I feel like I should adopt some standard way to inform people which items are links to other sites (with minor commentary attached) and which are significant longform items of our own creation.
Suffice to say this is the former category. I didn’t write this history of Kid Pix: Craig Hickman wrote it, back around 2013. And he also created the original version of that program too. And it was terrific. Here is the link.
What was Kid Pix? It was a paint program for early Macintosh models that was very well-received, and is very fondly remembered. It had a powerful UI but was still, neverthless, aimed at kids. Think of it as a more fun version of MacPaint. I refuse to stay in my lane regarding entertaining uses of computers, but perhaps of more interest to what I’d think are our usual readers, it had a similar concept to the art module of Mario Paint, but came out at least a couple of years earlier.
I especially like how he described the original Macintosh UI as having “a consistent and enlightened vision behind it,” which I’m not sure can be said of Macs today, or really of the products of any major software company. That’s just my opinion, mind you.
Did you know there is a Javascript re-implementation of an older version of Kid Pix? Here!
The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….
Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.
The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.
Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?
It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.
The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.
The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?
This one is going back to my Metafilter posting history. In case you’re unfamiliar with Lode Runner, I really have to give a short history and primer.
Lode Runner was a game released in 1983 for the Apple II home computer, although ports for several other machines were soon developed and released. Created by the late Douglas E. Smith, it asked players to maneuver through 150 levels of caverns and structures, collecting all the gold (little boxes) on each level then ascending to the top of the screen.
150 levels sounds like a lot, and it really was, but amazingly the game keeps finding new ways to surprise with its small number of level parts and their implications. When player were done with those (or even if they weren’t), Lode Runner included a level editor that player could use to make their own levels.
The ostensible subject of this post is a web recreation of Lode Runner that includes hundreds of levels to play and learn and enjoy. But the site largely speaks for itself in that regard, I think, so here’s some musing on Lode Runner itself, and its history.
So, here is the link. If you’ve never played it before, it’s simple to get into, but very interesting to puzzle over. Every level can be completed, even if many of them seem like they can’t possibly be. Good luck!
Design
Each Lode Runner level is composed of only a small number of parts. There’s the player and the guards that pursue them, of course. There’s normal, “diggable” blocks, solid “undiggable” ground, ladders, overhead bars, trap doors that look like diggable blocks but cause the player to fall through them, gold boxes, and hidden ladders that only appear when the last gold box has been collected.
Diggable blocks, the ones that look like bricks, can be drilled into, leaving a hole, but only when standing next to them and they have nothing above them. That means absolutely nothing: a quirk of the game is that even a set of overhead bars or an invisible ladder in the space above a block will prevent it from being dug.
The obvious use for these holes is to trap guards. When one falls into a hole, it’s stuck for a few seconds until it can climb out. Holes close back up after a short while, and a guard in a hole when it closes up around it are killed, usually to respawn randomly near the top of the screen.
The inobvious use is to penetrate into the very walls of a level to collect gold that would otherwise be inaccessible. By digging out a whole layer of bricks, the player can jump into the excavated space and continue digging the next level down.
The other thing about Lode Runner is the AI of the guards. They’re run by a simple program, and are easy to manipulate, but they still have a way of keeping the player guessing when they function as obstacles. When used as tools though, learning how to manipulate them becomes essential. The player can stand on their heads, and because they fall faster than the guards, can even use them as momentary platforms during a fall, to quickly step to one side on the way down.
I don’t mean to dive too deeply into the pieces, their workings and their quirks. A lot of the fun of Lode Runner comes from discovering them for yourself, and being introduced, step by step through the game’s levels, to their implications.
Culture
Back in high school we had an Apple IIc in the back room that we could play with on breaks. I’m not sure what it was there for, I don’t think any educational software was ever run on it, but the copy of Lode Runner on it (already a few years old by that point) was put into heavy rotation, and students would bring their own disks to school to save levels on.
This is an aside, but it demands to be told: one such student saved a number of levels they had labored over to a disk and left it in the room one day. A friend of his, who had thought that student had erased his disk or saved over his own levels, physically cut their disk up with scissors and left it on their desk! It was all in error, but the two’s friendship was never the same after that. The moral: do not be quick to vengeance, theatricality gratifies only one’s self, and in any case, be sure of the facts first. More times in my life I’ve seen someone take drastic steps in error than in rightness. So, back to Lode Runner!
A number of classic Western computer games got a second life, sometimes one that far outstripped their beginnings, when they got ported to Japanese computers and game consoles. Lode Runner was first ported to an arcade cabinet by Irem, then converted to the Famicom by Hudson Soft, where as a prominent early title for that system it went on to sell over a million units, and became a part of Japanese popular culture. From there it reached a number of other systems, including a version for the PC Engine, called Battle Lode Runner, that much later would make it back to the US as an early Wii Virtual Console release. A few other game series that would become cultural fixtures in Japan, adding hundreds of thousands of sales beyond that of their U.S. editions, were Spelunker, Wizardry and Ultima.
At the time Hudson Soft licensed an adaptation of their Adventure Island game, itself deserving of a long post, as an anime production, called Bug tte Honey, which I’m still not sure how to pronounce. It was a Captain N-style setting, where video game players were transported into the game world to have various adventures. It was used as a showcase for several Hudson properties, including Lode Runner.
Lode Runner is a timeless classic, something that we didn’t realize how good it was when we had it. I mean, we knew it was good, but we didn’t yet know how difficult it was to create something so elegant.