Quick post today, just a pointer to a video John Romero posted on his Youtube channel a couple of months ago (17 minutes), where he gathered (well, edited together Zoom video of) the other founders of id Software (back before it was just another cubicle within Bethesda’s, and then Microsoft’s box), explain the creation of their first 3D game, Catacomb 3D.
Interesting thing to notice? The word “Softdisk,” publisher of Gamer’s Edge and former workplace of the id Software founders, doesn’t appear anywhere in this video. There’s at least one screenshot that has part of its name, but it’s covered up with a different graphic.
(I’ve been trying to track down as many old issues of Softdisk’s publications as I can; it seems the only public place where they survive at all is in collections of Loadstar, including my own. Even the Internet Archive only has a smattering. They deserve to be preserved, dammit, both these guys’ previous work and that of everyone else who made software for that company.)
We’ve linked videos in this series many times before, but it’s wuite a doozy this time. Final Fantasy is known to have a number of combat bugs. Critical Hit chances are determined by the index of the weapon in the weapon table, not the stat in that table; weapon special properties just don’t work, regardless of what the Nintendo Power Strategy Guide says; and more.
This isn’t just an explication of those bugs though, it goes through all of how basic (non-magic) combat works in the game, explaining the value of all the stats. That’s one of the things about RPGs: you’re told items are “+4 better,” but often those values don’t match up to what they’d mean in D&D, where a plus is usually either a one-point increase in damage, a 5% improvement on odds for something, or both. Final Fantasy’s attack roll turns out to be a 1-in-200 die, so, a mere +1 is negligible to attack odds.
They probably didn’t elaborate on what these numbers mean in the manual because, at the time, Square and Nintendo were keen to get players hooked on Final Fantasy and other JRPGs, and nothing would dissuade them from picking up the game than to be confronted with battle formulae in the manual. Looks too much like school work! But they could have at least mentioned something about relative chances?
If you really want to know what the numbers mean, the video is there waiting for you. You can just let your eyes glaze over during the math if you want. I won’t tell the teacher!
Get Info made a substantial post on a couple of significant pieces of Japanese gaming ephemera, a four hour long program that aired overnight on March 14, 1987 that was basically 100 segments on a variety of games (and other things really), and a book that was released later that was an encyclopedia of gaming from around that time. A lot of it is as inexplicabe as Japanese media can be to non-Japanese speakers, but it’s very interesting as a gaming time capsule from the era. Clips are presented not just from Japanese properties but also games from around the world.
Nearly the whole program (with minor edits for copyright) is on Youtube (4 hours), with a table of contents with links in its description. Although, unless you have an insatiable hunger for random gaming clips, you’ll probably want to go through the TOC.
The book that followed contains Denshi Yuugi Taizen : TV Games,” presents 40 interviews with a who’s-who of game creation at the time, including Nolan Bushnell, Ed Logg, Steve Cartwright, Fukio “MTJ” Mitsuji, Trip Hawkins, Freefall Associates, Timothy Leary, Shigeru Miyamoto, Yuji Horii, Toru Iwatani, Sir-Tech, Shigesato Itoi and many more. A full scan of the book is on the Internet Archive.
Recently Commodore History investigated just how Commodore 1541 disk drives format disks, and why it took them over a minute. It was also an explanation of just what it means to format a floppy disk. We linked that last week.
Well, yesterday they posted a second video on matters involving formatting disks. (16½ minutes) This time they went over a routine written, for the same drives, that can format a disk in 15 seconds.
So, how can this new formatting method be more than four times faster? In a few ways. The drive’s normal format routine writes 1 bits throughout each entire track; the 15 second formatter doesn’t do anything like that. The stock routine attempts to size the between-sector zones differently depending on how far from the center the track is, and to make that work better it performs a measurement of how fast the drive motor runs. The quick format just uses a same-sized gap throughout the disk. It still reads okay because the drive uses the sync marks to find sectors, it doesn’t try to time the length of gaps when reading, it just looks for a sequence of 10 1 bits in a row. And Commodore’s format routine verifies each track as it’s recorded to the drive; the 15 second format simply moves on, assuming everything worked out.
The result is, the quick formatter does a worse job of setting up the disk, skipping some of the niceties of Commodore’s routine. I wonder if there are some cases where the quick format produces a non-working disk? The video notes that, because there could have been data on the disk before, it could result in cases where the drive gets confused when that leftover data resembles a sync mark or other essential drive structure. Commodore History mentioned at the end of the video that they tried to create such a disk, to see if it caused issues, but was unable to make it happen.
The KIM-1, 50 years old as of 2026, was the first 6502-based home computer, designed by the legendary Chuck Peddle and sold by MOS Technologies themselves. (Well, we’re not sure if the Apple I or the KIM-1 was first. Or maybe it was the JOLT? As I’ve said before, there’s always something you’ve never heard of before out there, waiting to make you look like a fool.)
Someone on Mastodon (I can’t find the post now) mentioned that the KIM-1 had excellent programming guides, as it rightfully must have had, considering a freshly-assembled KIM had to have been programmed in raw machine code, and coming from an era before the World Wide Web. I had a look and, lo, it did!
Have a look for yourself, from a copy hosted by Rich’s Classic Computer Pages (PDF). Explained in an early chapter is how to properly add together numbers of arbitrary sizes, something that I had to find out from random sources. I wish I had this book when I was programming on the Commodore 64; I did have the famous Programmer’s Reference Guide, but that’s just it. It’s a reference work, and very difficult to learn the principles of assembly coding through it directly. (That said, there are pages in the C64 PRG that will look very familiar to someone flipping through the KIM-1 Programmer’s Guide.)
The cover of the Book itself
If you sat down and read this all the way through, and it’s quite readable for a programming manual, you’d be well placed to write code for, not just the KIM-1, but any 6502 computer. While for other machines you would need more information, like memory maps and hardware documentation, and you might like to have an assembler too, you’d still have a great foundation for whatever crazy programming adventure you were about to embark upon. I love it.
Frank Cifaldi presents a look at a mysterious prototype of NES Punch-Out!! that’s turned up. It’s only got four working boxers, with Bald Bull missing key moves, but it also has quite a few working features, including the password system. It’s completely silent though. The game that is, not the video (5 minutes).
The weirdnesses continue…. The cartridge has mock-up art on it that looks like the “black-box” trade dress early NES games had. The chips on the cart are mask ROMs, not EPROMs. In the attract more scroll, arcade names are used for some of the fighters, like Pizza Pasta, Piston Hurricane and Vodka Drunkinski.
Have you ever wondered what the appeal of a rock-hard, old-school, Wizardry-style, first-person, overly-hyphenated classic CRPG is?
The original Bard’s Tale, notthe PS2 action RPG reboot, and not the more-recent continuation either, created by Michael Cranford, is not as harsh as Wizardry, but is still a tough game, and one that demands that you map it out as you go. Instead of a menu-based town like in Wizardry, you have to actually explore the town of Skara Brae to find important locations within it like Garth’s Equipment Shop, Roscoe’s Magic Emporium or even the Review Board where you gain experience levels, and surviving the town’s random monsters long enough to do those things is your first major challenge. Yet despite, or maybe because of, that difficulty, the series sold more than a million copies, and was an important early hit for both developer Interplay and publisher Electronic Arts.
The C64 Appreciation Society is working through the original Bard’s Tale in an in-progress series of videos, ranging from 10 to 15 minutes in length, and they’re excellent both for an introduction to the classic series, and for understanding what made the game so popular.
The playlist is in reversed order, so if you watched it from that you’d start with the episode 4 and then watch 3, 2 then 1, and it’s really for the best to watch them in the correct sequence, so here those are: Episode 1 – Episode 2 – Episode 3 – Episode 4. Embedded here is the first of those episodes:
With the exception of two or three musicians (They Might Be Giants among them), for the most part I’ve agreed with what Marge Simpson once said: “Music is none of my business.” (Not counting that one episode where it was revealed she had been fangirl at the height of Beatlemania.)
Because of this, I just have to assume that this 16½-minute video from Cat’s Eye and Cybershell finding many (although they admit not all) of the songs that the musicians behind the Japanese version of Sonic CD drew samples from is on the up and up. The Japanese version’s soundtrack was by (looking up spelling on Sonic Retro) Naofumi Hataya and Masafumi Ogata. They mostly don’t seem to touch the US version, which had mostly different music by Spencer Nilsen and David Young, maybe because of those many musical references. Whichever you prefer is mostly a matter of taste, and how well you can handle an intro track for a game about a cartoon hedgehog with lyrics about “leather and lace” and “toot toot sonic warrior.” (Didn’t I make a post about that at one time? A search suggests no, but I was sure I had….)
Lots of names and bands that I’ve never heard of, and songs that I’ve never heard! Look, I know, it’s a huge area to be ignorant of, but at this point I don’t feel like I could possibly do it any justice, so I guess I’ll just go back to my CD of Flood. (Starts absentmindedly singing the lyrics to Particle Man for the hundredth time….)
Extra: this Sonic Retro forum post where The Sunshine Feeler dove into figuring out who did the vocals on the Japanese version, which reveals the amazing fact that the artist who did the rap portion of the intro song, Casey Rankin, also sang the remix of the DK Rap for Smash Bros. Melee!
The 1541 disk drive was infamously slow, probably the slowest of the 8-bit floppy disk drives, the result of a VIC-20 Kernal bug that was inexplicably kept in the C64 for the sake of backwards compatibility. The problem could be fixed by writing your own disk routines, which is why so many games used fastloaders.
But the bug isn’t always at fault. The 1541 disk drive takes over a minute and a half to format a disk, but as it turns out it had good reason to, and the time consumed had nothing to do with the C64’s code because the drive does all the work itself; the Commodore 64 just waits throughout the process.
Commodore History goes into considerable detail on the process here (16½ minutes). During formatting the drive wipes out all the data that had been on the disk, lays down syncing structures, writes the disk ID to every sector, puts down the directory track and sets up the Block Allocation Map (BAM), and more. It’s an interesting, if not too useful these days, exploration of what disk drives at the time had to do to make the disk’s magnetic surface usable for data storage.
Jeremy Parish, formerly of 1UP.com, currently of Retronauts and Video Works on Youtube, made an April Fool’s video, but because he’s Jeremy Parish it took the form of an interesting backgrounder on The Wizard, that big-budget Hollywood movie that’s like a feature-length advertisement for the NES and Super Mario 3. (18 minutes)
The Wizard stars Fred Savage of The Wonder Years, a popular show that you barely hear anything about any more. Like thirtysomething, remember that? I don’t either.
Many of my nights lately have been consumed with trying to play enough Caves of Qud so that I don’t embarrass myself too badly when I finally decide to talk about it. Most of my early explorations were in permadeath Classic Mode, but I have come to realize that playing it that way would mean I would need several years to finish it. I may not actually finish it before I write on it. On Nethack I had the advantage of being obsessed with it for years, had read many spoilers on it and participated on the Nethack Usenet group. These days much discussion of that nature has moved onto Reddit, which I have strong moral qualms about visiting now, not to mention that its app sucks on toast.
It is April 1st, but I already made my silly fake post for the year a month ago. Here it is. Are we good then? Let’s move on.
I’m not happy with the clickbait title The Game Display chose for this video, claiming they found a “golden mushroom” in Super Mario Bros. 3 like it’s some actual thing. What it is is a 1-Up mushroom with a weird palette. But it’s still a video worth linking (11 minutes), and seeing, because to find it you have to learn about an unlikely secret mechanic in Mario 3 involving the map screen and the wandering Hammer Bros. You can watch it, but I’ll give you the gist down below.
Remember those map Hammer Bros. in Mario 3? They walk around after you finish a level or lose a life, adding a bit of extra uncertainty to the map screen, and giving you a stored powerup if you beat them.
But did you ever notice that sometimes the blocks in the battle arena where you fight the Hammer Bros. have powerups in them too, but only sometimes? And it isn’t something to do with the Hammer Bros. themselves, the same fight might have a powerup one time, but no powerup another. What determines whether it’ll be there or not? Is it random?
The diabolical thing is that it turns out the map intersection spaces, the little coin-like locations that Mario/Luigi can stand on but don’t contain levels, Toad Houses or anything that can normally be entered, are actually valid gameplay locations! They’re only loaded as battle arenas when you fight enemies encountered on the map screen on that spot. Although most of those locations look the same on each world, some of them have powerups in a specific block, and some don’t. The qualification for whether you can find it or not is where you fight the Hammer Bros., not which one you fight.
In the sky portion of World 5, there is one specific map screen spot where, if you can lure that area’s lone Hammer Bros. onto it and fight it there, you can find that 1-Up mushroom with the weird palette. It requires a lot of tricky actions to find it, since the Hammer Bros. icon can’t travel up one of the only two ways to that spot, and you also have to avoid clearing a couple of levels using Jugem’s Cloud, because if you clear a level normally, the M or L space that is produced blocks the movement of map screen enemies. You also have to avoid fighting and defeating the Hammer Bros. early of course, and you have to avoid turning the enemy into a Treasure Ship. That might seem like an unlikely thing to have to watch for, but it is a issue encountered in the video. Watch it and you’ll see.
It’s so cryptic and precise that it seems like it must be an intentional secret, the one non-level map screen spot with a 1-Up in it. Given how many infinite life tricks Super Mario Bros. 3 has, I can’t say that it’s particularly useful, but that isn’t the point. It’s a little nod by the developers to the obsessed player, a way of saying, we see what you did there.
I keep forgetting what this trick is called so even though I’ve mentioned it here before, I’m hoping this will cause it to stick.
Variable Screen Position, or VSP, is basically an abuse of the C64 hardware, a way to make its VIC-II graphics chip do something it’s really not meant to do, a way to get it to get its graphics data from memory in such a way that it does rest on the bedrock of 1K memory boundaries. Perhaps best known for its use in the 1993 classic Mayhem in Monsterland (video, 59 minutes), and more recently the homebrew C64 port of Super Mario Bros.
Without VSP, scrolling on the C64 beyond an eight pixel range is extremely processor intensive, and in fact cannot be done for the full screen in a video frame’s time on unmodified original hardware if moving color RAM is required too. Here is a page that describes it, and how to do it safely, that is, how to live with the memory corruption it causes on some hardware. I had mentioned before that it had to do with messing with the VIC-II memory refresh timing, but this page claims that it’s actually due to the VIC trying to access memory at a time when a read hasn’t stabilized.