Set Side B 2024 in Review

We used to do monthly summary posts, but they ended up being a lot of work to keep up, and often there would be something interesting I’d want to post about that would preempt them. So in their place, and in recognition of Set Side B’s new Bluesky feed (which supplements, but doesn’t replace, our Mastodon feed), here’s a recap of what I consider to be just some of the more-interesting blog posts we published in 2024.

If you’re just coming in from social media and wondering what we’re about, Set Side B is a daily blog that covers what we call “the Flipside of Gaming” (notice the tasteful use of our tagline), specifically in the Retro, Niche and Indie fields. All of that basically gives us license to chase after whatever gaming information we enjoy, which is usually the antithesis of AAA gaming. If we’re being honest with ourselves, we do cover games sometimes that might be called Triple-A, the Legend of Zelda series comes up a lot and they’re often considered headliners, but Nintendo generally tends to have rather a different approach to gamedev than other companies. I’m not going to say they’re perfect, frog knows they have their faults, but they still manage to surprise us from time to time.

So, let’s get on to that recap. Posts marked Sundry Sunday are finds from gaming culture, usually funny Youtube videos. Posts that largely include original content by me are marked Original. I might have misapplied that signifier in places, because I often include extra commentary on posts, and even after spending two hours constructing this behemoth of a list, I have gone mostly by memory and not reviewed every post here. I’m certain that you’ll find something interesting, if you have a look. Set Side B’s archives are unusually rich with wonders, mostly found but sometimes made, and I’m sure if you take a spelunk through our mines, you will be rewarded.

JANUARY

JAN 1: Mario Kart’s catch-up system

JAN 2: FM-synth enhanced version of the Space Harrier theme on Japanese Master System hardware

JAN 5: The many fan revivals of Toontown Online

JAN 6: Dialup AOL-era Neverwinter Nights

JAN 9: OriginalThe 10th-Key scatter bug in NES Pac-Man

JAN 12 & MAY 20: Hempuli’s many riffs on Sokoban – Part 1, Part 2

JAN 15 & 16: Dark Arts of Pinball – Bang Backs and Deathsaves

JAN 21: AGDQ highlight: Playing Gyromite, but with a dog in place of R.O.B.

JAN 24: OriginalOn Stephen’s Sausage Roll

JAN 27 & 29: Displaced Gamers’ Behind the Code on Dr. Jekyll & Mr Hyde, Part 1 and Part 2

JAN 31: Gamefinds — Cosmic Collapse, a Suika Game-style remake in Pico 8, but with better play

FEBRUARY

FEB 1: The “no fire” bug in arcade Galaga

FEB 2: The inefficiency of Super Mario World’s score display

FEB 3: Mario Paint’s Data Over Flow error, when you draw an image that can’t be saved

FEB 11: Sundry Sunday — BitFinity’s song + animation Megalixir

FEB 15: Fans used computer tools to reconstruct lost BS F-Zero tracks from a VHS recording, then made a romhack around them

FEB 17: Chrontendo #64!

FEB 20: Project to finish every non-hacked Mario Maker 1 level enters home stretch

FEB 22: OriginalNintendo Direct quick takes

FEB 23: Popular Science magazine, of all places, explains how you can make old-style WordArt in current versions of MS Word

FEB 24: Gamefinds —A Pico 8 remake of DOOM

FEB 25: Sundry Sunday — various versions of the music from Gyruss

FEB 26: OriginalHow to play Pocket Card Jockey: Ride On (with a video tutorial!)

FEB 29: GifCities

MARCH

MAR 6: Fans fix the Garfield PC game

MAR 7: Speedrunners get custom N64 control sticks to make up for the infamous dust of death

MAR 14: Displaced Gamers on why NES Tetris crashes at extremely high levels

MAR 20: Winning at arcade Dragons Lair

MAR 24: Sundry Sunday — Baldur’s Gate 3 has gone too far

MAR 28: 4D Golf releases on Steam

APRIL

APR 3: Sharopolis on Youtube looks into NES games that perform particularly skillful technical feats

APR 4: Nintendo’s old corporate headquarters is a hotel now, and Before Mario stayed there

APR 7: Sundry Sunday — The crazy trailer to lost 3DO music game Duelin’ Firemen

APR 13: OriginalOn the New York Times’ Connections puzzles

APR 16: Annotated video playthrough of maddening arcade hit (in Japan) The Tower of Druaga

APR 17: Atari (not the same as the old Atari) makes arcade games with Food Fight Frenzy

APR 18: PannenKoek spends nearly four hours explaining Mario 64’s many glitchy invisible walls

APR 22: Nintendo Monopoly depicts Mario in the style of Rich Uncle Pennybags

APR 27 & JUN 25: Original — On Dungeon, a 30-year-old CRPG system for the Commodore 64, and my own attempts to rerelease it. The original and efforts to revise it.

APR 29: Commodore Free Magazine

MAY

May 2: Moviecart, adapting films to play on an Atari 2600

MAY 3: The history of KidPix

MAY 5: Sunday Sunday — Animated Lego breakfast with Super Mario

MAY 6: Retro Game Mechanics explains how to glitch out Super Mario World by stomping Wigglers

MAY 9: Which version of Wizardry to play?

MAY 15: OriginalComparing the character sets of microcomputers

MAY 16: OriginalA directory of U Can Be Video Games’ videos

MAY 23: Nintendo uncensors Vivian’s transness in the remake of Paper Mario: The Thousand-Year Door

MAY 24: Original@Play: Which is better, ring mail or splint mail?

MAY 25: Dani Bunten’s early classic computer game Wheeler Dealers has been preserved

MAY 30: Awesome Donkey Kong romhack compilation

MAY 31: Ocarina of Time timer bug, taking advantage of extremely low health

JUNE

JUN 4: The esports scene around Farming Simulator

JUN 7: Hardcore Gaming 101 thread on obscure arcade secrets

JUN 9: Sundry Sunday — Bing Bang, an awesome animation for a Splatoon 3 song

JUN 10: Why does Pac-Man’s split screen happen? Video explainer, with a lengthy text explainer-explainer by me

JUN 13: Complete but abandoned Tarzan Atari 2600 game recovered after 40 years

JUN 14: On Game Dads, small, inexpensive yet capable handheld emulation machines

JUN 16: Sundry Sunday — Mexican Flyer (that song from Space Channel 5) and its history

JUN 22: Dan Olsen of Folding Ideas discusses James Rolfe, the Angry Video Game Nerd

JUN 28: Mattel’s handheld Dungeons & Dragons LCD game

JULY

JUL 2: Website for generating animated Earthbound battle backgrounds

JUL 5: OriginalOn the history of Wizardry

JUL 8: The marquee and instruction card for Vs. Super Mario Bros (including a rather different official illustration of Mario than you usually see from Nintendo)

JUL 12: Snafuru’s extensive Wizardry fanpage

JUL 13: The MAD Magazine type-in program

JUL 16: Blade & Bastard, the (current!) Wizardry novel/manga

JUL 19: Dune author Frank Herbert’s book on 80s microcomputers, “Without Me You’re Nothing”

JUL 20, 25: Original — Getting Started in Digital Eclipse’s remake of Wizardry: Proving Grounds of the Mad Overlord, Part 1 & Part 2

JUL 23: The Mr. Saturn text generator

JUL 29 & AUG 5: Looygi Bros tests various glitches in the Nintendo World Championships game, Part 1 & Part 2

JUL 31: A presenter at RustCon explains why MISSINGNO happens in Pokemon

AUGUST

AUG 2: OriginalReview of World of Goo 2

AUG 6: Shmuplations translates an interview with a programmer on arcade Donkey Kong

AUG 13: OriginalScience facts from No Man’s Sky

AUG 14: Comparing versions of Space Harrier

AUG 15: How randomness is used in Ms. Pac-Man

AUG 17: Complete Youtube playthroughs of the original Zork trilogy

AUG 19: A blog about Sega’s Flicky

AUG 20: Hidden Dialogue in Earthbound

AUG 21: The game Mission: Impossible on CP/M

AUG 24: Sunsoft’s Hebereke cartoons on Youtube

AUG 28, 29 & SEP 2, 4 & NOV 19: Original — How to play Atari Games’ Rampart, and also someone other than me talking about Rampart, Part 1, Part 2, Part 3, Part 4, someone else

SEPTEMBER

SEP 3: Obit for Andrew Greenberg, co-author of Wizardry

SEP 7: Hidden flags in Earthbound, the Mole Playing Rough, and the Game Over Glitch

SEP 9: Balatro University’s beginner’s guide to extremely high scores

SEP 10: Spelunky on the Commodore 64

SEP 15: Balatro (intentional) deck-peeking involving Misprint

SEP 18: Gamefinds — Blob the Klex

SEP 19: Kaze Emanuar on misapplied optimizations in Super Mario 64

SEP 20: Why hasn’t Nintendo implemented achievements?

SEP 22: Sundry Sunday — The Untitled Goose Programme

SEP 25: Katamari Damacy turns 20

SEP 26: Nicole Express investigates incompatibility between Guardic Gaiden (The Guardian Legend) and the Twin Famicom

SEP 30: The Rogue Archive

OCTOBER

OCT 2: Ed Logg on creating Gauntlet

OCT 4: OriginalGetting Started in Pilot Quest (UFO 50 game # 44)

OCT 5: A walkthrough of Barbuta (UFO 50 game #1)

OCT 6, DEC 22: Sundry Sunday — The Amazing Digital Circus, Parts 1-3, Part 4

OCT 8: On the maddening difficulty of “Snowman’s Lost His Head” in Super Mario 64

OCT 9: Aftermath’s Chris Person on web forums in 2024

OCT 11: Whatever happened to Toadsworth?

OCT 12: Masahiro Sakurai on Satoru Iwata

OCT 15: HTML for People, an online book about learning to make websites for themselves, as intended

OCT 18: Displaced Gamers on the awfulness of NES Ikari Warriors

OCT 22: OriginalMy talk on Mystery Dungeon games for Roguelike Celebration 2024

OCT 23: UFO 50 Showcase

NOVEMBER

NOV 7: Randomly-occuring debug mode in Super Mario All-Stars’ version of Mario 3

NOV 8: Blaster Master & Wing of Madoola’s unreleased and lost arcade versions

NOV 14: Tomato’s excellent game translation blog Legends of Localization shows fitful signs of activity

NOV 17: Remake of the DK Rap by Grant Kirkhope and Substantial

NOV 18: Score keeping on the NES

NOV 21: Super Mario Bros. Mini on the Pico 8

NOV 22: Retro365 on Little Computer People

NOV 23: How many Bokoblins are in The Legend of Zelda: Tears of the Kingdom?

NOV 26: Almost Something on game rental lawsuits and photocopying instruction manuals

NOV 28: OriginalA deep strategy guide to Party House (UFO 50 game #25)

NOV 29: Moving Miis from the Wii to the Switch

NOV 30: Someone has written a script that will defeat ANY game of Pokemon Platinum

DECEMBER

DEC 2: The Zelda Timeline is updated to account for Echoes of Wisdom

DEC 6: Game making IDEs GB Studio and BB Studio

DEV 11: Kit & Krysta take a tour of a secret gamedev hangout in Tokyo

DEC 13: Intro videos for Caves of Qud

DEC 14: Info from a data scrape of the entire Steam storefront

DEC 15: Sundry Sunday — An old cartoon, “Microcomputers: An Introduction”

DEC 16: Nintendo’s weird corporate structure

DEC 17: Some Body lays out how the AI works in Pokemon Mystery Dungeon: Red & Blue Rescue Team

DEC 19: Grouping ghosts in Ms. Pac-Man

DEC 24: The conclusion of the backstory of Team Fortress 2

DEC 25: A program that plays Animal Crossing music and weather noises in the backgroun on your computer

DEC 30: Hunter R. explains the letter grading system in Gamecube Animal Crossing

The Letter-Writing System in Gamecube Animal Crossing

I’m opening this post with a special message to any anthropomorphic animal video game characters who happen to be reading this. As we will see, they rate this special prologue quite highly, and so it will make us very popular to any Dottys or Apollos in our audience, being exactly the sort of thing they want to hear. In the secret, inner language of their minds, I’m sure it confirms all their biases and makes them feel good about themselves:

I.I.I.I.I.I.I.I.I .I.I.I I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I I.I.I.I.I.I.I.I.I .I.I.I .I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I .I.I.I.I.I.I.I.I.I .I.I.I .I.I.I.I.I.I.I .I.I.I.I.I.I.I.I.I.I.I .I.I.I.I.I.I.

Nintendo’s Animal Crossing series has a lot of weird systems in them. Some games wear the grass down according to character walking patterns; all the games have the “Stalk Market,” a risky way to make a lot of money; most of the games have a lost-and-found; and so on.

A system that was in the first game, and I’m not sure was ever adapted for later games (but then it might have been) was letter-writing, not just to other players in the same village, but to the villagers. They’d save the letters you wrote them and show them off to other players if they moved to another town, and even write you back. Of course, parsing and intelligently responding to any text, no matter the language, was beyond computers of the time (and despite what AI enthusiasts will tell you, still isn’t), so the game has to fake it in some way. But, how?

Well, what is the purpose of writing letters to characters in the game? It gives villagers something interesting to show people when they move to their villages, and, it’s a roleplaying exercise for the writer, a way to pretend the animal denizens of your town are real people and not simulated game mechanics present to make the game seem less empty.

Both of these design goals work best if the person writing the letter actually writes real letters, and not random jumbles of characters, so Animal Crossing has a mechanism to reward players for writing what appear to be real letters, and not placeholder gibberish, and its system of ranking text to attempt to reward actual letter-like writing is quite complex. It looks for punctuation that looks generally appropriate, capital letters after sentence-ending punctuation, triples of characters that commonly appear in English, and sequences of characters followed by spaces that approximate the word lengths of English. Of special interest: these are elements that have to be tweaked by language, and so they pose a special challenge to localization.

Hunter R., popular Animal Crossing Youtuber, released a video that explains exactly how GC Animal Crossing scores letters written to villagers. As it turns out, the text that scores the very best looks a lot like that in the preamble to this post, up above. Go figure! Here is his description (10 minutes):

How Villagers “Read” Your Letters In Animal Crossing (Youtube, 10m)

EDIT: My mistake! Originally the villager-friendly message near the beginning of this post was missing a trailing period, which would cost it some points when brought under the exacting animal eye. It has been corrected.

Sundry Sunday: Rhythm Heaven Reanimated

Nintendo’s Rhythm Heaven games are still a bit obscure, but have a passionate fanbase. They share design sensibilities with the WarioWare series, which is because both share a character designer, Ko Takeuchi. They both have a distinctive clean-line look, and a similar sense of humor.

About four years ago, some of those fans made one of those reanimation compilations of the series, and the fruits of their labor is unusually keeping in spirit of the original, which itself samples many different art and musical styles. The reanimation feels like it could have been one of the remixes from the games itself.

Speaking of, the reanimation covers all of the remixes, of all of the games in the series, with the result that the full sequence is eighteen minutes long! It’s quite faithful to the originals, despite the vastly different animation styles, and it even scored an appreciative comment from Takeuchi himself! Here it is, but be warned: you’ll watch it for a while, then see one of the videos mention it’s only half over, and you’ll think to yourself, no way:


An aside, a different reanimation project near to my heart, but unrelated to video games, is the highly-memeable 2004 collaboration that animated They Might Be Giants’ Fingertips (6 minutes, original page). Note, in its original Flash incarnation, different elements would be selected on every play, an aspect that is unfortunately lost in these renderings.

Can You Block Yourself With Keys In Zelda 1?

The original Legend of Zelda, unique in the series, not only has keys that can be used in any dungeon, but you can even buy keys, for considerable expense, in shops, for either 80 or 100 rupees.

But, is the purchase of keys ever necessary? Usually Zelda 1 gives you many more keys than you need. Even in the Second Quest, which tightens the screws, you can usually get by if you just make sure to clear every room and bomb some walls.

But consider the worst-case scenario. What if you open just the wrong doors? Is it possible, if you waste keys on rooms that aren’t on the critical path to completing the game, to make it so you have to resort to buying keys in shops?

In an 11-minute video, “TheRetroDude,” as he styles himself, examines this question. tl;dw: not in the First Quest, but it’s technically possible to soft-lock yourself, unless you resort to commercially-provided keys, in the Second Quest, if you’re very injudicious about the doors you open. Here:

Trying to Get Stuck in Zelda 1 (Youtube, 11 minutes)

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

Before Mario Visits the Nintendo Museum

Before Mario is a Blogspot blog (remember them?) devoted to Nintendo’s company history before they made video games. Well, their December 13th post doesn’t fit that bill entirely, since the museum is quite new, but they did focus on those aspects on display that don’t deal with their freakishly popular electronic products.

Nintendo got their start making playing cards (images from Before Mario)
Er, so we’re consuming Kirby’s plastic bottled regurgitation?

Nook (the music playing program)

I found out about this program that runs in the background and plays time- and season-appropriate Animal Crossing music. It’s free, there’s versions for Windows and Mac on the site, and I found a copy on the Arch depository so there’s obviously a version for Linux too. It even has a rain option.

Pretty simple today, but it’s free and fun and free. It’s freeee!

Nook ($0, Windows, Mac and Linux)

Team Fortress 2’s “Story” Has Been Concluded

How long has it been since you thought of TF2? I played it a bit, enjoyed it for a while, but in the end FPSes aren’t really my thing. Guns and shooting people, realistically, even in a heavily stylized and humorous way, not for me. But I can respect all the work that went into it, and it’s a landmark of both gaming and gaming culture.

Team Fortress 2 has an official comic that lays out the story of the game, such as it is. It had six issues, then it just trailed off in 2017. Well, they finally made one more, to wrap it up. The game’s not done yet no, people will probably be playing Team Fortress 2 until the world collapses, and the stories of those many games are the real saga of TF2. But there is a backstory to all those stories, and it’s told in those comics.

At the end it even has a holiday theme. Seven years later, Soldier breaks Merasmus out of prison, and then tells him the true story of why The Administrator has BLU and RED fight each other. Well, kind of. Then the Korean mafia gets involved. Merasmus dies, but comes right back as a ghost, because he’s Merasmus. Other things happen.

Then we go to Scout’s house for Smissmas. Find out what happens next yourself, but I will give you the panel near the end with all the mercs together. Because it’s Smissmas Eve, and a fitting coda to the entire Team Fortress 2 thing.

Look at all the Sandviches! But, uh… which one is Pyro? Is that a delicate question?

By the way, if you choose to download that CBR it’s a doozy, it’s over three-quarters of a gigabyte because the images are all saved as PNGs.

Classic Games Emulation Site (1999) at the Chaotic n-space Network

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 another ancient gaming site that, despite domain names and hosting being persistent charges that must be paid month after month until the site goes down, and not even being updated since the turn of the century, is somehow still on-line, due to the good graces, sheer orneriness, or forgotten bank withdrawals of the owner.

This time it’s this gaming emulation site, a subsite of cnspace.net by Ben Martin. Of all the pages linked from the main site, the game one is the only one with a broken link. The game link is the only one of them that goes to a subdomain, which never got fixed when the site structure was changed on February 13, 1999. Since they never repaired the front page link the site’s reach may be reduced, but considering the main page proudly lists a last update of only a couple of months later, I presume whoever is keeping the lights on doesn’t care much of reach.

From their page on Atari 2600 games.

Why do I point sites like this out? For one thing, there’s still some good info there. There’s a short essay on emulation in general, although I note that practically every hyperlink in it is dead or to a parked domain. The main site has pages on fractals, and some bespoke software for folk still running Windows 95 or 98. The philosophy, math and books pages are nearly empty. There’s a page of tributes to old games, with a guide to the Commodore 64 version of California Games.

A portion of their review of Impossible Mission. They seem to have had a fondness for Epyx titles. Good taste!

Where has the time gone? Don’t answer, I already know. There used to be thousands of pages like this. Nowadays, who can even find the few survivors? Google will do everything in its power to direct you to Youtube or Reddit instead of this place. Speaking practically, it won’t be a huge informational loss when they finally stop paying the bills, but it will be one more victory for the forces of entropy that tear away at everything in our world.

Sunday Sunday: The Amazing Digital Circus, Episode 4

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

Who, among everyone on the internet, is just finding out about the release of Episode 4 of the breakout Youtube hit The Amazing Digital Circus here? It’s already up to 44 million views.

I’ll embed it here, but before we get to that it’s worth noting how it got to this place. Its creator Gooseworx made a number of items before it, including one linked to directly from these halls, Little Runmo. A few other representative Worx from the Goose are The Darly Boxman Show, The Ghost of the Year Award and Elain the Bounty Hunter.

Not too long ago Gooseworx joined up with Glitch Productions, a small outfit that hither-then had been known mostly for machinima based on Super Mario 64. Soon after they released the extremely popular show Murder Drones, but it was tADC that really caused them to blow up.

Now, tADC is released on Netflix around the same time it debuts on Youtube. I hope they didn’t have to sign some kind of demonic contract to do that; some folk have been treated badly by the Netflix regime. But the show is still on Youtube and can be watched there, if you can put up with their horrendous advertising scheme, that is.

Several characters show heretofore unseen sides of their personalities in this one. Up until now Gangle has only been a bit character; usually-helpful Ragatha spends most of the episode in a Stupid Sauce stupor; and Jax, under the prospect of punishment, doesn’t get to be nearly as entertainingly belligerent as in the past. It also sees the return of Gummigoo, but is it really the same person as Pomni remembers?

Gooseworx has a Tumblr, which is full of hints about the show and the direction it may take. One piece of information revealed there is that The Amazing Digital Circus is planned to be a limited series, with a total of nine episodes, although with some possible short detours along the way. The show has turned out to be popular in Japan, and there’s a manga adaptation of it being web-published. I’ll leave it to you to find links to that (there’s fan translations out there too), but one fun page from it, from the issue-end artist created content, is this festive/creepy Abstracted Kaufmo christmas tree!

Best Demos From Next Fest Part 2

This is part 2 of my favorite demos from Steam Next Fest October 2024.

0:00 Intro
00:17 Antonblast
2:06 The Spirit of the Samurai
3:41 Zefyr a Thief’s Melody 
5:20 Trash Goblin
6:17 Ari Buktu and the Anytime Elevator
7:47 Lovish
9:01 Windblown
10:43 Senseless

Stinger, aka Moero Twinbee

Kimimi the Game-Eating She-Monster recently covered Moero Twinbee, known in the US as Stinger in one of Konami’s few attempts to establish their cute-em-up series in foreign territories. I think Twinbee is a terrific name for a game of this type, so it puzzles me why they insist on renaming it. In addition to “Stinger,” in Europe they retitled the arcade game Detana! Twinbee to Bells & Whistles, where the bells may fit but the whistles sure don’t.

(A warning if you play this one and are sensitive to flashing images, there is a violently flashing effect right before the bosses that won’t treat you very well, I’m afraid.)

Here it is. The first NES game I ever beat.

Her article is ostensibly the subject of this post, and I’ll try not to repeat points that she makes. Stinger holds a place in my heart, if not a prominent one then still one at all, after all it has blood to pump. It was the first NES game I ever beat! If memory holds correctly the second one was The Legend of Zelda, which is kind of fitting: Stinger is easier than it looks, so it builds confidence, while Zelda is harder. (It took me months, mostly from being stuck finding the entrance to Level 7 in the Second Quest.)

Pay no mind to the glitch at the top of the screen, being in the NES’ “overscan area” it’s usually not visible when played on a real TV.

In Japan, Moero Twinbee was not only a Famicom Disk System game but one that supported up to three players (P3 used a controller plugged into the expansion port). The US ROM version only allows two players, which realistically probably makes for a better game anyway. Even with a single player, once you get the five-way shot powerup it’s easy to fill the screen with so many bullets that you don’t actually see many enemies.

Stinger has really fun bosses! The manual says this character is “Willie the Watermelon-Head,” but she’s obviously presenting as a girl, and the watermelon’s not her head, it’s her whole body!

Kimimi recounts much of what makes Moero Twinbee/Stinger different both from other shoot-em-ups and from other Twinbee games: the bell powerup system that’s Twinbee’s trademark, and the side-scrolling stages that are unique in its series. The side-view levels are particularly interesting, not only because the game both begins and ends with one, but because it completely changes the gameplay in a couple of significant ways.

You see Twinbee is a variation upon the theme of Namco’s Xevious, complete with its bomb button to attack ground-based installations, and that depends on its overhead perspective. But Moero’s side-scrolling levels ditch it completely: in those, and only those, the Bees fire arcing bombs along with their main shots, with the same button, and it’s those that can hit ground targets at the bottom of the screen. The bomb button is repurposed to fire hearts, a different special weapon that only works on bells.

One of the vertical-scroll, overhead-view stages, using the classic Xevious-style bombs. BTW, don’t pick up the L or R powerups, they give you a side-shot but, like the Double in many Gradius games, it comes at the expense of half of your forward shots. They’ll just get you killed, and other than by dying there’s no way to get rid of one if you pick it up!

Oh those bells, them and all their tintinnabulations. If you’ve never played Twinbee, but have played one of the Cotton games, you already know how they work. Some targets (usually clouds in the Twinbee games) release colored powerup objects. They rapidly fall down towards the bottom of the screen, but they can be kept in play by shooting them, bouncing them up. As you shoot them, every few hits it changes color, and different colored bells award different powerups. I like powerup systems like this and the Gradius system, and consider them superior to the standard icon-based setup from Salamander and practically every other shmup. You get to decide which powerups you want, possibly to activate them just when you need them, but you still have to use skill and judgement to get the ones you need when you need them, whereas games with set powerup locations force you to choose between what you have and what you’re given.

This is the boss of Stage 3. Believe it or don’t, this murderous spigot is called Fang.

Hearts get fired from your ship upward in the side-view stages. It’s a lot harder to hit bells when they’re falling vertically past your horizontally-moving shots, instead of when both bells and bullets move vertically, and the hearts are meant to make up for that, but they’re so useless that it’s a much better strategy, in practice, to just get up close and pepper them with shots up close. The best powerup is the force field, which grants you several free hits (and doesn’t summon the wave of shield-weakening egg enemies from the first game), but it’s also the one that takes the most bell hits to earn. Another thing to aim for is just collecting the default yellow bells, which award no powerups, but every one you collect without letting a bell fall off-screen rapidly earns you more points, up to 10,000 points each after collecting just four yellow bell in a row. It only requires 100,000 points for an extra life, then additionals every 200,000, up to about 900,000 or so. 10,000 points per bell is such a huge bonus that, once you’re good with your powerup state, gigantic scores aren’t too hard to reach, and there’s three extra lives right in the first stage anyway.

This is Stage 6, the next-to-last. The final level is entirely in space so it’s not that interesting to look at. Get that Star! It’s the only five-way shot in the game!

The Twinbee games have always had interesting bosses, which helps to distract from the fact that, up to Detana! (the fourth Twinbee game, and the second in the arcade) most of the other targets are just popcorn enemies. When you just get started playing Moero Twinbee, it’s not uncommon to rule through the game with 3- or 5-way shot, the best powerups you can get from the ground targets, then get demolished by a boss you don’t yet know how to beat and then, reduced to single shots, either have your game end right there, or barely get in the last few shots against the boss and then get inundated by the popcorn enemies in the next level.

The first bell powerup in the sequence, blue, is Speed-Up, and unlike Gradius where too much speed will kill you extra dead, it’s mostly beneficial in Stinger, because you can’t crash into the terrain and you’ll probably have a force field anyway. With at least 3-Way shot, a couple of Speedups and the force field, the only real danger is the harder bosses and your force field running out. The blue-white flashing force field bells don’t appear if you already have one, and you’ll probably run out in the middle of Stage 6, where the game finally rolls up its sleeves and gets to punching. If you can then somehow build up another blue-white bell (it takes exactly 25 hits on a bell to make one), you have a chance at finishing the game. Like many Konami games at the time, Stinger continues indefinitely, loop after loop, and it gets slightly harder each time.

I forget what this boss is called, but it’s especially notable for being a lite version of classic Salamander boss Tetran, a.k.a. Intruder

Konami made three Twinbee games for the NES; the first was a remake of the arcade original; this was the second; and the third, Poko Poko Daimaou, I think is inferior. They form a trilogy; then for the fourth game, Detana! Twinbee, it was rebooted, keeping the Bees’ creator Professor Cinnamon but bequeathing them to his grandnephew, grandson and granddaughter Light, Mint and Pastel, whose popularity would soon outstrip the originals, especially Pastel who became quite a phenomenon. Detana was followed up by Pop’n Twinbee and Rainbow Bell Adventures on Super Famicom, Twinbee Yahho in arcades, and a handful of anime OAVs.

Pastel: early crush of many a Japanese kid, and her ship Winbee. I emphasize, Pastel is not in this game, although Winbee is Player 2.

Kimimi on Moero TwinbeeHardcore Gaming 101 on Moero Twinbee and Stinger