Basement Brothers Looks At PC-98 Brandish

Basement Brothers is a great Youtube channel that finds and runs classic PC-98 games on original hardware. The PC-98 is a computer platform that was only sold in Japan, and was a home platform for Nihon Falcom, the long-lived JRPG publisher. Here they talk about Brandish, a unique style of dungeon crawl created for the PC-98. (38 minutes)

The first Brandish game did get an English port, released in the US on the SNES, but in Japan it got three sequels. It used sort of mixture between first-person and overhead view, with a bit of roguelike mixed in. You viewed the action from above, but your character was fixed to the bottom center of the screen, and the view was behind his back. He could move or jump forward, or strafe to either side, but if he turned 90 degrees the screen would be suddenly redrawn to the new facing. Enemies would attack you in the field in real time, that is to say, combat was not modal but took place on the same screen as exploration.

It was a bit disorienting; you might think that the SNES’s Mode 7 effects could be used there, but no it kept the same quirk. Smoothly rotating the view wouldn’t happen until the PS Vita remake years later.

Basement Brothers digs up lots of classic Japanese computer games that are still barely known in the US. Please check them out some time!

Debut Festival Demo Showcase Part 2

Part 2 of my (Josh Bycer’s) look at the demos from Debut Festival 2025.

00:00: Intro
00:18 Chip Rescuer of Kittens
1:12 Crack In the Dark
2:46 Mana Expel
4:53 Identifile
6:07 They Speak From the Abyss Zenith
8:02 Cult of Blood
9:44 Project Amica
11:15 Guaishou
12:24 Auridia
14:04 Hope: A Sky Full of Ghosts
15:12 Dead Station Files
16:49 Spooky Soviet Tales

Sundry Sunday: Sonic’s Robot Racism

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

Is this trying to make a point about racism? Is it arguing against it, or for it, that claims of racism are too prevalent, or not enough? For expanding the definition? For contracting it?

I’m honestly not sure if one could make a solid case for any answers to these questions, but it’s fun, so here (1½ minutes):

New to SSB: Horrible Horrible Ads!

We figured it was time to ca$h in on our burgeoning popularity and put ad$ in the $idebar! Wahhaha! We are to be gazillionarie$!

No seriously, while we’re testing some ways to bring in at least a little income (maybe a podcast?), we don’t expect to make more than a few dollars from the sidebar ad, which is provided by the ComicAd Network. But ComicAd has some things about it that I like. It was inspired by Ryan North’s late, lamented Project Wonderful, a terrific little ad system that used to adorn the sidebar of Metafilter for readers who weren’t logged in.

It’s about as unobtrusive as you can get for ads, it doesn’t track users (that’s really big in this privacy-conscious era), and the things it advertises are small projects, like ours. I think that good ads can provide a useful service, both to sites and users, provided no one gets too greedy. Lots of the excesses on the internet nowadays are caused by just that, greed, driving people to excess. A small image advertising a webcomic isn’t that bad, and may even be fun. Blanketing sites with ads for a vast exploitive Microsoft-sponsored AI company that drinks up rivers and floods the world with slop, that’s what we who like to put judgemental names on things call evil.

It also matters how they’re presented. Something I personally loathe is the suddenly-appearing, page-covering dialog box, usually with a big SUBSCRIBE button, and a tiny almost-invisible X in a corner somewhere. I notice with some annoyance that even the new batch of creator-driven new web media sites do this a lot. Anyway. I place that qualm onto a small boat made of folded paper, and with my breath I push it out into the ocean. Fwoooo!

This is an experiment, and it might disappear in the coming weeks, or change form. If you have an ad blocker and decide you don’t want to see it, that is fine. As I said, we’re not getting much money from this, at least not right now. If you have comments, concerns, qualms, caveats, issues, problems, etc., please use the comment form below to let us know. Thank you.

Sunday Sunday: Fanmade Music Video Starring Vibri

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

Vibri is from NaNaOn-Sha’s classic bring-your-own-CD rhythm game Vib-Ribbon. P. Carredo is a Youtube content maker who’s done a lot of videos starring the angular rabbit. And Roll Along is the last of the six playable songs in that game, notable for being difficult due to its fluctuating beat, which speeds up and slows down in a way that’s tricky to match.

Mix them all up and we have this music video. The second pink Vibri is her version from Vib-Ribbon’s sequel Vib-Ripple, which came out on the Playstation 2 and so has better graphic effects. (2 ½ minutes)

An “Arcade Raid” in West Virginia

The title of the video makes it sound like feds crashing an illegal gaming establishment or something, but instead, it’s a number of people who discovered an abandoned house with a bunch of arcade games in it! And they didn’t crash it uninvited, but instead, once they figured out it existed, they contacted the Mayor’s office of the nearby town, discovered that the property had fallen into the town’s ownership, and arranged to purchase the machines from them. So, a happy ending! (34 minutes)

Well, mostly happy. Some of the machines had been stolen in the meantime, and some of them weren’t in great shape. The Centipede they tried to rescue fell apart. But they did manage to obtain a real classic, an Atari Food Fight, one of the arcade games designed by GCC, who also hacked together Ms. Pac-Man for Bally/Midway, and Quantum, also for Atari. It’s overall a nice story, as these machines aren’t getting any younger.

The video concludes with gameplay of the two rescuers competing against each other at Food Fight, and one of them managed to trigger a full-length Instant Replay, playing the complete (I believe) Instant Replay music, which is rarely heard since it gets trimmed to the length of the play, and requires waiting out nearly the entire timer to hear it!

Best Demos of Next Fest Part 3

Part 3 of my coverage of Steam Next Fest 2024 October edition of indie game demos.

0:00 Intro
00:20 Somber Echoes
2:36 Diesel Dome Oil & Blood
4:31 Rift of the Necrodancer
5:34 System Purge: Hollow Point
6:59 Symphonia
8:34 To Kill a God
10:15 Carnival Massacre
12:08 Super Dash

Mario 64’s Optimization Paradox

EDIT: It looks like this post might have originally gone up without content! Evidently I didn’t publish it with text before its publish date, or maybe my login cookie expired in the meantime. Hopefully it’s up now!

Kaze Emanuar, an expert on Super Mario 64’s code who I’ve linked multiple times before, tends to bang on this drum, but they’ve now done a 20-minute video that treats the issue with detail. They tell us that the Ninendo 64 is a rendering monster, and Nintendo’s use of it isn’t really optimal, especially in the subject of his fixation.

The problem, they say, isn’t triangle count, but cache misses. The N64, we’re told, can really motor (“vroom vroom” is the phrase they use), but fetching code and data tends to bog down the system while the data bus gets the necessary data. If that information is already in the cache, then access is much faster, as in, it directly affects the frame rate.

According to his data, unrolled loops, a traditional optimization measure, are actually bad, because all those extra instructions cause extra data fetches to read them. It’s better to use the loop instructions to run through the same code repeatedly, because it can run completely from the processor’s internal memory. Nintendo’s culling system actually hurts performance in most areas, because the extra data needed to implement their system results in more cache misses. And their culling system only considers data that’s out of sight horizontally, which is such a big problem on the vertical area Tick Tock Clock that there’s a kludge in the engine to reduce draw distance on that one level to make up for it.

I know! I link a lot of technical stuff here. It’s of interest to my diseased brain! But it’s got to be interesting to some of you, right? Well for those readers to whom it is of interest, here it is:

Gamefinds: World of Goo Demake for Pico8

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

It’s continually amazing what people manage to make within the modest resources of the Pico8 fantasy console virtual machine. This time it’s a decent demake of 2DBOY’s World of Goo, by VirtuaVirtue!

The objective is the same as the original: drag goo balls to build structures, to try to reach the pipe, which will then suck away all the excess goo balls on your construction. If you have enough left over, you win and get to move to the next level.

It’s quite challenging, it gets harder much faster than the original game. The physics of the goo constructions is much wobblier and bouncier than WoG, and goo balls don’t stick to walls here, so you’ll have to spend more goo balls on balances and counterweights. But it’s certainly not a bad thing to play around with for free!

World of Goo Demake for Pico8 (itch.io, $0)

Space Harrier Version Comparison

I’ve been visiting the Space Harrier series lately, mostly Planet Harriers, the 2000 arcade sequel that somehow escaped getting a Dreamcast port.

Google picked up on that (ugh) and pointed me to a 55 minute video comparison of home versions. I don’t think any of you will want to watch the whole thing, but I’ll embed it as a place to start from:

Space Harrier ports are interesting because of how impossible it was for home versions of the time to simulate it. It was a technical marvel in arcades, at a time when generally arcade hardware tended to be miles better than any ports. So, few of these versions have even a slight hope of matching up.

But that makes them interesting! Every one of them had to make a compromise between Space Harriers many different facets, and try to get as much of the arcade’s feeling through despite severe hardware limitations. The arcade beats most of them for quality, of course, with few exceptions.