Jesh & Zac’s 100 Facts About Gauntlet: Dark Legacy

Finding this one was a real treat for me. I’m so pleased that there are still people who care deeply about these weird arcade/console hack & slash games from a twice-defunct publisher. While in its final years it got renamed to “Midway Games West,” it’ll always be Atari Games in my mind, and that’s what it rightfully should be called, it having had a direct lineage to the first successful arcade video game manufacturer of all.

Gauntlet Dark Legacy is the last of the “real” Gauntlet games (it’s best not to talk about Seven Sorrows), and is especially notable to have received something of a redesign when it came out on consoles. I don’t think the changes were all for the better; the make work of collecting crystals and stuff does not substantively add to the game, but there are some nice additions, like extra class magic effects, poisonable food and destructable items (they’re nice in game design terms, that doesn’t have to mean nice to the player).

The Youtube account Jess & Zac arguably likes the Gauntlet games even more than I do. In a 27-minute video, they give 100 little-known facts about G:DL. Just knowing someone else cares so deeply about the games was enough for me; the information that fans have made updates for the game to fix bugs is even better. I should seek that patch out! I’m entitled, or should be: I own a copy of the game on Gamecube! Also, the N64 and Dreamcast versions of Legends! Me and friends in college played so much of N64 Gauntlet Legends….

That video’s pretty short. They also have a much longer video (1 hour 27 minutes) that rates all 60 maps of Gauntlet Dark Legacy. That one’s rather more obsessive, but it’s not like I’m any strange to video game obsession (Rampart), and it’s a game that isn’t talked about nearly enough these days, at least within my hearing. They’re in order from worst to best, so maybe skip through to the end? Up to you.

I personally think Dark Legacy is a little too long. Gauntlet Legends, its predecessor, is thematically tighter, DL’s extra characters aren’t differentiated enough from the originals, and in the arcade it took many more quarters to get through DL. But I’ve played through both games, and I’d do it again. They’re a little mindless, but less mindless than they seem at first.

I wish Atari Games had stayed in business and allowed to keep iterating and improving on the Gauntlet games, and not closed by stupid corporate cost-cutting. The United States relies on corporations for so much of its creative presence, but regularly destroys huge portions of its culture due to being judged by clueless moneypeople who are way to sure of themselves. It’s a problem that other countries suffer from too, but no where else is it so bad. The US just decided that the skill and thought that all of Atari’s people, who had worked much of their lives making games, didn’t matter. It’s a damn crying shame, and it’s far from the only time it’s happened.

Loadstar Finds: 8-Bit Recipes

I like filling the posts on Set Side B with a wide-ranging field of material, but I realize this is pretty far out even for us. We’re about electronic entertainment, right? Cooking is entertaining, or can be! And websites of recipes are electronic!

I told you about Loadstar, the long-lived Commodore 64 disk magazine that I am involved in preserving. Well I was thinking about things I could draw out of the issues, that people to use. And I noticed the recipes.

Someone named James T. Jones submitted, and had published, over 280 recipes on Loadstar’s disks, over a period of nearly six years. I came to realize that I’ve written scripts to export and convert Commodore 64 text files from out of disk images. And everyone hates recipe sites on the internet, right? They’re all SEO-infected ad-soaked pages, and more and more AI slop is moving into that field. James Jones’ recipes don’t have any of that, and if I don’t care about improving their traffic or exploiting them for ad revenue I can make this resource available to everyone for free!

So I’ve added a subsite to my Neocities site, linking all the recipes that appeared in the disks of Loadstar 64. (I think there’s a few extras on Loadstar 128, I might add those later.)

Here is the intro page to the recipe site. Whether people will find it useful or not, who knows. These are the kinds of recipes that will casually use ingredients like Doritos, or ginger ale. I haven’t made any of these. A few of them look a bit suspect: the recipe for ice cream is surprisingly brief, one of the steps being to “follow the manufacturer’s instructions,” assuming you have an ice cream maker. But there seem to be a lot of other good recipes in there, if you explore a bit.

I’m still tinkering with the layout and text, but all of the content is there now. Bon Appétit!

Gaming Storybundle In Progress

This is kind of self-promotion, but it’s not just self-promotion as you can get tons of books by other people this way, including 10 volumes of Game Dev Stories from David Craddock, twelve books from Hardcore Gaming 101, four from Andrea Contato, and a couple from Dean Takahashi, as well as several other people, including, well, moi. It’s $35 for 66 books! I even threw in the two volumes of Someone Set Up Us The Rom as an extra, even though I don’t get anything out of it. I care that much about this bundle’s success.

No one gets rich from these bundles. The days when you could offer a ton of content at a steep discount and get thousands of purchases are long gone. But cash-strapped readers looking for a lot of info, if they can scrape up just $35, can get an amazing deal that will keep them occupied for a long time. I really think you’ll want to jump on this one, if you’re able.

I’ve been involved with these bundles for around a decade now. Some of the books I’ve contributed I’ve put up for sale on itch.io, but some I haven’t. The original version of We Love Mystery Dungeon is in it, which I’ve just taken down from itch.io due to its forthcoming expanded print edition through Limited Run, which is one of those sad but necessary things that has to be done when you sign a publishing contract, so this will probably be the last place you can buy the original version. By the way, I hope you’ll consider the new edition: it’s got added material on last year’s Shiren 6, a.k.a. The Mystery Dungeon of Serpentcoil Island, and a whole lot on the whole Pokemon Mystery Dungeon series.

I know I’ve made a few of these self-promotional posts lately, mostly over the Loadstar collection and related topics. I’ve always been anxious about spreading the word about my projects, paid or otherwise. I’ve seen so many people who seem shameless about tooting their respective horns, but it’s kind of necessary, I guess, to be seen through the crowd.

Well there it is. There’s 15 days left in the bundle, so you have a bit of time left to make your decision. Please have a look.

The Greatest Hits Game Bundle 2 (storybundle.com)

Official Mario Paint Videotape

Nintendo’s announced that Mario Paint has been released on Switch Online, a movie that I modestly point out that I called some time ago, although I hoped they’d offer an export option that would let you make easy use of your creations, although one can use the Screenshot button to save your creation probably. It’s not the subject of today’s post, but their announcement’s pretty entertaining, so here it is (4 minutes):

The announcement mentions that one can use the restore states built into the emulator to save your work, which is at least better than the single save file available in the cartridge, or “saving” your work to VHS tape as the manual suggested. Another thing mentioned in the announcement is that, not only can people use the Switch 2’s Joycons as mice to replicate the function of the SNES Mouse that came with Mario Paint and required it, but in an uncharacteristic bit of generosity, it also supports USB mice when used on the original Switch models.

Mario Party is an interesting piece of gaming history. Without it, Homestar Runner probably would never have happened. Five years ago H*R posted bits of Mario Paint work to social media on Thursdays, which they compiled in this video (4 minutes, sadly not able to be embedded).

That’s two videos already and neither are the focus of this post, so what is? This digitization of an official Japanese Mario Paint tape was uploaded by Jeremy Parish, it’s 31 minutes, and shows off some frankly amazing creations that were made in the days where you had to actually use the mouse to make Mario Paint creations, without resorting to outside tools or memory manipulation. Surprisingly, it also bears the logo of APE Inc. Shigesato’s company that made Earthbound! Here here, it is this this:

One more note about the announcement video! It mentions that Mario Paint songs have been added to the Nintendo Music cellphone app. It also shows off “Title Theme 2,” which actually isn’t in the app, but is revealed to be Totaka’s Song! Maybe it’ll be added at a later date?

A Miscellany

I’ve had a number of ideas for big posts lately, but those all take substantial time to make and finish. But I want to post something, so here are the directions my explorations have taken me lately.

  • Loadstar has a number of interesting things in it, including a trove of Print Shop clip art and (surprisingly) over 200 recipes. It’s full of those kinds of thing.
  • Action Retro just posted a new video on using the Apple Lisa (15 minutes), including browsing the internet on one, although on a text-based browser. A text-based web browser, on the first commercially-sold GUI OS, how about that!
  • Been back playing the Pac-Man Championship Edition Famicom demake on Namco Museum Archives Volume 1 on the Switch 2. It’s not really what I’d call a demake though, because it’s really good, in fact it might secretly be the best Pac-Man CE game, which isn’t meant to slight the others. It occurs me that I’ve learned a huge amount about all the games in the series, and I should try to get that information out onto the internet. I’ve got a WIP document about that, and I’m sure I’ve got some previous attempts at writing one in the archives somewhere.
  • Continuing on that thread, I’ve also learned that “Shadow Labyrinth,” that Metroidvania Bandai-Namco’s made with a truckload of classic Namco references including a spherical robot character called Puck, has a mini-game in it that is heavily inspired by the Pac-Man CE games, down to using some of its music. It isn’t scored the same though, and doesn’t seem properly set up for score attack play. It seems to follow along with some of the ideas they used in Pac-Man CE 2+’s two player mode, which I thought didn’t work very well.
  • Been wanting to investigate some C64 BBSes, but to do it proper you need a terminal that supports PETSCII. I have one, but I really want to get it working through C64 emulation.
  • There’s also the matter of getting the custom version of Kirby Air Ride set up with their bespoke version of Dolphin for netplay. I’ve already posted multiple times about KAR lately so I’m reluctant to make a full post about it again until I’ve had a chance to try it for myself.
  • Jeff Gerstmann got sent a message that suggests something you’ve probably never considered, that Mr Do! is real:

People say that you should turn off notifications and live your life and all that, but if I did that I wouldn't occasionally get a buzz on my wrist and see that some maniac has sent the phrase MR. DO! IS REAL to me.

Jeff Gerstmann (@jeffgerstmann.com) 2025-07-28T22:37:23.199Z

Romhack Thursday: You Are Just A Blue Switch

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

This is a mostly silly hack by Daizo Dee Von, a winner in SMW Central’s Questionable Level Design Contest for 2025, that replaces Mario in Super Mario World with a mobile version of one of the Switch Palace switches, but it does have some interesting gameplay.

The player can switch their switch themselves by pressing L and R, but only by pressing in, not out. Doing so both changes the state of all the switch blocks, and makes the switch itself much shorter. In play terms, this is equivalent of Super Mario shinking and becoming Regular Mario, and in fact getting hit by an enemy has the same effect, resulting in being switched prematurely, and all the blocks changing state too. To switch back, you collect a P Switch item, which is essentially a Super Mushroom, restoring both the player’s state and reswitching all the blocks.

It’s a short hack, but it has secret areas and endings! They’re all shown off in Flook611’s playthrough and exploration of You Are Just A Blue Switch, here (18 minutes):

Or, you could just watch Daizo Dee Von’s own trailer for the hack (30 seconds):

PannenKoek on Reducing Whomp’s Fortress’ Tower to 0 A Presses

PannenKoek, Youtube’s foremost expert on Super Mario 64 esoterica, has made another video (35 minutes). This one’s about how they managed to get all the way up the tower in Whomp’s Fortress without pressing the A button at all.

To remind: not pressing the A is troublesome to build a challenge around (that being what makes it interesting) because it’s Mario’s most fundamental verb: the jump button. On the Gamecube, it was physically the biggest button! I loved that about its controller: these days I always get the buttons mixed up, as a result of some games making the left button the main one, and some making the bottom one. On the Gamecube, there was no question. But the A Button Challenge asks that you use it as little as possible.

The issue with Whomp’s Tower is that it’s a tower, a vertical structure itself atop a mountain. To find out how they did it, I refer you back to the video.

Sundry Sunday: Metal Gear Nonsense

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

othatsraspberry is a hilarious maker of comics and has a Bluesky account. One of the things they’ve made comics about is the Metal Gear games, a surpassingly fertile ground for visual weirdness, because the games themselves are often very weird. (FISSION MAILED)

That’s right, no video today! We can do other things on Sundays than linking to video! And not Nintendo either! Let us rejoice in a world without Mario, for 24 hours at least!

Here is one comic, to give you a taste. For more, hie the away to that Bluesky feed or comic page!

Source: othatsraspberry’s comic archive page

An extra for you. We’ve had two items on Kirby Air Ride lately so I figured I wouldn’t devote a whole post to this, but if you still have room for more (Kirby always has room for more), the first game in this tournament match between Awsm_599 and heynoww has to be seen to be believed. The full video is 23 minutes, the relevant section is the first 7½ minutes, but if you stick around it also ends in an unexpected way. It’s a demonstration of why it’s important not to be too careless when playing City Trial. (I notice that I had linked to the end of that first round in the last KAR post, but the whole game is a nailbiter.)

Possibly

As it turns out, I linked a video today after all. It’s a hard habit to break.

The Girl From Gunma Kai

Some days I write explanations of Kirby Air Ride City Trial netplay. Some days I write guides to new web media sites. And some days, I found a silly shooter on Youtube that I feel you have to know about. Guess which today is, boing!

I honestly never got into Touhou-style games, even though I know they’re popular and influential. Maybe I’d like them if I gave them a shot, but there’s so many other things to explore out there, I just haven’t found the time.

That Touhou style, and their tremendous Japaneseness is part of what The Girl From Gunma Kai has going for it. According to its instruction screens, it’s a spinoff from a light novel from 2014, and a sequel to a short tie-in game to that novel. It’s on Steam for $10, which may seem a bit much for a relatively short game that purposely chases the MSX aesthetic, with backgrounds that don’t move smoothly but lurch along character block grid, and with large characters that overwrite the background they appear in front of. But that’s just the kind of thing it is.

It’s certainly got tons of personality. While you control a flying anime girl who blasts animals, daruma and steam locomotives(?), a large distracting version of that girl resides in the border, dancing to the music. The “dancing” mostly means being horizontally mirrored to the beat, meaning the feathers in her hair swap sides every frame. In the upper-right corner appear descriptions (and English translations) of the various enemies the girl attacks, giving you helpful information on them, like that this one is made of two different-colored sprites, and that one happens to be delicious to eat.

It’s still an entertaining game to watch. Here’s a one-credit playthrough, although it doesn’t earn all the letters in NEPTUNE (a reference to the Neptunia games) so doesn’t get to go on to the secret end stages. It’s 31 minutes long, but if you don’t have an affection for this kind of fare you probably won’t watch it all. A few minutes will give you the idea. (I did watch the whole thing, mind you.)

At the end of the instructions, it says: The game includes a strong homage to the MSX which (creator) HUGA dearly loves, particularly aiming for the cheap rough-around-the-edges vibe of CASIO-made games. Back in the day, there were tons of these unpolished games, and we think there’s room for at least one today. We hope this game sparks a wave of cheap, carefree and delightfully crude games flooding the world—games you can play without overthinking it.

HUGA, you and me both. I love both your style and your affection for that era. May The Girl From Gunma Kai take over the world!

An ALU Implemented in K’nex

A lot of your less tech-savvy people look upon computer chips as some kind of magic, at least judging by how Hollywood movies depict hacking. And aliens can take control of computer systems just by inserting part of themselves into some console and sort of glowing while ominous music plays on the soundtrack.

But everything that happens in a processor is the result of simple logical operations: ANDs, ORs, NOTs, XORs and memory, all connected in different ways. And there’s some redundancy in that list: some of those logic gates can be constructed out of the others. The whole point of computers is you can perform billions of simple operations in a second, and complex operations are made out of lots of simple ones. When you’re working with binary numbers, all you need are simple operations.

Because of this, computers can actually be built out of physical parts, without even electricty, they’ll just be much bigger, and slower, and less durable, and may need some motor attached to them. Mechanical calculators have existed since the 1700s, and in the 50s-70s were common sights in offices. Arguably the first general-purpose computers, Charles Babbage’s Difference Engines (Wikipedia), were made from mechanical parts, but they had the disadvantage of not being made out of colorful pieces of plastic.

Shadowman39, an artiste who works in the medium of K’nex, has made a number of devices out of those construction toys, but an ALU, an Arithmetic Logic Unit that can increment, add, AND and XOR two binary numbers, is probably his most “practical” creation. He shows it off in this 15 minute Youtube video:

I want to see an alien that can nebulously control that monstrosity.

This ALU is one part of a larger processor project that’s still being built. I hesitate to call it a “microprocessor,” maybe we should call it a macroprocessor. We wish Shadowman39 the best, and hope he has enough time, energy and parts to realize his wondrous, ludicrous dream.

Chipwits Remake Released

Some time ago on Game Developer I did an interview with the creator of the classic Mac, Apple II and C64 programming game Chipwits, who were working on a modernized version. Well their efforts have been released to the public now: Chipwits 1.0 is now out on Steam!

You devise programs using a graphic interface to get a robot character through a maze-like grid world to do various things. The original Chipwits was written for the original Mac, in Forth, with ports for different machines of the time. The new game has a nice tutorial as well as new scenarios, in addition to the scenarios that came with the original game.

The thing I like about Chipwits is, it isn’t always about solving specific puzzles. Many of the maps are open-ended. The robots have a limited amount of fuel, which translates into machine cycles to run your programs. Additional fuel can be replenished by objects found in their exploration, as well as objects worth score, but the objects are frequently randomly placed. These scenarios aren’t about tailoring a program to a specific placement objects, but devising a more generalized exploration routine that can adapt to a variety of placements. There are online leaderboards so you can see how your coding skill compares with that of other players.

Chipwits usually goes for $15, but for launch is currently 10% off on Steam. (Disclaimer: I interviewed the Chipwits people for Game Developer previously, and did a little beta testing, but I bought my own copy of the game for these screenshots. They deserve the money!)

Competitive Online Kirby Air Ride

There is a whole developing competitive scene around Masahiro Sakurai’s hugely underrated racing/combat game starring colored blob-monsters, Kirby’s Air Ride. (Previously: about City Trial, Sakurai talks KAR, stats explainer video). It’s like F-Zero, but cuter, but also meaner. Its standout mode, City Trial, is possibly Sakurai’s greatest creation, yes more than Smash Bros., yes more than Kirby themself. If you’ve never tried it, it’ll be hard to picture. I linked to my previous explanation, but here’s a quick summary.

Up to four Kirbys (including possible computer Kirbys) roam around an open world map that’s not too big, but not too small either. They start out with weak star vehicles, but there are better/weirder/different replacement vehicles randomly scattered around the map. There’s also “patches,” each of which is a small but significant improvement to one stat, randomly placed too. For 3-7 minutes, everyone tries to get the vehicle most suited to their play style, and as many powerup patches as they can. But they can also attack each other, using powerups that are also, yes, randomly scattered around. There’s also random events that occur. And Legendary Machine parts to collect. After time runs out, all the players are thrown into a random contest. Surprise! You were collecting Glide powerups the whole time, but you’re in a race event! Or you got Top Speed powerups, but you’re in a battle event! You don’t know which event will happen. Everyone’s often given a strong clue, but it isn’t always accurate!

City Trial is a great spectator game. It’s fun watching human players zoom around building their machine’s power, and sometimes savagely tearing at each other with all the ferocity a cute blobular creature can muster. Each Trial is a little story to itself, its participants struggling to increase their power in the limited time. Which a single patch isn’t much, really good players can scoop up over 100 of them in the short period allowed, and machines rapidly advance from merely fast to pure manifestations of bewildering, near-uncontrollable speed. Then the contest is chosen, it’s over in less than a minute, and the next round begins, everyone back at square one. It’s so intense.

Kirby Air Ride was one of a very small number of games to use the Gamecube’s Network Adapter, meaning it supports LAN play, and through that function rabidly enthusiastic players have turned it into an internet-capable game. KAR, as it is amusingly called, has been further hacked to make it more suitable for competitive play.

The community has a homepage with details on how to get involved and downloads for their customized version and emulator, a Youtube channel with loads of great matchups, and a Discord. Here are a few matches to show you what I mean.

I post two complete matches below, here’s some things to watch for:

  • The star each Kirby starts with is the Compact Star, which has good default turning and acceleration but little else. Particularly, its Defense is the absolute worst, and no number of Defense patches will improve it!
  • Each stat except HP can get up to 18; HP tops out at 16.
  • Stats from patches are multiplied by the stats of the vehicle the player is riding. A high vehicle stat means each patch will make the effect even greater!
  • Players can hop off their star at any time. While not on a vehicle will point out the location of other stars within the field of view.
  • When a player is attacked, they usually drop a patch, which the attacking player may be able to snatch away.
  • If a player’s star gets destroyed, they drop a lot (although not all) of their patches onto the ground. Players can’t collect patches while not on a vehicle, so the attacker can scoop many of them up unchallenged!
  • If time runs out when a Kirby isn’t on a star, they’ll be given a Compact Star for the event, which usually means they’ll lose.
  • The Shadow Star (the purple glowing one) has the highest attack but low defense. The Wagon Star (like a pink cube) has very high health and defense, but can’t boost, so isn’t great for racing. Both tend to be strong choices.
  • Patches can generate out in the open, but blue boxes can drop from one to four of them when broken open.
  • Gray patches are power-downs.
  • Scattered around the map in some matches are Legendary Machine parts. If one player collects all three parts of a Legendary Machine, they get it immediately, and it replaces the machine they had before. There are two of these, the Hydra, a big green monster with extremely high attack but that needs charge boost power to even move, and the Dragoon, a red/white wing with very high maneuverability, flight and speed. Completing either one usually, but not always, spells victory in a match; Hydra particularly can be stunlocked before it can move during the end-of-game contest, and worn down before it has a chance to react. There are rules to how Legendary Machine parts can appear: they always generate from Red boxes, and appear in certain parts of the map, at certain times.
  • The patches also have patterns to how they appear. The probability of finding different patch types is a subtle clue for which contest will occur.

For examples, here’s what the channel thinks might be the most hectic competitive match yet recorded (7 minutes):

A match from a 2025 tournament, Dr.Narwhal vs Wrench55154 (best of five, so 33 minutes):

Here’s the Grand Finals of the 2024 City Trial Fall Classic, drcKarGaming vs. Infury Z (58 exciting minutes):

Here’s a weird double-turnabout that happened in one game (1 minute):

And here is Support PvPs’s two video series on combat in City Trial, the Art of PvP part 1 (6 minutes) and part 2 (7 minutes).

Sakurai says that Kirby Air Riders, the upcoming sequel for Switch 2, is looking like it’s going to be good. I can’t wait to see it!