How the C64’s Disk Drives Formatted Disks

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 on The Wizard

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.

Well, back at it. Send fresh water.

The Game Display Shows Off Super Mario 3’s Most Secret 1-Up Mushroom

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.

Variable Screen Position on the Commodore 64

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.

Well anyway, here’s video of that C64 port of Super Mario Bros., so you can marvel as the system doing something that’s much easier on the NES.

Classic Mac Gaming’s History of Dark Castle

MARCHintosh is almost over, so here’s a short doc (13 minutes) on one of the most misunderstood games for pre-OS/X Macs, Dark Castle.

Why is it misunderstood? Because it received several ports to other platforms around the time it was popular, they all lacked the special something of the original game, and in more recent times the game has been unfairly derided on the strength of those ports.

What is it that makes Dark Castle great on original Macs? It’s a combination of super-sharp art, responsive and unique controls (it’s a platformer but you attack enemies by throwing rocks at them with the Macin-mouse) and character. The game has gotten more worthy remakes in the current era, but still faces difficulties. One of the best modern versions sadly became unplayable on later-day macOSes when Apple decided to no longer support 32-bit software, a decision that I can’t possibly attribute to Steve Jobs, but somehow it still feels like it has to be his fault, somehow.

Now, as the video tells us, there’s a new remake programmed in Unity, released on the Mac App Store but also Steam, and is finally playable in a decent port for non-Apple platforms. It even got a whole episode of Retronauts about it, which I can’t link because, ha ha, it’s paywalled. I’m sure this video will give you enough information to decide if it’s worth your time, and even if it isn’t, it’ll fill you in one one of those many secret little corners of video game history that Set Side B exists to point out to you.

Sonic CD “I’m Outta Here” Weirdness

By now lots of people know, in classic Sonic the Hedgehog games, if you wait a few seconds without touching a control, Sonic will look at you and tap his foot impatiently.

Fewer people know that Sonic CD goes a step farther. If you wait three minutes without moving Sonic, he’ll say aloud “I’m outta here!” (his first voiced line in the series!) and jump off the screen. What’s more, this ends your game. As Sonic abandons his journey, the game will deduct all of his lives, and the GAME OVER notice appears immediately. The hedgehog has been offended! Learn to pause the game next time, player.

The gag seems like it may have been hastily programmed, because there are a lot of quirks to the animation that play around oddly, and conflict in some ways, with the other aspects of the game. Camamania shows off all the bugs and glitches around the joke in a 7½-minute video.

Among the cases are when Sonic’s jump causes him to trigger a boss fight, to enter an acceleration tube, and when it causes him to cross the level-end sign. Some of them only apply to the MegaCD original, having been fixed in the US version, and some have different behavior in the 2011 remake. Interesting behavior, so says I!

A Way To Make A PC Startup With The Pokemon PC Noise

isithran on Mastodon came up with a grub boot line that can make your PC’s speaker (or whatever substitute it may have) play the classic Pokémon PC startup noise (3 seconds). A demo can be tested here. “PC” obviously stands for “Pokémon Container.”

This sound right here.

grub (properly lowercase) is a bootloader for some Linux machines. I can’t tell you if it’s easy to add it to a computer’s startup files, but if you know how to do such things, please enjoy.

Inglebard Gaming Reports On Obscure Game Sequels

The games mentioned here (17 minutes) really are obscure, including two sequels to Green Beret, a.k.a. Rush’n Attack, one for the arcade. I’ve only heard of one of those before, and vaguely Heart of the Alien. I’m working on a lot of Caves of Qud stuff for the coming days and weeks, hopefully things like this can help tide you over until then.

Here’s the list of games covered:

Missing In Action (Green Beret sequel, arcade)
Rush’n Attack: ExPatroit (another Green Beret sequel, this time in 3D, released much later on PS3)
Fallout: Brotherhood of Steel (Diablo-like sequel, PS2, Xbox)
Wolf of the Battlefield: Commando 3 (PS3, Xbox 360)
Bionic Commando Rearmed 2 (PS3, Xbox 360) also mentioned were the Bionic Commando games for Gameboy and Gameboy Color
Heart of the Alien (sequel to Out Of This World, SegaCD version)
Fade to Black (3D Flashback: Quest for Identity sequel for Playstation and DOS)

White_Pointer Gaming Examines All the SNES Graphic Modes

White_Pointer Gaming’s series examining how different graphic tricks were pulled off in 8- and 16-bit games has been great, and now they have a video going over all eight (Modes 0-7) of the SNES background modes. (42 minutes)

In brief:

Mode 0: Up to four independently movable backgrounds, but with some pretty serious color limitations. Mostly got used for title screens.

Mode 1: Up to three backgrounds, two with more colors. The SNES’s most-used mode.

Mode 2: Two backgrounds, with “offset per tile” on one of them that lets the system move columns of tiles vertically by arbitrary amounts. Used for certain special effects, like (along with raster-based scanline placement) the waving flag in Battlemaniacs, Super Turrican 2’s worms and rockets stages and Panel de Pon/Tetris Attack’s rising game boards. Horizontal offset per tile was also possible, but much less used due to the coarseness of the scroll.

Mode 3: Two backgrounds, one of them gets either 256 colors or, using direct color, being able to specify colors without palettes, with 8 bits of RGB value. Often used for high-color stills. Earthbound’s “THE WAR AGAINST GIYGAS!” screen uses it.

Mode 4: Has the high color first layer of Mode 3, and the offset-per-tile effect from Mode 2 for its second layer (which has fewer colors than in Mode 3). Rarely used. Puzzle Bobble uses it for gameplay, to independently shift the playfields from the rest of the gackground.

Mode 5: Two backgrounds, with 16 and 4 colors per tile respectively, but supports high resolution with 512 pixels per scanline. Can’t do transparency (but can kind of fake it with dithering). Notably, the high res menu screens in Secret of Mana use this.

Mode 6: Only one layer, hi-res like the second layer in Mode 5, but supporting offset-per-tile. Often considered completely unused, White_Pointer Gaming found out that Lufia 2: Rise of the Sinistrals does use it during the credits.

Mode 7: The famous mode that supports scaling, shearing and rotation of a single background layer, used for special effects and fancy 3D effects in games like F-Zero, Pilotwings and Super Mario Kart. Supports 256 paletted colors or direct 8-bit RGB color.

Notably though, Mode 7 can’t actually do 3D effects on its own; it has to use another feature called HDMA. It uses a raster effect to change the horizontal scale of the background on each scanline. As it turns out, the calculations to do this on each line are substantial, which is probably why so many games that use Mode 7 to a significant degree use one of the SNES’ coprocessor chips, like the DSP or SA-1, to help the processor out. The video then rounds out with a discussion of the Mosaic function used in such places as the map transitions in Super Mario World and Final Fantasy IV (II).

Elsewhere, Retro Game Mechanics Explained did a 16-part series covering the SNES’ hardware feature in considerable depth.

MARCHintosh 2026

I feel like I’m a bit late on this one, but there’s still two weeks of March left. Some crazy wonderful people every year devote the month of March to classic Macintosh stuff, both hardware and software, and primarily things before the release of OS/X in 2001. The original MacOS traces its lineage all the way back to 1984’s original Macintoshes, and existed as Apple’s primary OS for 17 years. Now it’s been 24 years since the switchover, but a lot of people still like the system that served as Apple’s mainline OS for so long.

MARCHintosh has a website that organizes it, and even offers a style guide. It was created as a fruit-flavored adjunct of similar month-long pun-inspired retrocomputing celebrations DOScember (website currently down for a redesitn) and SepTANDY (doesn’t seem to have a home site at all). Should there be more? VICtober? JUNIX (thanx Ben Zuddist)? I vote yes, regardless of how terrible the pun is! Let’s fill the year with crackling, smoking old tech!

There is lots to find exploring the hashtag #marchintosh, this is just a few items. Level 2 Jeff emulated the original Macintosh on a microcontroller (15 minutes):

Michael MJD emulated Windows on a PowerPC Mac (32 minutes, but running, it should be said, OS/X, not classic MacOS):

Retro Repair Roundup did an hour-long video where they talked about old Macs:

It’s from back in 2019, but Ron’s Computer Videos showed off a Mystery Science Theater 3000 Hypercard stack! (1 hour 16 minutes) They have a whole MARCHintosh playlist too.

More MARCHintosh projects can be found through the #marchintosh tag on Bluesky and Mastodon.

MacOS Timeline

1976 Founding of Apple Computer (now Apple Inc.), release of Apple I
1977 Release of Apple II
.
. 6 years
.
1984 System 1, release of the original Macintosh
1985
1986 Systems 24 (sometime between 1985 and here)
1987 System 5
1988 System 6
1989
1990
1991 System 7, a.k.a. MacOS 7.6
1992
1993
1994 Switchover to PowerPC hardware
1995
1996
1997 MacOS 8
1998 Initial release of iMac, the beginning of the revival of Apple’s fortunes
1998 MacOS 9
1999
2000
2001 Mac OS/X 10.0 Cheetah (“OS 10,” now called MacOS), initial release of iPod
.
. 24 years
.
2026 Today

Sundry Sunday: Earthbound x They Might Be Giants Musical Mashup

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

Maybe it’s weird this has never happened before. Both Earthbound and TMBG are both very weird and fun musically, after hearing this mashup of the two it’s surprising how well the two go together.

And I’m not sure which I should be more embarrassed about, that I know all these Earthbound songs so well, or that I know a good four-fifths of the They Might Be Giants tunes from these excellent mixtures from idiokiot (25 minutes).

The dislike for me here is the title, since Earthbound is so much more than “beating Giygas,” but I admit it’s a pretty good match of TMBG’s name.

The History of Game Player’s Magazines

The Video Game History Foundation has a breezy 3½ minute video about one of the less-remembered magazines of the NES-through-Playstation era, Game Player’s, with the apostrophe-S at the end. But it wasn’t just one magazine. Over ten years they put out magazines under thirteen different titles, and surprisingly, one still survives today as PC Gamer, a fact of its history that even their own website seems not to know.

They say that they have now managed to obtain the complete run of all the issues of the Game Player’s series, and all but one of them can now be browsed online, including Game Player’s Sports For Kids, which wasn’t about video games at all.

I remember Game Player’s as being the least of the game periodicals of the time, without the insider’s angle of Nintendo Power, the gonzo enthusiasm of Electronic Gaming Monthly or the slightly highbrow air of Video Games & Computer Entertainment. Yet it seems to have done quite well for itself.

The main fact I remember about Game Player’s was idly reading through the colophon one day (I was a weird kid) and seeing a familiar name: Richard Mansfield! I don’t remember what his capacity there was, but I do remember his days at Compute! and Compute’s Gazette, and that he wrote a couple of books on machine language for the Commodore 64. I always felt that Game Player’s must have felt like a step down for him. I hope he’s still around, out there somewhere, enjoying the current revival of interest in 8-bit computing.