Sundry Sunday: The first episode of Saturday Supercade

This is a real rarity. Saturday Supercade has, to my knowledge, never been officially released on any media format. All of the tapes of this show date back to their original broadcasts in 1983-5. I’m sorry for the poor quality, but this is from a tape almost certainly recorded off of live television nearly 40 years ago.

The year 1983 was such a weird time in media history. Take for instance the movie Joysticks. A cheaply-made culture cash-in, essentially the Supervan of its decade, it was a teen sex comedy themed around arcades, and it could only have been released in 1983. In 1982 games were big, but it takes time for a movie to be made. In 1984, US arcades and consoles had crashed calamitously, and any projects in production would have been cancelled. Saturday Supercade also dates from 1983.

Saturday Supercade was a Saturday morning cartoon show that hosted a variety of different game characters and universes. By no means a classic of animation, there’s still a lot of interesting things about it. Donkey Kong gives Mario and Pauline their modern names (decided on around the time of Donkey Kong Jr’s arcade release), and Donkey Kong is voiced by legendary early TV children’s entertainer Soupy Sales.

Frogger is depicted by the show as a reporter for a swamp’s newspaper. Q*Bert is a student in a 50s-styled high school, and other characters (including a girl Q*Bert, “Q*Tee,” not seen in the game) are imagined as his friends and rivals. Donkey Kong Jr has the young ape searching for his father, while assisted by a greaser. Pitfall’s cartoon is not only the sole home-original game to be featured on the show, but also lent two of its characters, Pitfall Harry’s niece Rhonda and mountain lion pet Quickclaw, to cameo roles in the game’s sequel Pitfall II: Lost Caverns. Kangaroo and Space Ace were introduced in the show’s second season. Yes, somehow, it got a second season.

The Wikipedia page of the show notes that episodes of Space Ace were once shown late at night on Cartoon Network, and once in a while can be spotted between shows on Boomerang, while “The Best of Q*Bert” is available as a print-on-demand DVD from Amazon. Other than that, many episodes are lost outside of master reels held by whatever company owns Ruby-Spears’ output these days, which I expect is Warner Media. There’s tons of Saturday Morning shows that are lost; this one only survives to us in any form because classic video games have oddly persisted in this weird cultural cul-de-sac, the same one that made Wreck-It-Ralph an improbably hit for Disney.

So please, enjoy, or else, experience whatever substitute for enjoyment you can bring yourself to feel while watching an old old kids cartoon from the classic arcade era. Queasiness? Unease? Existential dread?

Roguelike Celebration: Santiago “Slashie” Zapata on Moria

Next on the Roguelike Celebration 2022 train, Slashie’s wonderful explanation of what Moria is and why we should care about it. It’s true, Angband is basically expanded Moria, but the original game is incredibly important. Not just because its close descendant UMoria was the inspiration for Diablo. I could (and do!) argue that Moria is the secret foundation of the modern RPG paradigm. Disclaimer: I am quoted by Slashie at one point in this video.

As I mentioned earlier, the creator of Moria, Robert Koeneke, died recently, but thankfully before he went he did interviews about his experiences, notably in David Craddock’s Dungeon Hacks.

Roguelike Celebration 2022: Celebrating Moria (Youtube, 25 minutes)

Romhack Thursday: Super Mario 64 Reduced Lag

It’s not so much a hack as a recompilation, but it’s distributed in patch form so I’m accepting it. A person identified as “Nintendo 64 Wizard” took the source code created by decompiling Super Mario 64, and, simply, did something that Nintendo didn’t do: compile the game with -O2 optimization turned on. The result is a much more consistent frame rate.

From the romhacking.net article, a scene from the star with Bowser’s Sub in it, which is notorious for causing the game to lag.

If optimizing Super Mario 64 is an appealing concept to you, you might be interested in some of the videos made by Youtuber Kaze Emanuar, that goes into why the game has lag, and his own efforts into improving it.

Super Mario 64 Reduced Lag hack (romhacking.net)

The Difference Between Kiosk New 3DSes and Normal Ones

It’s a video from YouTube Channel The Retro Future with the title “Nintendo didn’t want us to know this…” which I hate. Why not just mention it’s about the difference between the Kiosk Units and retail ones? I’ve seen a hundred clickbait titles like this that have completely disappointed me.

This time though, it actually was interesting content, even if I can’t see why Nintendo would care if we knew it.

The kiosk units that were displayed in stores to demonstrate software differed from the ones you could buy in one important respect: they have a resistor in a different place on the motherboard. Without this resistor, the kiosk units will only turn on if they’re connected to power. They still have a battery, but it doesn’t appear to be used! If the resistor is removed and soldered into the location it’s at on a production unit, it seems, it’ll function normally.

Here is the video:

Roguelike Celebration: Joel Ryan on Creating the Sil-Q Tileset

Sil-Q is an Angband variant. Joel Ryan, aka MicroChasm, made its tileset which shows a lot of care in its creation. Sil-Q’s tiles are modular, so humanoid monsters can hold weapons, and also have strong silhouettes to aid recognition. It’s full of the kinds of concerns pixel artists have to worry about!

Silhouettes of various monsters in Sil-Q
As a bonus, the talk provides this lineage of Sil-Q!

Wobbledogs comes to Switch

There are dozens of new indie games every month (ask blogmate Josh Bycer about that!), and it can be very difficult for any to stand out. One that has for me is Tom Astle’s Wobbledogs (Steam) a bizarre pet sim involving raising sorta-dogs in a physics system, feeding and caring for them, and mutating them as they progress through their life cycle, which involves hatching from eggs, and sometimes spinning a cocoon around themselves and mutating into a new form. Like dogs do.

Image from the game’s Steam page

Well this post is just to inform you that Wobbledogs is now on the Nintendo Switch! No one paid us for this notice-I’m just an enthusiast. That’s everything on this site-enthusiastic.

Roguelike Celebration: Common Pitfalls With Roguelike Traps

From Roguelike Celebration 2022, Reed Lockwood’s talk on trap design in roguelikes. Traps are an essential part of a D&D-style dungeon exploration sim, but are very easy to get wrong, either by making them too strong or, conversely, too weak. Some interesting ideas here!

Arcade Heroes Reviews Mario’s Arcade History

Image borrowed from Arcade Heroes-so that I can promote the post it came from!

It’s a great article! It starts out covering the classic-era games everyone remembers, Donkey Kong, Donkey Kong Jr. and Mario Bros., and then slowly gets less and less well-known. It even mentions the two Gottlieb pinball games!

Breaking Madden: The 1,500 Point Super Bowl

I promised I’d explain the origin of the Football Fetus. It’s from the Breaking Madden Season 1 Super Bowl, which is still one of the funniest bits of game writing in memory. Jon Bois does good work.

Half Denver Bronco, half Seattle Seahawk, all madness. It was spontaneously generated by Madden 2013 when Jon Bois set up an experiment to engineer the biggest drubbing that the software could generate. The Broncos fought the Seahawks for the Super Bowl that year, so he set up a match between them, and decided randomly which team would be the Gods, and which would be the Worms. The Gods, the Seahawks, would all have maximum stats in every category. The Worms, the Broncos, would all have the minimum stats.

Image from SBNation

In particular, all the Broncos had the minimum stat in Awareness, which affects their AI, and which seems intended by the developers to create improvised video game comedy. A low Awareness saps a player of the ability to function on any competent level, for any football-related purpose. A low Awareness produces people who willingly walk into tackles. A low Awareness stat produces men who can only say huh.

Further, durability stats were all minimized for the Broncos, so they kept getting injured, but they ran out of replacement players they could field, so they kept on playing, getting more and more hurt. Infinitely hurt. People don’t die in Madden. It would have been a kindness if they could. Oh also, all the penalties were turned off.

Just to make the obliteration complete, Jon took control of the Seahawks. He began to rack up points. Before the first quarter was over, he discovered that Madden 2013, a game for the Xbox 360, still tracked scores with a single byte. The Seahawks’ score froze at 255, although some places listed it as 256. I suppose we should be thankful it had bounds checking, and didn’t wrap back around to zero.

So Jon took a cursory count of score himself. Somewhere around 1,500 points, the game called a penalty even though they had been disabled. Viewing the footage on the play presented, not video, but a single frame, locked in time, of the Football Fetus, resting in the center of the field. A creature of chaos. A mandala of nonsense. Procedural generation at its finest.

While entertaining, still, things like this shouldn’t happen. Jon Bois is generally careful not to tear too hard into EA’s programmers, and truthfully I don’t want to either, they only have jobs to do. But EA Sports is the only source for sports games for multiple fields. If you want to play with pro players, if it’s the NFL, you can only get it from EA Sports, and it’s been that way since 2005. It’s a monopoly, and it’s inevitable that craftsmanship would decline. 2K Sports, these days, is the same with the NBA.

How sports games have been ruined by monopolies is a story for another time. There’s an article from a student newspaper from 2021, by Blake Malick, decrying their sorry state. Presumably I’ll weigh in in more detail myself someday, but that would require caring about sports games, which is something I am not prepared at this time to do. I will leave that to Jon Bois and the other inhabitants of the Fumble Dimension.

Anyway, still, bad craftsmanship in a game can be hilarious, and so it is in Breaking Madden. Please, enjoy. And here’s the rest of Breaking Madden, which includes the saga of Clarence BEEFTANK. Ah, BEEFTANK. We should look back on his storied career at a later time too.

Sundry Sunday: Super Brothers by Guitar Vader

Every song on the soundtrack of Jet Grind Radio (a.k.a. Jet Set Radio) is out of sight. One of the most memorable (they’re all memorable, but even among this group) is Super Brothers by Guitar Vader, a cheeky riff (in lyrics) on Super Mario Bros., in a Sega game.

That’s all. That’s enough.

Roguelike Celebration Talks: Hitchhiker’s Guide to the Cataclysm

We’re going to spotlight some of the talks from this year’s Roguelike Celebration over the coming weeks, which is always crammed full of wonderful talks! The first one I’m directing your hungry gaze towards is Jeremy Rose talking about his strategy guide for Cataclysm: Dark Days Ahead.

There used to be a time on the internet when nearly everyone would understand a Hitchhiker’s Guide to the Galaxy reference.

Strategy guides for classic roguelikes are not like strategy guides for other genres of games. It is technically possible to win at NetHack without perusing spoilers, but it will probably take you a long long time. Fortunately for those with less free time, there exists the NetHack Wiki. And, since the games are randomly generated with each play, you can actually be perfectly spoiled and still find the game challenging. Although, I still think people will find playing these games without spoilers interesting and rewarding-knowing everything there is to know about NetHack makes the game seem much smaller.

I haven’t covered Cataclysm or its updated version Dark Days Ahead on @Play yet, and I really should! An interesting fact about it that comes out in the talk is that DDA may be one of the largest open source projects of all. It has had over 1,700 contributors! The mega-popular programming language Python has had around 2,000!

Roguelike Celebration 2022: Jeremy Rose presents The Hitchhiker’s Guide to Cataclysm (30 minutes)

Romhack Thursday: Amida’s Curse (Zelda II)

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

For a game notorious for its difficulty, Zelda II: The Adventure of Link has a lot of romhacks, most of which up the challenge level still more. Amida’s Curse is more of a difficulty level in keeping with the original, which is nice, and has some interesting ideas in it.

The Zelda II bosses are used mostly without change, although their new environments throw in some wrinkles.

Due to controller issues (PowerA’s cheaper wired version of the Switch Pro Controller has decided to mess up in frustrating ways) I have yet to play through the whole thing, but what I’ve seen has some interesting decisions. Amida’s Curse throws out the wandering monster encounters completely; there is no reason I can see to not wander around the landscape wherever you want. In fact you definitely should try to wander around a fair bit, for the game has bunches of secret areas waiting to be found throughout the landscape, hiding heart and magic containers, experience gems (which are a reskinned version of the original game’s P-bags) and sometimes required things.

Fall off the elevator before descending to the ground and you might have to reset the room to go back up.

Amida’s Curse has a bit more terrain to cover than stock Zelda II. It’s got more towns (which are much smaller, a good change) and dungeons, and is split up more by item gating than before. In the first town you have to find a key, this lets you get the candle out of a cave, this lets you see in a cave leading to the next area, which has a dungeon with a Power Bracelet that lets you break blocks, that allows you to go through the next cave, and so on. It feels a bit like you’re being led by the nose, but that is often the style with these kinds of games, and it’s not like Zelda II itself didn’t have a fair amount of it.

If you find interesting spots in the overworld, it’s worth it to check them out!

The overworld map takes a cue from the Famicom Disk System version of the game and has animated tiles, but instead of just animating the water, most of the tiles in the overworld are animated now. Towns have smoke coming up from them, and grass blows around. The combat scene graphics have been upgraded a little bit too.

The difficulty balancing is pretty good. Romhacks that resist the urge to make you fight through gauntlets of enemies every step of the way should be lauded. It’s not perfect, I would say, there are places like where you have to jump over a skeleton on a collapsing passage, or make a big jump while being harassed by birds. And there are places where the design could use a little more work: it’s easy to get stranded in some rooms by falling off an elevator, requiring you to reset it, or in one notable case purposely die, to get yourself unstuck. And if you’re jumping water or lava that comes right up to the landing platform, make sure you clear it by a fair margin, as the game loves to kill you if your foot even grazes the perilous liquid.

Usefully, extra lives found don’t give you a one-time extra try, but increase the number you start each session with, which is a handy little improvement. I think a non-obsessive player can make it through, or at least from what I’ve managed to see. I look forward to trying to get further into this, when my controller isn’t fighting me every step of the way.

Zelda II: Amida’s Curse HomepageRomhacking.net