Sundry Sunday: Cooking With Vibri

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

Vib Ribbon is a semi-obscure rhythm game made for the Playstaion by NanaOn-Sha, who also produced Parappa the Rapper.

Vibri is the vector-graphics rabbit protagonist.

Cooking with Vibri (not to be confused with Cooking with Louie) is (currently) a couple of whimsical fast-moving shorts starring that rabbit, made by P. Carredo, in which various things explode, or fail to, depending on the circumstances. They move fast: together, they’re less than two minutes long! They get to the point, such as it is, and get it over with, and so won’t clog up your day with intros or sponsorships or ads or subscription prompts or long narrations or intruding, gesticulating hands, or sanity for that matter.

Episode 1:

Nothing exploded?

Episode 2:

A couple of things do explode this time.
Features vector-graphic mafia (with photo-realistic cat) and IRS agent

Yesterday there appeared a third episode, which is three minutes long. It’s basically just an extended homage to a scene from Yakuza 0. I don’t like it as much (there’s no cooking!), but you may disagree? Here it is:

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)

The Marquee and Instruction Card For Vs. Super Mario Bros.

Vs. Super Mario Bros. was the arcade version of Super Mario Bros., which made it to US arcades a few months after the NES release. It’s a much harder game than the home version, with levels brought in from the Japanese Super Mario Bros. 2, and operator adjustments that can make it even more difficult.

A little remarked-upon aspect of the game is that it came about before the drawn character design of Mario and his enemies had been solidified, at least in the US, so the official arcade release of SMB had a weird marquee, with an image design that was never drawn upon by later releases:

Image scavenged from gameongrafix.com

It’s somewhat reminiscent of the flyer they distributed to promote the game when it was going to be titled Mario’s Adventure:

And even more interesting, it had this title card. Behold, an official Mario looking meaner than he ever had before or has since!

Can’t sleep. Mario will kill me.

Sundry Sunday: Ending Animation for The Mystery of the Druids

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

I forget exactly where I saw it, but I observed, in pieces, a playthrough of the 2001 adventure game The Mystery of the Druids. It may have been during Awful Block at an earlier GDQ, or on some other stream. it was something. Actually, a thing. One thing. Just one.

(Amazingly, you can buy the game on Steam, and as I write this it’s like a dollar. One dollar. Just one. But the reviews indicate it has really serious bugs, so even that is probably too much.)

Besides constantly pronouncing the word druid as drood, the game’s notable for starring a police detective, Halligan, who frequently does things one might think unworthy of law enforcement. Not a great pillar of virtue, that Halligan.

The game itself doesn’t have a great ending, so someone on Youtube made their own version. It’s two minutes long, and it follows below. It is much more enjoyable than the actual game.

Bringle’s Obscure Changes in Paper Mario: The Thousand-Year Door

I wish that these videos weren’t always videos. A lot of this information would be delivered just as effectively in text, but these days a lot of game researchers have abandoned good old text for flashy video, or otherwise locked-off Discord servers that don’t add to our common body of knowledge. I’ve complained about this before, and I am liable to keep complaining about it. Because I’m right about this, and yet it doesn’t change. Get to fixing this, world!

The video (21 minutes) has a lot of interesting changes though. Paper Mario: The Thousand-Year Door has sustained a huge amount of fan interest over the years, due to its story being actually really good for a Mario game, it’s terrific sense of humor, and its deep gameplay. It’s generally agreed to be the highlight of the whole Paper Mario series, building on the ideas of the first game.

This is a good opportunity to muse upon what the gameplay merits of TYD are. I identify these:

  • The combat system, which keeps most of your moves useful in different ways by giving them special properties that make intuitive sense. Jumps can’t hit spiked enemies or enemies on the ceiling, while hammer attacks only hit the first enemy in line and can’t hit enemies in the air. There are exceptions to these rules, but they’re more costly. Follower attacks also have their own limitations along these lines.
  • The action commands, and Guard and Superguard functions. Paper Mario wasn’t the first JRPG to add a timed minigame to combat (that may have been Super Mario RPG), but the design here is very good. Most moves have an action command minigame where good performance increases the move’s power. Guard reduces the damage taken from attacks by pressing a button in a brief time window, while Superguard negates damage if a different button is pressed in a briefer time window. The button you press changes both the difficulty and the reward. Both aren’t easy to perform consistently, as many enemy attacks have tricky timing, but the Superguard bonus is great enough that it’s really tempting to use it. All three of these functions largely replace the general randomness and variance in JRPG combat, making it a lot more skill-based. (Finding ways for players to demonstrate skill in RPG-style games is a long-standing design challenge. I should write something about that here in the future!)
  • And then there’s the joy of exploration, and the many secrets in the game world that reward it. Paper Mario had a bunch of them, but TYD really goes overboard. I can’t name a game with as much cool stuff thrown into its game world for players to just happen upon. The old line used in many Nintendo game manuals is to “try everything,” but how much of everything should the player really try? TYD is one of the few games that feels like it lives up to the true breadth of that word. There is a character in the game whose purpose is to give the player hints at finding obscure secrets. The Trouble Center offers further rewards and fleshes out the game world by giving Mario and friends the opportunity to perform helpful tasks for people. There’s so many things to do!

Super Paper Mario also had a lot of tricks, but it had a worse story (IMO), and it completely abandoned the classic Paper Mario battle system. Later Paper Mario games went in a completely different direction with unique battle systems for each. It was Thousand Year Door that got the most right in a single game.

So, um. The video! Yes, watch it, it’s interesting.

Obscure Changes in Paper Mario: The Thousand-Year Door (Youtube, 21 minutes)

On the History of Wizardry

Once upon a time, there was Wizardry, and nothing else. Welllll-l-l… almost nothing else. Here’s a makeshift timeline of CRPGs and CRPG-like released leading up to the original Wizardry: Proving Grounds of the Mad Overlord.

Don’t be fooled by this chart, where Wizardry happens to appear at the end. Most of these games were not widely available. Anything for a PDP or PLATO would only have been playable by a select few. Apshai and Ultima I were more widely available than their predecessors, but Wizardry was substantially deeper than either of them, and wasn’t surpassed for a while. For a time, it was the benchmark in the field, and inspired its own substantial subgenre, which we’ve heard called blobbers in the past. (Set Side B on blobbers previously, including an extensive list of them.)

Blobbers get their name because a whole RPG adventuring party is considered to exist filling one space in a first-person view of a dungeon grid, but it’s not really a great name because the defining characteristic of this sort of game isn’t the unity of the party but the view of the maze. Creating a first person maze of this type was a popular early graphical trick, because it was easy to program, and could be drawn on a tile-based display or possibly even a terminal. Blobbers continued to rule the roost for first-person games until the foundation of the first person shooters with id Software’s Catacomb-3D and Wolfenstein 3D, and more atmospheric 3D CRPGs like Origin’s Ultima Underworld.

Video and computer games are a field terribly unkind to their legacy. You might point to Mario, Sonic, Pac-Man and such as examples of games where decades-old originals are still known and played, but numerically speaking they are greatly outnumbered by the lost and nearly-forgotten. Games that used to be well known among all game-playing computer users are now mere footnotes, due to their companies going under, or their IPs being owned by uncaring megacorps interested only in milking their very most profitable properties YES I’M TALKING ABOUT ELECTRONIC ARTS. Ahem.

Wizardry is one of the foremost examples of this. For a while it was the best-selling computer RPG around, and its sequels did well for a long while. Wizardry VII was released in 1992, but then its successor Wizardry 8, a landmark title that finally brought the series into true 3D, took nine years to finish, and was sadly released right around the time of the demise of publisher Sir-Tech, although their Canadian branch lasted until 2oo3.

After Sir-Tech Software shut its doors, the series’ torch was held aloft for a long while by a succession of Japanese developers, beginning with ASCII Entertainment. Many of these games are still extremely obscure to the Western world, which seems odd considering how connected we’ve all become. We don’t even know if Robert Woodhead had anything to do with the first of the Japanese games, Wizardry Gaiden. The Japanese Wizardly line is all over the place aesthetically, but in play sticks by the formula of the very earliest games: spell ranks, permadeath, and tricky mazes. Despite being made for systems as varied as the Super Famicom and the PlayStation II, in gameplay they’re all of the Apple II orchard with limited additions. Despite being much that we don’t know, we still know a fair bit, due to an amazing 2020 article on the blog of the CRPG Addict written by “Alex,” with a great comments thread, that all deserves to be etched in stone and set forever on a monument in the middle of the town square of Llylgamyn.

It is more than a mere shame that all of these games remain effectively locked off from the country of Wizardry’s origin. An aging legion of players from the days of the Apple II has no idea that, in a land half a world away, 35 more Wizardry games, with gameplay with a clear recognizable link to the originals, were made and enjoyed. Maybe some day those games will be made more accessible to English-speaking audiences, the ones that aren’t now lost forever, at least.

I’ve said all of this, and I haven’t even gotten to what I had originally intended to be the subject of the piece, the terrific remake of Proving Grounds of the Mad Overlord made by Digital Eclipse. Perhaps it’s best to hold off on that for a couple of days. Soon!

P.S. If anyone knows of easy-to-learn open source timeline making software, I’d greatly like to know of it, or even if there’s a good Excel or (preferably) LibreOffice add-on for that purpose.

GDQ Animations on GitHub

It turns out that the various animations that Games Done Quick uses are all in a repository on GitHub, where you can download them and run them yourself, and even make contributions if that is something you feel up for. The require Node.js, and a little command line use and tinkering to get started (it turns out you’re supposed to run npm install from within the repository folder, not from outside of it as implied by the instructions).

The repository can be obtained here. I got it working, and here are some of the displays running from my own machine. And don’t forget that SGDQ 2024 is still going!

GDQ Animation Repository (github.com)

Wolf Link’s Tears of the Kingdom Minimalist Playthrough

I’ve been waiting a while to post this one. Right now SGDQ 2024 is acclimating everyone to games being played very quickly, but this post is about a game being played over a long, long period, so by comparison, it should feel even looooonger. Longer than you’d expect maybe from the run being called minimalist.

Wolf Link has, for ten months, been trying to play The Legend of Zelda: Tears of the Kingdom in a minimalist fashion. By their definition, minimalist means getting a 100% map completion. That doesn’t seem too obvious, does it? But 100% map, which is the closest the game has to declaring you’ve finished 100% of the game. There is no 100% game completion counter. Filling out all of the map is as close as it gets.

That’s still a whole lot of things. It means unlocking all the towers, getting all the Korok seeds, and doing absolute everything need to get everything to appear on the map. What Wolf Link means by minimalist is going as little as possible beyond that, regarding to changes in world and game state.

For example. There’s a sword on the ground. You pick up the sword, and it makes the little item-discovered jingle for finding a type of item the first time, and putting its name up in a little description box. That’s not okay, because now Link knows about that kind of item, so go back to your last save.

Discovering a few types of items like this is unavoidable. Anything that has to be discovered in order to fill out all of the map, well, that can’t be helped, right? But what actually has to be done to get to that point? Are there sneaky ways around collecting essential items? And there are a lot of items that, the first time they’re collected, mark themselves on the run in an indelible way. Most items, in fact. Getting items out of chests that don’t respawn is also outlawed if there’s any way to get to 100% without it. Completing shines is also forbidden after the first four, so the whole game is played with four hearts and one stamina wheel, or later, possibly, three hearts and a little over one stamina wheel.

In Tears of the Kingdom, however, there’s still lots of things you can do. All of the powers you pick up in the first shrines, as it turns out, are essential to getting 100%, so all of those abilities are open. Meaning, especially, you get Ultrahand and the ability to glue things together. Getting Zonai items in capsules isn’t allowed, but using those that are found around Hyrule in the field is. The precise rules are laid out on the Rules tab of the document here.

Another interesting thing, it turns out, that you can do, that turns out to be essential in this challenge, is [spoilers]: unlocking Mineru, the Sage of the Spirit Temple that players aren’t even told about until finishing the other four temples, can be done first. She can be the first sage you get! And the useful thing about that is that Zonai devices can be attached to her, then she can be ridden to use those devices at will. Unlocking her early though by the rules of the Minimalist Run requires doing the Thunderhead Isles in the Sky without clearing the thunderstorm, which is no mean trick.

Over ten months the series has gotten up to 34 videos, and there’s quite a ways to go. The journey already is a long one, but here it is as it stands: