Two Modern Retro Games That Rock

This is a double review of Iron Meat and Alruna and the Necro-Industrialists both played with press keys.

0:00 Intro
00:14 Iron Meat
2:54 Alruna and the Necro-Industrialists

Gamefinds: Pac-Man Superfast

Part of Youtube’s doomed-to-fail Playables series, so enjoy this before it gets heartlessly deleted by Google when they decide games on their video platform don’t make sense, isn’t worth it, or whenever Netflix gives up on games and they don’t feel they need to compete on that front anymore.

The game is basically Pac-Man, but with a Championship Edition-like speedup gimmick. As you eat dots, the game slowly increases the simulation rate. it never really gets up to CE’s white-hot speeds, but it does get pretty fast. You get a slight slowdown when you finish a board and lose a life. Since you start with five lives, earn an extra one every 5,000 points, and each of a rack’s three (instead of the arcade’s two) fruit are worth at least 1,000 points, and even more as you advance to later boards, you are unlikely to run out of lives. The game ends after 13 levels, so you have a decent chance of finishing this one!

My best score is right around 150,000 points, but I was only playing casually. See if you can do better!

Who the Heck is Dragon Quest’s Mutsuheta?

Kurt Kalata’s Hardcore Gaming 101 posted an article telling us about Mutsuheta, renamed Mahetta in the English localization for the NES. Mutsuheta is one of those figures who only appeared in the original game’s manual. Mutsuheta was the prophet who foretold that a descendant of the great Loto/Erdrick would arise and defeat the armies of the Dragonlord. Other than his mention in the manual, however, he doesn’t appear in any of the games of the Erdrick trilogy, and never appeared onscreen until the first Dragon Quest Builders, where he’s an NPC. He was renamed Myrlund in its English translation, but in Japanese he’s got the name of the character from the manual.

The story from Dragon Warrior, the original English port of Dragon Quest (image from HG101)

Reading this, I was reminded of https://zeldawiki.wiki/wiki/Impa, Zelda’s nursemaid/servant, who was a similar kind of manual-only backstory figure until Ocarina of Time, where Impa not only appeared as an important NPC, but was revealed to be of the secretive Sheikah tribe, and had ninja skills to boot. She looked a lot different from the aged figure in The Legend of Zelda’s manual.

Impa in the manual to The Legend of Zelda
Impa in Ocarina of Time. Quite a different interpretation.

Video Games 101

We’ve linked the Youtube channel U Can Beat Video Games a number of times here previously. Their posting rate has fallen off a bit lately, likely because they’ve been tackling longer fare. It isn’t a simple matter to construct comprehensive video strategy guides and walkthroughs to lengthy JRPGs like Final Fantasy IV or Dragon Quest II.

While we wait for their next effort-intensive guide, we can watch episodes off Video Games 101, courtesy of Brigands and his other channel Let’s Play With Brigands. It’s been going for a couple of years now, and has tackled some formidable games, including The Adventures of Bayou Billy, Castlevania III and the infamous Battletoads. A particular one to check out is the bizarre Dr. Chaos (1h,7m), a game that’s half janky platforming, half haunted house exploration.

VG101 has a very different vibe from UCBVG. It doesn’t try to be nearly as comprehensive, mostly showing a typical playthough. It doesn’t provide maps or many secrets. But it does have some strategy callouts, mostly provided by their whimsical “TAs,” three side characters who wear silly costumes. The best of these is undoubtedly Fluff, a fairly realistic cat puppet, who lives in a lavish study and smokes a bubble pipe, and who provides interesting trivia about the games being played. It’s worth checking into if you have the time and inclination!

Fluff could hold down a channel all by themself!

UFO 50 Showcase

For this supersized indie showcase, I took a look at all 50 games from UFO 50.

Editor’s note: This was filed last month, but I didn’t notice it! Please enjoy, presuming you haven’t heard too much UFO 50 yet.

Why is NES Ikari Warriors So Terrible?

Displaced Gamers’ series on investigating design and programming problems with NES games continues with a game that I’m surprised isn’t more notorious, Ikari Warriors. (21 minutes)

The biggest problem with Ikari Warriors is probably that it was ported by infamous anonymous NES developer Micronics, who even in their best efforts tended to produce buggy, janky messes. Some other games they made: Ghosts & Goblins, 1942, Tiger-Heli, Elevator Action, Super Pitfall and Athena. All the other problems have their root in that.

Ikari Warriors runs at 15 fps. One game frame for every four screen frames! It uses expensive multiply routines instead of look-up tables for movement! Everything is slow even accounting for that! And it tries to adapt the arcade game’s character rotation system, which supports 16 directions (even though there are only character graphics for 8 of them), and forces the player characters to rotate through them to move.

All of this overhead makes Ikari Warriors really slow and frustrating to play. Displaced Gamers not only diagnoses the problem, but even makes a game attempt to fix them. And they come to the conclusion that it has additional problems, beyond even these, and really needs a bit of a redesign to really make it playable. Ah well, it was a good attempt.

Jeremy Parish’s NES World Vol. 1

It’s too late to inform you of preorders, those ended yesterday, but Jeremy Parish, whose Video Works series is, along with Chrontendo and Atari Archive, among the best and most informative video game history series on Youtube, and the whole internet, is preparing to sell The NES Era Vol. I, a book that’s as complete a picture of the early 3rd generation video game world in Japan as has ever written. If you’ve been following the channel you’ve seen reviews of strange and obscure games have hardly ever been heard off outside of jolly old Nippon.

This promo compilation presents a good selection of the games covered both on his channel and his upcoming book (2 1/2 minutes):

It is true that publisher Limited Run Games has a book in the works from me about Mystery Dungeon, but I’d be posing this here regardless. It’s an important work, and if it’s as fun as the video series then it’s an essential purchase when it comes out. It’s made of candy!

The Rise and Fall of the MSX

The MSX standard was something devised by Microsoft, a specification for a Z80-powered 8-bit microcomputer for the home market. In the style of CP/M machines, and later PC compatibles, any company could make their own MSX machine, and in Japan over 20 different companies did, along with succeeding standards like the MSX2 and MSX+. It made a bit of headway in Europe too, though not nearly as much. The US space had already been taken up by the Apple II line, the Atari 8-bit machines, and especially the Commodore 64. It causes me to wonder, if Jack Tramiel hadn’t made the C64 so inexpensive, selling for around $200 for most of its life, then the MSX could have easily come over here and become a thing.

Note that, despite the friendly play button circle, this is not an embed. Clicking on the image will take you off-site.

Information on the MSX and the wealth of games for it has become better known in the West in more recent years. Konami, especially, backed MSX machines heavily, and a number of games like Castlevania, Gradius and The Goonies had MSX versions, which often had substantial differences from their Famicom cousins.

Today’s find is a 54-minute video on the MSX’s history and legacy by re:enthused. It isn’t on Youtube this time though! This time it’s hosted on the Peertube instance fedi.video. So you won’t have to worry about ads this time. Still though, nearly an hour. There’s a lot of interesting information in there!

Peertube embedding doesn’t seem very viable in WordPress, so I’m going to scrreenshot the thumbnail and link it to the page. Here:

Ed Logg on Creating Gauntet

Recently I’ve been working on a getting-started guide on what I think is one of the most interesting games in UFO 50, Pilot Quest. (Other games I’ve really enjoyed, though I’ve by no means tried every game in the collection yet: Magic Garden, Waldorf’s Journey, Planet Zoldath, Attactics, Kick Club, Onion Delivery, Porgy, Valbrace, Grimstone and Mini & Max.)

Guides take time, so in the meantime here’s an hour-long talk by Ed Logg on the creation of Gauntlet, from GDC 2012!

The Rogue Archive

Hello everyone, I’m back! Today’s find is an archive of old versions of Rogue!

While there were games with aspects of Rogue before it conquered university Unix systems, like Beneath Apple Manor, Rogue still deserves its status as the namesake of the roguelikes. Its great popularity on campuses inspired a slew of expansions and variations.

The world of early roguelikes wavers in its documentation and preservation. There’s several early roguelikes that are nearly unplayable today: the Roguelike Restoration Project (their site appears to have returned to the internet in 2022) has tried to preserve them but its manager has time constraints. I know that Herb Chong, who created a variant called UltraRogue, is still around, and has expressed interest in getting the code running again, but it’s a difficult project, not the least reason for being that the original game saved games by creating and reloading raw chunks of memory. (Roguelike Restoration Project put the original source up here if anyone wants to take a crack at it.)

Several versions of UltraRogue, as well as many versions of Rogue, Advanced Rogue, Super Rogue, XRogue, and others, can be found on The Rogue Archive. Playing some of them might be difficult, but the code is there, sometimes in object form, sometimes as source. It preserves the code for Rog-O-Matic, the computer program that, itself, plays Rogue. You can even find more obscure variations of Rogue there, like HexRogue (which has become unplayable on its home site since Java support for browsers was abandoned), zRogue (an implementation for the Infocom zMachine), PalmOS versions, something called Advanced SuperTurbo Rogue Plus, and more.

I’ve always maintained my affection for Rogue, even if in the eyes of many it’s deficient in features these days. But that means it’s short, it won’t consume weeks of your free time to finish it, while it’s also complex enough to maintain interest, and challenging enough that it’ll take a while to master. If, in this Year of our Frog 2024, you haven’t tried Rogue yet, well, why not? You’ll probably die, but in the end, that’s better odds than real life!

Twinbeard Finishes Every Goal of Super Mario World

I had a car accident last night, and while it could have been much worse in retrospect, I’m still pretty shaken. So for today, let’s just relax and watch Twinbeard, who had been playing through every level and finding every goal, finally reach the end of Super Mario World. (18 minutes) Whew.

Nicole Express on Twin Famicom Compatibility with Guardic Gaiden

Nicole Express is so knowledgable. How many blog posts have you seen about an obscure hardware issue, itself with obscure hardware, and the Japanese version of one specific cult game? Which the writer tested herself with her own unit and cartridge? Then went in to investigate herself with a freaking multimeter? Whaaa?

Nicole’s two Twin Famicoms

I won’t keep you waiting for the link: here it is. And here is my grossly simplified summary, intended to inspire you to go to the original article, if you have the time, and get all the deets.

Guardic Gaiden, known in the US as The Guardian Legend, uses a weird trick to put its status bar at the bottom of the screen, instead of, as usually seen in an UNROM game, at the top. To create a fixed status window requires stopping whatever the processor is doing at a very precise time while the display is being drawn to the TV, and then changing some PPU registers to display the status.

Guardic Gaiden’s title screen

More complex and versatile mappers, like the MMC family, have the ability to trigger interrupts at specific screen lines, but Guardic Gaiden/Guardian Legend doesn’t use an MMC. It doesn’t even have a raster line counter, so the game simply doesn’t know where on screen the raster beam is drawing.

There are still lots of games on the system that have status windows, even with MMC chips. The PPU has a built-in feature called Sprite 0 Hit, where the chip can signal when Sprite 0 (of the system’s 64 sprites) is being drawn on top of non-transparent background data. So what older games commonly do is put Sprite 0 in an unobtrusive place at the bottom of the status window at the top of the screen. When the Sprite 0 Hit register indicates a collision, the code knows it’s time to set up the PPU to display the main portion of the game screen.

There is a really big problem with this setup, though. Sprite 0 Hit doesn’t trigger an interrupt. It doesn’t stop the code to let it switch the graphics. It’s not even proper to say it “sends a signal.” It’s up to the code to check if Sprite 0 Hit has been triggered. If it has, then it’s time to set the scroll register to the right place, and maybe switch to the proper background tileset, and do whatever else needs to happen, and the code can then be off to run essential game logic, the actual game part of the game.

If it hasn’t… then, the code has to check again, and immediately. And if it hasn’t triggered then, to do it again. It has to literally check as quickly as it can, because if it delays in its check, the game screen might not get set up at the right moment, which will be perceptible as the bar straying down one extra line that one frame. Not the end of the world, but it looks glitchy. And this code will be running every frame, so if it strays down once, it might do it again, which is a more perceptible glitchiness.

Sprite 0 is set to trigger its hit at the top of the screen, because the code won’t have to spin its wheels checking the hit over and over. It wastes time, but not that much. This is why UNROM games put their status lines, with the score, timer, health bar and life counters, at the top of the screen.

Well, The Guardian Legend is an UNROM game, and maybe because creators Compile wanted to show off, they decided they’d put the bar at the bottom of the screen. And yet, their game doesn’t waste most of each frame just in maintaining the status bar.

How? And what does that have to do with the Twin Famicom? For that I’m going to direct you to Nicole Express’ blog post. May you find it as fascinating as I did!

Nicole Express: Is the Twin Famicom Flawed? The Case of Guardic Gaiden