4th of July Extra: Cabel Sasser’s Firework Package Posts

I wracked my brain trying to come up with something fun to post for the annual United States Pet Frightening Day. I came up with this. I’m tagging this sundrysunday, even though it’s Tuesday, because that’s my tag for all the borderline relevant posts.

This one is even more on-the-border (nooooow) than usual, right exactly on the edge between Premisestan and Irrelevania. The game-relevant part of it is, Cabel Sasser (Mastodon) is a long-time internet person who 16 years ago made for Youtube Buggy Saint’s Row: The Musical (we’ve linked it before), and more recently helped publish Untitled Goose Game and produce the Playdate (which we’ve written about before, even though I still don’t have one argh).

But this post has nothing to do with any of those things! On Cabel’s blog (and a couple of other sites-one year it was Flickr), for ten years, he made annual posts where he presented firework packaging found in local shops, until his city passed a fireworks ban in 2016.

We’re truly all the poorer for that, and more than once I’ve asked him, on Twitter, if he might someday continue the tradition. (Future readers: Twitter is a microblogging service that used to exist.) He’s never replied, which is how most people on the internet react to me, but I’m happy that he probably knows they were appreciated.

Here are links to each post he made, and every one of them is terrific fun:

200720082009 2010201120122013201420152016

Here are just a very few highlight images to whet the appetite. Warning: Shoots Flaming Balls!

I’d like to point out this package in particular:

I presume all of the images in these fireworks packages are stolen by their creators from some place. Thing is, I know exactly where this image was stolen from! It’s the backglass of the Williams Junk Yard pinball machine! That face in the lower right, at the controls of the crane and partly hidden by the name, that’s Crazy Bob!

Maybe the Chinese artist assumed, in 2015, that Junk Yard was some super-popular United States property that would instantly fill their coffers with tasty lucre. We’ll never know.

Believe me when I say this just scratches the surface. The internet is not forever, so please, visit Cabel’s sites and enjoy them while you can!

alienmelon on Virtual Pets and Desktop Toys

alienmelon is Nathalie Lawhead, a desktop toy creator who’s made a lot of cool things, like the Electric Zine Maker and Cyberpet Graveyard. Back in 2021 she made this great roundup of her own desktop toy work, as well as that of others. It was a whole field of computer software, not really games, that faded into obscurity right around the time that social media, that bane of all good internet things, started becoming big. Desktop toys were often distributed on personal websites, and Facebook and Twitter tend to muscle out those kinds of places.

Electric File Monitor

Some of the toys she’s made are the Electric Love Potatoes, virtual stray cats, fake virus checkers, love stories between the files on your computer, and RUNONCE, a virtual pet you can only play with a single time, after which it’s dead and gone, refusing to run again.

The article lists all of these, but with that it’s just getting started, linking to a plethora of old toys. One that comes to mind personally is the classic Neko desktop pet, a pixel-art kitty cat that would chase your cursor then fall asleep.

It’s a great introduction to/recollection of an old and vanished age of software. And it also contains the phrase, “In retrospect I don’t think it was cool of me to scare my mom with a potato.”

Make Tiny Weird Software, Please! (all about desktop pets, old computer eras, and virtual toys)

The Guardian Legend Shrine

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….

Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.

“BOO!” Who is this supposed to be though? A villain? There’s no one looking anything like this in the game.

The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.

Naria’s fanart. I like this one, it’s fairly tasteful.

Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?

Okay. We’ve found the perfect fan art. The rest of you can wrap it up, you can’t defeat this.

It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.

That Blue Randar is, as they say, totes adorbs.

The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.

The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?

Christopher Emirzian’s Guardian Legend Shrine

Sundry Sunday: Friends Don’t Let Friends Touch Strange Powerups

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

Pringus McDingus again. Maybe a little explanation of this one would be to the benefit of those who aren’t so extremely online.

Sigil of madness

Super Mario Wonder is one of the games that was announced at the recent Nintendo Direct. The Elephant Berry is a powerup shown in that game. The green symbol in the berry’s eyes is the Deviantart logo. And what Daisy does in this animation is perfectly understandable and maybe even necessary.

Bad Game Hall of Game: Sword of Sodan

Bad Game Hall of Game is an interesting blog that talks about failed titles without the snark with which they were usually treated in the early days of the Web, or the rancor of The Angry Video Game Nerd. Snark and furor drive hits, of course, so I can respect the desire to give games many regard as kusoge their due, whatever that may be.

When you know it? It’s simple.
When you don’t? It’s unfair.

Truthfully, there are lots of games that are perceived as bad that aren’t really so terrible, often due to the audience-chasing bile emitted by folk like Seanbaby and Something Awful. Games intended to be played for challenge, especially those from arcades and the earlier years of consoles, are kind of a pastime for masochists. When you lose, it often feels like it’s not your fault, but was it really? Was that hit telegraphed and avoidable? Was there some clever technique to be discovered, like jumping and slicing through an Ironknuckle’s helmet in Zelda II, that makes seemingly impossible enemies a simple matter to defeat? And when a game is intended to be played many times, not shattered in a single session but returned to many times, getting a bit further each time, isn’t it supposed to be a good thing that you may lose your first time out?

I took these screenshots myself for this post. See what I do for you.

There are lots of armchair game designers, maybe even more than armchair movie directors, since players spend more time with games generally before they put them down, and it’s easier, theoretically at least, to make games yourself without the capital expenditure and outside labor that movies require. (I can tell you though, it’s still plenty hard.) And yet, they are the players, and if they’re not having fun, then the game is doing it wrong. Even if it’s because of some information or training the player hasn’t, in their life, gained, you can’t blame them. Maturity can help a player enjoy games they wouldn’t otherwise. But this is also true of any art form, and the opposite could also be said to be true, there are games where, I’d say, maturity is an outright barrier to enjoyment. It’s complicated. Maybe I’ll talk about this later.

URG URG URG URG AIIEEE

In the article that Bad Game Hall Of Fame talks about that I find interesting today, the game in question is Sword of Sodan, the creation of Finnish demo coder Søren Grønbech, an infamous game with a much longer story behind it than your typical bad game, indeed extremely long. Out of curosity, I pasted BGHoF’s discussion of it into Microsoft Word, and it came up to 67 pages! It’s got two large sets of footnotes, goes back to the Amiga demo scene and gives insight into the difficulties of developing computer games, at the time, in the state of Denmark.

Almost nothing gets through these giants’ defenses, and your encounter with them puts one on either side. As a connoisseur I must say, the frustration is exquisite.

Sword of Sodan for the Sega Mega Drive/Genesis, as it turns out, is a port of an Amiga game. Both games are extremely hard, but the Genesis version actually has more interesting design decisions behind it, in the form of its potion mixing subgame. You can hold up to four potions, each of one of four different colors, and can choose to drink any number of them at once. Drinking different combinations of potions has different effects, most good, some useless, a couple actually bad. (Hilariously, if you drink one of each color at a time your character immediately dies, and the game flashes a message on screen: “WINNERS DON’T DO DRUGS.” Gee thanks, William S. Sessions.)

Many games of the time talked the talk, but Sword of Sodan would outright kill you if you got too experimental with your potions.

67 pages is a lot to read about a game that few people might want to play, but it’s okay to skip around. I won’t tell anyone.

Bad Game Hall of Fame: Sword of Sodan

Kaze Emanuar’s Adventures in Mario 64 Optimization: Calculating Sine

I’ve mentioned Kaze Emanuar’s efforts to make the best Mario 64 there can possibly be on its native hardware. He’s compiled it with optimization flags turned on, made its platforming engine much more efficient, and worked hard to minimize cache misses, which was a major source of slowdowns in the game’s code. Under his efforts, he’s gotten the engine running at 60fps (although not yet in a playable version of the original). While these optimizations are not the kind of thing that can keep being found indefinitely, he’s bound to run out of ways to tune up the code, currently he’s still finding new ways to speed it up.

I hope you’re ready for some F-U-N (approximation FUNctions)

He made a Youtube video detailing his most recent optimization find: getting the game’s trigonometric functions executing at their speediest. What is interesting is that the Mario 64 code already uses a couple of tricks to get sine and cosine results in a rapid manner: the game only uses 4096 discrete angles of movement direction, and contains a lookup table that covers each of those angles. But it turns out that this optimization is actually a mis-optimization, because the RAM bus hits incurred to read the values into the cache are actually more expensive than just figuring out the values in code on the N64’s hardware!

The video starts out decently comprehensible, but eventually descends into the process of figuring out sine and cosine on the fly, and the virtues of the various ways this can be done, so you can’t be faulted for bailing before the end, possibly at the moment the dreaded words “Taylor series” are mentioned. But it’s a fairly interesting watch until then!

Satellablog: New Dumps!

Satellablog is a blog dedicated to preserving content from one of the least-documented portions of Nintendo video game history, that short period in their life where they distributed software via satellite broadcast, over the St. GIGA service.

Bounty Sword, Satellaview version
(Images from Satellablog)

Most of this stuff only exists, maybe, in company archives deep in the halls of Nintendo, and the data from the last broadcasts saved on aging flash memory cartridges held by subscribers. It is believed that all of the dumps that have been made available have come from those cartridges, and Satellaview is dedicated to finding them and making them available.

Elfaria II demo

There are a number of interesting finds in this batch, including lost Dezaemon shooters, a cut-down version of Super Famicom RTS Bounty Sword, a non-playable demo of Elfaria II. But the most surprising thing in the collection is a number of dumps of a Satellaview version of Nintendo’s website circa 1999, one of the last things they made available over Satellaview! I had no idea that the service survived that long!

Satellablog: The biggest batch so far (Part 1)

Time Extension on a revival of Cosmic Smash

Have you ever heard of Cosmic Smash? I’d be shocked if you had. It’s the kind of thing that even I only know about from obsessive reading of obscure game blogs and Youtube videos. It was a Sega arcade game that got a release for the Dreamcast right at the moment the company was getting out of the console business. It had laughably bad timing, and it never made it out of Japan.

Yet, the game has gotten a cult following. You could deride it as merely a futuristic, three-dimensional take on racquetball and Breakout, but it’s one of those games where the style makes all the difference. Here’s some footage of the Dreamcast version:

Why don’t people make games that look like this more often?

Time Extension, one of those blogs that makes good posts so often that I’m tempted to tell you to read it instead, did an article talking with the creator of a spiritual remake called C-Smash VR, released for Playstation VR2 with a license from Sega and the blessing of the game’s original creators. It’s such an obscure game that I’d be surprised if it could be profitable, but we love rooting for underdogs here, even if I have a general antipathy for VR.

Cosmic Smash And C-Smash VRS – Reviving Sega’s Cult Classic (Time Extension)

@Play: The Angband Family Tree

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

It’s finally time. Time to reveal the maelstrom of roguelike games which has, as its center, the game of Angband.

You might be interested in our other recent columns on Angband: Re-introduction, Getting Started, and Version History.

Here is a chart of the 100-plus variants of Angband (homepage) that we know of. RogueBasin and the variants table at Tangaria were both major sources for this. You might have to right-click it and download to view it without blurring. Here’s a direct download of the PNG.

The degree to which these games have been changed from the original varies tremendously, from slightly hacks to repurposings to entire other games. In ToME, Angband was used as a base that would be completely rewritten, twice, and turned into something completely separate. Many of these games could have whole articles written about them. I’ve written at least one so far, on Zangband.

Looking through the chart, one can find two great jumping-off points from Angband’s source tree. One is PC Angband 1.3.1, largely because of being the original base of Zangband, and the other is Angband 2.8.3, which was the site of legendary maintainer Ben Harrison’s great cleanup of the code, which made it much easier to create variants than it had been.

Looking at the list, one might get the impression that this list also serves as a timeline, but that would be in error. Some variants would be updated over time, bringing in features from later in Angband’s development, and this chart doesn’t reflect that, and sometimes a game wouldn’t branch off from the newest version of the code. Please keep this in mind when looking through it.

A few interesting finds from the list:

Steamband is a complete reskinning in a kind of Jules Verne pulp steampunk style. It is what we might call a literary game, taking direct inspiration from a particular corpus of stories in the same way as Call of Cthulhu or Gygax era Dungeons & Dragons. In it, you start in a town in the center of the Earth, and try to ascend to the surface. It has some interesting ideas around the theme, but I cannot recommend it wholeheartedly because of its “race” system, which is easy to perceive as actually racist. I think its intent was to present the racial attitudes of the fiction works from which it was derived, which were really terrible, but it comes across, not to mince words, as gross these days.

There are two My Little Pony variants, based off of the “G4” version of the franchise that became meme popular for about 45 minutes of web time. Ponyband, a.k.a. My Little Angband: Dungeons Are Magic, derives from the popular 2.8.3 branch; Anquestria got its basis from the later 3.2.0.

ToME, a fairly popular variant, has the distinction of not only having a living homepage, but is also available on Steam and GoG. It has a free version, but other features are available to paying players. It’s a game that’s changed a great deal over time, starting out as Tales of Middle Earth. Now, little of its Tolkien basis remains, and its name has been retconned into “Tales of Maj’Eyal,” because you gotta have an apostrophe. Its page vaguely gives it an air of being an MMORPG, but I think it’s still a strictly single-player game. It is a game that, judging from comments, there is a great deal to get stuck into, but to my eyes it has a lost the simplicity of its origin, and it’s not an easy game to pick up. It is still under development though, and that is beyond laudatory for a game of its age and lineage.

Ironband is a challenge variant, intended to make the original game even harder. An “ironman” mode, preventing the player from going upstairs, forcing them to descend ever deeper, is part of the base game now. Ironband dates back to 2012, which may be before this mode was added, although I cannot date its inclusion conclusively right now. But whether is or not, by devoting itself to this mode of play, it is free to be completely redesigned around it. So, Ironband has streamlines the game in its service, removing races and classes, and giving the player all of their options at once. After the start of the game, there are no shops at all; everything the player gains after that point must come from the dungeon floor. Because all characters can use all things, there’s much fewer completely useless items. The “stat gain floor” phenomenon, where you have to grind on certain floors to get necessary potions to improve your attributes or risk almost certain death, has also been alleviated. Because dungeon progress is one way, it refreshes the skill points that your abilities require upon entering a new level, which is an interesting play decision: if you run out of SP, you can get them back by advancing a floor, but at the cost of increasing the game’s difficulty, possibly earlier than you’d want.

The Bolo Home Page, Revived

Bolo is a multiplayer tank game, originally for the BBC Micro but remade for classic Macintosh computers. It was a very popular online kind of game for awhile.

It had a popular resource page on the internet, called the Bolo Home Page, made by Joseph Lo and and Chris Hwang, that began as a student project and migrated to the site lgm.com. But then that site went down, and its domain was bought by squatters. So it goes.

Well, vga256 on Mastodon has remade the Bolo Home Page out of the records kept by the Internet Archive. A site composed of hundreds of static HTML pages has risen from the ashes, all (well most) links fixed up to point internally, its content restored as much as is possible. The Internet Archive, for all its greatness, frequently misses images and even whole pages, so there are holes in its record.

Still, most of its content remains. For people who wish to learn about this classic piece of electronic entertainment, a collection of hundreds of pages awaits you!

I’ve never played Bolo myself, I don’t know much about it, but some people it seems were very enthusiastic about it. I don’t think gameplay goes obsolete, it just falls into and out of fashion. Maybe this is a sign. Maybe it’s time for the Second Age of Bolo to begin.

The Bolo Home Page (restored)

Sundry Sunday: Kirby Animations with Aqua Teen Hunger Force Audio

Painter Seap has done a number of very short Kirby cartoons that use the sound from bits of Aqua Teen Hunger Force as the soundtrack. It’s surprising how natural Master Shake’s voice seems coming from out the mouth of King Dedede! Here is a couple as embeds:

Here is all of them, linked:

Checkers (0:40) – Ice Cream (0:12) – Breakfast Time (0:32)

Tennis (1:05) – Hair (1:32) – Dedede Planet Robobot (1:42) –

And one extra, sort of (1:43)

St1ka’s Youtube Channel

St1ka is a Portugese Youtube creator who has retro gaming as his stomping grounds.

St1ka’s “INCREDIBLE” series. You might notice something(s) these thumbnails all have in common.

They generally do good work, although sometimes they include unexpected games in a series? As an example, their video on Forgotten 16-Bit games includes DOS and Amiga titles that are often not considered part of the bitness wars, PC Engine games that should rightfully be considered 8-bit, and even a couple of romhacks, which are a whole infested kettle. Once you start including romhacks your field has gotten large enough that you could likely never be done including things. And their monotonous vocal presentation grates quickly. Still though, they do their research, and the information is good.

Something else you’ve probably noticed from the thumbnails above is that St1ka’s not at all above focusing on female skin as clickbait, in such a way that it sometimes makes one feel vaguely creepy when loading his videos. It’s not a huge portion of the content, although the 16-bit compilation does feature as one of its subjects the Super Famicom title Princess Minerva which is a bit, as they say, sus. He admits to doing this in the Modern NES Games video, which, fair? Youtube is a content meat grinder and people try different things to be noticed. Also, the titles are a bit incendiary once in a while, in a style that many Youtubers use, and that often turns me away from a video.

Still, the amount of content that St1ka’s provides may overcome the negatives for you. He certainly cares about the subject. It’s a fun series, and it’s very likely to point you to some titles you’ve never heard of before. I leave the question of clicking through up to you.

St1ka’s Channel (Youtube) – 29 Incredible Modern NES Games (45 minutes) – Incredible 16-bit Hidden Gems You Never Played (44 minutes) – Forgotten 8-bit Games You Never Played (41 minutes)

The Modern NES Games video provides no information on where to get these titles! I believe strongly in accessible text, so here is where they can be found and what they are. If you choose to pore through this, or watch the video linked above, you’ll quickly discover that not all of these are actually “INCREDIBLE.” Blame St1ka for the discrepancy.

  1. Gold Guardian Gun Girl – While there’s a free demo version (Pixiv registration required), the full version is only provided in physical form, where it’s fairly pricey (around $60, but currently out of stock everywhere I looked). It’s homepage is in Japanese, and has links to where they sell it (when it’s available).
  2. Alfonzo’s Arctic Adventure – While made for the NES, it’s sold on Steam, Xbox, and Switch ($5). Limited Run Games sells it on physical cart ($60).
  3. Eyra: The Crow Maiden – Sold for $10 for a computer-playable version, $30 for a cart (either NES or Famicom), or $50 for a cart and a box. It was the subject of a Kickstarter campaign.
  4. F-Theta – Sold for $60.
  5. Alwa’s Awakening – A highlight of the video, it’s available in many places. Its home page lists them all, usually for $10. Of particular note is Steam, Switch and itch.io. While the original is made in a retro style, the actual NES version is on Steam, GoG and itch.io, also typically for $10.
  6. Battle Kid: Fortress of Peril – Can’t yet be bought for emulation, it’s available as a standalone game on Switch and Xbox.
  7. Battle Kid 2: Mountain of Torment – Appears to be out of print everywhere.
  8. Blade Buster: Available for free at romhacking.net.
  9. Chumlee’s Adventure: The Quest For Pinky – A reference to Pawn Stars, it’s for sale at itch.io for $10.
  10. Jay & Silent Bob: Mall Brawl – $15 on Switch and Steam.
  11. Astro Ninja Man – out of print, not legally available anywhere currently.
  12. Astro Ninja Man DX – for sale on physical cart for 5,490 yen. Also, an arcade version is currently available, if you have $523 to spare for a kit and an exA-Arcadia system to run it on.
  13. Fire And Rescue – $5 on itch.io.
  14. Steins Gate – Was released as an extra along with the Switch version of Stein’s Gate Elite, which is $60.*
  15. Legends of Owlia – Home page. Was available physically, but not anymore. The rom could be downloaded officially for free, but the link’s now broken. It’s been officially delisted. There’s an unlisted demo on Steam. It’s implied that they are okay with downloading it, if you can find it. Hey makers, if you’re reading this! Throw it up on itch.io and make a few extra bucks! You could make it pay what you want! There is no shame in that.
  16. Gaplus – St1ka misspells it as Galplus. This was included as an extra on Namco Museum Archives Volume 2, on Switch, Xbox, Playstation 5 and Steam. But the whole package is $20, which is a lot for a port of a semi-obscure arcade game. I suspect this is actually an unreleased game from the Famicom days. The Mermaid will probably cover the arcade version someday. Also, if you’re going to plunk $20 for a collection of basic NES games, get the one that contains Pac-Man Championship Edition, that one rocks.
  17. L’abbaye Des Morts – Please don’t ask me to pronounce it. Made, and remade, for a variety of platforms. A NES port is name-your-price on itch.io.
  18. Jim Power: The Lost Dimension – Another game with versions for several platforms. $20 on Steam will get you versions for PC, SNES and Genesis, and the NES version is coming to that eventually. It’s also on Switch, and they sell some of these versions on physical media on Limited Run Games.
  19. Gotta Protectors: Amazon’s Running Diet – Did I post about this before? Looks like I haven’t, possibly due to the conspicuous T&A factor. (We have some pride.) This was a basic NES game released to promote the latest release (Switch) in the Gotta Protectors series, which are a fun mixture of Gauntlet and Tower Defense, made by venerable game development house Ancient. The rom for Amazon’s Running Diet is free, but the official download link is hard to spot on the Japanese page of its creator-look for the image that says “Download English Version.” They made an updated version, Amazon’s Training Road, but it was only as a physical cart, and it’s no longer for sale.
  20. Project Blue – Available for $10 on itch.io, or $40 physically.
  21. Micro Mages – Physical for $40, on Steam or itch.io for $10.
  22. Mystic Origins – A prototype for an in-development successor, also for the NES, called Mystic Searches. Available on physical media for $50.
  23. Almost Hero – $50 on physical media. Why are so many of these only available on cartridges? I feel like they’re severely limiting their reach. I’m sure there are warez versions out there somewhere, but I figure, if they’re going to release games for the NES in 2023 and choose to restrict their work to people with real systems, it’s up to them. But seriously, why? itch.io is easy! Sell for $5 and let people emulate it. Who’s going to warez a cheap thing?
  24. City Trouble – Currently available free on their charmingly old-style website.
  25. Full Quiet – Fairly recent, first out in February of this year. This is how to release a retro game: it’s out soon on Switch, Xbox and Steam. They should consider itch.io, though….
  26. Rollie – Home page. Available on physical media ($60) and itch.io ($9).
  27. What Remains – Name-your-price at itch.io. Bespoke physical carts are for sale for $80 on their site, but through email contact.
  28. Reknum Souls Adventure is available on physical media only, on NES (50 Euro) and Dreamcast (20 Euro).
  29. Larry and the Long Look for a Luscious Lover – A NES remake of the original Leisure Suit Larry. Was released on physical media, is not currently available.

* It has become my policy not to duplicate egregious stylization in the names of commercial products, on the grounds that no one has time for that shit. The official spelling of Steins Gate is Steins;Gate, yes with a semicolon, but I can’t even bring myself to camel-case Youtube, Playstation, or Nethack (despite not even being commercial) these days, so I toss that misuse right out of my grammatical window.