This is really well outside the realm of simple repair, as the video demonstrates, the machine is basically totaled. There’s no monitor! The power supply is obviously kaput! They get it working though. HAPPY END!
For this video, I’m looking at the various demos I played that were featured at EGX 2022 on steam’s showcase. If you would like me to look at your game for a future video, please reach out.
Sept 1: We only had one @Play post in September as other things competed with my time, but it was a good one, on the history of Angband!
Sept 6: We linked to the Reno Project, which seeks to preserve information on early and foundational virtual worlds Lucasfilm Habitat, Club Caribe, WorldsAway and its variants and descendants, a matter of which I have some personal experience.
Sept 9: I’ve been doing a lot of looking back on old web games personally as of late, and we look at a quick and very dry joke on the formula, probably going back to at least 1994, Find The Spam.
Sept 13: Final Fantasy IV has an unusual bug concerning how it handles doors leading into buildings that we examined, in a post on its Door Stack Glitch.
To find more invigorating posts, please look through our well-stocked sidebar. Many of our posts aren’t the sort to spoil, so as we put up more content, you’ll find more there to discover!
Thanks for reading Set Side B through the month of September! We will continue bringing you the most interesting finds from the Flipside of Gaming.
This one’s really going back a ways. The description on this 2012 video says it’s a Newgrounds classic, and I was not a habitué of that site then, I’m sure it goes back to at least 2005.
It is a type of meme video that long time internet layabouts will recognize the irreverent take on some property, in this case Super Mario Bros. done up in a whimsical yet somewhat profane way. The highlight of the audio, though, comes after the introduction, where performers Group X do a voiced rendition of playing Super Mario Bros., including music and sound effects, back by drum and cymbal (and, later, bass). Being a part of gamer culture from that that you can expect some coarseness (like a crude Flash animation of poop being tossed at a toilet). Some people like that kind of thing I hear, I can’t tell you why.
The attributes of early Flash animation are prominently on display, like copious use of tweens. Flash is still around as an animation tool, and I presume tweening is still available, but with the death of browser-based Flash (not counting Ruffle) recall of the unique crappiness of badly-made shape tweens is rapidly fading from internet memory.
Well, there it is. Hey, it’s Sunday, I’m not supposed to be stressing about posts made today!
We’ve been remembering old game sites lately, not the big ones like Newgrounds, but the little ones. Specifically, Ferry Halim’s Orisinal.
I hesitate to offer that link because everything on Orisinal is programmed in Flash, and not in way that works great with secure Flash emulator Ruffle, but the site survives today, even if it’s difficult to play anything on it. The games to the bottom of the list are more likely to work well with Ruffle.
Orisinal is a collection of very simple games with a laid-back vibe. Nothing too demanding or upsetting. Just a lot of clean and fun amusements for passing a few minutes in a pleasant way.
In internet terms, Orisinal is ancient, and the internet is not forever. Quite the opposite in fact. The oldest games on it date to around 2000. That it’s still up, even if it hasn’t seen much new content in over a decade, is a miracle. I keep harping on this I feel like, but things vanish from the internet every day, and the Wayback Machine can’t catch all of them (and itself isn’t guaranteed to not disappear someday). Enjoy it while you can.
For this perceptive podcast, I spoke with Andrei Krotkov who is working on the MMO Genfanad to try and bridge the gap between the live service games of today and MMOG design of the past. Due to google hangouts causing problems, my voice is not going to sound right for this cast. We spoke about the design of the game, trying to make a MMOG in 2022, and more.
I’ve been doing a lot of high-effort posts lately, even for things that should be fairly quick. Working to make this more sustainable, here’s a laid-back post that’s mostly just a Youtube video of a talk between the guys of Digital Foundry and Randy Linden, coder of the SNES port of DOOM, which uses the SuperFX chip to make the hardware push polygons at a rate that, while not stellar by PCs-of-the-time standards, at least not abysmal.
Let’s run down the differences of hardware:
PC running MS-DOS: targets VGA monitors, displays all its pixels in software, but makes up for it with a minimum requirement of a 386 running (if memory holds up over nearly 30 years) at 33 mHz.
SNES: Its processor is a much slower workalike of the 65C816, a 16-bit version of the 6502, running at 3.58 mHz. While it makes up for its slower clock speed with a simpler design, meaning instructions complete generally in fewer cycles, it’s hard to make up for that 10-fold difference in speed.
Their use of specialized graphics hardware was an important advantage, at the time, of consoles over personal computer hardware. Even many standard home microcomputers, like the Commodore 64 and Atari 800, had dedicated graphics hardware that helped games run better than what most PCs could do. Even when VGA came out, the standard had no hardware-level support for scrolling or sprites.
Consider what it takes to scroll a screen without hardware support: something in the system has to be able to move every pixel from one spot on-screen to another. The NES pulls this task off by having a bank of memory that its PPU can be pointed within, meaning the memory could stay in the same place, and the graphics chip would just work from a different region within it. Sadly, this technique is not amenable to 3D graphics, which usually do require every pixel on the screen to be recalculated every frame, either in software or hardware.
The SNES is known for having a rather slow chip for its time, but more demanding games tended to make up for it with co-processor chips included on the cartridges. The most well-known of these are the DSP-1, which functioned as a math co-processor; the SA-1, which was basically a second 65C816 running at around triple the speed and with a few added features; and the SuperFX, which ran at about the SA-1’s clock speed but functioned as a graphics accelerator. (The later SuperFX 2 ran at twice that speed.)
These were far from the only add-on chips included on Super Famicom and SNES carts. Since the SNES had a much larger address space than the NES’s 6502-clone, the need for mapper chips was much less, but these co-processors were used in a number of more notable games to help it make framerate goals.
Hm. Well, I tried making it a laid-back kind of post. Ah well, back to playing Live-A-Live.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
It’s been a slow day at the news desk, blobs and blobbies. Just three items-
Mollie Taylor at PC Gamer tells us that Atlus is suing fans for reviving an old MMORPG of theirs, Shin Megami Tenshin Imagine Online. A particularly galling part of the article: “The suit claims the fan server has ’caused and will continue to cause irreparable damage to Atlus unless restrained by this Court,’ despite the servers being dead for over six years.” Not cool, Atlus! Of course, the law is complex, and very often on the internet the law being violated is not the one you think it is at first, be this seems particularly egregious.
Nintendo Life has an article by Gavin Lane on which Zelda title players should try first, and of course you just know I’d have to link it as an excuse to get in my two gelatinous cents! I really think people should try the original Legend of Zelda first! It’s hard, oooooh yes it is drebnar, and you’ll die a lot, but that’s what makes it fun! It’s not like you lose much when you die either. The article’s own argument (which you’ll have to read to get Gavin’s reasoning) is: Ocarina of Time, Link to the Past, Breath of the Wild, and Wind Waker.
Finally, if I might talk about a non-gaming issue that affects all of us on the web… the U.S. Fifth Appeals Court has made a horrendous, head-scratching decision that could easily turn social media into a hailstorm of spam and misinformation, at best. The Atlantic has an article up called Is This The Beginning of the End of the Internet, and from what I’ve seen so far it’s possible? It all has to do with a Texas law that forbids social media from “censoring” people’s feeds, saying if they have 50 million users they no longer have First Amendment rights. Of course the law is complex (as I mentioned above), and the effects of this decision, if it isn’t overturned or outright nullified by an eventual law, will spill out in several directions. But those of us remembering the era leading up to the election of the Terrible Orange Man will remember the kinds of things that floated around Facebook at that time. This looks like it might open the already-leaky floodgates, and, at the very least, turn social media sites into unusable hellholes. For more, you probably should read the article-provided The Atlantic doesn’t ward it from your sight with a paywall. It’s nearly the end of the month, if you’re out of free articles they should reset soon. That’s the way it works, right?
(EDIT: Fixed link. The Windows clipboard continues to cause me problems, argh.)
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
A hack of NES Metroid, Junkoid doesn’t offer many changes to the original game besides graphics and area maps. Most of the engine changes it has are pre-existing patches made by other people. It uses the Metroid map and save game patch, but only offers a map for the starting region. Fortunately, while it has some cool secret areas to find, its mazes aren’t particularly complex, and I was able to complete it without keeping any maps on paper.
Junkoid’s premise is that the game world is a dream had by its protagonist, which is its excuse to provide a variety of imagery without any great coherency to it. One area seems like it’s drenched in blood, which I am not usually a fan of) Another like it’s a cloning factory, dedicated to making clones of the heroine, but its boss is a penguin that acts mostly like Ridley.
For the most part it’s not too difficult going, but I found that the final boss could be very frustrating. It uses Mother Brain’s coding most as-is, and doesn’t have the Zebetite gates immediately before it so you can get by with fewer missiles, but it’s very easy to get tossed around by the various hazards of the final area, and the boss’s weak spot, which can only be harmed by missiles, was a bit too finicky when registering hits. Still though, I can vouch that it’s possible.
This is a showcase dedicated to the demos we played during the realms deep 2022 showcase. If you would like me to take a look at your game for a future video/stream, please reach out.
There was a time when these short Flash games were the toast of the internet. There is very little cultural memory online for anything that isn’t absolutely huge (and almost no quality control over the things that become huge) so no one talks about GROW anymore, or its Japanese creator On, which is a tremendous shame.
EYEZMAZE took a tremendous blow when Flash shut down. I really hate how people generally accepted its demise as good and necessary when it obliterated so many great things, like Homestar Runner’s original website, that are only now sort of becoming available again. There were serious problems with Flash, it’s true, but not all the reasons it was shoved out the airlock were good ones. Fortunately On has converted many of his games to work with HTML5.
The art is great for its own sake, but the games, available by clicking on the icons at the top of the site, are the highlights, and foremost of those are the GROW series. I was going to link them individually here, but most of them are GROW in some form of other. You should probably start with the first.
The object is to figure out the best order to click on the various items to add to the GROW planet. Every time you add something, things that were already on the planet may “level up” depending on the other things that are with it there. Some things being added too early may harm the development of other things. Usually there’s one specific order that will result in a perfect score (and an animation that goes with it). Figuring it out, using the visual clues from your failed attempts, will usually take many tries, but a run through only takes a couple of minutes at most. All off the GROW games take this general form, although most of them aren’t as complex as the first.
Bitrot has not been kind to GROW. There was an Android version of Grow RPG that appears to have succumbed to Google’s awful app culling policy, where if something isn’t updated, for whatever reason, in a certain time they just delete it. (Not nearly enough has been said about his hostile this is to software preservation. It’s horrendous.)
On has had health struggles over the years, which have interfered with his creation of new amusements. He still seems to be up and active though, and we hope he continues creating both his games and his art for a while to come.
The Arcade Blogger recently spotlighted some documents related to the design process of the classic 1983 arcade game Tron, including information on some dropped minigames for it. Tron is such an interesting production. It is of course based on the movie of the same name, which has become a cultural landmark despite not actually doing that well in theaters upon its release. One of the interesting facts revealed in the article is that the arcade game actually outperformed the movie, despite being released while interest in US arcade gaming was falling.