The life of a farmer is a difficult one. Most people don’t know how difficult it is to succeed in agriculture. It’s not enough to harvest fields of wheat and bale hay. The first bale of hay collected in the barn, as it turns out, sets a multiplier! And any grain collected in the silo, and any hay harvested in the upper floor of a barn (but only the upper floor), is not only affected by that multiplier, but reduces the multiplier of rivals. I presume all of this is due to farm subsidies.
These are the idiosyncratic rules of Farminng Simulator eSport, a popular (in some circles) gaming competition, it seems, in Germany. Teams are sponsored by agricultural equipment manufacturers, and there’s a pick/ban system in place for tractor selection. Pro gamers compete to get bales into their barns (preferably by that magic window into the upper floor!) before their opponent does, and can raise and lower a bridge on the rival farm, in an effort to mess them up, all while real farmers share pints of lager and look on in confusion.
People Make Games looked into this scene and explains it over half an hour, here:
Inside the Peculiar World of Farming Simulator eSports (Youtube, 32 minutes)
It’s not completely positive, as they point out the game’s high encounter rate and the slowness of battle, but gosh there’s a lot of awesome things in Skies of Arcadia that don’t seem to have ever been revisited in other games.
The main overworld is one in which you have an airship and fly around a world that has floating islands but no real ground. Sure, that’s been done by other people, and more than once, and fairly recently too, but SoA brought some really interesting nuance to it that gave players good reason to explore, like interesting optional subquests. You could find mysterious locations out in the world and sell them to the Explorer’s Guild for extra money, but only if you’re quick enough to stay ahead of rival ships also looking for them. There was also an alternate form of combat, ship-to-ship (and sometimes ship-to-huge-monster) battles, that played out very differently from the JRPG norm. All the extra things to do gave the game this weird veneer of simulationism, which I always find interesting, even if it was largely an illusion.
Skies of Arcadia was originally a Dreamcast release, one of only two substantive JRPGs made for that system (the other was Grandia II), and fell victim to the Dreamcast’s short life and subsequent exit from console manufacturing by Sega. It did get a remake for the Gamecube, but that was the last we’ve seen of Skies of Arcadia, other than character cameos in Sonic racing games.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Why does Bowser set up race track courses in his castles? Does he have that many to spare? It’s a question with a simple answer, that he answers in 50 seconds. It’s also pretty good animation on Bowser, done in Blender by GleanieBOI!
Here is a very short video from Seedy, only a minute long, explaining an interesting bug in The Legend of Zelda: Ocarina of Time.
OoT handles fiery environments without the Red Tunic, and being held underwater by wearing Iron Boots without the Blue Tunic, in an unusual away. You might expect them to return Link to the last safe place he had been, like when falling into a void, or else maybe kill him instantly, or at least cause periodic damage. Instead, for whatever reason, the designers chose a unique way to implement the danger Link is in.
While in hot places or stuck underwater without the proper tunic, the game starts a timer, with time relative to the amount of health that Link has. If Link leaves the area or puts on the right tunic before time runs out, the timer goes away and Link takes no damage regardless of how much time was left on it. However, if the timer expires before Link reaches safety, he just dies instantly, “getting a game over” in the clumsy parlance of video games. You’d think it’d be better just to inflict some damage on Link every few seconds, but that’s not how they chose to do it.
Link gets eight seconds on the clock for every full heart he has. Fractions of a heart grant proportional time. While the game only displays health in quarter-hearts, Ocarina of Time actually tracks hearts in 16ths (each full heart is effectively 16 hit points), and each 8th of a heart grants Link one second on the timer.
So, what happens if Link has exactly 1/16th of a heart? The display rounds up, so it looks like Link has a quarter of a heart left, but he’s considerably closer to kicking the bucket than that. He has less health than what’s needed to get a one-second timer. How does the game cope with that?
It does it by just not starting a timer at all! If Link is almost dead, paradoxically, he becomes immune to fire and drowning timers. He’s still in great danger, for any attack on him in this state will kill him immediately, but it makes tunic-less challenge runs a bit more interesting.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
We’ve not done Romhack Thursday for a while. As the winds of the ‘net, and my attention, blow around randomly, sometimes there’s more things that seem worthy of posting than others. This one definitely fits the bill though.
We’ve posted about 10yard’s intriguing Donkey Kong hacks Galakong and Vector Kong before. I don’t think they’re actually hacks in the classic sense of the term, modifications of a game’s software intended to run on its original hardware, or at least an emulation or simulation of it. Galakong might, and Vector Kong definitely does, rely on Lua support in MAME to produce, respectively, a version of Donkey Kong where Mario teams up with the ship from Galaga, and another version of Donkey Kong limited to the Girders stage, a.k.a. Ramps, but with sharp colorful line-drawn artwork akin to that produced by Atari’s later Vectorscan monitors.
10yard let us know that they have produced a front-end to a variety of Donkey Kong romhacks, 90 in total. It runs on Windows an Raspberry Pi, although if it runs on the latter I suppose it must also be possible to get it to work on Linux? Maybe?
It’s not just a front end though. It presents all of its mods through an interface that itself plays like Donkey Kong! You move Mario around the levels of the classic arcade game (they’re connected vertically), and each is littered with arcade machines. You can play them with coins collected them as DK rolls them through the boards, and also earned by getting good scores in each game. Collecting more coins not only gives you more chances to play, but it unlocks further games in the collection.
You download the package from the Github page linked above. You must also provide the MAME-compatible romsets for Donkey Kong, Donkey Kong Jr. and Donkey Kong 3. (It might work without without all of them, but fewer games will be available.) Of course, it’s up to you to rip, or otherwise provide, those files. If you provide them, it’ll handle all the patching for you automatically. It even includes its own custom version of MAME to play them.
Both Galakong and Vector Kong are among the hacks provided, but there’s so much more to see and play besides those, including Halloween, Christmas and Doctor Who themes hacks. There’s really too many to mention here, and I’ve only started unlocking games myself. I’ll leave you with the closing link, and some screenshots of the hacks included that I’ve managed to unlock so far.
DKAFE (by 10yard, for Windows and Raspberry Pi, on Github)
In 24 minutes, Bismuth on Youtube explains how Super Mario 64 was beaten without a single A button press, on actual hardware by someone who’s nom de net is Marbler. The run was performed over five days. Video of the feat isn’t up yet, but should appear on Marbler’s channel when uploaded and encoded. Here is the video embed:
I have some commentary on this. First, if you’ve been following PannenKoek all this time like I have you know they’ve done many videos over the internals of SM64, many with the end goal of getting the A Button Challenge as low as it can go. The answer is, he doesn’t get all the stars, and it’s been a long iterative process of routing, and figuring out how to do formerly TAS-only techniques on with a controller. After a long period of improvement, finally, the dam broke.
What does this mean for PannenKoek? I think their most interesting videos lately have been those that are more about Mario 64’s internals, like that terrific explainer about invisible walls. And completing every star without A button presses is still a ways off. I think they’ll be fine.
It’s only two episodes in, but this series from the Youtube channel What’s Ken Making is already really interesting, with episodes averaging at around 16 minutes each. The first part is titled “The Design of a Legend,” which doesn’t really grab me much, but the second is about the main processor, “The 6502 CPU,” which Ken admits near the start isn’t exactly accurate. The Famicom/NES’s processor isn’t precisely a MOS 6502; it’s a Ricoh 2A03 in NTSC territories, and a 2A07 in others. The 2A03 is licensed from MOS, but lacks the original’s Binary-Coded Decimal mode, and includes the Famicom/NES’s sound hardware on-die.
Episode 1 (15 minutes):
Episode 2 (17 minutes):
That removed BCD feature. Why? The video notes that the circuits are right there within the chip, but have been disabled by having five necessary traces severed. The video notes that the 6502’s BCD functionality was actually patented by MOS, and asks, was the feature disabled because of patent issues? Was Ricoh trying to avoid paying royalties?
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Mashed has a fun animation up on Youtube starring Sonic, his pals, and his enemies, where they’ve been, um, ensmallerd to itty bitty size. It’s a standard Saturday Morning kind of plot, but the voices are good, the writing is funny, and the animation, by Painter Seap, is sharp. It’s 5 1/2 minutes long, and it’s embedded below. Just so you’re properly warned, it ends on a cliffhanger, but it’s a fairly minor one.
The news comes to us by way of Apple cracker 4am’s Mastodon account. Wheeler Dealers was a cassette release, a format not as well understood as the Apple II floppy disk formats, but it’s playable on its Internet Archive page.
Its title screen gives it a copyright date of 1978, making it only slightly younger than the Atari VCS/2600. Wheeler Dealers was the first published game by M.U.L.E. creator Dani Bunten. Designed for four players, it came with a special controller to allow four players to participate in auctions on an equal footing. If played in an emulator, they often have settings to allow the buttons to be remapped to joystick directions, and from there to specific keyboard buttons.
It’s a stock trading game, written in BASIC, and much less polished than M.U.L.E. would be. It barely has graphics and has no single-player mode. I find it hard to control in the IA’s web-based Apple emulator. Basic stock trading games seem really simple these days. I think Wheeler Dealers (or “Wheeler Dealer$,” according to the title screen) is mostly interesting these days has a herald for M.U.L.E., which I find holds up really well to current-day tastes. Dani’s real-time auction mechanism would be honed to a fine edge in M.U.L.E., which to this day is probably still the best multiplayer auction mechanism in any game.
Dani Bunten left us long ago now, back in 1998, but her absence is still keenly felt. One of her last projects was a Sega Genesis/Mega Drive port update of M.U.L.E., which was infamously scuttled when publisher Electronic Arts insisted, as a condition of publishing, a mechanism by which players could directly attack other players with weapons. It is far from the only terrible action that EA would be responsible for, but it’s certainly one of the worst.
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
Gary Gygax was a weird person. I won’t get into his life or history or, the casual misogyny of AD&D character creation, or the Random Harlot Table. But he did know a lot about medieval weaponry and armor, and to some degree this obsessive interest seeped out and infected a whole generation of nerds.
I know which is generally better: leather armor, studded leather armor, ring mail, chain mail, splint mail, plate mail or plate armor. I know that, although in life each is different, battles are random, and there’s countless factors that might determine who would win in a fight, the order in which I have given them is roughly how effective they are, because it’s the order that Armor Class increases, sorry decreases, in classic Dungeons & Dragons.
While the list of armors is presented, in practically every Player’s Handbook, with their effects on protection right there in order, unless you’re steeped in the material, it is not obvious, just from reading the names of the items, which is supposed to be better than another.
This is a considerable roadblock, and one I struggled with for a while, when I first tried to learn to play Rogue, because that game expects you to know how effective each piece of armor is. You start out with Ring Mail +1. You find a suit of Splint Mail. Should you switch? People who play nearly any classic roguelike are going to run against this eventually. Even now, some games just expect you to know the relative strengths of each.
If you decide to take the chance and try it on, to Rogue’s (and Nethack’s) credit, it tells you immediately how effective the armor is on the status line, and you can compare its value to your past item. To Rogue’s (and Nethack’s) detriment though, if the new armor is cursed, you’re stuck with it, until you can lift the curse (to a new player, unlikely) or die (very likely). And then, unless you’ve been taking notes, you’ll still probably forget the relationship between the two items, meaning you’ll have to guess their relative value again later, and deal with the same risk.
Classic D&D tended to give short shrift to the intricacies of real-life armor use, simplifying a complex topic beyond perhaps what was appropriate. AD&D attempted to remedy that by going overboard, giving each armor ratings according to its bulkiness, how much of the wearer’s body it covered, how much it weighed and how it restricted movement. Gygax’s tendency towards simulation is responsible for some of the most interesting parts of the game, but it didn’t help him here I think.
Most classic roguelikes, at least, use the “bag of Armor Class” approach to armor, which is probably for the best. Nethack probably goes to far in the Gygaxian direction. If you find Plate Mail in Nethack, you’re almost entirely better off just leaving it on the ground, even despite armor’s huge value, because it’s simply too heavy. Even if you can carry it without dipping into Burdened status, or, heaven help you, Stressed, its mass and bulk lowers the number of other items you can carry before you reach Stressed, and carrying many other items is of great importance. This is the secret reason that the various colors of Dragon Scale Mail are so powerful in Nethack: it’s not that they have the highest best AC in the game (though they do), it’s that they’re also really light! Even if you don’t get the color you want, it takes concern about the weight of armor completely off your list of worries.
The use of armor underwent revision throughout D&D’s development. (This page lists the changes in detail.) For reference, the relative quality of D&D, and thus roguelike, armor goes like this.
Name
New-Style Ascending Armor Class
Old-Style Descending Armor Class
Leather Armor
2
8
Studded Leather & Ring Mail
3
7
Scale Mail
4
6
Chain Mail
5
5
Splint Mail & Banded Mail
6
4
Plate Mail
7
3
Plate Armor
8
2
Why the difference in values? Up until the 3rd edition of D&D, Armor Class started at 10 and counted down as it improved. 3E updated a lot of the game’s math, and changed the combat formula so that AC was a bonus to the defender’s chance to be missed instead of a penalty to the attacker’s chance to strike. Because of that, now it starts at 10 and counts up. The changeover was a whole to-do, I assure you, but now two editions later we barely look back. Back in that day others were confused by the system too, and even Rogue used an ascending armor score. But Nethack, to this day, uses original D&D’s decreasing armor class system.
If you compare those values to those used in 5th Edition, you’ll notice that even the new-style numbers don’t match up completely. As I said, while the relative strengths have remained consistent, if not constant, the numbers continue to change slightly between versions.
That concludes this introductory level class. You’re dismissed! If you’re looking into the relative effects of different polearms… that’s the graduate-level seminar, down the hall.