It’s information I’d much rather see in text, and I find the video a bit annoying from a construction standpoint (the speaker has a bad case of Youtube Voice), but it’s really interesting information regardless. This video from Abyssoft contains a deep explanation of MK64’s opponent driving algorithm, and explains that the game selects two rivals for your character on each cup, and that opposing drivers pick one of three paths through the course, and can clip right through walls if needed to continue driving around the circuit.
Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.
There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.
Here is the official schedule (linked), below is it presented just as a list of talks, with ✨sparkle emojis✨ around the things that personally enthuse me. ✨Just because!✨
Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:
SATURDAY
9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in ✨the First Decade of Text Games✨
10:00 AM/ 1 PM: Nic Tringali, ✨Abstract Space Exploration✨ in The Banished Vault
10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in ✨Geological Finitudes✨
11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: ✨Love Island as a Roguelike✨
11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, ✨Provenance✨, and You
Noon/3 PM: Mike Cook, Generating Procedures: ✨Rule and System Generation✨ for Roguelikes
1:30 PM/4:30 PM: Scott Burger, The ✨Data Science✨ of Roguelikes
2 PM/5 PM: Nat Alison, In Defense of ✨Hand-Crafted Sudoku✨
3 PM/6 PM: Eric Billingsley, Scoped-down design: ✨Making a Tiny Roguelike✨
3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the ✨Blaseball✨ Name Generator
4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for ✨Music Generation✨
5 PM/8 PM: Jurie Horneman, Why ✨Dynamic Content Selection✨ Is Hard
SUNDAY
9:30 AM/12:30 PM: Mark Johnson, ✨Generating Riddles✨ for a Generated World
10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of ✨NetHack✨
10:30 AM/1:30 PM: ✨Leigh Alexander✨, ✨McMansions of Hell✨: Roguelikes and Reality TV
1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating ✨Fan Reinterpretation✨ Through ✨Caves of Qud✨’s Modular Data Files
1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with ✨Roguelike Music✨
1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and ✨the Games That Are Played There✨
2 PM/5 PM: ✨Jeff Olson✨, ✨Alphaman✨: Developing and Releasing a Post-Apocalyptic Roguelike Game in the ✨DOS Days✨ When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code
Retro Game Mechanics Explained generally does interesting videos, I find. The details on how the ghosts (monsters) in Pac-Man behave when dangerous are fairly well understood now, thanks to the work of Jamey Pittman in writing The Pac-Man Dossier. RGMEx did a summary video of that work three years ago.
The question of how vulnerable ghosts move, after Pac-Man has eaten a Power Pellet (Energizer), isn’t covered in as much detail. It’s still as accurate as the rest of the information in the document, but its implications are left for the reader to explore. Well, RGMEx has explored it.
Vulnerable ghosts move pseudo-randomly, through an interesting process. The game has a RNG (random number generator) that’s reset at the start of every level, that cycles through a period of 8,192 values. Vulnerable ghost movement is the only thing in the game that it’s used for, but it isn’t applied directly. Instead, it’s used as a pointer into the game’s own code, and the value of the address it finds is used to determine how the ghost moves.
A result of this is that not all directions are chosen equally. But further, and more importantly, if the direction chosen isn’t available, the ghost tries the next direction in a clockwise order. If that one’s not possible, it tries the next, until it finds one that works.
These two facts combine to give a definite bias to the directions that frightened ghosts move. Retro Game Mechanics Explained then ran the numbers and figured out where scared ghosts tend to go. It’s interesting, even slightly useful, information.
I had originally scheduled a post on this for a couple of weeks ago, but WordPress gained what I will euphemistically call a personality at that time, and the post developed a “critical error” whenever I tried to edit or view it. I kept pushing it back in the hopes of being able to figure out what was the trouble, but the trouble refused to be be figured out. So eventually I just remade the post.
Whether it’s intentional or not, if you ask Dall-E to depict a number of classic video game characters or elements, it’ll show itself to be surprisingly clueless. Here’s what I got from it:
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Welcome shlorbs and foobs to our mostly-weekly text-based internet news program! I hope you enjoyed our techno/bicycle horn fusion theme song! It’s the number one chart-topper on my homeworld, but admittedly my species doesn’t have ears. Images includes in this post are ultimately from Mobygames.
Emily Olson at NPR (swanky!): Google’s shares dropped by $100… (holds paper in front of eyes, reads twice to make sure I see it right)…billion after a disastrous AI demonstration. As a wise cartoon butler once said, “You people have too much money!” I guess we see where everyone’s looking for the next unsupportable tech bubble now that crypto’s in what I understand humans call “the crapper!” I never understood that saying personally. It isn’t the thing that craps!
Kotaku. Luke Plunkett. Sony claims before court that Microsoft’s request for documentation goes so far that it’s “obvious” harassment. I mean I am at a point in my blobular life that I don’t see anyone representing a corporation as saying a single syllable that isn’t mathematically calculated to four decimal places to improve their balance sheet, so who the hell knows if it’s true. Maybe it is? I am staying neutral in this fight. Acids and bases hurt my cell wall.
Will Shanklin of Engadget tells us that a “Minecraft mad scientist” has recreated The Legend of Zelda in Minecraft, and in true mad scientist fashion is holding the work hostage, refusing to release it unless a video demonstrating it hits 5,000 Youtube likes. The article said it was at 500 likes; at our own press time it was up to 4.5K, so by the time you read this it should have enough. I will pass it along to Editorial as possible blog fodder (“blodder”) for Set Side B!
Ron Amadeo brings us the news that with the switch to monthly updates of Android 14, Google will begin just blocking apps on it made for versions of Android before 6. The reason given is security, but bah to that, old software and its preservation simply isn’t a priority for megacompanies like Google. Does anyone remember the days when it seemed like they might be a different kind of tech company? Me neither.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Quite a bit to get through today! Pull up a florb and moop for a bit!
Luke Plunkett at Kotaku informs us of Nintendo pulling support from the third-party tournament Smash World Tour, leaving them in a gigantic financial hole. This will severely harm tournaments’ willingness to trust Nintendo in the future, and the esports scene around future Nintendo products. Nintendo’s response at the end is especially frustrating, claiming they did not request any events be cancelled while still denying SWT a license, forcing them to cancel anyway.
After our initial post, I’ve purposely been trying not to talk up the Super Mario Bros. movie, but I do think this post from Ryan Leson at IGN is of interest, about Shigeru Miyamoto noting that Donkey Kong’s been a bit redesigned for the movie, still recognizably the Rare-made version of the character, but with some adjustments to more resemble the original version.
Here’s Rich Stanton at PC Gamer on the effort to preserve a Ridge Racer Full Scale, a version of the arcade game that featured an actual car chassis the player would sit it, had triple ultra-wide display, and cost operators $250,000. Very few were sold, and it’s possible only one survives, which was in Blackpool. After an arcade museum sought to purchase it, but refused when they learned of damage to the frame, it was thought lost, but although the physical structure of the unit has not been salvageable, the car portion and the hardware have been saved, and its code dumped. More can be read at Arcade Blogger.
And at Engadget, I. Bonifacic remarks upon Pong turning 50 years old. Yeah, that number isn’t getting any smaller. It’s a useful retrospective, although I take issue with them saying that without Pong Nintendo would not exist. Nintendo is over a century old, originally making playing cards. What is more likely is they wouldn’t exist as we know them today-they may not have gotten into video games at all. (By the way, they make traditional Japanese game playing equipment too, like go boards!)
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Lego is banning new Ideas projects based on The Legend of Zelda, according to Chris Wharfe at Brick Fanatics. The reasoning given is a bit vague. It could either be because Lego is working on their own Zelda sets (and they already have a working relationship with Nintendo, making the popular Super Mario sets), or it could be that the rights to Zelda models were sold to someone else. Either way, it may mean we get Zelda models through some company eventually.
A pretty good Link model from Lego Ideas! From its project page.
From Andy Baio’s article-the left is Hollie Mengert’s work, the right, the output of the AI model trained from it.
Rich Stanton at PC Gamer writes that EA’s been granted a patent on game controls that change based on how well the player does. Software patents are bad on principle, that is a horse that I will always flog despite this awful situation having existed for literally decades now, but getting past that, for now. This seems at first like just another version of adaptive difficulty, which is also something that seems like it’s kind of a problem when it happens without notifying the player or giving them a say in it. I know I know, “Kent Drebnar, get with the 21st Century.” Maybe I’ve been hanging out with the Gripe Monster too much lately. The article goes back into the history of these kinds of effort, going all the way back to Compile’s Zanac, although I would argue that’s not so much adaptive difficulty as a system that the player can strategize to manipulate. Zanac is terrific, by the way.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
It’s a rare day that we get to link to the Washington Post, in this case a piece by Michael Cavna on the death of Yu-Gu-Oh! creator, mangaka Kazuki Takahashi. Hey there Michael! Bet you never thought your work would be linked by a single-celled pixel-art organism! Can you ask them to do something about their ludicrous paywall drebnar? Yu-Gi-Oh! is only tangentially part of our purview here but there have been enough video games from that series that we can probably make room for it under Retro, plus it’s published by Konami. One of my favorite facts is that the card game includes several cards that officially refer to the Gradius series, including cards of the Vic Viper and Big Core.
Elliot Williams at Hackaday challenges us: You think you know how Mario Kart works? I think so? You supply electric potential through a wire to a console loaded with some game software, which sends signals to a video screen, and you use a wired controller to interact with it. Yes, I win! His article just links to a video (see above) about how the AI drivers work. This subject has been thought of so much that there’s a patent on such drivers granted to Lyle Rains for his work back in the early days of Atari, in 1979! That it took 20 years for that to expire is a blight on the history of game programming, drebnar!
PC Gamer’s Rich Stanton tells us that Yuji Naka is still angry at Square Enix for removing him from the Balan Wonderworld project. He accurately notes that the degree of acrimony from Naka about this is unprecedented-Naka is pissed and doesn’t care who knows it. The article suggests listening to both sides here. Here at Set Side B we admit, we tend to take the word of developers over those of gigantic corporations, especially when the developer is someone of Yuji Freaking Naka’s standing! We may be wrong, and if the word comes out that we are we’ll cheerfully admit to it, but it is easy for me to believe, in Naka’s words, that Square Enix “doesn’t care about games.”
It’s a good day for linking to non-gaming sites! At CNBC, Ryan Brownie warns of a coming contraction of the games industry, partly due to it coming down off the boost caused by the pandemic, and also from bottlenecks produced by Russia’s invasion of Ukraine.