Interesting videos that provide a high-level look at the architectures of the two systems, both from Retro48K:
The Sony Playstation (16m):
The Nintendo 64 (18m):
The Flipside of Gaming
Interesting videos that provide a high-level look at the architectures of the two systems, both from Retro48K:
The Sony Playstation (16m):
The Nintendo 64 (18m):
I am SO ENVIOUS. Kit & Krysta, formerly of the official Switch video podcast Nintendo Minute, currently of their own projects and Youtube channel, got cell phone video of an amazing place, a location in Tokyo somewhere that gamedevs sometimes meet at, and is crammed tightly with game memorabilia. It’s almost a museum all to itself, and unlike the Nintendo Museum, seems like they don’t mind video footage escaping their confines, although on the other hand this doesn’t seem to be open to the public. It doesn’t look like a lot of people could fit in there at once, anyway!
I usually steer well clear of the hard sell, or “prompt for engagement,” when it comes to asking you to follow links and view videos from here. I figure if you’re interested you’ll click through, and if you’re not, then maybe tomorrow. But I’m breaking through that reserve just this once, as this place is amazing. You really have to see this if you have any interest in Nintendo, APE, Pokemon, Dragon Quest or their histories (12 minutes):
Our Private Tour of the Top Secret Nintendo Game Developer Hangout in Tokyo (Youtube, 12m)
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
There are lots of Streets of Rage romhacks. Just a partial list: Billy, Nick Fury, The Punisher, Nightcrawler, Ditto, Colossus, Zitz and Pimple, Wolverine, Garfield and many more than that.
Many of them seem to exist only for the questionable thrill of playing character from Property X in Video Game Y, fun for a few minutes maybe, then time to move on. They’re so disposable, and there are so many of them, that I’ve resisted linking to any of them here.
And I’m not going to claim that playing through as Max, from underground comic, cult adventure games and short-lived cartoon show Sam & Max, is much different. But if there’s any irreverent comic character that feels like they were made for this kind of beat-em-up nonsense, it’s the hyperkinetic rabbity thing themself, so please take this hack as representative of the whole. Video, two minutes long:
Max in Streets of Rage 2:
Hack (by Metal64, Ultimecia and Dazz)
Video (by RetroGaming)
Obsession is simultaneously a wonderful and a terrible thing. Wonderful to behold from outside, awful to experience from within.
What kind of obsession produces an effort, not just to complete Pokemon Platinum, which after all was sold to kids with the expectation that they would be able to beat it eventually. No, what about an effort to finish every possible game of Pokemon Platinum, using a script that works on every possible random seed, of over four billion, that the game can generate? And also operates mostly on “Nuzlocke Challenge” constraints, where any defeated Pokemon (here, after the first battle) have to be released? But that’s okay, because after that first fight, the player is never defeated?
That this is possible at all is because of Pokemon Platinum’s use of a PRNG, a pseudo-random number generator. While figuring out how, mathematically, to beat over four billion possible games is a formidable challenge, it’s still better than beating every possible conceivable random sequence of events, which can’t ever be done conclusively.
So, that’s what MartSnack did. They found out how to swim through the deep-yet-discrete sea of probability to obtain just the Pokemon, and Pokemon stats, they needed to complete the game, regardless of any random event the game could throw at them, with the same sequence of button presses. It’s a journey that requires frequent synchronization, to make sure no one possible play breaks free of the others, sending that branch of fate down a rogue path. How is this possible at all, I leave it to you to discover in their Youtube video, an interesting hour and five minutes found by MeFi user (and former owner) cortex, here:
Beating Every Possible Game of Pokemon Platinum At The Same Time (Youtube, 1h5m)
In a 12-minute video on Youtube, the channel Almost Something discusses Nintendo’s lawsuit against Blockbuster Video over photocopying game manuals. First off, here it is:
The lawsuit was really about Nintendo trying to stamp out the game rental business in the US, which they were largely successful at in Japan. Cartridge manufacturers were genuinely frightened of rentals cutting into their profits, and resorted to measures like increasing the difficulty of games in the US market to prevent players from completing games on a single rental and losing out on sales. Howard Lincoln of Nintendo of America called game rental “…nothing less than commercial rape.” While the Software Publishers Alliance (SPA) managed to get legislation passed that outlawed the rental of computer software, video games were separately defined and rental allowed to continue.
They sought out any legal means they could to make game rentals less attractive. Manuals were one way to do this. While rental stores couldn’t easily copy the games in order rent our more copies, it was fairly easy to make a good-enough reproduction of a manual using a copy machine. Nintendo sued Blockbuster over the practice, which was eventually settled out of court, but Blockbuster sent a letter to the four stores they had who were accused of the practice telling them to stop.
If you were around at that time, you might remember that for a time rented games would sometimes come with their own small makeshift manuals, sometimes taking the form of an adhesive sheet stuck to the plastic case. It seems these were a small industry that saw the lack of durable instructions provided with games as a little economic niche they could take advantage of.
The lack of manuals supplied with games may have been the reason for a weird quirk on one of Nintendo’s games. The game Startropics has one infamous place where the game asks the player to enter a code from materials supplied with the game. There was a sheet of paper that came with boxed retail copies of the game, an Infocom-style “feelie,” that if soaked in water revealed a code (747) that had to be entered into the game at one point to continue. The code wasn’t revealed anywhere in the game, so players without the sheet couldn’t progress.
Interestingly, while the WiiU Virtual Console version of Startropics has an online manual that reveals the code, the Switch online version has no manual, and leaves players stranded there unless they look up the answer online.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
The Offspring are a punk band best known to our readers as contributing, along with Bad Religion, some of the iconic soundtrack to Sega’s Crazy Taxi. This game-themed music video from them, to their song The Kids Aren’t Alright, is very short at only a minute an a half, but it’s not a bad use of that short period of time. Here:
Looking up The Offspring reveals they got their start way back in 1984. Wow! I had assumed they were founded a lot more recently than that! They’ve also had a fair bit of member churn over the years, with one member who was ejected during COVID for refusing to get vaccinated. The song in the video is a remix of one of their older hits, and actually predates Crazy Taxi.
The Offspring – The Kids Aren’t Alright (8-bit video version, Youtube, 1 1/2 minutes)
It’s one of those genius ideas that, after its introduction, lay fallow for a long while, 15 years in fact, before bursting back on the scene again and becoming a megahit.
The original is Activision’s 1985 “game” Little Computer People, designed by Rich Gold and David Crane, and the return was Will Wright’s 2000 release of the original The Sims. The Sims has a bit more game elements than the original, and a lot more in terms of progression. Other than some minor moments of interactivity LCP was largely a passive thing, but the they share the same central idea: simulated people living inside your computer, living their own lives.
It’s something that game designers return from time to time. There was the satirical web game Progress Quest, where you “create” an RPG character who goes on adventures completely without player input. As a “zero player game,” there is absolutely nothing you can do there to help or hinder the simulated character; it may be the first game that can live entirely on your desktop’s system tray. The concept is also reminiscent of Yoot Saito’s Seaman on the Sega Dreamcast. More recently there’s the Garden screen in this year’s UFO 50, where a little pink person lives in a largely empty field and house, unless you can fill it with furniture, devices, animals and other items by completing various goals in its 50 games.
Retro365 looked into the history of Little Computer People, and tells us that Rich Gold’s original idea was for a completely passive experience, inspired by the fad at the time for pet rocks, and it was David Crane that added the idea that you could interact with the character living on your computer disk, using a simple text entry system and parser. The article contains the interesting fact that Will Wright was not only inspired by Little Computer People, but spoke with its creator during the creation of The Sims.
While LCP was nowhere near as popular as The Sims, which became one of those perpetual cash cows that seem to be all EA has cared about for many years now, its foundational nature means that all students of game design should take a look at it.
Little Computer People: When Digital Life Came To Life (Retro365)
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.
Today’s subject, however, is not one of them. It’s not a hack at all, actually, it’s homebrew! It’s a homebrew remake of Super Mario Bros. for the Gameboy Color, created by Mico27.
But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.
While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.
Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!
Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.
Super Mario Bros. Mini (by Mico27, itch.io, Gameboy Color ROM, $0)
It’s true! Thanetian Gaming on Youtube has an 18-minute video about Atari Games’ neglected classic Rampart. Remember back in September when I posted a strategy guide that no one asked for over four days? Judging by his video he could stand to read it, but no matter, I’ll accept anyone talking about my favorite arcade game in a positive light!
Sometimes I feel like I should put a content warning here when the technical level of a post is higher than usual. This one would probably be a five out of five for geekery. It’s a video from NESHacker on counting score on the Nintendo Entertainment System. But I don’t want to discourage you from watching it! It’s nine minutes long, and it contains a definition of the term double dabble.
Human-readable numbers are tracked by computers in a number of different ways. Nowadays we basically just do a printf or some version of it, but on a 1 megahertz platform, optimization really matters. It’s easy to think of computers as being impossibly fast, but in truth speed only ever counts relative to the efficiency of the algorithm you use. Computers are fast, but they aren’t all that fast.
One of the big tradeoffs in processor design is, fewer complex instructions that do a lot but take a lot of cycles, and processor complexity, to execute, or many simple instructions, each doing little and being relatively simple, and not needing a complex processor design to implement.
The 6502 microprocessor generally follows the latter design philosophy. It made some important tradeoffs to keep costs down. For example, it doesn’t have hardware that can multiply arbitrary numbers together. It relies on the programmer, or else a library author, to use the instructions given to code their own multiplication algorithm, if they need one. The result is going to be slower, probably, that if the chip had the circuits to do this automatically in silicon, but it reduced the cost of the chip, basically allowing more to be made, or else increasing the profits for the manufacturer.
Personally I’m a fan of just storing the score as a series of digits that match up to their positions in the character set. Gain 1,000 points? Just bump the 1000s-place up by one, and if it goes past 9, subtract 10 and bump the 10,000s place. That’s a tried-and-true system that many games use, and works well if all you ever have to do is add numbers. Comparing values, like for detecting extra life award levels, make things slightly more complex, but not by much. There’s sometimes other factors involved though, and that may explain why Super Mario Bros. uses different systems for its counters, as explained by NESHacker.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
(I decided to get some use out of the old news roundup post template for this item.)
News comes from Ars Technica‘s Kevin Purdy, and was announced on Sega’s website, a large number of items will be removed from Steam and all the major console storefronts with the end of the year, although as Ars points out, the Playstation and Switch storefronts are only seeing the Sega Classics Collection removed. Steam is seeing the most removals. Items on the Nintendo Switch online compilation will not be affected. Nothing removed will disappear from your library of online purchases (unlike what happened with Oxenfree on itch.io when it was picked up by Netflix), so if you want to play these items, in this form, later, buy them now, and you’ll “always” be able to download them again later. (Always deserves scare quotes because nothing online is forever, but you’ll be able to play them some while later at least.)
Why are they being removed? Purdy speculates that, like how Sonic the Hedgehog titles were removed in advance of the release of Sonic Origins, there’s probably some new collection of Sega classics in the works that these items will be a part of, or maybe they plan on bundling a bunch of them with a Yakuza game or something.
Sega’s website lists them all, but the great majority of them are Genesis titles, along with Nights Into Dreams for Saturn, and Crazy Taxi, Space Channel 5 Part 2, and the Dreamcast Collection, originally for Dreamcast of course. I personally recommend Crazy Taxi, of course.
Will we ever run out of weirdly obsessive video game details to learn? I can’t rightly say, but for today at least there is a video from Bobby Bionic’s investigation into weird behavior by the signs at the end of Sonic the Hedgehog levels. (16 minutes)