On PETSCII

We’ve brought up a couple of examples of Commodore PET software lately, which as I keep saying, is interesting because the PET has no way of doing bitmapped graphics, sprites, or even definable characters. Its characters are locked in ROM and cannot be changed. So, it includes a set of multi-purpose characters that was used throughout all the Commodore 8-bit line, even as late as the C64 and C128, which having definable graphics didn’t need these kinds of generic graphics characters, but they were still useful for people who didn’t want to create their own graphics.

The PETSCII characters, as used on the Commodore 64 (image, with some editing, from Wikipedia). The graphics set also includes reverse-video versions of each character.

Back on my Commodore coding days I became very familiar with these characters. I think they’re much more universally-applicable for graphic use than the IBM equivalent, the famous Code Page 437, although that’s mostly because PETSCII doesn’t bother defining supporting so many languages. Code Page 437 also uses a lot of its space for single and double-line versions of box-drawing characters, although on the other hand it doesn’t waste characters defining reverse-video versions of every glyph.

PETSCII has:

  • A space and reversed space, of course.
  • Line drawing characters for boxes of course: vertical and horizontal lines, corners, and three- and four-way intersections. There are also curved versions of the corners.
  • More line-drawing characters for borders.
  • Still more horizontal and vertical lines, at each pixel position within their box.
  • With the reverse-video versions, enough characters to effectively do a 80×50 pixel display, as if it had a super low-res mode.
  • Different thicknesses of horizontal and vertical lines too.
  • Diagonal lines, and a big ‘X’. Note that on the PET and Vic-20 these lines were all one pixel wide, but on later computers with both better resolution and color graphics they were made thicker, which means diagonal lines have “notches” between character cells.
  • Other miscellaneous symbols: playing card symbols, filled and hollow balls, and some checkerboards for shading. On the PET and Vic, the shading characters were finer, while on the other 8-bit computers they were made of 2×2 boxes.

There are resources that let you use PETSCII to create old-school computer art, like this PETSCII editor, Petmate and Playscii, and for a bunch of examples of what you can do with it you can browse through the Twitter account PETSCIIBots. And this blog post from 2016 both makes the case for PETSCII as a medium for art and provides some great examples of it.

Some robots from PETSCIIBots

PETSCII Bros

We love games made for unlikely hardware, and PETSCII Bros. fits that bill like a duck’s dentures. Like we explained in the post about that PET demo from a while ago, the PET didn’t have changeable graphics characters and no bitmap mode at all, and so it wasn’t what we’d consider a games machine. But it did come with a set of interesting graphics characters that, among other things, had a set of 16 characters that let programmers use the screen as a super-low-res 80×50 pixel display.

PETSCII Bros is a PET action game that uses those characters (long called “PETSCII” as a cheeky reference to ASCII) for an actual game, that plays similarly to Nintendo’s classic Mario Bros. arcade game. Of course you’ll need a PET, or an emulator (such as the one that comes with VICE) to play it. Or if you’re just passing interested, you could watch this video to see how it works:

PETSCII Bros. (for the Commodore PET, itch.io, $0)

SNK vs Capcom… on a Commodore 64?!

The title is no joke, a couple of crazy people RetroGL and JoneGG, are actually doing it, and while they’re close to a final release you can also download a current alpha for free, with manual, from links in the description on their Youtube demonstration video:

It’s a great example of playing to a system’s strengths (surprisingly large sprites and a legendary sound chip) while downplaying its limitations (only eight sprites, low multicolor resolution, 16 colors, a controller with only one button). It’s much better than the arcade porters of the system’s heyday would have accomplished. I mean, just look at it! On the Commodore 128, they even plan to implement stage scrolling!

I’m not sure how it works internally, but given that it’s being distributed as a CRT file and not a disk image, my guess is on physical hardware it’d rely on a physical cartridge for expanded, bank-switched ROM space. It’s a trick that’s being used more often, like how Champ Games uses it for their Atari 2600 ports of classic arcade games.

SNK vs CAPCOM for Commodore 64 Demonstration (Youtube, 4 minutes)

Sundry Sunday: Dazzeloids, Stinkabod’s Dream

Warning: slightly NSFW for depiction of sheep birth.

You’re watching the video and it seems like standard 90s kids whimsy and then woah did that sheep just come out of its mother?

What are the Dazzeloids? They’re characters created by Rodney Alan Greenblat, the character designer of Parappa the Rapper! They were made for a multimedia Playstation game released in 1994, two years before Parappa. I call it a game, but it seems more to have been one of those early multimedia products that’s mostly video clips given a loose connecting story, only in Dazzeloids case, the clips are very weird. The Dazzeloids (not Dazzleoids, as you might expect) have as their mission the liberation of minds and use creativity as a tool to that end. It’s all very nineties kids TV. The Dazzeloids are very obscure now, and don’t even appear on Rodney’s website, which is kind of a shame.

Does Lammy wear Stinkabod merchandise?

All of the Dazzeloids have a dream sequence on the disk that introduces them and tells you what they’re like, and the video above is the one for Stinkabod the Sheep, who might be the character on Lammy’s shirt. The video is very weird, but engaging, and definitely a Rodney Greenblat creation. The characters are of the same style as Parappa, and it doesn’t seem impossible that Stinkabod and his friends could exist in the same world.

Rodney’s creations are a bit more popular in Japan than in the U.S., where Parappa got an anime series and a line of merchandise. While you’re diving down this internet rabbit hole, you might also check out Rodney Greenblat’s personal site Whimsyload!

Digital Antiquarian on 3D Graphics History

That excellent blog The Digital Antiquarian has three posts so far in a history of 3D graphics, starting from the likes of Doom and Quake and so far going as far as 3DFX.

Part 1: Three Dimensions In Software (Or, Quake And Its Discontents):

Quake (All images from The Digital Antiquarian)

“By the middle years of the decade, with the limitations of working with canned video clips becoming all too plain, interactive movies were beginning to look like a severe case of the emperor’s new clothes. The games industry therefore shifted its hopeful gaze to another approach, one that would prove a much more lasting transformation in the way games were made. This 3D Revolution did have one point of similarity with the mooted and then abandoned meeting of Silicon Valley and Hollywood: it too was driven by algorithms, implemented first in software and then in hardware.

It was different, however, in that the entire industry looked to one man to lead it into its algorithmic 3D future. That man’s name was John Carmack.”

Part 2: Three Dimensions In Hardware:

Pro Graphics 1024

“Born in Salt Lake City in 1924, (Dave) Evans was a physicist by training and an electrical engineer by inclination, who found his way to the highest rungs of computing research by way of the aviation industry. By the early 1960s, he was at the University of California, Berkeley, where he did important work in the field of time-sharing, taking the first step toward the democratization of computing by making it possible for multiple people to use one of the ultra-expensive big computers of the day at the same time, each of them accessing it through a separate dumb terminal. During this same period, Evans befriended one Ivan Sutherland, who deserves perhaps more than any other person the title of Father of Computer Graphics as we know them today.”

Part 3: Software Meets Hardware:

The custom version of Quake made for Vérité

“Among these, of course, was the tardy 3Dfx. The first Voodoo cards appeared late, seemingly hopelessly so: well into the fall of 1996. Nor did they have the prestige and distribution muscle of a partner like Creative Labs behind them: the first two Voodoo boards rather came from smaller firms by the names of Diamond and Orchid. They sold for $300, putting them well up at the pricey end of the market —  and, unlike all of the competition’s cards, these required you to have another, 2D-graphics card in your computer as well. For all of these reasons, they seemed easy enough to dismiss as overpriced white elephants at first blush. But that impression lasted only until you got a look at them in action. The Voodoo cards came complete with a list of features that none of the competition could come close to matching in the aggregate: bilinear filtering, trilinear MIP-mapping, alpha blending, fog effects, accelerated light sources. If you don’t know what those terms mean, rest assured that they made games look better and play faster than anything else on the market. This was amply demonstrated by those first Voodoo boards’ pack-in title, an otherwise rather undistinguished, typical-of-its-time shooter called Hellbender. In its new incarnation, it suddenly looked stunning.”

Dev Credits In Arcade Default High Scores

Waxy points us to a post on the blog The History Of How We Play (at thehistoryofhowweplay.wordpress.com, natch) explaining the practice of arcade game developers putting their initials on the default vanity boards of arcade machines, as some small way of getting their names into a public piece of software they had created, at a time when many companies tried to keep that knowledge secret. As the article says, this process slowly receded, as both arcade games relied less on high score chasing for their appeal, and as arcade games began to get actual credit sequences for players to see.

A few of their many screenshots:

Missile Command. Dave Theurer’s star shined so brightly for awhile.
Missile Command was a framebuffer game, which explains how the initials could be out of alignment with the letters of “HIGH SCORES” above them.
The two main people responsible for creating Centipede aren’t even at the top of the list, DCB is Dona Bailey (one of the very few woman’s names on the list) and ED is Ed Logg.
Atari’s Quantum was created at GCC by Betty Tylko, one of the other woman’s names. The fancy cursive “Betty” is because Quantum, being a vector trackball game, let you use it to draw your name into the first place score, something that would never happen today because some people would not be able to resist drawing a dong.

Arcade Authorship – High Score Table Credits

SGDQ 2023 Upcoming (and Past) Highlights

As noted yesterday, I forgot about SGDQ this year and we’re already underway. But there’s still five-and-a-half days of it left, so here’s some projected highlights and notes. Nearly every day of the weeklong charity speedrunning marathon this year has a Legend of Zelda game. I’ve boldfaced them below to point them out! All times US Eastern. For the full rundown, check the schedule page. And you can watch the marathon in progress here!

I’m pushing the next @Play to tomorrow since this one’s pretty time sensitive. See you with that tomorrow!

Past, Sunday

These should be on Youtube soon, if they aren’t already by the time this is published.

Sonic Frontiers, Any%

Bugsnax, All Bosses Co-Op

Mega Man Maker, Any% – hey, we recently linked to that! I have no idea what “Any %” means for a level construction program.

F-Zero X Expansion Kit, All Tracks (should be interesting, this didn’t get a release outside of Japan!)

The Legend of Zelda: The Minish Cap, Any%

Luigi’s Mansion 100% Race, on Wii

Past, Monday

Banjo-Kazooie, 110% no FFM (FFM stands for “Furnace Fun Moves,” it’s a way to get the moves from a different save file unlocked on a current save, they’re saying they won’t do that, even though it’s possible)

Loom, Any% (always nice to see a Lucasarts classic here)

Michael Jackson’s Moonwalker, Any%, on the Sega Genesis (not the even-more-bizarre arcade game)

Metal Slug XX, Normal Difficulty, Any %

Present, Monday

Here begin the runs that you might still have a chance to catch-

9:58 AM: PHOGS!, Solo Any% (this is an indie release with a bizarre premise, the character is a stretchy dog with a head on both ends, huh)

12:55 PM: Crisis Core: Final Fantasy VII – Reunion, Any% Race

2:24 PM: Peggle Deluxe, Any% (yes, Peggle)

5:18 PM: Sly Cooper and the Thievius Raccoonus, All Keys

6:42 PM: The Legend of Zelda: A Link Between Worlds, Any% (given the success of BotW and TotK, probably the last “traditional” Zelda game we’ll see for awhile)

8:29 PM: Igavania sequence! Bloodstained: Curse of the Moon, its sequel, and as a possible bonus game Symphony of the Night

11:33 PM: StepMania DX, Game Showcase, Arcade

Tuesday

1:39 AM: Hearthstone: Knights of the Frozen Throne, Solo Adventures

5:50 AM: SNOLF, Any% No Coordinate Warp (it’s a hack of Sonic 2 where you play golf with Sonic)

6:40 AM: Marathon Infinity, All Main Levels on Kindergarten Difficulty (sadly it’s a PC port, not on a classic Macintosh)

8:00 AM: Maniac Mansion, Any%, NES (only eight minutes is blocked for this, so don’t blink!)

4:16 PM: The Elder Scrolls Anthology, Main Series

8:00 PM: Halo 3, Legendary Difficulty, as a bonus game

Wednesday

5:25 AM: Dead Rising 2, Time Skip NG

9:19 AM: Gauntlet, Any% Co-Op, NES (only 20 minutes for this)

11:55 AM: Touhou 14.3: Impossible Spell Card, All Scenes No Items (I’d make a joke about this being for the kids out there, but Touhou’s been around for quite a while now, I’m just old)

1:32 PM: Shatterhand, Any% on NES (24 minutes, it’d be nice to have another NES game in a GDQ that’s not over in half an hour or less)

3:06 PM: Trine Enchanted Edition, Any% NG+

3:41 PM: N++, Co-op Legacy X-row (remember when this was just a Flash game? remember when there were Flash games?)

5:08 PM: Shadow the Hedgehog, Glitchless Bidwar (oooh edgy)

5:58 PM: Sonic Adventure DX, All Stories Relay

8:00 PM: The Legend of Zelda: Majoras Mask, Blitz Randomizer (randomizer runs are always fun!)

10:42 PM: Super Mario Odyssey, Any% as a bonus game

Thursday

12:16 AM: Paper Mario, Any% no ACE (“ace” stands for Arbitrary Code Execution, it’s one of those sneaky ways to glitch a game out to get to the end immediately, they’re saying they aren’t doing that)

3:46 AM: Golf It!, Classic First 5 Maps 100% Race (Golf It, which according to nearly the entire first page of Google hits for it is “a multiplayer Minigolf game with focus on a dynamic, fun and creative multiplayer experience,” blergh, is one of those silly golf games along the lines of What The Golf)

4:26 PM: Hobo Cat Adventures, Any%

5:51 AM: Give Me Toilet Paper!, Hand% (maybe we’re in Awful Block, because the next game is….)

6:14 AM: Pepsiman, Any% (yep)

8:54 AM: Pocky & Rocky Reshrined, Any% with Uzumi

9:39 AM: The Curse of Monkey Island, Any% Mega-Monkey (increases the number of puzzles!)

10:13 AM: Grand Theft Auto: San Andreas, Any%

2:45 PM: Darkest Dungeon

4:45 PM: The Legend of Zelda: Twilight Princess, Any% (nice to see a Zelda game that hasn’t been compressed into nothing, three hours is blocked off for this which is a lot longer than for Breath of the Wild)

7:57 PM: Pizza Tower, Any% (yay!)

Friday

12:13 AM: Crash Bandicoot: N. Sane Trilogy, Full Trilogy Any%

4:17 AM: Shantae and the Pirate’s Curse, All Dark Magic, Pirate Mode, No OOB

5:47 AM: Klonoa Phantasy Reverie Series, Klonoa 1 Any% Easy Support Mode

6:52 AM: VVVVVV, Any% Glitchless

7:24 AM: SaGa Frontier, Story Bidwar

8:39 AM: Final Fight 3, Co-Op Any% (Easy), on SNES

There’s a lot of short games around here….

11:24 AM: X-Men Arcade, 2-player 1CC attempt (there should be more arcade games at GDQ)

12:45 PM: The Legend of Zelda: Four Swords, Any% Co-op, on GBA (one of the least Zelda-like Zeldas)

1:25 PM: Metroid Prime Remastered, Any%

3:42 PM: PokĂ©mon Colosseum, Any% Race (four hours for this one, it’s the traditional very long Pokemon playthrough, although this time it’s for one of the side-series battlers, a sequel to Pokemon Stadium)

8:09 PM: Kaizo Monkey Ball, Story Mode (this is a hack of a Super Monkey Ball game to make it even harder)

Saturday

12:16 AM: Celeste, TAS True Ending

1:02 AM: Super Mario 64, Randomizer- 70 Star Non-Stop

1:59 AM: Kingdom Hearts Final Mix, Any% Proud Race

6:09 AM: Neopets: The Darkest Faerie, Any% (Neopets!)

7:14 AM: Tony Hawk’s Underground, Beginner Any%

8:04 AM: Spelunky 2, Spelunker Trials Any%

9:19 AM: Billy Hatcher and the Giant Egg, Any% (while it has its flaws, this is an underrated game)

10:41 AM: Final Fantasy IV Pixel Remaster, Any%

2:56 PM: Super Mario Bros., Any% Warpless (20 minutes blocked for this, which is surprising to me)

5:01 PM: Pokemon Violet/Scarlet, Victory Road (a relatively traditional style of Pokemon play in this open world game)

7:46 PM: Elden Ring, Any% Glitchless

11:26 PM: The Legend of Zelda: Breath of the Wild, Any% Blindfolded as a bonus game

Sunday

3:14 AM: Super Metroid, Co-Op Any% (Super Metroid is a traditional GDQ marathon ender. save the animals!)

Chrontendo 62!

Dr. Sparkle’s epic, Sisyphean journey through the entire library of the Nintendo Famicom/NES, Chrontendo is back! This episode has the subtitle, “The games will get worse until morale improves,” and is it ever fitting. Here it is, more about it beneath:

This episode presents ten games from June of 1990, well into the glut of NES games when many companies with no business being in the games business dipped in their toes, much as they did at the end of the Atari 2600’s reign. Even though Nintendo was supposedly guiding the library with their benevolent white-gloved hand, those of us who were alive then and lived through it know better.

The games:

  • Bandit Kings of Ancient China (a.k.a.. Suikoden): Dr. S has some fun with the opening of this one, where he confuses it with a different, much later, much prettier game called Suikoden. This one is another of Koei’s many historical sim strategy games, ports of computer games. These games aren’t actually bad, but they are definitely an acquired taste, and they’ll destroy you if you aren’t prepared. I wonder how these games look internally? There doesn’t exactly seem to be a huge Koei historical strategy sim romhacking scene. Internally I imagine them being a giant maze of 8-bit math routines and text tables. If NES-era JRPGs are anything to go by, lots of menu-based games like this are riddled with subtle bugs. Someone should look into that. Someone other than me.
  • Kickle Cubicle: Also not that bad a game, a fairly charming port of an arcade puzzle game. Someone should have told Irem that no one was making good NES games around this time, because this is a highlight of the episode. Sadly it’s not to Dr. Sparkle’s tastes, but he admits it’s not really that bad. (Apparently he got beat up by Koke the Eyepatch-Wearing Chicken.)
  • Moero!! Judo Warriors: A judo sim from Jaleco’s “Moero” series (which doesn’t contain Moero Twinbee as one might think or hope). Many of the Moero sports games got localized to the US under different names (the baseball one became Bases Loaded). It’s largely a redo of an earlier Jaleco judo simulation.
  • Jeopardy! 25th Anniversary Edition: Agh, another of the avalanche of Rare-developed game show adaptions from the NES era. At least Jeopardy still exists today so you roughly know what’s going on, as opposed to the hates of Double Dare or Remote Control. No great shakes, no, but at least look at the spinning words “Anniversary Edition” on the title screen. Rare would often put that bit of unnecessary polish into their work. Despite their efforts though, this is not a game that plays well with a gamepad.
  • Heavy Shreddin’: A snowboarding game from Imagineering, it’s pretty basic.
  • Cabal: an adaption of an arcade game, programmed by Rare. (But remember, there is no cabal!) You might call it an Operation Wolf-like, but with destructible terrain. On the NES it’s not a lightgun game, even though it looks like it wishes it were one.
  • Silk Worm: Another arcade port, on the NES is lacklustre side-scrolling shooter where you can play as a helicopter or a jeep. Keep in mind, as you watch the footage of this, that Super Mario Bros. 3 came out the year before in Japan.
  • Arkista’s Ring: the cover seems to promise at last the Zelda where you play as Zelda, but no, it’s not an exploration game at all. Not really bad, but not a system highlight. As Dr. Sparkle says, the game pulls a Ghosts ‘n Goblins on you, making you compete all the levels four times at higher difficulties. Hm.
  • Rad Racer II: Pretty much a track update of the original Nasir-developed Rad Racer, and Square’s last non-RPG game for a long time, as well as their last Famicom game. Rad Racer was a modest hit when Nintendo published it for the NES, so Square probably sought to capitalize on that with this US-only release.
  • Rocket Ranger: A port of the Cinemaware computer game. Cinemaware’s gimmick was making games that mimicked the experience of movies, and this one’s no different. In actual play it’s just a minigame collection within a simple strategy framework.

And as an extra, Dr. Sparkle presents his 1990 arcade round-up. Games covered are Sega’s Alien Storm, Moonwalker, GP Rider and Columns, Atari’s Batman, Race Drivin’ and Pit Fighter, Capcom’s Mercs, 1941 Counter Attack and Super Buster Bros., Konami’s Aliens and Parodius Da!, Namco’s Final Lap 2, Irem’s Air Duel, Williams’ Smash T.V., SNK’s Beast Busters, and-oh wow!-Seibu Kaihatsu’s Raiden!

Chrontendo 68 (Youtube, one hour 28 minutes)

Time Extension talks to the programmer of Crusader of Centy

Been looking through the RSS feeds and found another item from Time Extension, a fairly lengthy piece where they talked with lead programmer of overlooked Mega Drive/Genesis classic Crusader of Centy, Yikihiko Tani, a.k.a. Bugtarou.

There’s something about this style of promo art that really appeals to me. Images from the article at timeextension.com.

Crusader of Centy’s generic name caused me to pass on it back then, but it has a lot of interesting elements, including a surprisingly dark story, a system where you can collect up to 16 animal companions and use them two at a time, an animation style for its main character where it was composed of several individual pieces that were animated separately (while avoiding the problems that system had in Ernest Evans) and generally Zelda-like gameplay.

Of particular interest in the article is that the game was at one point pitched to be an entry in the Shining series, with the working title Shining Rogue. That turns out to also have been a WIP title for Landstalker.

Soleil/Crusader of Centy, Sega’s Answer To Zelda (timeextension.com)

Total Replay 5.0

Apple II preservationist and awesome human 4am (Mastodon) has released the latest version of Total Replay, a collection of Apple II games that can be played both in emulators and on real systems (provided you have a way to read the hard drive image from your Apple). It can even be played directly over the web on its Internet Archive page.

An important note if you try to load its torrent from the page: that torrent contains a complete history of the project, weighing in at 22 gigabytes, even though Total Replay itself is just 32 megabytes big. If you choose to download that torrent for offline play and are just interested in playing, make sure to uncheck the history folder so you don’t end up downloading a huge amount of files you don’t need.

Total Replay 5.0 archive page (Apple II hard drive image, ProDOS mountable, 32MB), Mastodon post

|tsr’s NES Archive

It’s been a long time… before Hardcore Gaming 101, before Kotaku or the Angry Video Game Nerd, before 1UP, Joystiq and a bunch of other sites still living and defunct, there was |tsr’s NES Archive. While it only lived for four years, hasn’t updated in 23 years, and all of the images are broken now (a huge shame for some of the features), it’s still online, still ready to give you their humorous take on old video games. Long may it continue beaming out its snarky message. Consider that the time between when the NES was released, 1985, and |tsr’s archive shut down, 2000, was only 15 years. And that time isn’t getting any longer, while the time since it shutdown is. I’ve said it a lot here lately, but: time is cruel.

A few notable features there:

The images, I note, are not broken so much as forbidden access. It’s possible that tsr’s web host, Atari HQ, still has them but has misconfigured the site. Atari HQ is still up, but now seems to only be an aggregator for other sites’ content. I wonder if an email to the right person might restore access to that entire swath of early web and videogaming history, or if they’re completely asleep at the switch?