You’d think there’d be more unique types of puzzle games than there are. For every genuinely new idea there’s a dozen Tetris-likes. Even genuinely unique puzzle games often have another game as a basis, like how Baba Is You starts from a foundation of Sokoban before launching off to the depths of Ridiculous Space at Ludicrous Speed.
I can’t claim to have comprehensive knowledge of all kinds of pre-existing puzzles, but Squirrelativity seems unique enough to be really interesting..
Made for Ludlum Dare 52, it’s a free game with only 15 levels, but they’ll have you mystified long before you reach the end.
One team of squirrels has a tree growing up from the bottom of the board, the other has a tree growing down from the top. How it grows, though, depends on how you draw their branches. The bottom tree’s branches can only go up, and the upper tree’s branches can only go down. Each set of squirrels can only broach their own branches.
In the middle of each board there are a number of green seeds. A color of fruit will grow out of the seed, depending on which tree touches it. However, each squirrel’s tree makes the fruit that the squirrels of the other tree likes. It also drops down according to that tree’s gravity. That is: the blue squirrels’ tree grows up, and produces red fruit that drop down, and the red squirrels’ tree grows down, and produces blue fruit that drops up. Got it?
The screenshot I took demonstrates how the fruit falls. Neither tree can grow branches through a space containing a branch from the other tree, and each level can only end if you both get all the seeds, and each team of squirrels get the same number of fruit as the other. The delicate balance of squirrel power must not be overturned!
Remember Crazy Taxi? How they got licensed punk music from Bad Religion and The Offspring for it? Remember how awesome that was? I’m not even a music person mostly, but I could still recognize that the soundtrack of those games was special. (I’m talking about the arcade and Dreamcast versions-other versions may or may not have that soundtrack, probably due to licensing issues.)
You want to know what game doesn’t have a great sound track? Crazy Bus.
Crazy Bus is a homebrew Sega Genesis/Mega Drive game that was created as a test for the programmer’s BASIC compiler. It wasn’t meant to be a real game. As a result, its soundtrack is almost a masterpiece in cacaphony. Listen for yourself… but you’re going to want to turn the volume down for this one.
It’s awe-ful-some. I encourage you to play it for for friends, family, co-workers, prospective employers, random strangers and household pets. I’m certain nothing bad will come of it!
The Gripe Monster occasionally demands that we give him time to vent his three spleens our our website, or else he’ll shed fur all over the break room. That stuff will clog up a vacuum cleaner like a whole herd of angora cats, so here he is.
Grar! I am the Gripe Monster! The world is in a state of constant decay! People used to know important things, but now they have forgotten! I alone remember the proper way! Every time someone gets it wrong, the center lobe of my monsterly brain throbs painfully! It is like fingernails on a blackboard, or someone slacking off during a raid boss fight!
To save myself from constant migraines I must inform you of the difference between the words “invincible” and “invulnerable!” It is essential that you get this right! So many times it has been misused, that people foolishly get them mixed up constantly now! If you wish to avoid my wrath, you will not be one of them! I bet you misuse “begs the question” too!
Invulnerable is the state of being immune to damage! No harm may come to your character while they are invulnerable! It is a proper state for a game to apply when your character has taken damage, so that they do not get hurt again immediately!
To be invincible is to not be able to be conquered! By game convention, it means that your character defeats enemies on contact! By its nature, it implies invulnerability, but it is a state greater than that!
When Super Mario is attacked by a Little Goomba, as I am sure happens to him all the time when you are playing, while he is flickering, he is invulnerable. Enemies pass through him, but are not touched by him while this state exists! When he collects a Starman (make sure to use the correct name for this power-up!) he is invincible. No foe can stop him! Instead, it is he who stops them! He defeats them on contact, kicking them off the thin plane that his world consisted of until the Nintendo 64 era brought hated depth to his reality!
When speedrunners talk about invincibility frames, they are committing a sin against language! They are properly called invulnerability frames! Because of this, when they are abbreviated to “i-frames,” they may seem to be correct, but they are still woefully mistaken–in their heads! I know what they really mean, and it fills up my copious gall bladder in rage!
Be sure to get it right in the future, and you will not have to suffer my terrible gaze, as do the clerks at the coffee establishment that I go to, when they forget to give me the cream and three sugars that I require! Such terrible service! I will only tip them two dollars!
Geez, how petty can you get? Now that he’s used up our site’s whole inventory of exclamation points for the month, that’s got to be all from Gripey this time. I’m not at all surprised to learn that he plays MMORPGs.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Gradius for Famicom and NES is a well above-average port of a game for very different hardware than the arcade original. It was good enough that it was converted right back into arcade game, released for Nintendo’s Unisystem arcade hardware as Vs. Gradius. Graphically and aurally, it is quite similar to the arcade game.
It’s similar, but not identical. Now this hack doesn’t change the major downgrades from arcade Gradius. There is no vertical scroll in levels two or three, and you still can only have two Options at once. But in a variety of subtle ways, the game looks a bit nicer. In particular, the game’s text fonts being changed from the boring old font used on the NES back to the arcade’s snazzy line-drawing affair is a nice change.
The original version of this is quite an old hack, created back in 2000, but it has been periodically updated over the years, most recently changed in 2018. That’s a long period of support for a romhack!
Xevious was modestly successful in the US, where it was produced by Atari, but it Japan it did amazing numbers. Jeremy Parish (in his NES Works and related series) has mentioned several times that it was a vastly influential game in Japan, inspiring a whole generation of designers, and a whole bunch of clones and similar games. Its US release was around the time of the arcade crash, which was mostly an American thing. If it hadn’t had happened, maybe now we’d think about Xevious the way we consider Pac-Man.
Xevious basically invented the vertical scrolling shooter where your ship has free movement of the screen. It also included a Bomb button to attack objects on the ground, displayed on the game’s background layer. It was a concept that would later be iterated upon in Konami’s Twinbee games.
Revealed in the article is an interesting fact. The scrolling background is stored in ROM as a huge 1024×2048 bitmapped image. That’s much wider than the screen is though. What the game does is send the player into a vertical portion of it 224 pixels wide.
When the player reaches the top, they wrap around to the bottom of another vertical stripe of the game world. In a complete loop, the player will travel from the bottom to the top 16 times. You can tell when you’re about to start another loop because the background will reach a place with trees all the way across!
You always start off a life in a tree-filled area because it begins you at the bottom of a stripe; each vertical pass over the map functions as a checkpoint. The stripes overlap somewhat, so you sometimes pass over an area you’ve seen before but offset by a bit.
For more facts on Xevious and its development, be sure to click through to the article!
Pac-Man is rightly heralded as a classic, not just the best-selling arcade game of all time at over 100,000 units (even more when you consider every Ms. Pac-Man arcade machine has the elements of a Pac-Man machine inside it), but it’s solidly well-designed. All of its elements come together to produce a solid test of skill and strategy.
It’s not perfect though. The game possesses two major flaws that, in retrospect, made it a little less interesting to play now. The ghosts behave deterministically when they’re not vulnerable, meaning that patterns work against them and turning the game into a test of memorization and execution. And, every level’s maze is the same, which gets kind of monotonous. Tellingly, while Pac-Man was extremely popular for its time, its GCC-made follow-up Ms. Pac-Man had a much longer life in arcades, and it addressed both of these issues with the first game: ghost movement at the beginning of boards is randomized, and it had four mazes, instead of the original’s one.
Random Pac is a fan game, available on itch.io and made by Luca Carminati, that also solves the issues, and a bit more simply: it randomizes the maze for each level. This one change makes the game immune to memorization, and makes each level a kind of situational puzzle, as the player must use the maze layout as best they can to avoid being caught.
It’s not the only change made, but the others are, for the most part, in line with that one. Since the game is much less likely to extend endlessly, extra lives are awarded multiple times, first at 10K then every 50K points, instead of the once, by default, of the original. There are bonus levels in place of the intermissions that can be worth a considerable number of points.
The fruit bonus items that showed up twice during each level of the original game may now appear up to four times per level, which can be worth the majority of the player’s score if they can get up to the 5,000-point Key boards. Getting all four Keys is 20,000 points, which is two-fifths the way to an extra life by itself.
The game increases in difficulty a bit more slowly than classic Pac-Man. I’ve been to the 7th Key level; in the original, on the the 5th Key board, and from the 7th Key on, ghosts no longer become vulnerable when eating an Energizer (a.k.a., a power pill). Vulnerable times kept decreasing in my 7th Key game, but hadn’t cut out completely yet.
Another difference, and I’ll be going into some deep Pac-Man internals here. In classic Pac-Man, ghosts have three states, Scatter, Chase and Vulnerable. If Pac-Man doesn’t eat an Energizer, ghosts periodically enter Scatter state for a few seconds, then change back to Chase. You can tell when ghosts change between these states because they all reverse direction.
In most boards there are two Scatter periods, and the timers, both for entering Chase and Scatter, freeze while an Energizer is active on any ghost. In Random Pac, the timers don’t freeze; Chase and Scatter periods continue even when the ghosts are vulnerable. This makes Energizer timing very useful for decreasing the amount of danger you face: a short way into a Chase period, eat an Energizer and disrupt their pursuit! By the time they catch back up to you after it wears off they may be time for them to Scatter!
Ghost AI seems to be mostly the same, although unlike classic Pac-Man, each ghost doesn’t seem to have a set “home” location. They don’t intend to chase Pac-Man during Scatter, but instead fixate elsewhere on the board. The Orange Ghost’s Chase AI also makes use of its home location, making its behavior much less predictable, although it’s still easily the least threatening ghost.
Random Pac was Luca Carminati‘s first classic game remake. Since then, they’ve made many others, including Tutankham Returns, which we’ve linked to before. They’re terrific!
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Last month we brought you Metroid + Saving, a passable attempt to make a classic game, that has a number of quirks related to it being a fairly early NES game, less frustrating to newer (younger) players. This week’s hack is another with that theme, snarfblam’s hack of NES The Legend of Zelda that adds a working automap to the game.
Like Metroid, finding your way around 128 screens of Hyrule is challenging, even if the game isn’t as large as, say, the Gameboy Link’s Awakening, which had 256 screens. But the limited number of tiles also decreases each screen’s visual distinctiveness, especially up in the mountainous regions.
The map appears in the upper-left corner of the overworld screens, which you can see in these screenshots. A special touch is that the map isn’t revealed all at the start but fills in as the player explores, and doesn’t consist of blank squares to show explored areas but even shows some detail. Places where screens are blocked internally are shown on the map, which is a great aid to both navigation and memory.
It immediately becomes evident that, like with Metroid + Saving’s mapping feature, it’s how the game should have been written originally, and probably would have been if design trends had evolved just a bit further at the time.
There are a couple of other graphical niceties in the hack, like health being shown in the life meter in 1/8th-heart increments. But overall the map is the main attraction here. It’s such a fundamental change to the game that the much more involved hack Zelda Redux uses it too. It is also worth trying out, if you still find the original Legend of Zelda to be a bit too hardcore for you.
Back in the days of the Apple II, there was a thriving scene in trading copies of commercial software. Means to prevent this, through copy protection schemes, were just as rampant, as publishers sought to protect their work from those who would use it without paying. The process of figuring out a disk’s copy protection and making it so it could be copied and run by others was called cracking, or sometimes, kracking.
Cracking was, and still is, a black art. There are many ways to protect a disk from being copied, and just as many to deprotect that data. Some disks remain uncracked to this day. It is the work of Apple II cracker 4am (Mastodon) to try to unlock the data on these rapidly aging pieces of media so they can be preserved. (On 4am, jump to the bottom.)
The Apple II Kracker’s Guide seems to have been written by a anonymous user known as The Disk Jockey. It’s a good overview of basic forms of copy protection and ways to defeat them. A copy is at the Internet Archive, but I encountered it in the collection at bitsavers.org, here. It’s like candy to someone of the right frame of mind. Like me!
Aside: If the name 4am sounds familiar, and you find yourself thinking “Didn’t he used to be on Twitter?” He was. He’s not anymore. This happened several months before the Age of Musk. Twitter’s automated processes decided somehow that a video he tweeted of Apple II software Super Print booting was revenge porn and banned him, even rejecting an appeal. He moved to Mastodon. Now that Twitter is missing half of its employees, situations like this will probably become more common. 4am is not the subject of this post, but if you want to read more about Apple II protection and its breaking, you should follow him on Mastodon. He has about one tenth of the followers there that he had on Twitter, which is a shame.
This one’s crazy. The Gameboy does not have external video output. In order to get its display to appear on a screen other than its built in LCD dox matrix, you absolutely have to at least crack open the case. Don’t you?
Well, actually, yes, if you always want a perfect image. Sebastian Staacks (an awesome name) figured out a way to do it that mostly works. It’s a cartridge that goes into the Gameboy, that itself has a slot into which you plug the cartridge that you wish to play. Simple, right?
No, no, wait. There’s a problem. The Gameboy doesn’t expose its video through the cartridge port. There is no pin leading out providing a video signal that can be converted for display. There’s no way this could work!
Well, there is a way, kind of. The device contains a Raspberry Pi that runs its own Gameboy emulator, that it tries to keep synced with the version running on physical hardware. It does this by watching bus activity exposed to it through the cartridge port!
But while there’s a lot that it can do with this information, there’s also a lot it can’t see. It can’t, for example, see directly what buttons are being pressed. However, by watching how the cartridge reads the cart ROM, it can deduce what inputs were pressed.
The process is not perfect. While it can spy some memory accesses, a few things escape its inspection. While it can recreate the layout of the starting blocks in Tetris Game B, it can’t catch their randomized appearances. Also, while a Raspberry Pi is much faster than a Gameboy, it’s not fast enough to carry out its display in the same frame as the main unit, so it lags behind a couple of frames. Still though, it’s a very clever idea, and it’s amazing that it works as well as it does!
Sebastian made a Youtube video explaining and showing off his work, here. (It’s the same one embedded above.)
Oh no! As a New Year’s Day “treat,” today’s weird game video is Animal World Soccer! Despair and dismay!
A “game” for the Playstation 2, this amazingly cheap production has no Soccer-based play. Instead, it’s a collection of simple puzzles and activities bundled along with a 43-minute video file of some of the worst animation that this spectator has ever seen, and I’ve seen Paddy the Pelican!
How and why this was made is unknown to me. It’s an inexplicable artifact of an unknown process. Why is the entire video under-laid with that tension-filled drumbeat? Why are character designs so inconsistent? Why does it look like they outright stole the designs for Simba and Mufasa from The Lion King for their lions? Why do some animals go about on all-fours while others stand upright and wear clothes? None of these questions are answered. None of these questions have answers! You see folks, they just didn’t care.
Okay, there is a bit of an explanation….
This animation was produced by a company called Dingo Pictures. The game, which Destructoid called “the worst game ever made,” (which is a big claim, there’s lots of awful games), was produced by Phoenix Games, which only distributed to the European market.
There is certainly more to this story. But I can’t bring myself to dig into it.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
The 2D Super Mario Bros. games illustrate pretty well how game design tastes were changing through the NES era. Super Mario Bros. and Japanese Super Mario Bros. 2 still follow an arcade-like paradigm, where players are expected to lose many games before they finally rescue the princess. (Obviously, Vs. Super Mario Bros, being a coin-op game and which was released between those two, adheres to an arcade play ethic out of necessity.)
But Super Mario Bros. 2 is more of an adventure, where a skilled player might finish it on their first try, and an experienced Mario master can amass so many extra lives in Super Mario Bros. 3, as soon as World 1-2, as to make finishing it on the first attempt quite possible. Then when we move into Super Mario World we have outright game saving, and the fear of the Game Over screen recedes almost completely. That is the structure that all the later Mario games have followed, where losing progress is fairly unlikely.
I am not here to claim that this is a bad thing, and of course, even Super Mario Bros. offers to let the player continue on the world they lost on with the use of a code. But the code is still a secret, and while it isn’t a bad thing, it is a different thing. Super Mario Bros. with the copious extra lives and rule changes of later games, would be much a different experience to play through, even if all the levels are unchanged.
The romhack Super Mario Bros. Tweaked, created by Ribiveer, makes those changes. The worlds are exactly the same, but many subtle aspects of SMB have been brought into line with its sequels. Here is a list:
• Starmen count the number of enemies you defeat while invincible, increasing scoring, and if you get enough you start earning extra lives. This change alone will earn you tons of extra lives.
• Extra lives over 10 are displayed correctly on the level start screen, and are limited to 99. Mario’s state on the start screen is properly updated based on his powerup state.
• If you hold the jump button down while stomping on an enemy, you get extra height. This happens in Japanese Super Mario Bros. 2 as well, of course.
• Consecutive stomps and enemies defeated by shells and Starmen increase the pitch of the enemy defeat noise as points increase, as they do in Super Mario World and later 2D Mario games.
• Taking a hit while Fiery Mario reduces you to Super status. Also, if you make a Fire Flower appear, then take a hit before collecting it and get reduced to Small Mario, collecting the Flower still advances you to Fiery state.
• Reaching the top of a flagpole awards you not points but an extra life.
• Invisible extra life blocks aren’t disabled if you failed to collect enough coins in the previous world’s third level, as explained in our previous post.
• Collecting a powerup in midair no longer ends your jump.
• The conditional scroll stop at the end of 1-2 and 4-2, which is broken in the unmodified game, work now, making it much harder to reach the famous Minus World. It’s still possible to reach it; the patch author promises a surprise if you do.
Some of these changes mean that players get a lot more extra lives, greatly decreasing the game’s difficulty. Consider that now, 38 years after the game’s release, far fewer play Super Mario Bros. than they used to. Someone might dust off their old NES some time, or play it on Virtual Console or through Nintendo Online on Switch, or emulate it by some other means.
But most people now who play SMB are probably people who are at least very good at it: streamers and speedrunners. People who don’t need the game to be made any easier. A patch like this might open Super Mario Bros. up to people who always thought it was too difficult, though.
It does feel a touch fairer, without that expectation that players will lose over and over. If you always found the first Super Mario game too challenging, give this hack a try. The challenges are pretty much the same, but you’ll have quite a few more chances to learn to overcome them.
The Legend of Zelda: Breath of the Wild is a gigantic game, and where content proliferates, so too do bugs. Many of these bugs are highly entertaining (my favorite is the bullet time bounce), but there are some that are just head-scratching, leaving one to wonder why does this happen? That the occur pulls back the curtain on the many technically complex things a big game like BotW does behind the scenes to realize its world, for, every step of a process that a system must go through is one more opportunity for something to go wrong.
Youtuber Jasper has made a 35 minute video about why, if Link stands in a specific spot in BotW, inside the broken corner of a stone wall, the cel shading usually applied to his model goes away, and he appears with normal light shading. In the way of Youtubers, the explanation is contained within a 35-minute discursive video that goes into the history of game lighting, why some older 3D games have graphics that have aged well while others don’t, the basics of cel shading, and still other topics. Here is that video, embedded:
The whole video is pretty interesting, and if you have the time and interest you should watch the whole thing. However, in the event that this is all tl;dw, allow me to summarize.
Because Breath of the Wild is both a huge game and has a dynamic world, baking lighting in into textures would consume way too much storage and memory, so lighting has to be done dynamically.
As an optimization measure, the more complex steps of cel shading are deferred to later in each frame’s rendering. The main rendering is done, then the cel shading is applied afterward, when the visibility of the area has been determined, so this effort-expensive process is only done for visible pixels.
One of the deferred steps of rendering marks which of nine different kinds of material will be applied to each pixel. Terrain in BotW is not cel shaded, while characters link Link are, so they have different types of material that determine whether that shading is applied to them.
In the location where Link’s cel shading disappears, there is a decal applied to the crumbling bridge that erroneously extends over the corner, and overwrites Link’s character material type with the terrain material, causing the cel shading not to be applied to him.