aspects of MMORPGs, It’s worth devoting an eleventh of a day’s waking hours to!

What’s really interesting here is something I’ve been worried about with older video and computer games for a while. Games that manage to still be popular over a lot period get focused on, dissected, sometimes disassembled, and laid out so that they have no secrets. Their audience both focuses on them, and both seeks out ways to play them better, and reasons to play them better.

That’s where speedrunning comes from, and that’s the thing-what’s happening in WoW is just what’s happening to classic gaming in general. It’s become a degraded form of play, almost, to come to a game completely new. I’ve bought into this too, occasionally leaving a message on a Youtube video of someone playing sub-optimally giving a couple of helpful tips. Really though there’s no need. If they wanted to do that, the avenues are available to them. There’s already plenty of people trying to play, say, Castlevania III in the best possible way.

World of Warcraft is 19 years old now, and even has an entire official alternate version that duplicates the game experience from launch. During that time the expert-level strategies that were discovered by players after long observation and practice have become ubiquitous lore. Even if you’ve never read a FAQ or watched a tutorial video, just from hearing other players talk about the game and watching them, a lot of it will seep in.

As a result, not only can’t a long-time player go back to how they experienced the game at launch, because they know too much, but even new players can’t, because the community around them is filled by those players who know that much.

There’s lots to think about here. Especially if you’ve played World of Warcraft before, but also if you haven’t. (I haven’t!) Also note that the video is consciously patterned after Jon Bois’s videos for SBNation and Secret Base. Here in 2023, that’s a comforting reference.

Why It’s Rude To Suck At Warcraft (Youtube, 1h24m)

PannenKoek2012 Returns: Crashing Super Mario 64 With Pendulums

PannenKoel2012 is the Super Mario 64 enthusiast (that’s the only word I can think of that matches) who has been working on reducing the number of A button presses needed to finish the game. They haven’t gotten it down to zero yet, and likely never will, but by resorting to increasingly extreme measures they continue to figure out ways to get it down. I think they’ve been working at this project for over 12 years; the oldest video on their Youtube account is that old.

Of arguably more interest than their quest, though, is its interesting byproducts, which is a series of Youtube videos, on both their main channel and alternate channel UncommentatedPannen, which not only explain how their many subtle and effective stratagems work, but also a number of aspects of how Super Mario 64’s engine works, and even basic principles of computer science. These videos are so in-depth that they have their own wiki to track the concepts they use, to explain turns like Parallel Universe (PU) and Pedro Spot.

When I say they return, it’s not that they ever left, but it’d been a while since they had a solid explainer. Now they have one, it has spoken narration instead of the text that marks many of the best videos, and the production values have even increased a bit:

In this video, a clever way to manipulate the pendulums in Tick Tock Clock to crash the game after 39 1/2 days of playing also takes into its sweep an excellent explanation of many of the systems compilers use to represent numbers and their limitations.

And here are a number of those interesting videos (by no means complete) that they’ve posted in the past: The Art of Cloning (17m29s) – Walls, Floors and Ceilings parts One (37m23s), Two (32m5s) and Three (37m26s, all three together being a pretty through explanation of how Mario 64’s platforming system works) – Blinking (eyes, 8m40s) – Floats (9m23s) – Pause Buffering (8m7s) – Pitch Conversation and Yaw Velocity Conservation (15m15s) – Sleeping (Mario, 7m25s) – Random Number Generation (12m37s) – Wall Hitboxes (6m50s) – Releasing Objects (5m18s) – How Holding Objects Really Works (12m1s) – Units, Speed and Sense of Scale (4m41s)

How to Crash SM64 Using a Pendulum (Youtube, one hour 12 minutes)

7DRL 2023: Blunt Quaternion

It’s a silly NetHack-themed game about exploring a dungeon, presented through a bunch of characters sitting around passing a blunt between them. It’s not really that hard, but there is a bit of strategy to it.

You and your pet sit around a campfire with other characters from that dungeon level and talk about things. Your character and your pet can say things like, they want to be less or more aggressive on the next level, or they want to invoke Elbereth, or they want to use an item; other characters may say things like telling you where fewer or more fights will be, or where treasure is. Or they may have nothing of importance to say.

Every time a character says something, they must pass the blunt, which when it’s depleted signals it’s time to go to the next level. (C’mon, you know all the characters in this dungeon have to be potheads.) All of the fighting and stuff happens in simulation between conversations. Your character or their pet may be wounded (observe their hit points when their conversation turn comes up), or even die at this phase. It’s possible for your pet to die but your character go on to win. It’s also possible for your character die and your pet go on to win the game, which is not something that can occur in NetHack.

It’s a very simple game, and as stated, not really that difficult. But it’s fun, and might give a chuckle to NetHack fanatics. It’s free and completely playable in browser!

Blunt Quaternion (itch.io, $0)

Type-in Games in Magazines

This is another huge topic that I should come back to later, but in the meantime here’s an article, mostly about the British type-in scene, from Wireframe Magazinne last year. It mentions the longest type-in game ever, Axys: The Last Battle (Youtube), an Amstrad program that had to be printed in five successive issues, and what it calls the best type-in game of all, Crossroads from COMPUTE!, although I’m dubious about that claim, there were lots of type-ins. It’s definitely great, though. It’s worth a read if you have the time, although who has enough of that these days?

This is Crossroads, yet another thing to add to the stack of future topics. If you like this, you might be interested in Forget-Me-Not, for iOS and Google Play and Windows (on itch.io)

The Rise and Fall of Type-In Games Listings (Wireframe)

The Nintendo Font

Youtuber T2norway educates us on a very commonly used font for Nintendo products from around the Gamecube era onward, especially remembered for its use in Wii Sports and other Wii software:

New Rodin

The video’s only four minutes long but the basic gist is that it’s actually two closely-related fonts, New Rodin and Shin Go, both based on a typeface created in 1975 called Gona. They have been called the Japanese version of Helvetica. They see frequent use in Japan in media, on signage, and of course in games too!

What’s the deal with this font? (Youtube, T2norway, 4 minutes)

Nicole Express: Vintage Pachinko

The always excellent Nicole Express has a great post on the Japanese gambling game Pachinko, especially the imported machines that made it to the U.S. when for a brief time we liked it too. It contains the fact that we probably got video pachinko before Japan did, through the Odyssey2 game Pachinko! (The exclamation point there is part of the game’s title, as it is with all Magnavox-produced Odyssey2 games. While I enjoy that bit of trivia, I am not actually hugely excited about it.)

“Thunderbird,” one of several machines in Nicole’s post, and in her collection!

Physical slot machines were, and maybe still are, illegal in Japan, so all the ridiculous graphic and sound flourishes those demonic entities bear in North America are instead put in the service of the Tiny Silver Balls. I’ve always shied away from these forms of gaming for the same reason I never got into Magic: The Gathering: by tying profitability to gameplay, they feel to me like they’re more business model than game, really. I might not be able to earn my quarter back at Pac-Man, but at least there isn’t someone figuring out how to work those odds against me.

Nicole Express: Vintage Pachinko: Going Back And Forth Across The Pacific

Reviving ZZT

ZZT was (is) an ancient shareware DOS game that runs in character mode, created and published by Tim Sweeney. Originally published by Potomac Computer Systems, a company ran out of the basement of Sweeney’s house, when it expanded its software selection it was renamed to Epic MegaGames, and later Epic Games, under which title it remains today, still headed by Tim Sweeney after all these years. He would go on to create the Unreal Engine, upon which the modern fortunes of the company were founded.

Images from the Worlds of ZZT bot

But back to ZZT, which is still a nifty piece of software, and a lot of fun to mess around with. It included an editor that allowed users to create their own scenarios, which spawned a modding community that survives to this day. Noted game designer and educator anna anthropy wrote a book about ZZT for Boss Fight and she continues to carry its banner today. ZZT scenarios both old and new can be found on the site Museum of ZZT, and every three hours Mastodon bot Worlds of ZZT publishes screenshots from random ZZT adventures.

Because it’s a character-mode game, ZZT modules are often confused with classic roguelike computer games. ZZT is not necessarily a roguelike, but it may be possible for someone to write a classic-style roguelike game in ZZT.

But running a DOS game nowadays is not as easy as it used to be. It requires the use of either a vintage computer system running a compatible DOS, a virtual machine like VirtualBox or Docker, or some DOS emulator, such as DOSbox, a tool for emulating a working DOS system that can run on current OSes, or Zeta, a DOS emulator with just enough features to get ZZT working.

ZZT was written in Turbo Pascal, but its source code had been misplaced by Tim Sweeney and was considered lost, until very recently (the past few days), when a nearly-complete version of ZZT 3.0 was found. Most of it can be downloaded from The Almost of ZZT, on Github, which is that version minus some parts of the source that are considered to be under third-party copyright.

Since it is incomplete it is not useful for compiling a working game, and is presented for historical reasons more than anything. Fortunately, there already exists The Reconstruction of ZZT, a reverse-engineered (with Sweeney’s blessing) version from 2020 that compiles to identical binaries.

ZZT is a subject that deserves much more detail than I can give it in an introductory post like this. Maybe later….