Romhack Thursday: Gyromite No-Robot Hack

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

People who got the expensive Deluxe Set in the early days of the NES received two so-so games instead of Super Mario Bros, both designed around the peripherals included in the set. Their compensation for not being able to bop around the Mushroom Kingdom, and paying a premium besides, was Duck Hunt, which was okay, and Gyromite, which was absurd.

As a bonus, the title screen has been changed from “Robot Gyro” too.

Gyromite, or “Robot Gyro” according to its title screen (it didn’t get localized from Japan at all!) puts you in the shoes of Professor Hector, who has to collect all the bombs in his lab. Sadly, he’s left all these monsters wandering around. Fortunately, there are these red and blue pillars that block the monsters, but they also block Hector.

The pillars can be moved, but not directly by Hector. Instead, you use the A and B buttons on the controller. But, not the first player controller: the second player controller is used. And the player isn’t supposed to manipulate them themself. They were supposed to put the controller into a contraption involving levers, spinning weights, and the “R.O.B.,” or Robotic Operating Buddy, another peripheral included in the Deluxe Set.

The intended process was:

  1. The player uses their own controller to give commands.
  2. The screen flashes in response to those commands.
  3. Photoresistors in R.O.B.’s eyes read these flashes.
  4. Depending on the flash, R.O.B. moves opens or closes its claws, lifts them up or down, or rotates.
  5. Through these means, the player is supposed to manipulate R.O.B. to pick up the spinning, top-like gyro weights and place it in a motorized holder, which begins rapidly spinning it.
  6. The player sends more signals, to cause R.O.B. to transfer it, still spinning, onto a platform.
  7. The platform serves as a lever, so the weight presses down on the platform, which causes it to press the button on Player 2’s controller.

The signals control R.O.B.’s motions, not the controller’s. They result in it lifting or lowering his claws, or opening or closing them, or rotating. What if a weight runs out of spin and falls over? Well, it’s up to the player then to manually pick the weight up and put it back into its holder, during the game, as R.O.B. has not the facility to do that itself.

Above, Youtube user zoclates demonstrates this process in an advanced level of Gyromite. Here is a direct link, it’s about six minutes long. Surely, kids who got the Deluxe Set enjoyed this far more than they would playing Super Mario Bros.

These days R.O.B. has retired to serve as one of the weirder characters in the Smash Bros. series. But there’s actually a kind of fun game there in Gyromite, beneath the involute process intended to control it. You can play it without R.O.B. at all, just by directly pressing the buttons on the second controller yourself, but this is both a bit unwieldy, and makes the game too easy.

The Gyromite No-Robot patch localizes these functions on one controller. Since the unmodified game’s timer for each level is extremely long to allow for the time it takes for R.O.B.’s mechanics to function and for the tops to spin up, it also shortens the time limit to preserve some element of challenge. It turns a game that requires expensive and rare hardware to play it as intended, or at least remapping the Player 2 controller in an emulator, and making it much more enjoyable.

Gyromite Special Edition [romhacking.net]

Stuff About Last Year’s Zelda Game & Watch Device

Forever late to the party, I splurged a bit and got the Zelda Game & Watch Nintendo made last year, and you can still find on sale in some places. It doesn’t seem to have been as popular as the Super Mario Bros. version, despite being a somewhat better value for the money. It’s hackable, but it requires opening it up and doing some soldering, and has so little storage that to really make use of it you have to replace its Flash memory chip too.

But even if you don’t hack it, it’s a nice thing just to have? It’s got a great screen for one thing. And as reports were on release, there is a light-up LED Triforce that shows up through the back case when it’s on that’s just a nice touch. The games are largely as they were on their original release, although with flashing effects toned down to avoid triggering seizures in photo-sensitive sufferers of epilepsy.

This is such an unnecessary addition, but I love it. Nintendo is really calling out to Zelda fans here.

Of new features though, the standout is the clock mode, which I’ve not seen a lot of people talking about! It self-plays a kind of weird version of The Legend of Zelda via AI. Monsters are generated, the AI destroys them, then more monsters are generated. They drop items, but rupees don’t seem to matter. Every two minutes, Link moves to a new screen. Every 30 minutes or so he changes location between the overworld or a dungeon. He finds items, he beats bosses, he gets heart containers, he slowly collects Triforce pieces, and at noon and midnight he defeats Gannon and starts all over again. There are even secret staircases to find, although the AI seems to know where they are.

The rupees serving as the colon in the time can be collected!

At any time during this show, you can press A and B at the same time to take control of Link yourself. He controls exactly like he does in the NES version, with enough nuance (like, the edges of the screen are a safe zone like in the console version) that I wonder if this isn’t a hugely hacked-up version of the game’s rom that’s providing the show. The sound is just ticking by default, but if you hold the A button down for five seconds it enables the sound from the game too.

If you choose to control Link, you can’t access the subscreen, but you can switch items using the Select button. If you run out of hearts Link respawns almost immediately. Also you can’t move to a new screen yourself, instead the game advances to a new area after two minutes regardless of how well either you or the AI player does. If you leave the controls alone for a couple of seconds the AI will take back over for you.

I don’t know if the world map that Link travels through is mappable. I’d be very interested to know if it’s a hack, and if it is, if someone could break it out of the software. If it isn’t, maybe the game world could be recreated in a hack of the original Zelda rom?

The Zelda II timer game is rather fun in small doses

There is also a special version of Zelda II. When you activate the Timer function, the version of Link from that game will automatically fight enemies, and you can take over from its AI too. This version is more explicitly game-like: it tracks high scores earned (by either human or AI) in each of its ten time limits and on each of three enemy sets, plus one more, a special mode where it records the time a human player can defeat a number of enemies. (Hold A for five seconds from the timer set screen to activate it.) And there’s a version of the old Game & Watch title Vermin included, with Link instead of its generic character that was later christened Mr. Game & Watch.

A note about the combat implementation of Zelda II in the timer game. Ironknuckles show up here, but the trick familiar to people who have played a lot of the NES game, of jumping before an Ironknuckle and stabbing as you’re coming down, as of slashing through the top of the enemy’s head, which always gets past the shield, does not work in it. Instead, to get past an Ironknuckle’s defenses, you must rely on the fact (in this game) that they can’t movie their shield while they’re attacking with their own sword.

Oh, it’s got three emulated Zelda games too, although I’ve played them so much before that the new stuff is much more interesting to me

So, it’s time to make an embarrassing admission. This is at least the seventh time I have legally owned the original Legend of Zelda. I had its NES cartridge, the Virtual Console rereleases for Wii, Wii-U and 3DS, the GBA rerelease, and the one on the Gamecube bonus disk for pre-ordering Wind Waker. I’ve probably forgotten at least one other version along the way-I had Gamecube Animal Crossing, which has the rom of The Legend of Zelda on its disk too, although it was never made available without hacking, and I subscribe to Nintendo Switch Online, meaning I can also play it there if I were to be of that mind. Now, I own a yet another device that can play The Legend of Zelda. Most of that time I could have played it for free via emulation, yet I keep buying it.

Yes, on the day I got it, I did a deathless run of Legend of Zelda on it. It was mandatory.

My response to people who are somehow in favor of Nintendo’s draconian legal response to pirates is, why do I keep doing that, continually giving them money for a game I’ve bought many times, when if I had the mind I could probably have gotten a hundred copies off the internet? Am I just stupid, or is there some other motive at work here? I am open to either possibility.

The Secret of SMB’s Hidden 1UP Blocks

Super Mario Bros. has 10 “1UP” blocks throughout its eight worlds. One of them is in World 1-2, and another is in world 8-2. These are visible (although they appear to be ordinary bricks when hit), and always produce a 1UP Mushroom when hit.

But also, there are a total of eight other 1UP Mushroom blocks in the game. These are hidden, invisible and intangible unless struck from beneath. That causes them to appear and produce a 1UP Mushroom… sometimes.

The 1UP blocks are always in the first level of each world (1-1, 2-1, 3-1, and so on.). They also always appear if you start on that level (say, using the level selection feature unlocked after finishing 8-4) or if the player has just warped to that level. But in other situations, the block usually doesn’t appear.

Image from Stephen Lindholm’s website. Text is from Nintendo’s “How to Win at Super Mario Bros.”

What causes them to appear? Even Nintendo’s guide authors at the time didn’t know. Depending on the source, it either had to do with whether Mario was big when he hit it, or whether he found all the coins in the previous world.

Stephen Lindholm’s website has the details on the true criteria, and you should read it there, but to summarize:

  • There is a flag in the game that is set when a game is begun, when the player warps, or if the player has collected a certain number of coins in the third level of the previous world. 1-3, 2-3, 3-3, etc. That is the deciding factor.
  • How many coins is needed? In World 1-3, it’s all but two. In all the other X-3 levels, you must collect every coin! The game has a short table in its code for the minimum number of coins necessary to earn the mushroom on each level.
  • If you do this, the flag is set. When you get to the following world’s first level, when the 1UP Mushroom block would be generated by the game’s world building code (which operates off the screen to the right of the player’s location), if the flag is set, the invisible block is placed and the flag is unset.
  • If the player dies before collecting it, or never hits it, either way the mushroom is lost.

Sundry Sunday: CUBE

It makes pocket calculators look like the cotton gin

It’s coming….

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.

Nicole Express: The Many Ways the PC Engine Saved Games

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!

Image from Nicole Express

Nicole Express: Tennokoe, or, How I learned to Stop Worrying and Save the Game

Atari Games Email Archive

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.

Particularly, read the last message from this post on the end of the U.S. arcade boom, of which this is an excerpt:

Atari Email Archive

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.

Romhack Thursday: Vs. Super Mario Bros on NES

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.

Title screen for the Vs. Super Mario Bros hack

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.

Hey, that flower’s supposed to be a 1 Up Mushroom!

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.

SUPER PLAYER’S

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.

Expect a number of tricks that would later get reused in the Japanese sequel to Super Mario Bros.

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.

Vs. Super Mario Bros for NES (romhacking.net)

Video: Reconstructing an Arcade Centipede

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!

The repair process was involved enough that they did a separate video for fixing the board itself.

Joe’s Classic Video Games: Repairing a Completely Destroyed ATARI Centipede Arcade Game From 1980, Will It Run? (45 minutes)

How we Repair an Atari Centipede Arcade Game PCB With Minimal Test Tools – Simple Schematic Theory (49 minutes)

Sundry Sunday: Mario Twins

This one’s really going back a ways. The description on this 2012 video says it’s a Newgrounds classic, and I was not a habituĂ© of that site then, I’m sure it goes back to at least 2005.

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!

Video: Its Programmer, On SNES DOOM

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.

DF Retro: The Making of Doom on Super NES – The Original ‘Impossible Port’

Romhack Thursday: Junkoid

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.

Have some more screenshots:

Junkoid’s Romhacking.net page

Tron Arcade Documents

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.