Scott Adams Q&A and Adventureland XL

One of the earliest companies that made a go of making and selling software for home computers was Scott Adams’ Adventure International, which was started based off of the success of his first game, Adventureland, way back in 1978, almost 45 years ago. Just to be clear, this is not the Dilbert Scott Adams! Adventureland predates Infocom and Zork, although not the original Dungeon written for the PDP-10. Adventure International would go on to make thirteen more games before going out of business in 1986 due to a declining market. Their old work is available for both download and immediate play via browser-based emulation from the Internet Archive.

The Q&A (about an hour long).

Recently Scott did a video Q&A over Zoom, the record of which is up on YouTube (listen for a certain familiar name to come up near the end-I was one of the spectators of the Q&A). One of the things revealed is that there is a modern remake of Adventureland, called Adventureland XL, on Steam for a mere $5! It’s in Early Access, and has been for some time, but they’re geared towards finishing it up for full release soon.

Adventureland XL is described as a “Conversational Adventure” game, which is to say, it’s driven by a text parser (although a better one than the old Adventure International games) and has text descriptions. But, like the original, it also has included illustrations.

Promo video for Adventureland XL

Scott works for a company called Clopas, which has a Kickstarter going for another new game called Stereotypical, to be made for iOS and Android platforms. It’s just getting started and has a month to go. They have a very charming pitch video! Please consider it, won’t you?

Another couple of items of interest came up in the Q&A. Scott Adams did games based on several Marvel properties at the time, which are Marvel’s very first computer game adaptations. They also made a graphic adventure version of cult movie The Adventures of Buckaroo Banzai Across The 8th Dimension, which The Retroist discussed here, and links a quick playthrough here.

A couple of other related items:

Mike Taylor has made available tools for using Ruby to compile your own adventure games using the old Adventure International engine, which you can find on GitHub.

And also mentioned at the Q&A is FujiNet, which is a line of network adapters (and other useful tools) that work with 8-bit computers. They work by handling all the actual networking within the device so it doesn’t strain the resources of their old processors. They can even emulate printers (so as to produce PDFs of output by the machine) and storage devices like disk drives, making for a nice all-in-one device.

During the talk someone mentioned what I think was a version for the Atari Lynx portable console, and even talked about using it to play Lynx Rampart with others over the internet, and since I am the biggest Rampart fan in the entire world, it felt like they were pressing my buttons specifically.

Oldweb: GameSurge

You may believe this or not as you please, but I actually don’t have much use for nostalgia. Some reminiscing about what once was is okay, but it’s very easy to take it too far, and verge off into ridiculous things like, say, claiming that casting a woman as the lead in a movie in a freakishly popular sci-fi film franchise is somehow retroactively ruining your childhood. We have no truck with that.

Zalman certainly got their money’s worth from that sponsored review on the front page, it’s probably been there for 19 years.

But we do try to recognize when things really were better. Not to devolve into the kinds of rhetoric our cave-dwelling co-blogger uses, the internet is easily seen to be in a less useful, less interesting state these days. Where it was once easy to Google up a plethora of simple freeware tools for most purposes, now rampant SEO and adverse purposes has made finding even simple tutorials for most computing tasks a maze of scams, farmed content, and even bots. When you do find something, more than likely it’s in the form of a YouTube video. A world of bloggers has largely been superseded, or at least made difficult to find by Google’s accursed algorithms and by social media and Stack Overflow, and a universe of fansites is being pushed into obscurity by Wikipedia’s sleezy cousin Fandom.com. And whatever you thought about the AIM/Yahoo/MSN instant messaging triumvirate, at least they didn’t lock off substantial content from the wider internet within a constellation of Discord servers.

I won’t claim that the older internet was better in every way (anyone remember ubiquitous pop-up ads?) but the lost hopefulness of it is tragic. Set Side B, in its way, hopes to rekindle some of that.

A contributing factor to the decay of the web is the cost in maintaining server space and connectivity. If you want to keep something up, someone has to pay money to run the internet connection, to store the site, and to pay your service provider for an IP address and the registrar for a domain name. Even fairly big sites like our dear departed ancestor GameSetWatch have vanished from the living web, now findable only by wandering the dim shadowlands of the Wayback Machine, and it’s foolish to think that even that will be around forever.

GameSetWatch was backed by UBM Media, now owned by an entity with the perfectly dystopian name Informa. You’d think they would have the pockets to preserve such a fondly remembered part of their legacy, but no.

“Ahead of the Game”

This is what makes me so pleased that GameSurge survives. I found it, like I did the subject of Monday’s post on the Interton VC 4000, by perusing the results of alternative search engine Wiby, which prioritizes sites with simple designs, on the grounds that they’re more likely to have interesting content. I’m not sure such an approach will scale with popularity, as it seems just as vulnerable to SEO optimizing as Google’s current mobile-friendly regime, but for now at least I’m finding it useful.

GameSurge is not an up-to-the-moment gaming news site. In fact, GameSurge currently hosts an article enthusing about the upcoming Dreamcast game Eternal Arcadia. As near as I can tell, not a byte has changed on the site since around 2005, and that’s just a late updating column. They don’t even acknowledge the existence of the Playstation 2.

And yet, it survives. Someone is still paying the bills. Someone still cares enough to keep the domain name up. It remains, frozen in amber, as it was back in pre-Gamecube days. The site doesn’t even have a favicon. It’s beautiful.

And like all beautiful things, it’s doomed. No one is going to resurrect this site and inhabit it again with new content. If they did, they’d have to change its design to convince Google to give it rank, which would ruin the charm. Whoever keeps it going, they will eventually give up pretending it’s a living thing and turn off the life support. When the lights go out it’ll be a sad day, but not an unexpected one.

So please, enjoy its old-school design sensibilities while you still can. Read their PC gaming strategy guides from the year 2000, and their arcade guides too. Take about two minutes to read their crappy review of Sonic Adventure. Check out their interviews with old PC industry figures, which may actually be a useful resource. There’s also the “Game Guy” column by Mike Walker, which seems to have survived for a while after the demise of the main site; its last article went up in 2005. And peruse its reviews of PC titles like Baldur’s Gate and Black & White.

And when you’re done, why not load up on much more recent gaming news from 1up.com and Joystiq? Geez, with such terrific site names I’m amazed no one’s bought them up and fleshed them out anew. Wait. I’m someone! I could do it! Let me make a call…. Hello? Engadget? I hear you have this domain name you might want to unload. I’ve got… um, 36 cents. Hello? Hello?

Did World War III ever get released? (checks) It did! And it’s on Steam! Cool?

Romhack: Raggedy Land with Ann & Andy

Here at Set Side B our purview is “Indie, Retro, Niche,” and we consider romhacks, of the niche, to be among the the nicheist. (Nietzsche-est?) But there are lots of romhacks, with more every day, and most just aren’t that newsworthy.

This one’s pretty interesting though? As the Romhacking.net entry mentions, Raggedy Ann, while once a pretty big pop culture property with an animated movie and two TV specials directed by Chuck Jones, has fallen into disuse for decades due to rights issues.

The linked hack, for Data East’s Famicom McDonalds tie-in game Donald Land, is an attempt by Garrett Gilchrist and Brooklyn Williams to simulate what a Raggedy Ann game from the NES era would have been like, using graphics and characters from different iterations. Here’s a scene with The Greedy, from the feature cartoon, that once inspired many a nightmare:

Pretty cool, and rather more ambitious than your standard pedestrian graphics swap!

Running DOOM on an IBM RS/6000 Under AIX

I’ve been rather taken by NCommander’s YouTube channel lately, in which he regularly tries to build and run old versions of Unix and software for it. He’s run an old boxed version of Debian 2.1, Internet Explorer 5 for Unix, the first Linux live CD (Yggdrasil), and–get this–even a version of System V made for the Commodore Amiga that was officially published by Commodore! It comes out of the box with NetHack 3.0! (Warning: that one’s a seven hour live stream.)

A highlight of the channel that falls under our jurisdiction is him trying to get DOOM running on an old IBM machine running old IBM Unix. Over an hour long, the video is a long sequence of sadness, involving misconfiguring hostnames, getting X running, discovering that IBM’s C compiler costs about $2,500, running into basic C functions IBM didn’t implement, building OSS for AIX (and buying a $10 license for that), and then the issues with building and running the game itself. So yes, add it to the long list of devices that run DOOM, but at what cost?

Well, to NCommander, $10 plus several days of time. To you, about an hour of entertaining (somewhat) learning about obscure computing esoterica!

NCommander at YouTube: What Does It Take To Runu DOOM On A $10,000 IBM RS/6000 From 2001?

Official Pokemon on a Sega console? (only sort of)

Do You Know Gaming’s subseries Region Lock has turned up a number of Pokemon games that they made for Sega systems in Japan! The Pico and Advanced Pico Beena systems were home to a few edutainment titles that taught through a variety of minigames. With no actual Pokemon gameplay, these titles are mostly curiosities today, but they are curious ones! Curious curiosities!

It’s pretty light as far as videos go, and more than a little click-bait-y, but it does show off some extremely obscure software.

Robert Koeneke, Creator of Moria, R.I.P.

News comes from Ben S. on Twitter, and echoed by Temple of the Roguelike that Robert Alan Koeneke, creator of Moria, passed away on July 15th, at the age of 64.

TotR identifies Moria as the first follow-up game to Rogue. My notes have it popping up three years after the original, which seems like an impossibly long time now for no one to have made a copy, but even Advanced Rogue, which was built off of Rogue code, didn’t see the world until 1984. Moria, by contrast was written from scratch. Moria’s Wikipedia page notes that Koeneke originally wrote it in a form of BASIC, but rewrote it in Pascal, and I think that’s probably the version that first saw distribution.

(A good place to look for the relative appearance times of roguelike games is this page on the Tangaria website. There is also BALROG, which no longer exists on the living web but is preserved on the Wayback Machine, although a link to it currently eludes me.)

Moria was converted to the C language to produce UMoria, which the credits to Blizzard’s Diablo cite as a direct inspiration. A prototype of Diablo was found some time back that was turn-based, and was even closer to the Moria play style. There’s also GMoria, another variant of UMoria.

A browser-playable version of Moria is reputed to reside here, but currently seems broken. Moria itself wasn’t ported beyond Pascal, but UMoria was written in C and so managed to proliferate. User polluks at GitHib has preserved and cleaned up the source to UMoria and released a version 5.7 that remains true to early versions, and runs on Windows, Linux and macOS. Previous versions ran on VMS, DOS and Amiga. Their account also maintains several other versions of Moria, including the Pascal source of the VMS version.

The object of Moria is to descend into the titular mines and defeat the Balrog that gave Gandalf so much trouble. Some of its many improvements over Rogue include a town level where players can purchase and sell items, more types of equipment including helmets and boots, the need to carry a light source in the dungeon, and levels that could be much larger than one screen in size.

Angband players will find most of this familiar; while it has a much longer dungeon, in structure its apple doesn’t fall far from Moria’s tree. Both Moria and Angband place the game emphasis more on fighting and tactics than Rogue.

Rogue was popular in the culture of university computing, but its source was closed, and what variants it got were built off of leaked code. Moria was the first open source roguelike, which allowed for its conversion to C. This C version was renamed to UMoria. UMoria is the ancestor of mighty Angband, which is one of the most-permuted games ever made, with well over 100 variants, with even more appearing once in a while.

I can’t resist turning this into a parable about the virtues of cooperation and sharing. Because of Rogue’s closed source, its immediate variants are very hard to find now, with only the versions preserved by the Roguelike Preservation Project surviving, and Rogue itself has largely been overshadowed by NetHack and its variants.

For more on UMoria, back in 2015 Roguelike Radio did an episode on it. There is also a good Moria resource page.

Surfing with a Dreamcast Web Browser in 2022

The Sega Dreamcast was ahead of its time in many ways. It was possible to load web pages on a Sega Saturn Net Link, but the Dreamcast had a built-in dial-up modem and came with a web browser included in the box. In the US it was created by PlanetWeb; Japanese users got DreamPassport, . Further, several games had built-in web browsers to connect with websites online that offered hints, forums, DLC and special functionality. Sonic Adventure allowed you to upload the Chao from your Chao Garden to a day care service. All of those services broke when a game’s servers were taken down, although in the case of Sonic Adventure, a fan bought the domain when it expired and put up the original content so that Dreamcast consoles can find it.

While several versions of the PlanetWeb browser were released during the system’s short life, they all have some pretty significant limitations. The Dreamcast itself only has 26 MB of RAM, of which only 16 MB is of general use. Plus many sites rely on scripting, which the Dreamcast wasn’t equipped to handle even at the time. On top of it all few people use dial-up internet any more, so that modem isn’t too useful. The Dreamcast Broadband Adapter is an effective workaround, but is hard to find. The Dreamcast also had keyboard and mouse peripherals release for it to aid in internet use.

Dan Wood on YouTube recently plugged a Broadband Adapter, keyboard, and mouse into his Dreamcast and took it online with a 2008 browser release, and the video above shows the results. If you’re curious to see how much the web has changed since then it’s worth the 22 minutes out of your day it takes to watch it. (Less time, if you speed the video up! Another minute less if you skip past the ad!)

How many people used the Dreamcast for serious browsing? It was a fairly clunky experience even back then, when most web pages were fairly lightweight and most didn’t rely on scripting. I had it back then and I only put it in a few times. The PC experience was much better even then. Internet Explorer launched in 1995, and of course Netscape Navigator and Mosaic came before. Compare that to the Dreamcast’s 1999 release date for some hint that, even though it was the first console that was internet capable out of the box, it was already a little late to the party.

That’s okay though. We’re publishing a gaming blog in 2022. Old things are okay with us.

A few more links if you want to find out more: Sega Retro’s page on the Dreamcast Web Browser, here’s a Wayback Machine link to how the browser’s default landing page would have looked at the time, and here’s an archive of how the page looked in 2010, near the end of its life, after a fan had taken it over.

Browsing the Web on the Sega Dreamcast in 2022 — Is It Possible? (YouTube video, 22 minutes, contains Squarespace ad)

Lost Ed Logg Developed Prototype of Millipede for Famicom Found

If you dig around the forums of AtariAge, sometimes there are wonders to be found.

It’s been known for a while that three classic-era Atari arcade games were produced by HAL for the Famicom and NES: Defender II a.k.a. Stargate, Millipede, and Joust. Nicole Express recently did her typically excellent job discussing them and what makes them interesting. Such as, among other things: they use music that was later reused in NES Punch-Out!!, they are subtly different between their Famicom and NES versions, Satoru Iwata may have personally worked on them, and they were developed as part of Nintendo’s pitch to Atari to have them distribute the NES in the United States.

Something that one might overlook reading the article, however, is the news that this isn’t the only version of Millipede made for the Famicom hardware. As an in-house project at Atari Games/Tengen, Ed Logg himself implemented Millipede for it, before they discovered that the publishing rights in the US resided with the other Atari, the one that got bought by Jack Tramiel.

The source was recently found on a backup tape from Atari, and hand-assembled. The resulting rom file can be downloaded from the AtariAge thread on it. It has no sound, because that hasn’t been implemented yet, the colorful alternate palettes of the arcade version are missing, there are some bugs (I mean program bugs, not enemies), and the DDT Bomb objects hadn’t been put in yet, but a lot of the game is still there. There are even multiplayer modes, supporting up to four players playing alternating or simultaneously! It’s especially interesting since Ed Logg assisted Centipede’s creator Dona Bailey in creating the original game.

Hempuli Translates Finnish Super Mario Manual Back Into English

Hempuli is the creator of the brillian Baba Is You, as well as other games. He’s known to tweet from time to time, and lately he translated some of the text from the quirky Finnish translation of Super Mario Bros. back into English, making an effort to retain some of its distinctive weirdness. Here is that thread, unrolled for your convenience. Here’s a couple of highlights:

Hurry Mario and save Princess Chanterelle of Mushroomoom land!
“Willowherbs” is the translator’s attempt to do something with the “field horsehair plants” in the English manual that have mystified players for decades now.
Daddy-longlegs?

Tutankham Returns

Tutankham Returns (itch.io link, $0) is a port/expansion of the classic Konami/Stern arcade game Tutankham. While Tutankham had only three levels, this has seven, but otherwise is much the same kind of thing. Compare the above to the original. It matches the original’s sound, graphics, and presentation exactly! The games have especially good sound design.

Creator Luca Carminati has a number of other recreations of classic games in itch.io, some, like a version of Tutankham Returns, for the Commodore 64. (Yes, it’s another Commodore post!) Of particular note is Bagman Comes Back (video, C64), a port of another neglected classic, with 24 different maps, compared to the original’s single three-screen board. Luca has been in this for a long time; he has a collection of Amiga games on itch that he made starting back in 1995!

The Bubble Bobble Info Pages

There was once a time where game information was really hard to find on the internet.

Before Fandom née Wikia started automatically generating wikis for everything in existence, before even GameFAQs, which started in 1995 and is still chugging away after all these years, became sorta-big, there were the shrines sites. Some enthusiast (obsessive?) would build a website to document literally everything about the game they could find. Early free hosting site Geocities was a haven for that kind of thing.

Geocities is gone now, although much of its content has been preserved through the efforts of Archiveteam. By the way, if you’re feeling nostalgic for those days, or wasn’t around then but think it sounds like something you’d like to get involved with, I will just drop here this link to Neocities.

Not all of these sites were on Geocities, or other host short-lived free host. Some of them survive today. I personally think these sites are an essential part of the soul of the World Wide Web (yes, I’m old enough to call it that), and proudly link to some of them from our hard-wrought Links page.

One of my favorite of these shrines is the Bubble Bobble Info Pages, created back in 1998, and its companion site the Rainbow Islands Info Pages. It’s not just their old-school web design that I love, although that’s hugely charming to me. It’s that it’s the source of a great quantity of information on a couple of extremely opaque games.

The arcade game Bubble Bobble is absolutely filled with mysteries, most of which are practically undiscoverable without diving into the game’s code, and it’s known that even its manufacturer Taito lost its source code many years ago. This leaves BBIP as nearly the sole source for a lot of important game data.

My favorite of these facts is the information on how Bubble Bobble decides which special item to generate each game. These are not random but chaotic, influenced by unseen patterns, that gives a kind of sense of them. Some items tend to be generated on certain levels, but they’re not hard-coded that way, so that the player’s actions can influence them without relying on them.

The game keeps count of a huge array of things that the players can do or cause during the game. The number of times they jump, the number of times they shoot bubbles, the number of times the pop bubbles, the number of times they jump on bubbles, the number of steps they take, the number of times they wrap the screen, and so on.

At the start of each level, the game goes down the list, finds the first value that exceeds a certain limit (which generally increases with the game’s difficulty, both explicitly-set and dynamically-rising), will set that item to generate during that level, and resets the counter. Some of these things can only happen in certain levels, like screen-wrapping or popping water bubbles, and that gives the history of generated powerups throughout a game a shape, that the players can influence, even without knowing exactly how. These counters are not even reset when the game ends! They carry on to the next, and in fact a few of the counters probably won’t trigger for several games.

It’s a significant factor in what makes Bubble Bobble so much fun, but interestingly, it means it’s more fun when played in an arcade setting, where the actions of past players contribute to add uncertainty to the powerup schedule. This is a terrific design pattern that I don’t think nearly enough developers know about, and one of the few places in the world where you can find out about it now is the Bubble Bubble Info Pages.

Video: Classic Game Repairs

The YouTube channel Classic Game Repairs fixes and restores old arcade units, especially those from the classic age and before. There’s a number of such things out there, but this is a whole channel of nothing but! Many of the units are really old too, like from the 70s. Those are a whole slew of games that are much in need of current-day love.

The video linked above is of Universal’s Mr. Do!, which is kind of like more-awesome Dig Dug. Most of these videos, I should make it clear, are not of gameplay footage, but of circuit boards and soldering irons, but that kind of thing is like ASMR to me. Maybe it will be to you too?