No image this time. There’s nothing to take a screenshot of! SjASMplus is, simply, a cross-platform assembler targeting the Z80 platform, the processor that runs many classic arcade games. (I refuse to say “powers,” that’s not what that word means!) If you have interest in writing new games for old arcade platforms, it’s something you’ll need.
It’s the holidays still, and I’m trying to unwind a bit. I’m failing, but at least the effort is there: the effort to reduce effort. Maybe someday.
From the linked page. Piranha is one of a whole category of Pac-Man bootlegs that try to obscure their origin.
I’m considering writing more on the subject of the male-gendered Pac, which I assume is a mere matter of social custom among the Pac-People since they have no genitalia or clothing. Pac-Man bootlegs, in particular, are bizarre and wonderful, even if they often aren’t very fun to play.
But Cam has a nice page devoted to Pac mutants. And these old Geocities-style pages need much more love these days, so for now I’ll link to them. Have a look!
A little remarked-upon aspect of these Pac-legs is how their character name is strictly determined by how many letters long it is, so that they can fit on this screen in the same amount of space that PAC-MAN did.
From a bootleg made by “SegaSA / Sonic.” Appears to have no relation to the Sega we know, or its spiny progeny. One of the few bootlegs that gives Pac-Man himself a nickname.From a bootleg made to work on Moon Alien hardware. These are the “alternate” official names for the ghosts. Are they direct translations of the Japanese ghost names? Those are remarkably ugly ghost colors: hence, this remark.These boring names are from “JPM bootleg,” I assume that is its maker.From NewPuc2, Set 2. The best bootleg names I’ve seen so far, by a wide margin, even if they have nothing to do with their colors or personalities. I can almost forgive the misspellings.
Over on Mastodon, Dan Fixes Coin-Ops has been documenting an epic quest: the repair of a Baby Pac-Man machine.
It’s one of the non-Namco Pac-Man spinoffs that Bally/Midway released in the wake of the original’s extremely high popularity. I’d like to remind readers that while Namco has been the sole beneficiary of Pac-Man’s heights lately, the original game, at first called Puck-Man in Japan, was not popular there. The spin-offs, console ports, handheld games, trading cards, stickers, clothing, cartoon show, Christmas special, breakfast cereal and unnumbered other items, that was all Bally/Midway’s doing. Toru Iwatani created and designed it, his team made it into a game and cabinet, Namco released it in Japan to middling success, and from there Bally/Midway got behind it and turned it into one of the most gigantic video game hits there’s ever been, a machine that at one point had one hundred thousand units.
Now, I’m not going to deny that their effort led to some erasure of knowledge of Namco’s existence at the time. All those Pac-Man machines and spin-offs mentioned “Bally Midway Mfg. Co.,” with nary a mention of Namco. But it’s undeniable now that erasure is happening in the other direction: a search over the History page on official Pac-Man website has no mention of Bally at all, even though the page acknowledges that the game was “a major hit in the United States.”
Some of that success leaked back to Japan and fueled some Namco-made sequels: Super Pac-Man, Pac N Pal, Pac-Land, Pac-Mania, Pac-Man Arrangement and eventually Pac-Man Battle Royale and Pac-Man Championship Edition, and more recently things like World’s Largest Pac-Man and Pac-Man Battle Royale Chompionship.
Bally/Midway made their own sequels. One of those, Ms. Pac-Man (created by GCC), came to eclipse the original in popularity, but in addition to their licensing of Super Pac-Man and Pac N Pal they made Jr. Pac-Man (also from GCC), as well as Professor Pac-Man and this game here. The one Dan Fixes Coin-Ops repaired. Baby Pac-Man.
Baby Pac-Man is a game that only could be made by Bally, because it’s a video game/pinball hybrid.
Bally, together with the company that would buy them, Williams, is arguably the greatest pinball maker there’s ever been. Up until around 2000 (a heartbreaking year) they made wonderful machines like The Addams Family, Twilight Zone, Attack From Mars, Star Trek: The Next Generation and quite a few others. In 1982 though pinball was in a slump while video games had reign over arcades. The decision to make a game that connected one of the greatest arcade games of all with pinball must have seemed obvious. (It wasn’t their only attempt to capitalize on their golden license with a pinball table, witness Mr. & Mrs. Pac-Man, which I’m informed was released eight months before Baby Pac-Man.)
The combination of an arcade video game and pinball makes for a unique experience. It also makes for a game which breaks down even more often than your standard arcade game, as the thread notes: there’s three computers in the thing, and it’s subject to all the typical arcade game problems, all the typical pinball problems, and special problems with the portions of the machine that connect the two halves together.
The thread begins memorably:
In case y’all were tired of hearing about popular Fediverse people making bad decisions, just thought I’d let y’all know I bought a 1980’s hybrid pinball/videogame tonight
Like this isn’t for a client, I’m not working on it to earn. This game COST money. This is my game now, I paid for it and it lives in my house. I’m not gonna get to give anybody a bill.
This is such a perversion of the natural order of things. I’ll probably route it one day, but for now this is an arcade machine that I SPEND money on!
It’s taken me a little while to get it into the house and have a chat with the mate who sold it to me and let the littleun have a go and put her to bed and fix a couple things and have a go myself so I’ve not been catching up on my notifications, I saw some questions so I’ll do a little thread on it over the next couple of days
I cannot stress enough that you should not buy one of these things
Folk who like 80’s pinball want stuff like this or Haunted House and you shouldn’t buy a Haunted House either
These are games for pinball techs or people with money to hire pinball techs or very close friends of pinball techs
Except Baby Pac-Man needs you to be friends with an arcade tech too.
He finally got it working after three months of work, and what a journey it is. He did it for love of the game: while Baby Pac-Man is dissed in some circles it’s a genuinely interesting game. But to like it, you have to abandon the relatively lenient expectations of classic arcade video games. Pinball is inherently unfair, and that unfairness oozes out and coats even the video portion of Baby Pac: the ghosts don’t waste time in coming after you, and you start with no Energizers: you have to earn them in the pinball portion, which for the most part you can only visit once per life/board. You can return to the video portion temporarily though by locking the ball in a scoop.
Here is the full thread (to date) in Masto Reader, which is a Mastodon version of Threadreader. It takes maybe half a minute to collect the posts and present them though, so to read the whole saga you’ll have to be a little patient.
An interesting video about Baby Pac-Man (although with some bad sound) District 82 Pinball’s here (12 minutes), which covers the tech and gameplay:
Another JRPG post! That’s two in a row, and it’s about some quite interesting games, including a lost Shining Force game. The website JRPG Junkie tells us about some Sega arcade games that fit the mold that sound like they would have been interesting to have tried.
Quest of D (image from JRPG Junkie)
Quest of D was a dungeon crawler where the player’s inventory was collected as physical trading cards, that were scanned into the game in order to use them. Shining Force Cross was similar in concept but without the cards; it lasted until 2016. And finally there was Soul Reverse, introduced in 2018.
The world of Japanese arcade games from around this time is largely a big dark area to me, and right around the time when the US arcade industry started its death spiral. It was also a time when server connectivity and online updates came into vogue, meaning when the servers went down, many of them ceased to be playable. It’s really sad that this has become essentially a lost age of gaming, at least to people outside of Japan. We probably couldn’t play them then, and we certainly can’t now.
Sinistar was a game that had quite an impressive sound design. It borrowed a bunch of its sound effects from earlier Williams games, with which it shared common hardware that was originally design for pinball machines. A cockpit version of Sinistar, of which only around 200 units were made, was the first arcade game to have stereo sound. And of course all versions of the game have the Sinistar’s famous digitized threats and taunts.
While Sinistar’s main program source code was found and made available on Github, the source of the code that drove its sound hardware has long been lost. Youtube user SynaMax has done the best he could at recreating that code, and has made a video talking about the process, the sound design of Sinistar and other early Williams games, and even found unused sounds in the code.
Contained within the code is the revelation that the sound chip that drove the rear speakers in the cockpit version ran slightly different code than contained within the main sound ROM. The data from that version of the game was only dumped this year, meaning that the game running in MAME was somewhat incorrect.
Now that the right version of the chip has been dumped, the cockpit version of Sinistar now sounds properly in MAME. Although this does mean that users running up-to-date MAME have to refresh their romset for this version of the game. Such are the tradeoffs of MAME emulation.
Another revelation of the video was that the parametric sound generators used by Williams arcade games from that time often produced interesting noises if it was fed with random data. Sound programmers sought out different sets of numbers to give them, including by asking passers-by for numbers off the top of their heads and garbage values found in RAM when dev systems were powered up, in order to produce strange sound effects.
Devs using more recent parametric generators like bfxr, LabChrip, ChipTone, sfxia, rFXGen, wafxr and jfxr can produce noises by similar means using those programs’ Mutate or Randomize buttons!
I feel like I should warn however, near the end of the video is mention of a bit of drama concerning the MAME developers, in getting code supporting the change integrated into the software. I’m not weighing in on this, not the least reason being I don’t know enough about it. But I feel like you should know it’s coming, ahead of time, before embarking on the 51-minute journey.
Every once in a while I take a look over at what’s happening in the arcade side of gaming. Usually I’m left feeling pretty sad. The age when there were dozens of cool arcade concepts being released every year was very long ago at this point. For arcade video games made in the US, the only two companies I’m aware of that are doing anything substantive are Raw Thrills (who are ubiquitous) and Play Mechanix. I mean, there’s also Incredible Technologies, still making their yearly Golden Tee updates. And of you consider screened slot machines to be a kind of “video game” then sure there’s more–but I don’t. I don’t consider them to be video games.
Promo card for Bandai-Namco’s upcoming Bike Dash Delivery (Images in this post from Arcade Heroes)
All of this is just from a cursory look, mind you. I haven’t had the will to follow the current-day arcade industry, from any country, for a good while. The demise of Atari Games and Midway took a lot out of me. I’ve carped a bit about Raw Thrills a bit, but honestly that’s probably just how upset I am that Atari is gone. A lot of the games that are made seem to be things like driving or light-gun games, usually with a big-cabinet or ride-like component. Mind you, a local arcade has two Raw Thrills Teenage Mutant Ninja Turtles machines, but they’re so inferior in play to Konami’s classic cabinets, even running on thirty-year-old tech, that I’m embarrassed to watch them on their behalf.
But there are a few interesting newer games in arcades. Two places local to me have interesting Space Invaders-themed light gun games, that use a large bank of LEDs for a screen. And… well, that’s actually about it, as far as recent games I’ve gotten my own hands on that I find remotely interesting.
But the blog Arcade Heroes, which makes the arcade scene its beat, sometimes uncovers some games I’d like to have a play on, if I ever were to encounter one, which seems mostly unlikely, alas.
For example. While I find them theme on most current pinball releases to be a bit lacking, for example focusing on rock bands consisting of senior citizens, in the case of the upcoming table based on Spinal Tap, that actually makes the machine more entertaining instead of less.
Charles Entertainment Cheese, and his old boss, Atari founder Nolan Bushnell
Bandai-Namco has a game coming up called Bike Dash Delivery, which actually allows players to (gasp) actually explore a little, instead of being stuck on a set course like so many other arcade titles in these sad times. The article mentions both Crazy Taxi and Propcycle, both machines beloved by me, so I’m rather hopeful this game will make it to the States!
Kevin Williams has a recurring column on the arcade scene over there, and his most recent is a retrospective on the years of 1982 and 1983, the end of the “classic era” of arcade gaming. Whether for history or nostalgia, it’s worth a look.
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.
Two of the people who helped bring us the games from Joystick Gamebar this year, Winston (left) and Brian (right)
I’ve got hundreds of pictures that I’ve yet to sift through. More tomorrow!
The Atari brand has been in so many hands, and been used for so many things (including, most recently, NFTs and hotels) that making sense of it all is maddening. Christ Trotter on the atomicpoet Pleroma instance made a fairly lengthy series of posts laying it all out that, to my eyes, is accurate. He may actually know more about their history than I do, although pride makes me loathe to admit it!
The whole thread is useful, but here’s the first post on it, presented as screenshot because WordPress doesn’t yet support embedding that kind of thing directly. I don’t know why it’s so blurry, that seems to be WordPress again.
From the article, a photo of the inside of an original Pac-Man game. The insides of most arcade games are usually a stark contrast to their externals, even upon release, but time is often unkind to them.
I’ve been working on diversifying our link game a bit, so here’s a more academic article, one with an actual bibliography no less, from the site romchip.org, by Kieran Nolan on restoring arcade machines. I’ll let the link speak for itself this time!
Back on April 12th, WIRED Magazine published an article about Space Invaders 45 years after its original production. In it they spoke with the creator of iconic arcade game, Tomohiro Nishikado, who now considers it the best game he ever made.
A screenshot of actual arcade Space Invaders, although admittedly without its color overlay.
Despite them including the Atari 2600 version as if it were the original (the two games are similar but ultimately rather different), it’s a nice look back.
The arcade industry existed for six years before Space Invaders, a period that is often forgotten. Two games in particular I think kicked off the meteoric, and short-lived, rise of arcade gaming as a cultural force: Atari’s Asteroids, and Taito’s Space Invaders. Asteroids was actually more popular in the U.S., but Space Invaders was still one of the most successful arcade games ever sold in the States. In Japan, its success was, and I believe still is, unequaled.
Video games at that time were tied to their hardware in a way they almost never are now. Gaming is now mostly done with graphics hardware that is mostly replaceable. Back then, arcade hardware was usually purpose-built, with the capabilities the design required. Space Invaders is an example where the hardware constraints really made the game. It was one of the few games at the time to use framebuffer hardware: a bank of memory that corresponded directly to the display, in Space Invaders’ case, every pixel on screen echoing the state of a dot in memory.
There were a number of reasons that this wasn’t used by most games. Memory was expensive, and a screen-sized bitmapped display needed a lot of it. More colors requires even more memory to be able to depict all the possible states, so Space Invaders’ screen was monochrome with a color overlay.
Possibly the biggest reason of all: it takes a CPU a lot of time to shuffle around all those bits. Computers are fast, but they still have their limits. Space Invaders uses an Intel 8080, the chip they made before the 8086 which was the foundation for the x86 line, but still only an 8-bit processor.
Space Invaders, ingeniously, uses the 8080’s slowness at updating the framebuffer as a strength. As the armada of aliens moves across the screen, the processor is updating them as rapidly as it is able, erasing and drawing each into its new position one at a time. As the player shoots them, there are fewer ships to draw, and so it can get its updating done faster. This naturally causes the fleet to progress across the screen faster and faster as they’re wiped out, with the last alien rushing across with all that CPU power freed up by the destruction of its comrades.
Space Invaders had even more clever ideas in its design than that. It was an early example of a game using a life system, borrowed from the limited balls players were allowed in pinball games. But also, the game had a sudden loss condition: if any alien managed to make it all the way down the screen to the ground, the game instantly ended.
There was considerable strategy in deciding which aliens to shoot first. Wiping out rows from the bottom of the formation delayed the whole armada from reaching the bottom by one pass across the screen, but if the player destroyed a column off one of the sides, all of those aliens would have to travel further before they could descend a level. Or, if the player was prepared to take a bit more of a risk, they could wipe out columns in the middle of the formation, which means the aliens would descend more rapidly, but leaving a hole in the ranks through which to shoot the Mystery Ship that passed by at the top of the screen.
The “trail” bug in action. (image from Digital Press)
The game even has a couple of secret features, which is pretty interesting considering the game was released in 1978. The points awarded by the Mystery Ship appeared random at first, but was in fact went through a cycle that advanced every time the player fired a shot. And, as documented in Craig Kubey’s The Winner’s Book of Video Games, if a skilled player could annihilate a whole rack of aliens while leaving one of them from the two lowest rows of the board, it would leave a trail behind it. digipress.com reveals that this was caused by a bug in the code, but later versions of Space Invaders promoted this trick to a legitimate secret.
Space Invaders has inspired many remakes and revivals through the years, the first, Space Invaders Part II, also known as Space Invaders Deluxe, introduced new kinds of aliens that split in two when shot. That’s not to be confused with the later Space Invaders DX, released in 1993. Before that came Return of the Invaders in 1985, and Space Invaders Part IV: The Majestic 12 in 1991. A while after there were Space Invaders Extreme, which got its own sequel, and other games I can’t be bothered to look up right now. Recently, in 2016, arcades have even seen a fairly interesting Space Invaders lightgun game from Raw Thrills, called Space Invaders Frenzy. (I tend to be harsh on Raw Thrills here, but it’s actually pretty interesting!)
45 years. Not bad for an ancient 8-bit arcade game that struggled to shift black-and-white pixels around.
Have you ever heard of Cosmic Smash? I’d be shocked if you had. It’s the kind of thing that even I only know about from obsessive reading of obscure game blogs and Youtube videos. It was a Sega arcade game that got a release for the Dreamcast right at the moment the company was getting out of the console business. It had laughably bad timing, and it never made it out of Japan.
Yet, the game has gotten a cult following. You could deride it as merely a futuristic, three-dimensional take on racquetball and Breakout, but it’s one of those games where the style makes all the difference. Here’s some footage of the Dreamcast version:
Why don’t people make games that look like this more often?
Time Extension, one of those blogs that makes good posts so often that I’m tempted to tell you to read it instead, did an article talking with the creator of a spiritual remake called C-Smash VR, released for Playstation VR2 with a license from Sega and the blessing of the game’s original creators. It’s such an obscure game that I’d be surprised if it could be profitable, but we love rooting for underdogs here, even if I have a general antipathy for VR.