Save Point brought a whole bevy of Japanese arcade music games to DragonCon this year. I am of two minds of them: it’s definitely niche and I’m in favor of that, and it’s nice to see a genre like this represented well. But they brought so many of them, and they were stationed close to the board gaming area, which made it very difficult to be heard there. Throughout most of the con you had to nearly shout to be heard in that area! I couldn’t get into any board games because of it. Hopefully next year they’ll find a way to better isolate the music games from attractions more suited to a quiet atmosphere.
Still, I will set aside my grudge against wrecking my Le Havre experience this year in order to document, via my cell phone, the many music games that appeared in 2023. Here we go:
That just may exhaust what I can milk from my DragonCon attendance this year. Back to our usual beats!
DragonCon has had a variety of gaming options going back at least a decade.
They used to have, for a surprisingly long time really, a set of networked Battletech pods that some people would dutifully bring every year, with N64-level graphics, that had a dedicated following. The pods were made up in an immersive fashion, in a way that suggested perhaps a connection to the old Battletech Centers, which appear to still be in operation. I hear those stopped coming to DragonCon due to COVID and have yet to return. Weirdly, the pen-and-paper version of Battletech itself, which was almost dead for a long while, made it to DragonCon this year in huge fashion.
They have a board game area where for a $10 fee you can check out a game to play for a while. Sadly I found that area completely unusable this year, despite bringing two of my own board games (Le Havre and Caylus) to play there: its proximity to the music arcade game area (post forthcoming on that) made it impossible to be heard except by almost shouting. There were other tables, but also a lot of competition between Magic, dexterity games, demos, figure painting, Warhammer, Battletech, and a big area devoted to “US Army E-sports,” a phrase that fills me with sadness to type.
Also on the gaming floor was an area where one could check out PC and console games and systems and play them. I found their selection a bit lacking; I have a few personal systems I had emailed them about bringing, but as in the past when I’ve reached out about such things, I never got a response. I suppose that’s understandable, but it’d have been nice to let people play Dreamcast or Saturn games from my own collection.
The console gaming group ran three “challenge run” tournaments where you could try to complete objectives on NES games for prizes. I entered all three (finish all the levels in Super Mario Bros 3 World 1, finish any five levels of Mega Man 2, and a Link to the Past randomizer) but despite playing fairly well, by my standards at least, didn’t win any of them. Pretty good game players among DragonCon’s visitors this year!
Somewhere at the convention was a setup for Artemis Bridge Simulator, which could be thought of as a more elaborate and serious-minded version of Spaceteam. Its location didn’t lie tangent to my con travels this year, but it was mentioned in the con materials. (I suspect it was upstairs somewhere in the Westin.)
I had thought to bring my 2DS and see if I could get some Street Passes, with big conventions like DragonCon being one of the few places left that one could hope to get significant activity, but the odds that more than a handful had thought to both bring their 3DS-type systems and have them on their persons and in sleep mode through the con seem to be slim in 2023. Anyway, I didn’t bring mine.
So now we come to the Gamecube “panels,” which were actually just a bunch of Gamecubes and Wiis set up with classic Gamecube games, along with some entertaining display decoration. No speakers, no podiums, just a bunch of seats, systems, players, and some staff.
There were four of these this year, each late at night in the Westin Augusta ballroom, themed after multiplayer, Super Mario, Zelda and Smash Bros, in order. Really though, they all were primarily multiplayer themed. I showed up for two nights, the first and Zelda ones, and on Zelda night I mostly spent the time showing people how to finish NES The Legend of Zelda, giving directions for getting through the overworld and dungeons from memory. The people there expressed concern over the game’s difficulty, and how many of them couldn’t complete it, as a kid or even now; evidently they don’t watch many speedrunners.
There were the predictable Melee players, of course. Super Smash Bros Melee’s influence on the series, and on gaming as a whole, is unmistakable. After all, each Nintendo console since then has had to have support for Gamecube controllers, in some way, just to allow Melee masters to have their favorite playstyles, and Nintendo keeps making (or at least licensing) the production of new Gamecube-compatible controllers specifically for that scene.
But my favorite game at the Gamecube panels had to have been Kirby Air Ride, in City Trial mode. I’ve mentioned my fondness for this game here before, but to give a brief refresher: multiple Kirbys zoom around on Warp Stars, whose speeds rival those of the cars in F-Zero, through a large (though not too large) city area, searching for powerups, and boxes that contain more powerups. Players can interact with each other, and can change vehicles. Random events occur. After a set time, they’re all thrown into a random event (from a large selection) with the customized vehicle they made during the game. It’s a surprising amount of fun, and I was pleased to find other players there at least as fanatical about City Trial as I was. I think it’s one of the best multiplayer games on the system.
I had brought a few multiplayer Gamecube games of my own, including Wario Ware: Mega Party Games ($900 on Amazon!) and Ribbit King ($362), but as with the console group they were uninterested. Understandable of course, I brought them along only in the off chance. Just, slightly sad.
Here are pictures I took of the Gamecube event:
Next time, a look at the many music games they had this year. I think that’s the extent of my game-related pictures, so please be patient a little longer!
More low-effort posts about game things spotted at Atlanta’s pop culture mega-convention.
A Cosmic Smash cabinet!
That recent arcade port of NES obscurity Mr. Gimmick!
A 2007 arcade version of Rhythm Heaven, completely in Japanese! This was perhaps the coolest game at the convention.
Sadly blurry in this shot, but: Space Invaders! Without the color overlay though. The monitor didn’t work for like two entire days, too.
Twilight Zone pinball, this picture being of the time I nearly completed the door but lost my last ball before collecting that hated Question Mark! (Don’t worry though, the next day I came back and did it, and played Lost In The Zone. I left with the #2 score on the machine–although oddly, it seems someone else who plays these games also has my initials? JWH? Their Terminator 2 machine’s scoreboard is full of JWH but I’ve never played it!)
The games were brought this year by Save Point, who mostly provided Japanese games and some pinballs, and Joystick Gamebar, which provided a good number or retro arcade machines and more pinball, including that Twilight Zone.
I’ve got hundreds of pictures that I’ve yet to sift through. More tomorrow!
For some reason, the Hilton Atlanta’s public spaces were decorated with a Mario theme. Here’s some documentation:
Right about now is where I’d put in some pseudo-witty comment about this, but as I write this I’m still at the convention. I needed something fairly low effort to put up, and these pictures were already on my phone. This also explains the tuber-esque quality of the images. More photos tomorrow, probably!
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
By the way, I made this post while sitting in Peachtree Center in Atlanta the Wednesday before DragonCon 2023! Hello! These posts will probably be somewhat low effort, but they’re still coming! It beats being back home in Brunswick, GA this weekend where Hurricane Idalia is smacking things around!
I love BASIC! I don’t make a secret of it. It was the product, even before DOS, that launched Microsoft. It was invented to be the language to bring programming to the masses, and, for a short time, it fulfilled that function. (These days, if you want to learn coding, I suggest Python. Not only is it a lot more capable and modern, but you can actually get a job writing it.)
Used to be if you had a new computer you wanted families to buy, you had to have a version of BASIC to ship with it. The Apple II had two, one written by Steve Wozniak himself. Right off the top of my head, computer systems with BASIC, go! Altair, Apple II, Commodore Pet, Vic-20, 64, 128, Plus-4, 16, Atari 8-bit, TRS-80, MS-DOS, Windows (Visual BASIC carried the torch for many years), and, most improbably, the Atari VCS/2600, in its BASIC Programming cartridge, an effectively useless cart for its stated purpose that’s nonetheless an excellent hack. The machine has 128 bytes of RAM, but it can still run BASIC, by jove.
The Famicom has a version of BASIC too, coming in at the end of the language’s heyday. Over on the Peertube instance diode.zone, user RE:Enthused did a two-part introduction to it that may be of interested to people who still think in terms of FOR/NEXT loops.
Let’s look at Family Basic on the Famicom, Part 1 (8 minutes) and Part 2 (17 minutes).
For this perceptive podcast I spoke with the designer of Horace: Paul Helman. We talked about how the development of the game went and the challenges of fine-tuning the various elements of it.
It’s not really that deep a game, just a simple timed maze race, but it’s something, in case you got tired of Hang-On and Astro Warrior. Mike (no last name given), the maintainer of the blog Leaded Solder, decided to take that game and make a cartridge for it, so it can be played on any Master System, not just the early units that had it built-in. It’s a story of electronics work and 3D printing, of ColecoVision cartridge simultarity, roadblocks overcome, and ultimate victory. Here’s some appropriate music to listen to while reading it.
When we talk about the old days in computers, there’s easily several eras we could be talking about. There are people who consider the Wii/PS3 era to be the Ancient Times, for after all they were both released in 2006, 17 years ago. They’re almost old enough to drive!
I consider the “modern era” of gaming to have begun with the Dreamcast/Playstation 2/Gamecube era, for in my view that was when, with skilled art design and coding, and modest requirements, one could reasonably generate a realistic scene. Take a look at Crazy Taxi and Soulcalibur on the Dreamcast, both have graphics that seem a little simple now but easily hold up, while the Nintendo 64/Playstation generation has to cut too many corners with their 3D graphics generally.
You can from there go back through the generations: the 16-bit era, the NES/SMS era, then the Atari VCS/Intellivision/Odyssey2/Colecovision era. There’s also the era of home microcomputers, Apple IIs, Commodore 64s and Atari 8-bits, among others, a time that really has no comparison before or since.
But even that wasn’t the beginning of computer gaming. Know, oh prince, that between the years when the oceans drank Atari and the gleaming manufacturers, there was an age undreamed of, when shining timeshare systems lay spread across the world like Big Blue mantles beneath the stars. That was when computing may well have not even meant using a monitor, but instead entering data through a kind of typewriter, with your text appearing on paper, and the machine’s output would also appear on that paper. While that was a time where computing was still new and expensive, and people rented time on big mainframe machines with, at the time, ludicrous resources. The IBM System/370 Model 145 had 500 whole kilobytes of memory, and 255 megabytes of disk space. Such a machine would be partitioned out to many users, who each had accounts on it, and would be served by the processor concurrently. And they liked it!
And before even teletype machines, there were punchcard systems, and the oscilloscope screen on which Tennis For Two was played, but for this post that’s going back a little too far.
This was the time in which David Ahl’s book, BASIC Computer Games*, appeared on store shelves. It was first published in 1973. When I was younger I had a copy of it, given to me by a relative, but it was already a relic by then. I once spotted it on a store shelf, gamely offered for sale despite it being probably around 1991 at the time, a good lifespan in a genre of book nowadays considered disposable. Remember, Pong debuted at Al Capp’s Bar in 1972**. There was a thriving culture of computer gaming even before the first commercial video games were sold.
(* Note 1: While it’s often forgotten now, BASIC is properly written with capital letters. It’s an acronym that stands for Beginner’s All-purpose Symbolic Instruction Code. That’s not as tortured as, say, “GNU’s Not Unix.”)
(** Note 2: Pong wasn’t the first commercial video game. That was likely the Odyssey, or Nutting Associates’ Computer Space. I don’t want to get into it here. This comment is here largely to satisfy my own obsessive/compulsiveness.)
BASIC Computer Games, and its sequels More BASIC Computer Games and Big Computer Games, record, as program listings, a couple hundred old computer games and other entertainments much as they existed at the time, which makes it an incredibly important book for software preservation and computer historians, I’d think anyway. It has listings for a version of the “Star Trek” text game that was popular at the time, and that even once inspired a vectorscan arcade game from Sega, as well as a good number of other amusements.
I say game design doesn’t go obsolete, but it’s true that current expectations of what computer programs should do, let alone games, are not met well by the programs in the books. Still, they can be fun to interact with, for a while at least, and a project exists on Github to update all of the programs to a variety of current (I refuse to say modern) programming languages.
You can also obtain the software in .bas files compatible with Vintage BASIC, a reimplementation of classic Microsoft BASIC for current OSes including Windows, Mac and Linux.
Spare Change is an odd little Apple II game from 1983, where the player tries to thwart mischievous creatures who escaped from an arcade game, who are trying to steal quarters from the machines. One of Broderbund’s earlier hits, although it never gained the recognition of Lode Runner.
Spare Change, in addition to its various little features like animated intermissions and customizable difficulty, also had a pretty strong copy protection scheme. These schemes served to prevent casual copying at the time (although cracks of all the popular titles inevitably started making the rounds on BBSes), but also serve to work against software preservation. Spare Change is 40 years old now, and disks fail frequently. There is an available crack, but it’s said to be missing an important feature: it fails to save their high scores to disk.
4am is the famed preserver of classic Apple II software, performed by dint of figuring out their protection and removing it as unobtrusively as possible. His account on Twitter (I refuse to call it X, I don’t even like saying Xbox) made for great reading for people of a technical mind. He isn’t on Twitter any more for, I dunno, some reason, but he still posts his cracks, and his explanations for how they work, to the Internet Archive, under the 4am tag.
All this is to say his crack of Spare Change makes for entertaining reading to one of the right mindset. One of you may have it, so here it is.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
In the year + one half we’ve been doing this, we’ve dug up a lot of varied things for Sundays. This one’s pretty short, but still, the fact they made it in stop motion is respectable. (At least I assume it’s stop motion. They could have made it in a computer I guess, but then, why make look like it was stop motion? Some kind of Lego Movie stylistic flex?)
Anyway, it’s another Pikmin 4 video. Pikmin 4 is not as sharply designed as Pikmins 1 or 3, it takes after 2 (it has caves, and even has one starring that game’s most infamous boss, the Waterwraith), but even the flabbiest Pikmin game is still a wonderful thing to behold.
This video covers is about an actual boss battle in Pikmin 4. Previous games had you fight monsters in the Long Legs family: the Beady Long Legs from Pikmin 1, the Raging Long Legs from 2, the Shaggy Long Legs from 3 and now… the Groovy Long Legs. This video is not confabulating much: it shines lights around, plays music, and your Pikmin actually do get down when you’re fighting it–which usually results in them getting turn into Pikmin Paste. Time to reload the floor….