This is part 5 of my (Josh Bycer’s) indie showcase of the best Next Fest demos from February 2025.
00:00 Intro
00:16 DeadWire
2:00 Gnomes
3:33 Nitro Gen Omega
4:57 Beyond the Ice Palace 2
6:35 Blightstone
8:02 Geargrit
9:50 Scarlet: City of Devils
The Flipside of Gaming
This is part 5 of my (Josh Bycer’s) indie showcase of the best Next Fest demos from February 2025.
00:00 Intro
00:16 DeadWire
2:00 Gnomes
3:33 Nitro Gen Omega
4:57 Beyond the Ice Palace 2
6:35 Blightstone
8:02 Geargrit
9:50 Scarlet: City of Devils
This is a deep one. As linked by one for the books over on Metafilter, a GitHub user with the username MrWint was looking at the code of the Olympics-like DOS minigame collection “The Games: Winter Edition.” They wondered why it seemed to be impossible to achieve better than a certain score in some of the events. It turns out to be because of failed copy protection checks in most of the versions of the game produced after the initial release. Most of the cracks of that game that can be found on the internet are affected. They even affect two later official physical releases, and GOG’s release, which is a terrible problem for people who bought any of those versions expecting a working game.

Here’s their description of the result of the checks, and here’s their lengthy writeup of the problem, what causes it, what it does, which versions don’t fail the check, and a fix for it. Both pages have animations of the bug in action. Here’s their patcher.
Here’s a tl;dr summary, although the most interesting part of it all is the reverse engineering and description of the problem. But in case you aren’t interested in that and just want the gist:
The original release came with a code wheel copy protection system, and performed a number of checks for the event that the protection was bypassed. A value was created as the result of the check, and was modified and stored in various other places. Each of the events itself checked one of those places against a second, obfuscated copy of the code wheel’s lookup table. If the original wheel check is bypassed, which happens for most of the versions of The Games: Winter Edition now, illegal or legal, those places won’t have the correct value, and the game will sabotage those events during play in different ways.
It’s really sneaky, and as it turns out, it also affects the GOG release of its sequel, The Games: Summer Edition in a similar manner, although cracks of that game managed to fix the sabotaged events.

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Witness this person as he uses all the tricks at his disposal to make his cat let him by in the hallway in record time (1 ¼ minutes):
He’s been speedrunning annoying his cat for some time! Here he bugs his cat until he goes inside (any%, 1 minute):
How many pets his cat can handle (1 ¼ minutes):
And annoying his cat until he gives up the chair (video has 2.3M views somehow, 1 minute):
It’s not the usual Sunday silliness, no it’s a different kind of Sunday silliness, but hey it’s April Fools Day! Wait, you’re saying it isn’t April Fool’s Day any more? It’s even May now? Crap.
The Commodore Amiga has quite nice digital sound output. The Commodore 64 has the SID chip, well-regarded in 8-bit computing circles. The Commodore PET, on the other hand….
I’ve seen people call the PET the first home computer. This is false. There were computers before it, but they were sold in the form of kits. One of them, the KIM-1, was sold by MOS Technology before they were bought by Commodore. The PET was released the following year as an all-in-one unit, even with an integrated monitor.
Some PETs had a basic speaker included. The speaker had to be driven directly. With the later SID, you wrote data into registers and the chip’s circuitry handled the sound generation over time, freeing up the process for other things. On the PET, the processor has to push bits into the register itself, or else use a shift register set up to do the bit pushing. That means, if you get the data in fast enough, that you actually have a fair bit of flexibility over what the speaker does, but it also means you spend a lot of CPU cycles in doing in.
The Youtube channel Poking Technology recently tried playing digitized sound through the PET’s poor little speaker and documented their work in a fairly long 58 minute video. This is it:
58 minutes is a bit of a time imposition. And there is some hardcore hackery going on, with them writing assembly code on camera and testing it over and over in an emulator until it works, as well as both harsh hiss and very high-pitched beeping. To avoid those fine examples of audio torture, you can jump here to hear the final result, at around the 56 minute mark. By the way, the sound being played is the Windows 95 start up noise, the one composed by Brian Eno.
This is part 4 of our demo coverage of February 2025 Steam next fest.
0:00 Intro
00:14 Mashina
1:06 Roots Devour
2:57 Rift Riff
4:22 Kill the Music
5:29 Wild Growth
6:33 Conquest Dark
7:55 Machine Mind
9:01 Bad Cheese
9:52 Centum
11:03 Nordhold
12:17 Cauldron
Mr. Goof on Youtube made a video with some cool and relatively unknown things that can be done in Super Mario Galaxy. Like the ground pound move in that game has a homing function, you can hold crouch to skate backwards on ice, and there is a secret button press that can give you a speed boost at the start of Cosmic Mario races. But none of those things are what they claim is the most obscure thing in the game.
The video is titled “Super Mario Galaxy’s Most Obscure Mechanic,” which is a bit wrong. It’s not a mechanic, or mechanism, it’s just a move with no real gameplay purpose. If you stand near water and jump, Mario will dive into the water with a special animation. That’s it. It’s cool, but pretty useless. Still, it’s nice to see it in action.
Here’s the video (7 minutes). Now, go forth and win Mario-related trivia contests, if they happen to ask a question about this extremely specific behavior.
I’ve been working a lot on compiling lists of programs that appeared in Loadstar, and it’s taking a lot of time. So here’s a quick item for today: a visit by the news team of CBS 8 in San Diego to Atari’s headquarters. 12 minutes from the company heyday in 1982, when they were riding high off the success of the Atari VCS/2600 and their many beloved arcade titles.
If you explore the internet long enough, you find wonders and horrors, but you also find very weird and obsessive things. One such thing is sm-json-data, a project to not only comprehensive catalog all of the tricks in Super Metroid and the situations they apply to and their uses, but to express it in a machine-readable fashion, so randomizers can use it.
I don’t even really know how to read it, but just the level of detail present here kind of makes me think it’s worthy of presentation here. It also sets off my allergies against obsession, it makes me itch like I’ve got hives, so I won’t be spending much time here. But maybe it’s the kind of thing you might find interesting?

sm-json-data (Github)
This is the third part of our February 2025 coverage of Steam Next Fest.
0:00 Intro
00:16 Flocking Hell
1:58 Total Chaos
4:00 Isle of Reveries
5:08 Reignbreaker
6:46 ZPF
7:34 City of Rampage
9:08 Paperklay
10:52 Haste: Broken Worlds
12:02 Coin Push RPG
13:23 Rogue Light Deck Builder

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
The things we post here on Sundays tend to vary a lot in quality, but there aren’t many vids that are tonally pitch-perfect as this mash-up between the old Legend of Zelda cartoon, from the Super Mario Bros. Super Show, and Beavis and Butthead (10 minutes), from KhalidSMShalin.
Part 2 of my (Josh Bycer’s) favorite demos from the Steam Next Fest event.
0:00 Intro
00:18 Gentoo Rescue
1:37 Nitro Express
2:43 Mother Machine
4:01 The King is Watching
5:53 Repose
7:53 Demon Tides
10:02 Chromagun 2: Dye Hard
11:27 Sliding Hero
12:39 9 Kings
14:06 Twilight Monk
15:24 Squeakross: Home Squeak Home
16:22 Last Report
17:25 Deck of Haunts
Larian Studios has announced the last Baldur’s Gate 3 content patch, and they commissioned a cartoon, from Spud Gun Studios, to commemorate it. It’s more mass-market than most of the things we present here, but eh, it’s the final patch. 4½ minutes:
The same people did some other animations over the past months as well, so we might as well make this a roundup post. They’re all official content.
Mod Support (3 minutes):
The game’s leaving Early Access (3½ minutes):
Christmas (3½ minutes):
And The Greatest Foe (a particular frog in the swamp, 2 minutes)—but Youtube’s awful policies think it’s made for kids, despite the frog getting murdered bloodily at the end, so they made it unembedable. YOUTUBE HAS DONE A STUPID THING, LET THIS ALLCAPS MESSAGE STAND IN TESTAMENT TO THIS RIDICULOUS FACT.