It’s fifteen years old now, but I still love the old “funnymovieinternet” video CUBE, which is a promo video from an era of video games that never really existed. In our little circle of friends, PREPARE YOURSELF FOR CUBE is still a signifier and in-joke all to itself. The site it came from is long defunct, but fortunately it hasn’t been hit by a spurious Youtube takedown notice yet, which as time approaches infinity, appears to be the ultimate fate of all videos on that frog-forsaken website.
We love Nicole Express! She regularly covers the most interesting, and often obscure to U.S. audiences, gaming topics. This time out, she relates the many ways that the PC Engine saved game data. Just about every possible way the system could do saving, it did, from simple passwords to on-cart battery-backed RAM to expansion port peripherals with batteries or capacitors, even to a device that plugged into the controller port. Great information as always from Nicole Branagan!
Posted to Metafilter by Going to Maine, it’s definitely the kind of thing of interest to me and probably our readers. A link is a link, no matter where it came from. This site is an archive of messages made by Jed Margolin from the Atari Games corporate email server, from July 11, 1983 to when he left the company on September 15, 1992.
Note: we saw the Nintendo Direct with the trailer for the (newer) Super Mario Bros. movie, but there’s not really to comment on? Maybe we’ll talk about it later, when we’ve learned more.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Nintendo is a company with a long history, having gotten started making playing cards. They jumped into the video gaming market, like a lot of companies, making dedicated consoles that were released only in Japan. It was the release of the arcade game Donkey Kong that started them on the path to becoming the worldwide success they are today.
The sales of Donkey Kong, and successor games like Donkey Kong Kr., Donkey Kong 3, and Mario Bros., put a lot of Nintendo cabinets out there. In the mid 80s there arose a market for upgrade kits, an alternate set of internal components for an arcade machine that could make it into a new game for players to enjoy. Simultaneous with the success of the Famicom and NES, Nintendo sold a kit called the “Vs. System” that their old cabinets could be converted into, as well as dedicated cabinets that used it.
Among the software Nintendo made for their Vs. cabinets, so they made special arcade versions of many of their NES cartridges for it. Many of these are expanded versions of the originals, with new features. We’ve already looked at Vs. Castlevania, a version of Castlevania remixed for the Vs. Unisystem by Konami. One of these updated versions was of Nintendo’s first huge Famicom hit, called Vs. Super Mario Bros.
Vs. Super Mario Bros. seems, at first, a lot like the original game. It’s got a high score screen and some other minor changes. Players familiar with the Famicom/NES version will find that it changes significantly as they get further into it. Many later levels are completely changed, and much harder. When Nintendo released the Japan sequel to Super Mario Bros., they used levels from the Vs. System port to help flesh it out.
Many changes were made to the game to support arcade play. “Loops” where players could farm extra lives were toned down or removed, extra lives in general were reduced in number, and warp zones don’t take the player nearly as far into the game. Another change made was to add operator adjustable difficulty, allowing the cabinet owner to set how many coins were needed for an extra life.
Through emulation, Vs. Super Mario Bros is completely supported in MAME. But for technical reasons, you can’t just play MAME roms in an NES emulator. If you’d like to play it in the emulator of your choice, or have a means to get it running on actual hardware, creator BMF54123 applied all of the play changes of the arcade version back into the NES version of Super Mario Bros., and even added a title screen that allows you to apply the same difficulty settings that were available to an arcade operator.
If you’ve never played Super Mario Bros before… then wow, I’m impressed you even found this blog. But also, this is perhaps not the best way to experience the game now. The demands of arcade design make for a much more challenging experience than the original. If you’re very familiar with the home versions, though, it can be an interesting new way to experience it.
This is really well outside the realm of simple repair, as the video demonstrates, the machine is basically totaled. There’s no monitor! The power supply is obviously kaput! They get it working though. HAPPY END!
It is a type of meme video that long time internet layabouts will recognize the irreverent take on some property, in this case Super Mario Bros. done up in a whimsical yet somewhat profane way. The highlight of the audio, though, comes after the introduction, where performers Group X do a voiced rendition of playing Super Mario Bros., including music and sound effects, back by drum and cymbal (and, later, bass). Being a part of gamer culture from that that you can expect some coarseness (like a crude Flash animation of poop being tossed at a toilet). Some people like that kind of thing I hear, I can’t tell you why.
The attributes of early Flash animation are prominently on display, like copious use of tweens. Flash is still around as an animation tool, and I presume tweening is still available, but with the death of browser-based Flash (not counting Ruffle) recall of the unique crappiness of badly-made shape tweens is rapidly fading from internet memory.
Well, there it is. Hey, it’s Sunday, I’m not supposed to be stressing about posts made today!
I’ve been doing a lot of high-effort posts lately, even for things that should be fairly quick. Working to make this more sustainable, here’s a laid-back post that’s mostly just a Youtube video of a talk between the guys of Digital Foundry and Randy Linden, coder of the SNES port of DOOM, which uses the SuperFX chip to make the hardware push polygons at a rate that, while not stellar by PCs-of-the-time standards, at least not abysmal.
Let’s run down the differences of hardware:
PC running MS-DOS: targets VGA monitors, displays all its pixels in software, but makes up for it with a minimum requirement of a 386 running (if memory holds up over nearly 30 years) at 33 mHz.
SNES: Its processor is a much slower workalike of the 65C816, a 16-bit version of the 6502, running at 3.58 mHz. While it makes up for its slower clock speed with a simpler design, meaning instructions complete generally in fewer cycles, it’s hard to make up for that 10-fold difference in speed.
Their use of specialized graphics hardware was an important advantage, at the time, of consoles over personal computer hardware. Even many standard home microcomputers, like the Commodore 64 and Atari 800, had dedicated graphics hardware that helped games run better than what most PCs could do. Even when VGA came out, the standard had no hardware-level support for scrolling or sprites.
Consider what it takes to scroll a screen without hardware support: something in the system has to be able to move every pixel from one spot on-screen to another. The NES pulls this task off by having a bank of memory that its PPU can be pointed within, meaning the memory could stay in the same place, and the graphics chip would just work from a different region within it. Sadly, this technique is not amenable to 3D graphics, which usually do require every pixel on the screen to be recalculated every frame, either in software or hardware.
The SNES is known for having a rather slow chip for its time, but more demanding games tended to make up for it with co-processor chips included on the cartridges. The most well-known of these are the DSP-1, which functioned as a math co-processor; the SA-1, which was basically a second 65C816 running at around triple the speed and with a few added features; and the SuperFX, which ran at about the SA-1’s clock speed but functioned as a graphics accelerator. (The later SuperFX 2 ran at twice that speed.)
These were far from the only add-on chips included on Super Famicom and SNES carts. Since the SNES had a much larger address space than the NES’s 6502-clone, the need for mapper chips was much less, but these co-processors were used in a number of more notable games to help it make framerate goals.
Hm. Well, I tried making it a laid-back kind of post. Ah well, back to playing Live-A-Live.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
A hack of NES Metroid, Junkoid doesn’t offer many changes to the original game besides graphics and area maps. Most of the engine changes it has are pre-existing patches made by other people. It uses the Metroid map and save game patch, but only offers a map for the starting region. Fortunately, while it has some cool secret areas to find, its mazes aren’t particularly complex, and I was able to complete it without keeping any maps on paper.
Junkoid’s premise is that the game world is a dream had by its protagonist, which is its excuse to provide a variety of imagery without any great coherency to it. One area seems like it’s drenched in blood, which I am not usually a fan of) Another like it’s a cloning factory, dedicated to making clones of the heroine, but its boss is a penguin that acts mostly like Ridley.
For the most part it’s not too difficult going, but I found that the final boss could be very frustrating. It uses Mother Brain’s coding most as-is, and doesn’t have the Zebetite gates immediately before it so you can get by with fewer missiles, but it’s very easy to get tossed around by the various hazards of the final area, and the boss’s weak spot, which can only be harmed by missiles, was a bit too finicky when registering hits. Still though, I can vouch that it’s possible.
The Arcade Blogger recently spotlighted some documents related to the design process of the classic 1983 arcade game Tron, including information on some dropped minigames for it. Tron is such an interesting production. It is of course based on the movie of the same name, which has become a cultural landmark despite not actually doing that well in theaters upon its release. One of the interesting facts revealed in the article is that the arcade game actually outperformed the movie, despite being released while interest in US arcade gaming was falling.
When you start using emulators, it won’t be long before you’re brought up against the choice of which scalers to use, a bewildering collection of options with names like Nearest Neighbor, AdvMAME3x, and RotSprite.
Resizing pixel images in an intelligent way is a difficult problem for many reasons. Most techniques intended for use on photographs won’t apply, since they’ll produce unacceptably blurry results when applied to extremely low resolution art. Pixel art is designed so that every dot matters, and adding new pixels carelessly can cause problems, such as Mario flipping us the bird in the right-hand image below:
Additionally, being done frequently in real-time emulation, scaling algorithms must be fast. Yet the fastest solution, called Nearest Neighbor, produces very blocky results, and also only really works well if images are scaled up to an integer multiple of the original in X and Y dimensions.
A good backgrounder of various issues is available from an old blog post here, but there’s been some interesting advancements in the field since then. RotSprite is a good contemporary solution that also can rotate pixel art images well.
We’ve posted Strong Bad videos a few times before here, and for that I make no apologies. Left up to me we’d be a 24/7 Homestar Runner joint. But there already is a 24/7 joint of that nature, and it’s called homestarrunner.com, although we do have a more frequent update schedule than them these days.
This one’s special though in that it is a new Strong Bad video, one that went up late last Sunday evening. In it, the bulbous-headed wrestleman plays the short DOS text adventure Vampire’s Castle, which was written in less than 200 lines of BASIC code. It inspired the HSR Flash game series, previously linked, Thy Dungeonman, Nos 1, 2 and 3 (“Behold thy graphics!”), which you can still play (drumroll)… with Ruffle!
Vampire’s Castle is completely text, so the Baddest Strong enlisted the help of The Cheat to make illustrations of the rooms, which is where a lot of the entertainment value of this video derives.
A raycaster engine is a simple 3D engine that just draws lines from the player’s position to the nearest terrain wall for each horizontal pixel on the screen. It was what was used in one of the foundational 3D action games, id Software’s Wolfenstein 3D.
For those with a coding bent (the word bent seems so suitable when it comes to people who enjoy programming), Youtube account 3D sage demonstrates how to implement a raycaster in a series of three videos. The first one is embedded below:
Here are links to the whole series: Part 1 (17 minutes), Part 2 (14 minutes), and Part 3 (22 minutes)
Later he did another series on implementing the kind of engine that’s in DOOM, but we’ll look at that at a later date.