Kirby Air Riders Global Test Ride Aftermath

So it’s over, and all of those Switch 2 demo apps used to play it are now useless hunks of code. If you load it up now, it’ll tell you the period is over and direct you to the eShop page for the full game. Maybe they’ll offer another one someday, they’ve been known to dust off Splatoon demo apps as a promotion from time to time, but odds are it’ll never work again.

Debuting in the second demo: Regular Waddle Dee! Motto, “I have no mouth and I must RIDE!” (Image taken from a thumbnail for this video.)

It seemed to go well, and I only had a couple of disconnects, despite being saddled with rural internet. Most of my play in the second demo period was spent with the fine folks of the Kirby Air Ride Online Discord, people who are fanatical about the original game, and seemed to like the new one just fine.

I love Masahiro Sakurai’s determination to make the kind of games he wants to play, and I love that that’s so different from other games. We need lots more people like Sakurai making big games, but should remember that he can only do it because his games consistently sell well, and that he’s the creator and director of one of the biggest series there ever was, Super Smash Bros.

It’s like a last vestige from the classic age of console game development. Even if you don’t like them yourself, it’s important that these different games are being made, they help keep the gaming world viable, if just a bit, for new concepts. Without Smash Bros., it’s obvious we wouldn’t have Nickelodeon All-Star Brawl or Multiversus. Personally I have grown tired, very tired, of the idea of crossovers, but I don’t think that can be laid at Sakurai’s feet. It’s the executives that love the idea of mixing their properties together, even though it makes of their worlds and stories the same thing you get when you mix red, yellow, green and blue paint together: a big pot of gray.

Sakurai’s in a unique position, as both creator of one of Nintendo’s biggest series, but also no longer working at Nintendo. When you see his beautiful living room in his game design videos, that was paid for by the moneytrucks Nintendo must send him daily.


Let me impress upon you how weird the Kirby Air Ride games are. The “main” mode, the one the first game’s named after, Air Ride, is pretty basic. It has no Grand Prix mode, even in the sequel. Every race stands alone. The main way you play Mario Kart doesn’t even exist in Air Ride(ers). That’s a pretty strong statement that it isn’t a standard kart racer!

Of City Trial, it’s most interesting aspect is how invented it is. Most games try to follow elemental archetypes. You’re a shootyperson on a battlefield; you’re a swordperson in a dungeon, you’re in a maze, you’re jumping across platforms, you’re a commander of troops, you’re running a civilization, etc. City Trial can’t be summed up so easily.

I especially admire how each City Trial match can end so differently. You might have a fight, run a race, or participate in a vehicular version of a track-and-field event. This probably turns some people off; even the Kirby Air Ride Online people, when they run their tournaments, hold them in a customized version of the Gamecube game that disables many of the events and Stadiums. It makes for better spectating if the game doesn’t sometimes douse the game in a heavy fog, or if the Grand Finals doesn’t end up decided by whoever jumps the highest. If they hold Kirby Air Riders tournaments, how will they feel about Air Glider and High Jump returning to the event pool, joined now by Skydiving?

It became evident during the second demo period that Sakurai, despite talking about Air Riders for nearly two hours on the internet, has kept his lips shut about some substantial aspects of the game. Two vehicles that have never been seen before debuted, the Vampire Star that attacks nearby players automatically, and the Bulk Tank, which takes a heavyweight option and makes it more. We still don’t really know much about the Road Trip mode, which didn’t feature in the demo at all, not even appearing on the menu screen.

Well the demo is over now. The full game will be out on the 20th. See you on the riding fields, ya bunch of hamsters. (1 minute)

Second Kirby Air Riders Demo Changes

Oops! I spent the time I should have been using to make a post for today playing the second Kirby Air Riders “Global Test Ride” free demo. This time though I played it in “Paddock” rooms created by the happy inhabitants of the Kirby Air Ride Online Discord, which despite being a competitive scene for KAR players, and if you watch their match videos you can find some remarkably cutthroat play, struck me as rather less vicious than playing against internet randos.

Here is a record of that play session, from early in the morning of 11/15/2025:

Yes, it seems that internet room creation is active during the demo period, and if you have a community of people (maybe, dare I say it, friends?) to play with you can set it up so you don’t see any interweb nobodies in your group. You can even set up a gaming room of your own, and play matches with 15 computer opponents, who at the unchangable default settings of the demo are even less likely to wreck your star/bike/wheeled vehicle.

There were some other changes noticed during the event. Maybe this is an indication that while the game is active, it’ll also have subtle rule changes over time? The menu screens spotted during Sakurai’s Direct broadcasts have an “Event” option in the corner, which may indicate this will be the case. Well, I noticed one difference in this version. The lineup of randomly-spawning vehicles is different. Jet Star has been nowhere to be seen; in its place though I’ve seen Slick Star, a low-friction ride that returns from the original KAR, and Vampire Star, a new kind of machine, that is like a more extreme version of griefer favorite Shadow Star, but without its fragility.

Another thing that doesn’t seem to have changed, but went unremarked upon before, is that City Trial in Kirby Air Riders has some subtle anti-frustration features. If your vehicle gets trashed and you’re stuck on foot for more than a little while, it’s not known for a random vehicle to actually seek you out and park near you, and the game will even give you a little flashing icon pointing to it. And if you’re having a bad game, I’ve seen it, more than once, outright drop an Invincibility Lollipop directly on you. These aren’t frequent occurrences, but they’ve happened often enough that I think they can’t be coincidences.

If you’re sick of me talking about the KAR games, please forgive me. I’m riding high on the hype, and you have to admit it’s definitely a unique kind of game. Just give it a week or two, and I’ll probably go back to posting about Rampart again, or something like that.

On the Kirby Air Riders Demo

My Experience with the Global Test Ride Demo

Acronyms:
KAR: Kirby Air Ride, the original for Gamecube.
KARs: Kirby Air Riders, the new game for Switch 2. (Note the following lowercase ‘s’.)

Who’d have thought that a Kirby game could be so vicious? If you think Smash Bros is a fun and lighthearted romp then this game will show you how perilous a Sakurai game can be. Several of the characters, even among the limited selection in the demo, are former bosses (King Dedede, Meta Knight, Magalor, Susie), so you might think of this game as them taking out their frustrations on Kirby for beating them up.

I should say that the demo was missing many items and events, this only covers elements from the Global Test Ride demo, available here. The first Global Test Ride is over, but there is another one on November the 15-16th, depending on your timezone. The full version of Kirby Air Riders is out on the 20th.

While it allowed playing Air Ride, the namesake mode, in an offline capacity, the demo focuses on City Trial, the mode everyone remembers from the original KAR. The game comes with a bunch of tutorials, and they can be played even outside of the demo period. They explain the basics adequately, so other than a bit of a recap I’ll content myself with explaining City Trial in more detail.

If you’d like to see what it was like during play, I recorded some of my adventures playing the demo and uploaded it to Youtube, here (1 hour, 22 minutes):

How it works

  • You and up to 15 other people are thrown onto a big sandbox map, a city on Kirby’s home planet of Pop Star called Skyah. In the demo, in practice, you’ll be playing with 15 others; I never had a match with fewer than that.
  • You all start out riding Compact Stars, which are maneuverable and can glide a bit, but are really fragile and have little else to recommend them.
  • Rapidly move the control stick from one side to the other to do a “Quick Spin.” This is an essential move! While you can damage other machines just by driving into them at a sufficent speed, Quick Spins make it easier to do damage, and you even get a brief period of invulnerability at the start of a spin.
  • You have five minutes to pick up “patches,” single-color icons that increase your stats a bit in one of a number of categories. Get as many as you can!
  • There are different colors of boxes that appear. Blue boxes are the most important, as they contain both patches and food items that can repair damage. Red boxes contain Copy Essences that give you different attacks; Green boxes have other kinds of items. Only the patches are permanent. Break boxes by either boosting into them repeatedly or using the “quick spin” move.
  • You can also change vehicles. Ride up to an empty vehicle and hold down the Y button (sometimes called “Special” in the game) to switch to it. You take all of your patches with you when you do this!
  • While you can get off your vehicle by holding Y for a while, there is little reason to do so. You can’t even pick up power-ups while unmounted.
  • You can attack other players. So, too, can they attack you, and as mentioned at the start 16-player City Trial can be incredibly vicious. Stay on your guard. Players who are attacked usually lose a patch or two. If your vehicle gets destroyed, you’ll lose a bunch of patches, although not as many as in the original KAR, where you usually lost half of your patches. By the way, when I say you’ve “died,” I really mean your vehicle got destroyed. Your character cannot be harmed.
  • The city is pretty big, and has several hidden areas. Generally, the more out-of-the-way areas are safer, and have more powerups to collect.
  • Throughout the time period, different random events can occur. Some good, some bad, and some are just weird. If the event has some special location, an arrow will often appear around you pointing which direction it’s in.
  • One kind of event is the competition event, and it’s like a minigame. You’re told a “quick race” or a “dustup derby” is about to begin, with a start location somewhere in the city. It’s up to you if you want to participate, but if you do you’ll get at least eight random patches for participating, a few more if you arrive early, and you’ll get some more if you place well. Even if your vehicle gets destroyed in the event, it isn’t permanent. If you choose not to participate you can continue to explore the city, and without the participants attacking you might come out ahead. It’s your choice.
  • The purpose of all of this comes after time runs out. You’ll be given a selection of one of four “stadiums” to participate in using the machine and all the patches you’ve collected. The stadiums are all very different from each other: there are races of several types, battles, combat against enemies, button-pressing competitions, jumping contests, and even boss fights. At least one will be recommended to you based upon which machine you’re riding. Think carefully: some machines are unsuited to some stadiums. If your machine is really unsuited (a wheeled vehicle in an aerial stadium), the game will even stop you and ask if you’re sure, but it’ll let you do if anyway if you tell it yes.
  • This bit is important. Each stadium is its own game: you’re playing to win your stadium, not the City Trial session. Due to this a large game of City Trial can have up to four first-place finishers. If a lot of players (more than eight) pick a stadium, it’ll be split off into two separate competitions with their own winners. If you’re the only person to pick a given stadium, you win it automatically.

The finer points

Machine choice
You start out with the Compact Star, which is extremely fragile. I don’t know if this is still true, but in KAR it was found to have zero defense, meaning Defense patches had no effect on it!

You’ll want to switch to another machine, scattered around the city, as soon as possible, before some of the players will pick up the stronger machines. Shadow Star is prone to being taken out in one hit, with the main compensation that the rider can do the same to other vehicles. Also, Wing Star has always been notoriously killable, and Paper Star is even more frail. All of the flight-focused machines are made of paper, figuratively or literally.

The sturdiest machines are Rex Wheelie, Bulk Star, Wagon Star, Battle Chariot and Tank. Especially Wagon Star, whose health bar can extend up and off the screen.

You can choose your character too, and that can have a substantial effect on your longevity. Throughout all the vehicles and characters there’s a general theme of lighter: easier to get killed and fly, and heavier: does more damage and sticks more to the ground.

Evasive maneuvers
Driving in a straight line is pretty dangerous. In fact with people riding Battle Chariots and Tanks roaming around almost anything you do can be lethal to your machine, but driving in a straight line out in the open pretty much paints a big bullseye on your back. The more fragile your machine, the more important it is to avoid open spaces and driving in obvious straight lines.

Try not to brake for too long, or drive into walls. This might seem obvious, but there are players that look for people driving into barriers.

Awareness
Despite all these things, you’re gonna die sometimes. Somethings that could help: look for icons at the bottom of the screen indicating pursuers. And be aware of a red border along a side of the screen: that means there’s a big danger nearby, like a bomb explosion or a Gordo.

Machine advice
If you decide to go with a flying machine, all I can suggest is being very careful. Most of them can’t take more than one or two hits. If you go with one, you’ll want to spend most of your time in the air, where it’s much easier to survive, and get your stats from the tops of buildings and flying through rings

The most important stat, as with the original, is Top Speed. Not only is it generally useful in most stadiums, but the faster you move, the quicker you can get to patches, and the faster you can grow your machine.

Unlike in Kirby Air Ride however, depending on your choice of character you might have low acceleration, a.k.a. Boost. And all drivers that have high Top Speed have low Boost, and vice versa. If you’re playing a high Top Speed character, Boost may be a higher priority for you. At least one machine, the Bulk Star, can’t move at all unless you charge it up, so the Charge patches will be more important to you.

Places
– Underground mall
No place is completely safe, but the underground areas tend to have a better ratio of reward to risk. The mall is tight corridors and little room to avoid conflict, but also more boxes than other places.
– Crystal Caverns
The crystals here can be destroyed, and contain patches. They tend to get cleared out early in each match, but it’s pretty common for one or two to be missed if you find yourself here anyway.
– Shipwreck
The lift pad in inside puts you on deck, where you can use the cannons to immediately become airborne
– Plaza
This central location has ramps for getting into the air
– Rails
Like the original, there’s a system of rails that goes around the outside perimeter of the city. KAR enthusiasts tend to call these “rail jail,” since getting on them tends to mean you’re stuck for a few oh-so-important seconds. Now the rails sometimes have a patch on them, and you can escape a rail by holding to the side for a second or two. Be careful now to fall off on the wrong side though.
– The Volcano
During the Portal event you can sometimes find a lunar landscape, which is actually beneath the Volcano! The lift pad inside it sends you way up high in the air. Is there another way into the Volcano? I’m not telling! Because, honestly, I don’t know. Sakurai says there is, but that could just be via the portals.

Events
– Meteors & Gordos
Both involve huge round dangerous things falling from the sky. You don’t have much vertical range of vision, so it’s difficult to avoid them while you’re out on the surface. It might be a good idea to hide underground during these events.
– Bosses (Dynablade, Grand Wheelie, Kracko)
Fighting the bosses is dangerous, but can be a good source of patches. As with any event that attracts lots of players to one spot, you might actually get more benefit from attacking the distracted players than the boss.
– Lots of Boxes
They all appear in one location. Again, attacking the gathered players feeding at the trough works well here.
– Portals
The game hurries you into them, but they just lead to other places in the city. As explained before though, one of them leads to the lunar chamber beneath the Volcano.
– Competition events
It’s usually a good idea to participate in the competition events even if you don’t have a good vehicle or character for it. There are two kinds: Races and “Dustup Derby” bouts that are kind of like vehicular deathmatch. Even if you lose, your state is restored afterward, and you get at least eight random patches, risk-free, just for participating.
– Secret rooms
There’s a few secret rooms in the city that are usually locked off, and only open for this event. When they open, each has several of the same powerup in it. Sometimes they’re patches, but sometimes they’re just attack items. Unlike KAR, there’s more than one secret room in the city this time. The arrow around you points to the nearest one that still has powerups in it.
– UFO
One of the few upsides of aerial machines is being able to get up on the flying saucer when it occasionally visits. There’s a lot of patches up there, often including an All patch, which increases all your stats by one point.
– Rare boxes, and Rare boxes with fakes
Rare boxes have lots of patches and few downsides. Rare boxes with fakes, though, are infuriating; opening the wrong box will inflict a lot of damage on you, and has a good chance of destroying your machine outright. If it follows a similar philosophy as KAR then there’s some way to tell them apart, but in the hectic atmosphere of the demo period I didn’t have a chance to figure out what it was.
– Treasure chests
Search the city for a key, then take it to a treasure chest for a prize. The arrow around your vehicle points the way, although the two times I spotted this rare event I wasn’t able to get anywhere near one of the keys.
– Tiny players! Gigantic items! All the boxes contain the same items! All machines fly more easily!
Some of the events are just strange happenings. At least the worst events from KAR, dense fog, fake items and bouncing items, don’t seem to occur here, or they don’t in the demo.

Priorities
– In the original, Top Speed was the undisputed king of powerups. Higher Top Speed means you can explore and find more patches faster, and most of the stadiums prioritize speed. Two things challenge Top Speed’s domimance. Bigger characters and vehicles tend to already have a good speed, but are slow to reach it; for them, Boost (acceleration) might be a greater priority. Second designer Masahiro Sakurai said in KARs’s first Nintendo Direct stated that Top Speed actually reduces your Defense a bit, which as far as I’m aware is new. Now Top Speed, while still very important, is a bit more of a tradeoff. Rider/vehicle combos with lower acceleration will want to get more Boost (which should properly be called Acceleration). Weight increases speed a little and makes you a bit more durable. Flight patches on a wheeled vehicle are practically worthless, and Flight lowers durability a bit too. Look out for the gray patches though, those are powerdowns.
– The best Copy Abilities are Needle and Sword. Both are excellent for attacking bosses. Plasma is also pretty good, and easier to use than in KAR.
– There are also special weapons and powerups. One of them, the Firecracker, has gotten a severe downgrade since KAR, it’s only got ten automatic shots now instead of the original’s 25 and so is useless if there isn’t a target in sight right away. That’s a common issuen with the powerups, but it’s especially bad with the Firecrackers.

Stadiums
Oval Course: A race around a simple course. In KAR, all of the Air Ride courses got used as stadiums, but there’s been no hint that this will happen in the new City Trial.

Drag Race: A quick trip down a straight course. While races are a bit more competitive in KARs than they were in KAR because of the new trail-of-stars catchup drafting mechanic, this still usually comes down to whoever has the best speed stat.

Beam Gauntlet: The event doesn’t mention the fact that this is a race, but through a treacherous obstacle course. If your machine gets destroyed along the way, you end up in last place.

Gourmet Race: While called a “race,” the players are actually trying to collect as many food points as they can. The winner, I think, is usually the one who knows how to get extra food on top of the buildings, instead of grubbing the ground grub with the other players stuck down there.

Target Flight: A good event for upsets, if your vehicle has enough airtime to make it to the target board you might earn up to 100 points. This event gives you two tries to get the best total score.

Skydive: Also prone to upsets, this is my favorite of the new stadiums. Use the boost button to plummet down through the target rings, and find the highest-value landing place you can. You get a time bonus for finishing quickly, so even if you somehow end up here with a non-flying vehicle, you can get a good basic score by just plummeting down as fast as you can.

High Jump: Use a ramp to jump as high as you can. This one is mostly a stat check: how good is your flying power?

Air Glider: Use a ramp to jump as far as you can. While also a stat check in essence, at least in this one you have to strike a balance between forward speed and height.

Dustup Derby: a version of the “deathmatch” event from the city. If your machine gets destroyed you get another one, letting you stay in the game (but also letting the other players kill you again for another point).

Kirby Melee: the players are put in an arena with a cloud of basic enemies, many with copy abilities, and compete to defeat as many as they can. I found the Needle copy power to be very helpful here, if you can snatch up an enemy that has it.

Vs. Boss: A co-op event where all the players work together to defeat a bit enemy. The only boss in the demo is Robo Dedede. If you don’t work hard at attacking it you won’t win, although the players get ranked either win or lose. Quick Spins won’t cut it: you’ll need to use the powerups that appear in the arena to have even a slight chance.

There was also stadium where you tried to change more buttons to your color than the other players, and another battle event where there are powerups that make you huge and extra powerful. I’m pretty sure there will be more events in the full game than featured in the demo.

References:
Kirby Air Riders Direct #1 and Kirby Air Riders Direct #2

C64 Demo: NINE by Iftkryo

The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.

On Youtube, some Commodore 64 observers have been in a bit of a tizzy examining a new demo by Iftkryo, called NINE (3m).

If you don’t know anything about the computer, it might not seem too interesting. A block-graphics wizard lifts his hat and out comes nine large digits in different colors that then float around the screen.

The more you know about the Commodore 64, though, the more interesting it is. The machine’s graphics chip, the VIC II, is can only display eight hardware sprites at once. Then the sprites cluster together on the same scanline, meaning ordinary multiplexing can’t be happening. Then they drift up into the upper boarder. It demonstrates complete mastery of the hardware, doing a lot of things that simply shouldn’t be possible.

Iftkryo has produced a video giving away his secrets, closely explaining how the demo does its magic (22m):

It’s a good exploration of a number of weird C64 graphics tricks: sprite multiplexing of course, opening up the side and top boarders, and making productive use of mysterious graphics that appear off the top of the screen if the boarder is gone. While little code is shown, it’s definitely on the more technical end of things we present here. I’d give it a four out of five on Drebnar’s Geekiness Scale. But if you like learning about obscure tech details of a forty-year-old computer? And who doesn’t? There it is!

Demoscene: La Linea

The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.

Demos aren’t necessarily out to wow you by pushing a computer’s hardware to its absolute limits. Sometimes one will just present something that was obviously (to people who understand the platform) challenging to do, but is fun for its own sake.

La Linea is a series of short films made for television created by Italian animator Osvaldo Cavandoli. They may be familiar to 80s kids who watched a show called The Great Space Coaster, as they were in regular rotation as segments on that show. They feature an expressive and excitable character, known as “Mr. Linea,” who speaks gibberish and has a variety of adventures, despite the fact that he and his world are represented (with some cheating) as contortions of a single horizontal line. The character often speaks to the off-screen animator, asking for various items, devices and, occasionally, other characters to interact with. Every cartoon ends with the main character falling off or through the line in some way. Some of them are collected on Youtube. Here is an example (2 1/2 minutes):

In 2002, the demogroup Breeze made a tribute to Cavandoli’s work in the form of a full-length La Linea cartoon running on a Commodore 64. It doesn’t have the distinctive music or the gibberish, and there’s no photorealistic hand that reaches in to draw parts of the scene, but the style is otherwise faithful to the original. It is a remake of La Linea #10. Please, enjoy (3 1/2 minutes)!

Demoscene: Batman Rises

The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.

Found from Z303’s aptly named Tumblr The Demo Scene, Batman Rises was created by the aptly-named Batman Group, who might be just a little too obsessed with Warner Bros’ multimedia megaproperty. This demo was created for the Amiga 500 with 1 MB of RAM in 2022. That people are still making demos for the classic Amiga platform today is pretty awesome, whether they focus on Batman, Spider-man or some other be-spandexed corporate-owned trademarked character.

Here is video of the demo in action (8 1/2 minutes):

They also made a blog post describing the narrative of the demo. You may find it interesting. It still seems pretty fluffy to me (I mean it has a scene of zooming down a technological tunnel for no reason I could discern), but I’ll admit it’s pretty awesome to see something like this running on 36-year-old hardware! If you have interest in obtaining the demo yourself, to run in physical hardware or an emulator, both it and instructions for running are here.

Satellablog: New Dumps!

Satellablog is a blog dedicated to preserving content from one of the least-documented portions of Nintendo video game history, that short period in their life where they distributed software via satellite broadcast, over the St. GIGA service.

Bounty Sword, Satellaview version
(Images from Satellablog)

Most of this stuff only exists, maybe, in company archives deep in the halls of Nintendo, and the data from the last broadcasts saved on aging flash memory cartridges held by subscribers. It is believed that all of the dumps that have been made available have come from those cartridges, and Satellaview is dedicated to finding them and making them available.

Elfaria II demo

There are a number of interesting finds in this batch, including lost Dezaemon shooters, a cut-down version of Super Famicom RTS Bounty Sword, a non-playable demo of Elfaria II. But the most surprising thing in the collection is a number of dumps of a Satellaview version of Nintendo’s website circa 1999, one of the last things they made available over Satellaview! I had no idea that the service survived that long!

Satellablog: The biggest batch so far (Part 1)

Aqua Ippan: Metal Slug Homage

Indie Retro News reported recently on this cool run-and-gun game made by Division ĺ…­ the style of Metal Slug. Here’s a promotional video. Note that some of the sound effects are taken directly from Metal Slug, but are intended as placeholders. The final version should have no outside assets.

Aqua Ippan demo (itch.io, $0) – Official Site

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!

The Best Games of Next Fest 2023 Part 1

The first of several videos looking at my favorite game demos from next fest 2023.

0:00 Intro
00:25 Meat Grinder
1:45 Yet Another Zombie Survivors
3:05 Radio the Universe
4:53 Protodroid Delta
6:12 Creeping Deck Pharoah’s Curse
7:39 Dungeons of Aether
9:16 Valfaris Mecha Therion
11:25 Sushi For Robots
12:48 Ninja or Die
14:56 Grim Guardians
16:55 Nocturnal
18:45 Elypse
20:22 The Last Case of Benedict Fox
22:34 Planet of Lana

Xmas Lemmings 1991

It’s the holidays and we’re trying to make low effort posts for now, so let’s just watch a playthrough of the first Christmas Lemmings disk, released in 1991.

Psygnosis released several of these as free pass-around demos. This one is of the MS-DOS version, and is only about 19 minutes in total. Enjoy the festive yuletide peril!

Games of Gamescom Spotlight Stream Night 1

For each night of Gamescom, I streamed my entire plays of demos and these video parts are the collections of them.