7DRL 2023: Blunt Quaternion

It’s a silly NetHack-themed game about exploring a dungeon, presented through a bunch of characters sitting around passing a blunt between them. It’s not really that hard, but there is a bit of strategy to it.

You and your pet sit around a campfire with other characters from that dungeon level and talk about things. Your character and your pet can say things like, they want to be less or more aggressive on the next level, or they want to invoke Elbereth, or they want to use an item; other characters may say things like telling you where fewer or more fights will be, or where treasure is. Or they may have nothing of importance to say.

Every time a character says something, they must pass the blunt, which when it’s depleted signals it’s time to go to the next level. (C’mon, you know all the characters in this dungeon have to be potheads.) All of the fighting and stuff happens in simulation between conversations. Your character or their pet may be wounded (observe their hit points when their conversation turn comes up), or even die at this phase. It’s possible for your pet to die but your character go on to win. It’s also possible for your character die and your pet go on to win the game, which is not something that can occur in NetHack.

It’s a very simple game, and as stated, not really that difficult. But it’s fun, and might give a chuckle to NetHack fanatics. It’s free and completely playable in browser!

Blunt Quaternion (itch.io, $0)

Romhack Thursday: Race Drivin’ using the SA-1

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Edit the Frog is back, with a new romhack! And this one’s really amazing.

We’ve mentioned before Vitor Vilela’s hacks that retro a SA-1 (“Super Accelerator”) into SNES games that suffered from slowdown. So far he’s done it with five games: Super Mario World, Gradius III (which really needed it), Contra III: The Alien Wars and Super R-Type. The fifth is the most amazing so far: Race Drivin’.

When the original Hard Drivin’ came to arcades it was pretty incredible, the first 3D racing game that didn’t use scanline tricks to display its track, that rendered it using an actual polygonal 3D engine. It used special custom hardware to make its track and physics possible. Race Drivin’ was less revolutionary, but only because the ground had been broken for it.

It was exactly the worst kind of game to be ported to the Super Nintendo’s infamously underpowered hardware, a 16-bit variant of the venerable 6502 running at about 3.5 mHz, just a bit over twice the speed of the NES. Even from the start, the SNES used in-card accelerators and co-processors to help complex games run: even though launch title Pilotwings made heavy use of the SNES’s “mode 7” graphics to display the game world, it still needed a DSP chip to help it with calculation.

https://github.com/VitorVilela7/SA1-Root/tree/master/Race-DrivinRace Drivin’ doesn’t use any accelerator, despite being one of the games most sorely in need of one. Asking a SNES to perform up to the custom mathbox chips in the arcade game was ludicrous, and so SNES Race Drivin’ is looked down upon by many, and probably unjustly: the coding is perfectly all right, it was just asking too much of the system.

Even with a SA-1 you’d think that Race Drivin’ on SNES couldn’t measure up, but Vitor’s hack does quite a respectable job! The SA-1 is essentially a second of the same kind of chip that runs the SNES, with a number of extra features bundled in. It also has some faster memory included on-die, and runs at triple the frame rate. Imagine if this had come out at the time: the SNES game is less than two years older than the arcade version! An SA-1-powered version that matched the arcade so closely back then would have astounded. I see that in a few places on the Super Stunt Track, it drops to 12 FPS instead of the 30 it holds at elsewhere, but it’s still damn slick.

Here is one of Vitor’s side-by-side comparison videos, demonstrating the old version (on the left) and the upgraded hack (on the right):

SA-1 Root: Race Drivin’ (github)

Now, on the Sharp X68000

The SuperGrafx is a failed system that had only five games, only three of which seem to be worth playing. The Sharp X68000 series of high-end personal computers, which were only released in Japan, on the other hand, is probably the popular gaming system Westerners have heard the least about.

As I said yesterday, the X68000 cost three grand, and that was just for the base system. If you thought the NeoGeo was expensive, hah. It’s price was justified in that it was a computer, indeed a workstation, and had a variety of software other than games. But it did still have a lot of games, including some of the best arcade conversions, including excellent ports of Rygar, After Burner, Strider, Final Fight, Street Fighter II and Detana! Twinbee, and a well-remembered recreation of the original Castlevania up to then-current aural and visual ideals. The X68000 even got conversions of Atari arcade games like Marble Madness, and even KLAX, that would I would have loved to have played back then.

The X68000 also worked a lot like a MS-DOS machine from the time. It ran mostly HUMAN68K as its OS, a DOS clone made by HudsonSoft, although it also had windowing OSes. Despite how it seemed in use though, it used Motorola 680X0-family processors, like original iteration of the Macintosh. But while it has a DOS-style OS, it’s a home computer with a dedicated sprite chip!

At times it feels like this blog is a recap of my gaming-related Youtube explorations, but I have no qualms about it when they’re as excellent as the two I have this time. One is a review of the “pro” version system from four years ago, from someone who went and obtained one:

Three years later, RMC returned with a more thorough exploration of a different machine of the line:

And this one is about emulating it, which is probably the closest most of us will ever come to trying out any of its software:

On the SuperGrafx

What is the SuperGrafx? Why don’t we remember it as well as its predecessor, the PC Engine/TurboGrafx 16, with which it was backwards compatible?

Sharopolis on Youtube digs into the system and its capabilities (17 minutes):

As you can tell by the video’s cover image: Amazing Power, No games. The SuperGrafx only had five games released for it throughout its lifetime, pretty harsh for a system that cost around $300 by today’s money. That cost, relative to that of the PC Engine CD, which was also expensive but could play CD games with vastly greater storage, was probably what doomed it. For those really seeking an arcade experience in Japan there was the Sharp x68000, famous at the time as the true enthusiast’s system with a good number of nearly exact arcade ports. It also cost around $6,000 in today’s money, and still $3,000 in then-money.

The system used the same chip as the PC Engine before it, a 6502 variant running at 7 mHz, meaning it was only a 8-bit system. But was that really so bad? The major 16-bit competition for it was the Motorola 68000, another venerable chip at the time that was used in the original Apple Mac, the Sega Mega Drive/Genesis, the Commodore Amiga and the Atari ST. Yet the 68000 also had some more overhead. Many instructions on the 6502 completed in from two to four cycles, whereas the minimum cycle count of a 68000 instruction was four, with some taking up to 20. This, of course, is offset by the 68000’s greater number of registers and ability to work with two bytes at once for many instructions.

Its graphics were essentially two of the PC Engine’s graphics chip, with some circuitry to interface their outputs together. This description brings uncomfortable reminders of people deriding the Wii’s graphics as “two Gamecubes taped together,” but it’s a much closer description of the SuperGrafx’s graphics. But in practice this meant twice the sprites, dual-plane backgrounds, and double the potential colors on-screen at once, while the MegaDrive/Genesis infamously was still stuck with 64.

The SuperGrafx’s failure in the market was one of those inflection points of the growth of video gaming. If it had succeeded then NEC might still be a player in gaming today, and maybe Hudson Soft would still be an independent entity, instead of just another property for Konami to mine for nostalgiabucks.

Metroid Planets

Edit the Frog is still taking a break from covering romhacks, there’s thousands to sift through on romhacking.net, but in the meantime, here’s a fan-made, browser-playable version of Metroid! Although it looks a lot like the NES game, it’s no hack, but a from-the-ground-up reimplementation.

We all know what Zebes looks like by now, right? All of the screenshots in this post are from the early areas of “Novus,” the new world to explore in Metroid Planets.

It was made specifically to help overcome the limitations of the NES platform, so Samus animates much more smoothly, there’s particle effects, multi-directional scrolling areas, built-in mapping, and the music uses later, more orchestral versions of the original’s music, although with an option to switch to the 8-bit originals. (I find that the music is a bit reluctant to play in the current version, though.) There’s other interesting features new features to find as well.

Freed of the NES’s dire memory limitations, Novus’s world can be a lot more colorful.

Most interesting is a built-in randomizer mode, and a second, alternate planet to explore! It’s designed along the lines of the original Zebes (here called “Zebeth,” a nod to the on-screen Romanization of Zebes in the NES game), but has some new elements, including areas that scroll in all directions, and new bosses!

Metroid is approaching 37 years old, and it was looking a bit long in the tooth three decades ago. Yet it’s still remarkably atmospheric for its age, and I find there’s something evocative about how the game’s world doesn’t feel designed like a challenging obstacle course for the player, like it just exists on its own and doesn’t particularly show any care for the player. There are some item gates, but like the original NES Legend of Zelda, many fewer than you’d expect, especially compared to their SNES sequels.

Just another day… IN SPAAAACE.

Screed time! Will Metroid still be played 20 years from now? I think so, although I find that most of the internet energy around these classic NES games now is focused on speedrunning, randomization and romhacks, and two of these three things Nintendo is actively fighting against. It’s a good example of how copyright law and corporate control has the potential to hold back both fan interest and property longevity. The rights to these games should be released to the public, while there is still a public that cares about them. Nintendo would probably get more money out of it, in the long run, from making sequels anyway.

Novus has much more item gating than Zebeth. A place like that, where I’ve fallen (and I can’t get up), and can’t go down either because of a low passage… I wonder if the Maru Mari, a.k.a. “Morphing Ball,” is somewhere close? It would be a fan-made Metroid world if the designer didn’t try to be a bit tricky with hiding it, now would it?
Freed of the NES’s limited tile space, areas can be a lot more varied. The elevators on Novus are a lot more interesting! The lava here is animated, and it hurts to move through those flows!

Metroid Planets

A 1982 Issue of Compute Introduces the Commodore 64

Overseeing the early days of computing was Compute! Magazine, properly stylized with an exclamation point. They got their start as The PET Gazette, changing over to Compute as their focus spread into more types of home microcomputers. Compute stuck around as a multi-platform for some time, but ultimately spun off a couple of manufacturer-dedicated magazines. One of these was Compute’s Gazette, whose name harkened back to those PET-exclusive days. It focused on Commodore machines, and would then outlive Compute itself by some years.

The early years of Compute magazine are joyous. They’re filled with esoteric data, geeking out over low-level coding matters, and lots and lots of type-in programs. But it is depressing to me, reading over the early issues, knowing how numbered are its days. This whole genre of computer magazine, that encouraged users to type in programs, that offered coding tips, sometimes even offered add-on disks of software, is now only a memory. We are all poorer for it.

The writing on the wall for this style of magazine could perhaps be seen as early as September 1982, when Compute published an article about a great new upcoming product from Commodore, the Commodore 64. Not because of the style of the article or anything specific about the computer. Just that, by being so greatly popular, the C64 greatly expanded the magazine’s audience, which would inevitably steer it towards becoming more “mainstream,” which ultimately would be the death knell for a publication like this.

Still, it’s fun to look back on. Here is that article in image form, or you could find it on the Internet Archive, where the archives of Compute live on, for a time.

An extra, from that issue, is an ad for one of Microsoft’s first peripherals, a memory card for the Apple II:

Sundry Sunday: Elegy for Waluigi

Let’s explore further the Youtube archives of Matthew Taranto, a.k.a. BitFinity, a.k.a. the Brawl in the Family guy. Last time we met Eario, Janitor of the Mushroom Kingdom. Now we meet his supposed son Waluigi, who Nintendo themselves have never quite known what to do with, and sort of the breakout character of BitF.

Waluigi has long been excluded from the Smash Bros. games as a playable character, at beast appearing as an assist trophy. This video is his lament at his perpetual status as outsider, set to Leonard Cohen’s Hallelujah, which scans precisely with “Waluigi”:

In a way though, this video is an echo of an earlier song, a closer tribute to Hallelujah featuring Waluigi, which has sadly seems to have been taken off of Youtube, but lives on in a number of imitators that are easily searchable.

There’s quite a few other Waluigi videos, lying around Youtube like broken dreams. We’ll get to those in due time.

Demo: Back to the PET

The Commodore 64 was not Commodore’s first home computer. It wasn’t even the VIC-20. Their first machines were the line of the PET, or “Personal Electronic Transactor,” as labored an acronym as any.

The PET was a decent machine, with integrated monochome monitor and a heavy metal case. Although it had no color, no sprites, only a basic speaker for sound and no synth, it had a number of things in common with the later C64, particularly the 6502 processor that lay at the core of half of the personal computers sold at the time.

There was something else, something fairly major, that the PET lacked: customizable graphics. No hi-res mode, and no programmable character sets. The graphics were encoded on a ROM that wasn’t even mapped to the CPU’s address space. The letter ‘A’ would forever look like a letter ‘A’. It couldn’t be changed to anything else, even a slightly different ‘A’. This greatly limited what PETs could display, and basically doomed it as a gaming computer.

Commodore tried to compensate for this feature by including “PETSCII,” a set of custom characters included in the upper 128 characters of its ROM intended for makeshift graphics. PETSCII would survive throughout the rest of the Commodore 8-bit line, even featuring on machines that had programmable graphics: the VIC-20, C64 and C128 all had it included too. (The Twitter account PETSCIIBOTS (now inactive) shows off its many graphical characters in making robots.)

On the later machines PETSCII graphic characters were a fun nicety. On the PET, they were all you had, all you would ever have. This is exactly the kind of limitation that demo authors love circumventing where they can, and taking advantage of when they can’t. Hence: Back To The PET, a demo, complete somehow with chiptunes, that runs on Commodore’s ancient machine:

Every character cell of every frame of this video is one of the PET’s 256 ROM-based characters. It had no hardware scrolling, so effects are all faked or done 8 characters at a time. Yet it’s still pretty slick! The PET had quite a better selection of graphics characters than even IBM’s code page 437, including lines of single pixel differences in thickness and horizontal and vertical position. Image what the ASCII artists of the 90s could have done with this selection! Luxurious!

Reviving ZZT

ZZT was (is) an ancient shareware DOS game that runs in character mode, created and published by Tim Sweeney. Originally published by Potomac Computer Systems, a company ran out of the basement of Sweeney’s house, when it expanded its software selection it was renamed to Epic MegaGames, and later Epic Games, under which title it remains today, still headed by Tim Sweeney after all these years. He would go on to create the Unreal Engine, upon which the modern fortunes of the company were founded.

Images from the Worlds of ZZT bot

But back to ZZT, which is still a nifty piece of software, and a lot of fun to mess around with. It included an editor that allowed users to create their own scenarios, which spawned a modding community that survives to this day. Noted game designer and educator anna anthropy wrote a book about ZZT for Boss Fight and she continues to carry its banner today. ZZT scenarios both old and new can be found on the site Museum of ZZT, and every three hours Mastodon bot Worlds of ZZT publishes screenshots from random ZZT adventures.

Because it’s a character-mode game, ZZT modules are often confused with classic roguelike computer games. ZZT is not necessarily a roguelike, but it may be possible for someone to write a classic-style roguelike game in ZZT.

But running a DOS game nowadays is not as easy as it used to be. It requires the use of either a vintage computer system running a compatible DOS, a virtual machine like VirtualBox or Docker, or some DOS emulator, such as DOSbox, a tool for emulating a working DOS system that can run on current OSes, or Zeta, a DOS emulator with just enough features to get ZZT working.

ZZT was written in Turbo Pascal, but its source code had been misplaced by Tim Sweeney and was considered lost, until very recently (the past few days), when a nearly-complete version of ZZT 3.0 was found. Most of it can be downloaded from The Almost of ZZT, on Github, which is that version minus some parts of the source that are considered to be under third-party copyright.

Since it is incomplete it is not useful for compiling a working game, and is presented for historical reasons more than anything. Fortunately, there already exists The Reconstruction of ZZT, a reverse-engineered (with Sweeney’s blessing) version from 2020 that compiles to identical binaries.

ZZT is a subject that deserves much more detail than I can give it in an introductory post like this. Maybe later….

Kenta Cho’s Paku Paku

Kenta Cho, also known as ABAgames on Twitter and the web, has been at this for a good long while now. He has an amazing way of distilling the essence of gameplay down to its absolute barest essentials. He’s especially known for bullet hell, but my favorite games from him are his many many gameplay experiments. This is one of them: Pac-Man boiled down to its very essence, with the whole maze being a single corridor. It’s Paku Paku:

The single control, any keypress, reverse the direction of travel of Pac-Man’s green cousin up there. The single ghost chases Paku single-mindedly, slowly getting faster. Paku can wrap around the screen at the edge, which causes Blinky to chase them directly. (They’re not that bright.) Eating the large blinking dot that I insist on calling an Energizer makes the ghost vulnerable for a few short seconds. If the ghost is eaten, they regenerate if their eyes made it off the screen. Clearing the whole board of dots instantly produces a new set.

You only get one life, but new games start rapidly. The nearly five minute video above contains dozens of plays. No one gets you over losing and into a new attempt like Kenta Cho does.

Think you can do better? You might! Give it a try!

Paku Paku (Github, browser-playable link)