Indie Showcase 9/12/22

Each indie showcase highlights the dev-submitted games and demos we play here, if you would like to submit a game for a future piece please reach out.

1,000 Blank White Cards and Dvorak

We’re getting into some weird elements of electronic gaming here, in the form of games that are not actually electronic, but spread amongst the World Wide Web. These are two similar games that became semi-popular-ish, relatively speaking, in the naughts.

Sadly, Pikachulu’s (?) card is cut off in this archived version. Nice rendition of a playing card though.

To play either, you need a deck of blank index cards, practically-speaking at least two available friends (the more the better), writing implements for everyone, and some quantity of alcohol also helps. It technically can be played by only two people, but they’re both party games, and two people makes for a rather poor party.

1,000 Blank White Cards was one of the victims of the shutdown of Geocities (R.I.P. 1994-2009), that bastion of early web culture, or whatever substituted for it. These days Neocities is a useful replacement for it, and really deserves its own post, but that’s neither here nor at a spot roughly 30 feet from me that I’m going to call “there.”

An archive of the site in PDF form was saved by someone in academia and can be found here. Warning: contains edgy early-internet comedy. Content warning for mentions of tentacle rape, ass thorns, Hitler as a car mechanic, and a crude drawing of someone simultaneously experiencing diarrhea and vomiting. You had to have been there, but in retrospect, you’re better off for not being there. None of it is intended seriously at all. It’s exactly the kind of vibe Cards Against Humanity goes for, for whatever that’s worth, although crucially you don’t actually have to play it that way, and index cards tend to be cheaper.

The point of both 1,000 Blank White Cards and Dvorak is that you customize the game as you play, building a deck for your group that grows larger the more times you play one of them.

Dvorak example cards, from the website.

Both games involve people drawing upon their inner Magic: The Gathering designer, and both making up and illustrating cards. 1KBWC is the sillier of the two, but Dvorak seems only slightly more serious. Both games lend themselves to cross-referential cards, like the one in the first image that refers to other monkey cards. It’s possible to get really complex with cards (“All cards with an L in the name have all the numbers written on them effectively doubles for the rest of the game, if it’s a weekday.”) but that seems like it’s going against the spirit of the play. If a particular kind of card in the Permanent Deck turns out to be really powerful, it’s just begging for someone to take it down with a later card, so games like these tend to be self-correcting over time.

1,000 Blank White Cards (PDF archive) – Wayback LinkSurviving Mirror

Dvorak Wiki: Rules

Sundry Sunday: Crash Bandicoot In Japan

It’s Sunday! Time to electrocute your brain with more game-related video weirdness. Electrodes at the ready!

In Japan, it seems, Crash Bandicoot has a completely different, and extremely earwormy, theme song. Well in the Japanese release of Crash Bandicoot 2: Cortex Strikes Back, if you hold Left, Circle, L1, and L2 when the Playstation logo appears, you get this entertainingly bizarre karaoke video showing off a long version of the theme, featuring Crash doing a signature dance move, cavorting with ladies in nightgowns and bikinis, and getting blown up by a jetpack, all right and proper activities to be had by an anthropomorphic marsupial.

The song also featured in commercials for the games in Japan. As an extra, here is a (very badly compressed) compilation:

There’s a more video weirdness concerning Japanese Crash Bandicoot, but let’s save that for later….

Find The Spam

Find The Spam is an internet legend at this point, like zombo.com and Homestar Runner, although it’s much less well-known. It is a game, sort of. It is fun to play, for a couple of seconds at least. I won’t spoil any more, go see it now.

You could see it as a riff on hidden object games, although it predates them by two decades. While the Wayback Machine‘s earliest archive of the site is from 2001, it already had over 1.3 million views by that point. My own recollection is of seeing the site on a Windows 3.1 installation, meaning it may go as far back as 1994.

A recreation showing how the site would have been presented at the time.

The joke is slightly ruined on current machines. Viewed on older graphics cards (with resolutions of 800×600 or even less) the user would have to scroll down a little to see the image, and so would have time to read the intro text before it is revealed. Weirdly, on my Samsung tablet even more of the page is visible on first load, the screen seems positively anxious to spoil the joke for me.

By the way, can you tell I’ve been on an early web binge lately? You can expect more old-timey game sites in the near future….

Find The Spam

Zelda Classic & ZQuest

It’s hard to believe that Legend of Zelda fangame construction system Zelda Classic and ZQuest is 23 years old. Many such systems have fallen by the wayside during that time, but Zelda Classic continues on. Its first versions were made for DOS, but it continues to see improvements to this day.

ZQuest has this weird interface where they rolled their own controls for everything. The dev system seems to be rendered in Allegro.

Zelda Classic and ZQuest are made specifically to make overhead view action-adventures in the Legend of Zelda style, to the extent that it has graphic sets taken directly from the games and many items that work like their console counterparts.

It even simulates many of the quirks from the various Zelda series titles. And yet, it doesn’t require you to abide by them. Pretty much every technical or creative limitation of the 2D Zelda series has an option to disable it if you like, but if for some reason you consider it intrinsic to the experience you can keep it too.

The graphics can be completely changed out. With it, you can make a game that doesn’t look anything like a Zelda title, which I suspect is why it’s been able to survive 23 years in a legal landscape overseen by a Nintendo increasingly draconian in its approach to guarding its intellectual property. Still, it’s pretty heavily aimed at making Zelda fangames, right down to having pages and pages of checkboxes for every known quirk of Zelda engine behavior.

Look at that gloriously pedantic list of quirks! The ZQuest developers are awesome.

While it does offer a scripting facility (which it’s difficult to find documentation for), ZQuest is mostly a construction set type of program. You place tiles and enemies, lay out overworlds and dungeons, decide what items to include, and go. The program itself has little in the way of documentation but the site has a tutorial that should help one get started. I strongly suggest, if you are interested in creating for this system, that you read it.

Fan projects going on for this long suggests a kind of mania, but the ZQuest people are serious. They even forked Allegro to fix bugs and adapt it for their purposes. May they keep it going for another 23 years and beyond.

Zelda Classic & ZQuest

News: 8/8/22: All Hail Raytheon

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

At NintendoLife, Alana Hauges notes a dispute between Corecell, developers of AeternoBlade II, and publisher PQube. It’s all a bit tl;dr, and that isn’t helped by the decision to put PQube’s lengthy response up front, undercutting Corecell’s arguments before we can even read them. In summary, Corecell claims PQube didn’t pay them for milestones, and PQube claims Corecell was unresponsive to their requests for fixes and offered to return rights. I mean, it’s rather they-said/those-others-said, but I note that PQube’s bring up the game’s poor sales, an irrelevant issue at best, is bad form. But we’re all busy blobbies and hey, here’s the next article.

“Here at Raytheon, this guy looks thoughtfully at this small bottle, no doubt full of some radioactive isotope or deadly poison. Notice our ‘Social Impact’ submenu, see we’re not evil!”

Even more depressing news, PC Gamer’s Ted Litchfield tells us that Girls Who Code, a non-profit dedicated to helping women get careers in the tech industry (good) was participating in a mentorship program set up by US arms manufacturer Raytheon Technologies (awful).

In more entertaining news, Vikki Blake at GameRadar mentions that Halo Infinite players have managed to discover a way to force a split-screen multiplayer for that game.

Isaiah Colbert writing for Kotaku informs us that Nintendo’s ending the gacha elements in their mobile game Mario Kart Tour. I’m glad to see this scourge of gaming slowly wane. Instead, players will purchase unlockables directly instead of hoping for lucky draws.

From Konami, resting on their late 80s/early 90s laurels for literally decades now!

Bryan at NintendoEverything has an interview with Chris Kohler of Digital Eclipse and Konami producer Charles Murakami about DE’s collection of 13 classic Teenage Mutant Ninja Turtles games. Digital Eclipse consistently does such good work these days and it’s a good recounting of the highs of the package and the work involved in bringing it to us.

“This guy is helping us put a tiny portion of our tremendous military profits into these boxes to feed to poor people. We’re actually good!”

Masahiro Sakurai’s Game Design Series

Sakurai’s fifth video, on frame rates.

A lot of the gaming web has been fawning over Kirby and Smash Bros. creator Masahiro Sakurai’s design videos. I haven’t had the chance to look at them yet, but they look interesting at least. They’ve been coming out at a good clip, like one every two days.

Sakurai’s star is so high right now, that it’s worth noting that (going by memory) he left Nintendo with a bit of a cloud over his head, after Kirby Air Ride was seen as something of a failure. Nowadays KAR (nice acronym!) is seen as an underrated classic, and I have put many hours into its City Trial mode, which is terrific, a tiny open-world high-speed racing/party game. More people should have the chance to play it; it is unique, which is something I can’t say about many other games. While the 3DS version of Smash Bros. has a mode inspired by it, in versus mode human players cannot interact with each other during the exploratory portion of the game, which harms it somewhat.

At the height of his abilities, Sakurai can make really interesting and new kinds of games, like Smash Bros. was, and like Kirby Air Ride and (the sadly neglected these days) Meteos are. It’s a shame that Smash is so popular, one of Nintendo’s biggest tentpoles, enough to crowd out his other work. I’m really interested to see what the next crazy idea he comes up with will be!

Sakurai’s Game Design Videos, on YouTube