Wherefore MISSINGNO?

It’s another highly technical game glitch explanation, although from a source we don’t often follow here: even though it has to do with explaining glitch Pokemon from the first generation of that series, it was the ending presentation of RustCon 2020 given by Siân Griffin, despite having little to do with Rust, other than showing the possible results of not having strong memory safety in your programming language.

It’s 39 minutes long, and it might prove difficult to get through for some, but it’s good and interesting information:

I will give you an overview:

When the original Pokemon games generate a random encounter with wild Pokemon in the overworld, they refer to one of two lists in RAM memory, copied there from ROM. One list is for “grass” Pokemon, that are generated when walking through tall grass, and one is for “water” Pokemon, that are generated when in riding a Pokemon using Surf over water tiles. The lists are copied when entering a new region, with a differing enemy generation table.

Due to an oversight in the tile checking code, a different subtile is checked when generating a Pokemon from each list. This means it’s possible, on some shores, to generate a Pokemon from the grass list when actually on the water. If one of the lists has a Pokemon generation rate of 0% for its type, then its list doesn’t actually get copied. Some regions that are largely aquatic aren’t intended to ever generate grass Pokemon, and so have a 0% grass encounter rate, and so never copy a grass Pokemon encounter table. The Pokemon generated come from whatever was in memory before, which may be all zeros, or may be whatever used the memory in that area previously. Pokemon has little RAM to work with, so the Pokemon generation table memory has other things that use that memory, and one of those is data for the trainers you trade Pokemon with.

If you use Fly to fast travel to Cinnabar Island, you can reach a region where the grass encounter table won’t have been initialized, but you can still cause grass encounters to happen by Surfing on the shoreline. The contents of that table can be manipulated by doing something else that uses that memory beforehand. As a result, you can cause an encounter with an undefined Pokemon, which has the name MISSINGNO and has various glitch attributes.

Because the Pokemon has faulty definitions for some of its attributes, like appearance and cry, it’s possible to crash the game or wreck your save data from playing around with MISSINGNO. But if you run from it, this damage can be minimized. And when it tries to mark that you’ve seen MISSINGNO in the bit array that records which Pokemon you’ve seen, it overshoot that table and actually sets a bit in the memory that follows it, which usefully, is your inventory. Generate the right version of MISSINGNO and run from battle, and you may suddenly find yourself with over a hundred of an item in a specific slot in your inventory. If you put the Rare Candy there before, you now can give your Pokemon over a hundred experience levels, or you could create stat-gain items this way, or lots of Master Balls.

Glitches such as these seems like they’re rare, but really, there’s lots of games that have them. It’s one of the perils of coding your game in assembly, really.

Looygi Bros. Tests Glitches in Nintendo World Championships

Looygi Bros. obsessively plays various games and finds quirks, glitches and interesting facts about them. Their newest video tries out a bunch of known glitches in NES games and sees if they work in the new Nintendo World Championships speedrunning game. The result: in many, but not all, cases, Nintendo has put in code traps to make sure the games are operating as intended, and if they are set off, like if Mario goes through a wall or Link wraps around the screen, the emulator software declares Strategy Unavailable and resets the run. They tested 11 glitches in a ten-minute video, embedded here:

To summarize them:

  1. Minus World: the trap occurs when Mario tries to slide through the wall at the end of World 1-2.
  2. In Donkey Kong, it’s possible to climb down the first ladder, wrap around the screen, and end up on the girder right below the goal. They caught this one.
  3. Super Mario Bros. 2 (USA) Fast Carpet: with two carpets spawned, you can travel extra fast. This one didn’t get caught, but the set-up time to use it makes its use in the challenge prohibitive.
  4. Wrapping the screen in The Legend of Zelda. This is one of my least favorite glitches honestly. Nintendo caught it, you can’t glitch around the screen horizontally nor get Link into the top-of-screen status area. (I also dislike the term “HUD” for these areas. Dammit Jim, it’s a video game not a jet fighter.)
  5. The “door jump” glitch in Metroid. This lets you use a door to get Samus inside the blocks that make up the edges of the screen, from there you can, depending on the situation, either wrap around the screen vertically or explore “secret worlds” created by interpreting random cartridge data as terrain. This one’s trapped.
  6. Super Mario 2 double jump. I didn’t know about this one! In some circumstances when you’re near an enemy, characters can jump in mid air. This one is both not trapped, and actually useful in the challenge!
  7. Super Mario 3 Fortress skip. In similar circumstances to passing through the wall in Super Mario Bros. to get to the Minus World, you can pass through a wall midway through the fortress to skip an area and go straight to the boss. This one’s trapped, probably checking for the same kind of situation as the Minus World trick.
  8. Super Mario Bros. wall jump. Not trapped, and conceivably useful in the World 8-4 completion challenge to get into the elevated pipe.
  9. Kid Icarus fortress 1 shortcut. There’s a way to glitch through a wall early in the route through the fortress that takes you almost to the end. This one is trapped, but it’s triggered, not when you get through the wall, but when you go through the room’s exit. It probably makes sure you go through all the essential rooms in order.
  10. Super Mario Bros. 2 cave skip. It’s a way to glitch through a wall so you don’t have to wait for a bomb to explode. It’s tricky but possible, you end up taking damage to get through it though.
  11. Super Mario Bros. 2 item attachment. A complex trick that lets you get items into areas where they aren’t intended to go. Technically this is untrapped and usable. In conjunction with the cave skip trick, it’s possible to kill Birdo with a Shy Guy, potentially with one throw instead of having to wait for three eggs to throw back at her. Looygi Bros was unable to get the whole trick to work in the World Championships software, but offers the possibility of it working to whoever can chain together all the necessary techniques.

I find it interesting that the tricks were disabled through traps instead of fixing their games, they seem to have enough technical know-how to know how the glitches work to check for them in the emulation layer, but maybe fixing them was deemed against the spirit of the game, or they didn’t want to risk changing the game’s essential behavior?

Sundry Sunday: Steamed Hams, But It’s An NES Game

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

So despite the fact that you likely already know all of this, I still feel like I have to explain it all for people who might not have soaked their brains in US popular culture, yet still care enough about video games that you’re reading Set Side B. Let’s get it out of the way as quickly as feasible.

Premiering December 17, 1989, The Simpsons has been on the air for approaching 35 years. We in the United States are going to have to come to terms with the fact that it’ll probably be the reigning television fact of our lives. When it began, the NES was still the hot game system, and that was eons ago.

Premiering in the 7th season, during the time when most people still agreed The Simpsons was the best show on television, was the episode 22 Short Films About Springfield, in which the writers created a loosely-connected sequence of miscellaneous stories about the many side characters in The Simpsons. One of those stories was “Seymour and the Superintendent,” where Bart’s principal hosts his boss Superintendent Chalmers to a home-cooked meal, but due to a sequence of comical events serves him Krusty Burgers instead, covers it up in a variety of unlikely lies, and nearly burns down his house. Colloquially this has become known as “Steamed Hams,” after one of the lies Principal Skinner tells.

In 2017, a popular meme went around the internet in which people remade, remixes, or otherwise re-did that story, alone of all of them in the episode, the season, and among the long long run of the show.

In fact, those memes are still being made, and this post’s subject is one of them. It’s a video simulating what a Steamed Hams game would have been like if it were made in the style of the Bart vs the Space Mutants and Bart vs The World games on the NES. It was made by Penney Pixels, it’s four minutes long, and it’s here, and here:

There is an actual game version of the Steamed Hams, of which a playthrough is recorded here, and can be downloaded here. There’s another version of Steamed Hams too, and it can be played on GameJolt here. Both of those are adventure games.

I thought Steamed Hams had come up here before, but a quick search didn’t find anything, so I’ll just leave it at this. I’m sure in the next 35 years there will be hundreds more game versions of Steamed Hams. Maybe after all that time, I’ll be able to bring myself to mention it here again.

Inty Sports and the IBL

The end of Blaseball continues to leave a large squid-shaped hole in what I’m going to, for the sake of argument, call our hearts, but there are alternatives out there. One such alternative is Inty Sports, and the IBL: the Intellivision Baseball League.

Forget about hacking Tecmo Bowl or the like to include modern stats, this goes all the way back to arguably the first complete home console baseball simulation, back on the first console that made decent sports adaptations a reality.

Since 2014, each year, over the course of around three-and-a-half months, a league of ten teams with names based on Intellivision properties battle it out for the title of IBL Champions. I don’t know if human players back the teams or if they’re all computer-played, but it seems probable that it’s the latter. Intellivision’s Baseball (originally marketed with the Major League Baseball license) is a decent adaptation, although there are some rule changes as described on its Wikipedia page: no fly balls are simulated, home runs are declared based on “how and where” the ball is hit, and if a run is scored before the third out on a play, it counts.

Intellivision Baseball is from an era before consoles tracked stats, named players, or even offered selectable teams, so any strengths and weaknesses on a given team are merely the result of statistical variance. If you can allow yourself to forget about that detail, though, you might allow yourself to be amused, for a period of time ranging from minutes to multiple years.

Each game progresses rapidly, and is over in a brisk 9 to 11 minutes, which is much better than real-life baseball. Inty Sports has a website with the records of past seasons, and a page of greatest moments. Their 2024 season wrapped up just a few weeks ago, and can be viewed on their Youtube channel. Here is the final game of the 2024 season, Spartans vs Bombers (11 minutes):

A Japanese Youtuber Plays Rogue

I only have the barest understanding of Japanese, and the auto-translation on this video is pretty bad*, but I still found this Japanese Youtuber’s experience with the Steam release of Epyx Rogue to be interesting (27 minutes):

They keep using terms from Chunsoft’s Mystery Dungeon games, especially Torneko no Daibouken from the Super Famicom, but seem to have a good sense of how those items connect to and were inspired by Rogue.

Your armor weakens, oh my! “All the F words in the world were about to come out.”

They also die a lot. Because Rogue doesn’t want you to win. It was made for a community of players who would play it over and over, and were competing on shared scoreboards on university machines, and indefinite play makes for a poor measure of player skill. Standing and trading blows with every monster is a bad strategy in Rogue in the long run. Instead, it helps to run from strong enemies, to build up more hit points so as to defeat them, and sometimes in order to escape them to the next floor. Rogue’s monsters grow in strength as you descend fairly quickly, and the player is usually not far ahead of them in the power curve. Then around the time Trolls show up they’re roughly an even match, and they keep getting tougher. The point where the monsters become stronger than the player is different every game, and depends a lot on which items the player has found and has identified, but it always comes eventually. They eventually get pretty far, dying on their fifth attempt to a Griffin on Level 18.

*
“Water supply texture: Say goodbye to the smell of raw oysters.”
“The Dora doll’s twisty honey positive is getting warmer.”
“I miss the days when I used to go Hee Hee in Centauros.”
“Let’s quickly wash and throw away the rotten plastic bottles we drank from.”
Tell me more, auto translate bot!

The Mr. Saturn Text Generator

ꔠ⋲ɣ-ơ! 𝕂ηơ⍵ ɣơ⊔ ⍭ꔠ⋲ꭱ⋲ β⋲ ᨓꭱ. یƌ⍭⊔ꭱη ⍭⋲ⵋ⍭ 𝙶⋲η⋲ꭱƌ⍭ơꭱ ơη ⋲ƌꭱ⍭ꔠ ⟟η⍭⋲ꭱη⋲⍭ βơ⟟η𝙶? ⟟⍭ ηơ⍭ β⋲ φ⋲ꭱⴥ⋲ᘓ⍭ β⊔⍭ ⟟⍭ ơⴥ ی⊔ⴥⴥ⟟ᘓ⟟⋲η⍭ ⍵ƌᘓ𝕂⟟η⋲یی ⍭ơ ᨓƌ𝕂⋲ ⟟ᨓφꭱ⋲یی⟟ơη ơη ⴥꭱ⟟⋲ηɗ ƌηɗ ᨓơηی⍭⋲ꭱ ƌℓ⟟𝕂⋲! ɗƌ𝕂ơ⍭ƌ!

(Did you know there is a website that will convert whatever you enter into an approximation of the text from Mr. Saturn from Earthbound and Mother 3? It doesn’t look exactly like it does in the games, but it is certainly reminiscent of it. Dakota! Dakota?)

It turns out there is a TrueType Mr. Saturn font as well, as presented in this Reddit post. Note that this link should not be construed to mean that I in any way approve of Reddit, or of how much internet content that it’s concentrated under its fetid profit-seeking embrace. That’s where this is, so that’s where I linked. It is a vectorized version of a pixel font recreation of Saturn-speak, which is available here. Message over boing!

Getting Started in DE’s Remake of Wizardry I

Wizardry hates you

Wizardry: Proving Grounds of the Mad Overlord, a.k.a. Wizardry I, is a classic and venerable CRPG from the early days of computer gaming. It’s thought to be the very first computer RPG where you played as a party of more than one character. Even the early PLATO RPGs didn’t have a single player control a whole group like that.

Wizardry took D&D as its inspiration in ways that now even D&D itself doesn’t know. Its Armor Class value counts down like it did in olden times. And death is meant to stick, and be costly to recover from. Dead characters can fail to be revived, which turns them to ash and costs even more to fix. And that can fail too, and the character is just gone.

Pit traps in the dungeon have no counter, most of them have no hint they’re waiting there, their damage scales with the dungeon level so they’re nearly always a danger, and frequently kill your mage characters. Yet, they are not the worst the game has to offer, especially when you get to the second game, which contains what may be the single cruelest trap ever put into a computer game, and I am not exaggerating.

Then there’s the mazes themselves. They’re tricky, and although there are many quality-of-life improvements in the new game, including an automap, the game purposely doesn’t protect you from its map-foiling tricks. If you get teleported or spun around, the game’s automap won’t notice, and it’ll mess up your map! This is by design, because playing Wizardry with an infallible map is a hugely different experience. You’re supposed to get confused.

So you see, Wizardry hates you.

Wizardry doesn’t hate you that much

These stories are frightening, enough that I imagine they’ve scared some players away from the game. But despite (and in a way, because of) them, Wizardry is still a lot of fun to play. For the first seven experience levels characters grow gratifiyingly quickly, and the play, due to its challenge and its consequences, is rarely boring. The original game underwent a year of playtesting before it was released to the Apple II-owning public, and the balance bourne of that time and work shines through. Wizardry is still a fun game to play, and while many of Digital Eclipse’s changes to adopt the game to current tastes are appreciated, I’m not convinced they’re all positive ones. It is what it is though, and I want to emphasize, what that is, is still fun.

Make backup saves of your game

Still though, one change that I can only regard as positive is that it’s really easy to make a backup copy of your save file. This isn’t just anyone telling you this! It’s me! I wrote a roguelike column for years for GameSetWatch insisting that permadeath was okay and that players shouldn’t back up save files to avoid it! But roguelikes are designed to be replayed many times, and anyway are usually pretty short so your time investment can’t become too large. Wizardry is not a long game, but it isn’t short either.

While Wizardry’s mazes don’t change, the game can throw all kinds of enemy parties against you, and even advanced parties once in a while get screwed over by the RNG. It is a rite of passage to rescue a deceased group one or two members at time from the dungeon, but it gets old after the first time or two. I don’t suggest winding back time every time a character dies, I think that’s going too far. But it will save you if, say, a character fails their revive from ash roll, or your party wipes beneath a set encounter space.

Backing up your save on the Apple II meant backing up you Scenario Disk, was a time-consuming option. Here, Digital Eclipse outright encourages you to make a copy of your save. The option is right there on the file menu, and I encourage you to use it too.

Use Old-School Creation and Advancement Rules

Under Old-School Options, you should use the original game’s character creation and stat advancement rules. I played through most of the game with the updated rules under the impression that they would take the edge off the difficulty, not knowing that these two actually make the game harder.

Character creation gives each character lineage (formerly called race, a term that’s become more loaded since 1981) set stats, and a number of points to distribute between them. The new system gives all characters a flat 12 points to spend. Under the old system character creation system, most characters got between 7 and 10 points to distribute, but 10% of the time would get ten extra points, and there’s a slim chance to get even more. Players could reroll endlessly to get bonus points in the range of 17 to 20, which was a huge boost! 10% of the time really isn’t that uncommon, and stats matter quite a lot in Wizardry, so it wasn’t hard to give all your characters a substantial boost right out of the gate, enough to start with a Samurai.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. The old rule gives each stat a chance to advance, based on the character’s Age/Vim, with a chance that it could go down as well. The possibility of losing a point should be considered, but often characters gain four or five points upon level gain. It’s more a matter of taste, but I’ve had good experiences with it, at least at low levels.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. Each has about equal chance, so it averages out to two points, which is really low generally, and even lower if you aspire to creating a Lord (a range of stats from 12 to 15) or a Ninja (all 17 or above).

Fortunately, you don’t have to stick with one option or the other, but can switch between them when you want. If you have a character who’s closing in on Lordship or Ninjahood, but just needs a couple of more points in a specific stat to obtain it, you can switch to the new style just before claiming that character’s next experience level, and even switch back afterward.

Creating characters

The game offers you to start you out with a group of pre-made characters of an appropriate mix and starting out at Level 2. I whole-heartedly suggest that you don’t use them.

Wizardry is not a game about helping an Overlord get an amulet back from a wizard. The quest is largely bunk; while Werdna is definitely not on your side, there’s is nothing in the game to suggest that Trebor is in the right either. No, Wizardry is a game about watching your characters grow through adventures, and overcome hardships, and possibly succeed in a great challenge. You really want to make your own characters for this.

While Level 1 characters are very fragile, and somewhat disposable, they’re yours. Under the new rules reviving Level 1 characters is free, and it doesn’t take them many fights to advance to Level 2, where they’re sturdier, and at Level 3 your group even starts learning good spells. Make your whole group and stick it out, you’ll have more fun.

Even once your group starts exploring the dungeon and gets a few levels under their belt, the game will continue to offer you new, randomly-generated extras, with levels approaching those of your highest-level character, in the Tavern. These can be useful as a B-team, to supplement your group if you want to play around with different party compositions, and to help rescue your own characters if they wipe in the dungeon. The original game didn’t have them, and they’re expensive to hire, but they can come in handy.

Party composition

In many classic party-based CRPGs in the Wizardry style, the ideal party is pretty obvious: a fighter, a thief, a cleric and a mage. Wizardry doesn’t buck that trend entirely, the game seems designed around three fighters, a thief, a priest and a mage, but there are interesting tactical possibilities that can be explored with non-standard party composition, and since the game lets you have up to 20 characters on your roster in total and switch them in and out of your main group at any time in town, you can even try them out without restarting your whole game.

Here are some ideas:

  • The basics: Figher x 3, Thief, Priest, Mage makes it harder for the monsters to break through that crunchy front line to get to the tasty low-HP classes behind them.
  • Go thiefless: I go over this below, in the section of Chests and Traps. In short, you have to forego a lot of treasure, but having an extra priest or mage lets your group rule in other ways.
  • Any number of Samurai instead of Fighters: it isn’t hard to make a Samurai in initial character creation, and that’s actually the recommended way to play one, since when a character changes classes their stats in play, they are all lowered tremendously. Samurai start out with more HP than Fighters, but earn slightly less with each level. But in return, they start learning Mage spells at level 4, giving you a few extra uses of DUMAPIC, and eventually MAHALITO, which can make a big difference against some enemy groups.
  • Having a Bishop instead of a Priest. I don’t suggest this one so much unless the Bishop is an extra character, because getting to higher tier spells as soon as possible is hugely important and Bishops, although they learn both spell types, get them more slowly. They do have the Identify ability though, which saves you a lot of gold at the Trading Post, and makes selling spare equipment found in the dungeon a reliable source of extra funds.

The most important stat for each class is the obvious one: Strength for Fighter types, Agility for Thieves, Piety for Priests and Intelligence for Mages. But after that, for front liners it’s Vitality, and for spellcasters it’s Agility.

However, Vitality increasess HP and helps the front line hold together for longer, since when the back rank falls into it they tend to get eaten quickly. But every class is helped by Vitality, it increases the chance of revival success, and it’s not a bad idea to add some to your Mages for when dragon breath or an enemy MAHALITO gets through.

Agility affects when a character acts in combat, and it’s important that those huge group-size damage spells happen early in the first round before the enemy has the chance to act. The best fight is the one that ends before the monsters get a single turn.

About VIM, a.k.a. AGE

Wizardry has a check on resting too much. Whenever a character stays at the Inn, they lose a tiny bit of VIM. It’s not enough to show on-screen, we’re talking about a small fraction of a point. In the original game it was called AGE, and started around 18 and counted up. You can switch to that name in the Old-School Rules. Each Inn stay is a week of time, although strangely it only counts for the characters who actually stay at the Inn. So long as you try to make the most of your expeditions into the dungeon your characters won’t age much, but the higher their age grows, the greater the chance (if you’re playing by Old-School stat level gain rules) that stats will go down. And if characters get very old, into their 50s, they could just die, period.

The higher a character’s VIM/lower their AGE, the less of a chance they’ll lose stats when playing with random stat gains, but it’s really subtle unless you class change multiple times.

When characters are revived from death, they age by a random amount that could be up to a year. When characters chance classes, they age considerably, by several years! So it’s best not to change classes lightly.

It’s said, of an early release of Apple II Wizardry, that if you quit the game while in the dungeon, and you resume their advenutres by restarting them as an “Out” Party, that the game would age them by ten years. I’ve only heard of this by rumor, and it seems to indicate that this was changed in later releases. I tell you this just to say, even the original designers thought better of that one.

There’s a lot more to say about playing Wizardry! Watch out for more soon, I still have to get some of my notes organized. We’ll talk about how the game actually plays, and give a plan for tackling the dungeon overall.

EDIT: I repeated myself at one point, so I fixed some wording there. Also some minor fixes elsewhere. I notice that the theme is covering some of the text with my screenshots. I’m not sure why it’s doing that. We’re looking into it.

Frank Herbert’s Book on Computers

Frank Herbert, of course, is the person who created and wrote the first Dune books. You remember Dune, don’t you? Paul Atreides, Muad’Dib, Bene Gesserit, Baron Harkonen, etc? Notably, in the backstory to his sci-fi epic masterpiece, there was a time called the Butlerian Jihad, where all computers and robots were destroyed and it was declared taboo to create a machine to do the thinking of a human being. These days, doesn’t seem like such a bad idea!

Well he was a bit of a tech enthusiast at the time, and he wrote a book about computers, possibly to try to not get too full of themselves, entitled “Without Me You’re Nothing: The Essential Guide to Home Computers.” The computers in question are Apple IIs and Atari 8-bits, so it may seem kind of quaint today. Also, the link is on the Internet Archive, and it’s one of those funky books that you have to “check out,” for about an hour, because every viewed copy is backed up by a physical edition they have in holding. You know, because publishers suck!

Still, for periods of an hour at a time, it is a portal into a simpler time, where computers typically had 64 kilobytes of memory or less. Will they inspire you to destroy all thinking machines and train a cadre of people to do complex math in their heads? I’m going to guess no, even though Apple products are one of the subjects of the book. In order to be inspired really loathe computers, I think you have to have at least a 300-baud modem.

Without me you’re nothing: the essential guide to home computers, by Frank Herbert (archive.org, 307 pages[!], readable for periods of one hour at a time)

The MAD Magazine Type-In Program

One of the essences of comedy and humor is a shared context between participants. When a joke is made both the teller and the hearer must know what’s being spoken of, and how the elements fit together in relation to each other, if the funny ha-ha is to occur.

Which is why I find the creation of The MAD Computer Program interesting. Published on issue 258 in BASIC for four of the microcomputer platforms of the time, Atari 8-bit, Apple II, Commodore 64 and IBM PC, it was obviously MAD’s bid to maintain technically relevant to that brief moment in computing history. Setting aside whether it’s actually funny or not (it’s not), it means that MAD’s editors must have decided that home computers were common enough that they could waste some of their precious print pages on catering to their owners. Anyone without one of those computers would find them to be four pages of wasted content.

The four programs have a lead-in that reads in a set of data (using READ commands to get vector coordinates from DATA statements, of course). The lead-in part is different for each platform, but the lines with the DATA statements are the same, and so are only printed once in the magazine. That’s also the least interesting part of the ordeal of entering type-in programs: tables of raw data, numbers without context, sequences of values that will put your monkey brain to sleep, yet will surely cause your code to fail catastrophically if entered incorrectly. There’s 140 lines of them to enter here, plus some more if you’re using a C64. As my eyes brush over them, childhood trauma from entering type-ins from computer magazines cause them to water involuntarily. I miss the age of magazine-supplied type-in programs, but not that part of it.

What do you get when you spend a grueling half-hour typing in two pages of numbers written by a group who describes themselves as a gang of idiots? Something genuine useful like Compute’s Speedscript word processor? A unique and interesting two-player game like Basketball Sam & Ed or Laser Chess? The author of the text of the piece is coy about what the result will be, but encourages readers to send a printout to the MAD offices. I wonder how many did? Probably not too many; a thread on the AtariAge forums implies that there’s an error in the listing that causes the program to crash about two-thirds the way into its run. One participant remembers that MAD published a correction a few issues later, but if they actually did I can’t say.

If someone does get it to work, what then? If you’re familiar with MAD you might can already guess what the result, a picture drawn in hi-res on your screen, will be, but to save you the effort of setting up an emulator and entering over a thousand numbers one at a time, here’s a Youtube video of the program in action:

The preview gives it away. WHAT, ME WORRY? It’s a pretty good representation!

The video links to the blog post on Meatfigher.net that I learned about the program from. Meatfighter’s a pretty cool little blog and it’s worth rummaging through their archives! atariprojects.org offers an emulator disk image with the program already entered for you. dougx.net offers a version of the program written in Javascript that renders its output in your browser window. Without the (relatively) low resolution of the ancient computers that ran the original programs I feel the result loses something, but at least you don’t have to type it in yourself.

The MAD Computer Program (meatfighter.net)
Video of output from the MAD Computer Program (Youtube, 1 1/2 minutes)

Snafaru’s Wizardry Fanpage

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Snafaru’s Wizardry Fanpage is a lot newer than most of the sites that get featured here under the Oldweb heading (see left/above), the earliest viewable version of the site on the Wayback Machine is from 2011, practically a baby at 13 years old. Yet it has some renown: I mentioned that I was playing Digital Eclipse’s wonderful remake, and someone on Mastodon pointed the site out to me. I then forgot about it, but then found it again through web search. Lucky! And it’s still being updated! If you keep your website up and updated for 13 years you deserve a PRIZE.

In addition to information on the original games, Snafaru maintains a scenario editor for Wizardry, and hosts a number of fanmade scenarios on their site. Wizardry is much older than even the blog, it was first published in 1981, 43 years ago. A game that maintains a fandom that long is amazing, even more so when its publisher went under so long ago.

The 30th Anniversary Edition of the Game of The Hitchhiker’s Guide to the Galaxy

I’m trying to include these timelines whenever I make a post about something that’s gone on for a bit

Okay, this is mostly from memory, so here goes. And it’s impossible to talk

about this subject without launching into a discursive and random mode of writing that may be funny but often comes off as annoying if one doesn’t have the writing skill of a Footlights alum who was friends with the Pythons (Monty) and once script-edited for classic Doctor Who. I apologize for that, but understand that reading the book version in large part warped my writing style for decades. I think I’ve gotten better since then, but I doubt it.

So in the beginning Douglas Adams created a hilarious sci-fi comedy radio show called The Hitchhiker’s Guide to the Galaxy. Then there was an album, then a TV show, then most improbably, a text adventure game from Infocom back at their height. One might think, surely a movie is next, right? And you’d be correct (2005), but because Hollywood is a twisty maze of executives all alike, only after 13 years after the last book had passed (1992), along with the life of Douglas Adams (2001), and somehow from the Disney company (still around).

Brushed aluminum styling!

The history of the whole thing is involved, and I already covered much of it in a previous post. This post is just to point out the updated, 30th Anniversary edition of the web version of The Hitchhiker’s Guide to the Galaxy on the BBC’s website. It replaced the 20th Anniversary edition. If they keep to the pattern, there should soon be a 40th Anniversary edition, but there’s been no sight of one yet.

Web version of the Hitchhiker’s Guide text adventure game on the BBC’s website (bbc.co.uk)

Previously on The Hitchhiker’s Guide to the Galaxy: The fan-made sequel, Milliways

Phred’s Cool Punch-Out!!

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

It’s a little risky to post this, because it’s a joke video game page on Tripod from 2001 that still somehow persists on the internet in 2024. I have to imagine that Phred is in his mid-to-late 40s by now. There’s several long pages here from that site, and there’s always the chance that a racist or neo-nazi joke, from an age when kids thought lightly of such things, could be lurking somewhere in there. Please understand it as a product of its time. It’s an amateurish site, but it has a lot of energy behind it.

I think it’s still worth looking at as a reminder of that age of the internet, which had many bad things about it, but also a lot of good things. I don’t know which this is. It contains a number of pretty dumb graphics hacks for Mike Tyson’s Punch-Out and/or its successor released after Nintendo’s licensing deal with Tyson ran out. Those hacks can be found here, although the background (the words “Master Phred” in fancy letters) makes the descriptions and download links really hard to read. (Try highlighting the text.) If you follow a few links, you can find actual NES Punch-Out rom downloads, which it’s even more amazing to find on a website in 2024.

Among the hacked characters are a robot, Doc Louis and Zelda, sure

The characters page includes, among other hacked characters like Rick and Nick Bruiser from the SNES Punch-Out, a character named after the Wii Punch-Out opponent Disco Kid, which indicates this page has to have been updated since 2009. There’s a links page where every outgoing link, other than GameFAQs, is broken, and a secrets page where most of the secrets are fake.

Well there it is, Phred’s Cool Punch-Out. You’ve survived 23 years. May you live a hundred more.

Phred’s Cool Punch-Out!! (tripod.com)