Displaced Gamers‘ Behind the Code series doesn’t get new videos often, but they’re always great. This one is more technical than usual, but I don’t think it’s really all that technical. It’s about how the NES processes and renders its sprites, particularly explains why there’s a eight sprite per scanline limit, and even reveals a couple of games that use that limit to produce special effects!
The gist: while each scanline is being prepared for display, the NES’ PPU looks through the entries for the machine’s 64 hardware sprites in order, finds the first eight that will display on the current line, and copies their attribute data to a small area of internal RAM. There is only space there for eight sprites, so, the NES cannot display more than eight sprites in a single scan line. Any later sprites in the primary attribute data won’t have room to be copied, and so the PPU won’t be able to display them.
One thing it notably doesn’t cover, however, is how games implement priority shuffling to cause sprites to flicker instead of not display at all. The video suggests that that might be coming in a future video….
Dr. Sparkle’s epic, Sisyphean journey through the entire library of the Nintendo Famicom/NES, Chrontendo is back! This episode has the subtitle, “The games will get worse until morale improves,” and is it ever fitting. Here it is, more about it beneath:
This episode presents ten games from June of 1990, well into the glut of NES games when many companies with no business being in the games business dipped in their toes, much as they did at the end of the Atari 2600’s reign. Even though Nintendo was supposedly guiding the library with their benevolent white-gloved hand, those of us who were alive then and lived through it know better.
The games:
Bandit Kings of Ancient China (a.k.a.. Suikoden): Dr. S has some fun with the opening of this one, where he confuses it with a different, much later, much prettier game called Suikoden. This one is another of Koei’s many historical sim strategy games, ports of computer games. These games aren’t actually bad, but they are definitely an acquired taste, and they’ll destroy you if you aren’t prepared. I wonder how these games look internally? There doesn’t exactly seem to be a huge Koei historical strategy sim romhacking scene. Internally I imagine them being a giant maze of 8-bit math routines and text tables. If NES-era JRPGs are anything to go by, lots of menu-based games like this are riddled with subtle bugs. Someone should look into that. Someone other than me.
Kickle Cubicle: Also not that bad a game, a fairly charming port of an arcade puzzle game. Someone should have told Irem that no one was making good NES games around this time, because this is a highlight of the episode. Sadly it’s not to Dr. Sparkle’s tastes, but he admits it’s not really that bad. (Apparently he got beat up by Koke the Eyepatch-Wearing Chicken.)
Moero!! Judo Warriors: A judo sim from Jaleco’s “Moero” series (which doesn’t contain Moero Twinbee as one might think or hope). Many of the Moero sports games got localized to the US under different names (the baseball one became Bases Loaded). It’s largely a redo of an earlier Jaleco judo simulation.
Jeopardy! 25th Anniversary Edition: Agh, another of the avalanche of Rare-developed game show adaptions from the NES era. At least Jeopardy still exists today so you roughly know what’s going on, as opposed to the hates of Double Dare or Remote Control. No great shakes, no, but at least look at the spinning words “Anniversary Edition” on the title screen. Rare would often put that bit of unnecessary polish into their work. Despite their efforts though, this is not a game that plays well with a gamepad.
Heavy Shreddin’: A snowboarding game from Imagineering, it’s pretty basic.
Cabal: an adaption of an arcade game, programmed by Rare. (But remember, there is no cabal!) You might call it an Operation Wolf-like, but with destructible terrain. On the NES it’s not a lightgun game, even though it looks like it wishes it were one.
Silk Worm: Another arcade port, on the NES is lacklustre side-scrolling shooter where you can play as a helicopter or a jeep. Keep in mind, as you watch the footage of this, that Super Mario Bros. 3 came out the year before in Japan.
Arkista’s Ring: the cover seems to promise at last the Zelda where you play as Zelda, but no, it’s not an exploration game at all. Not really bad, but not a system highlight. As Dr. Sparkle says, the game pulls a Ghosts ‘n Goblins on you, making you compete all the levels four times at higher difficulties. Hm.
Rad Racer II: Pretty much a track update of the original Nasir-developed Rad Racer, and Square’s last non-RPG game for a long time, as well as their last Famicom game. Rad Racer was a modest hit when Nintendo published it for the NES, so Square probably sought to capitalize on that with this US-only release.
Rocket Ranger: A port of the Cinemaware computer game. Cinemaware’s gimmick was making games that mimicked the experience of movies, and this one’s no different. In actual play it’s just a minigame collection within a simple strategy framework.
And as an extra, Dr. Sparkle presents his 1990 arcade round-up. Games covered are Sega’s Alien Storm, Moonwalker, GP Rider and Columns, Atari’s Batman, Race Drivin’ and Pit Fighter, Capcom’s Mercs, 1941 Counter Attack and Super Buster Bros., Konami’s Aliens and Parodius Da!, Namco’s Final Lap 2, Irem’s Air Duel, Williams’ Smash T.V., SNK’s Beast Busters, and-oh wow!-Seibu Kaihatsu’s Raiden!
It’s been a long time… before Hardcore Gaming 101, before Kotaku or the Angry Video Game Nerd, before 1UP, Joystiq and a bunch of other sites still living and defunct, there was |tsr’s NES Archive. While it only lived for four years, hasn’t updated in 23 years, and all of the images are broken now (a huge shame for some of the features), it’s still online, still ready to give you their humorous take on old video games. Long may it continue beaming out its snarky message. Consider that the time between when the NES was released, 1985, and |tsr’s archive shut down, 2000, was only 15 years. And that time isn’t getting any longer, while the time since it shutdown is. I’ve said it a lot here lately, but: time is cruel.
A few notable features there:
An interview with Ed Logg, identified as the developer of NES Tengen Tetris but also one of the great designers of Atari, programmer of Asteroids and Gauntlet.
A list of old gaming sites, useful mostly as a base for finding things on the Wayback Machine. It’s interesting to note where some sites redirect to. Domain guardianship of some old domains were handled by Classic Gaming (classicgaming.com), but because IGN didn’t care enough to keep it viable those sites just redirect to the IGN main page now. Poor form. Sites that you can still reach (sometimes through intermediary sites) through their links are eBay, the Howard & Nester comic archive and the Japanese site Classic Videogame Station Odyssey.
The images, I note, are not broken so much as forbidden access. It’s possible that tsr’s web host, Atari HQ, still has them but has misconfigured the site. Atari HQ is still up, but now seems to only be an aggregator for other sites’ content. I wonder if an email to the right person might restore access to that entire swath of early web and videogaming history, or if they’re completely asleep at the switch?
Does it seem to you like there’s been a lot of Youtube videos here lately? It’s an unfortunate fact that a lot of the information and articles that once would have been in informative and quick-reading blog posts are now presented to the internet in a format that requires video editing software to create and 15+ minutes of your time to watch.
However, with Chrontendo it’s worth it. Dr. Sparkle’s epic-length tour through the entire run of the Famicom’s and NES’s libraries. Most episodes are an hour or longer, but you definitely get your time’s worth by watching them. And like U Can Beat Video Games, it’s nice just to have running in the background while you do other things.
We linked to Chrontendo #60 last June, titled “The Most Perverted Episode.” Sadly Chrontendo #61 doesn’t come with any titillation factor; it’s title is “Not really worth the wait.” It’s a series of games ranging from pretty bland to outright terrible. Covered are the months of May and June 1990, plus one game that’s a holdover from April. Within the video is footage and commentary on:
Castle Quest, which is not the same game as Castlequest in the U.S., which was a renamed localization of a game called Castle Excellent in Japan. It’s a turn-based strategy game that’s like Chess against a computer opponent, but with a random factor.
Snake’s Revenge, the disowned sequel to Metal Gear that Hideo Kojima didn’t work on, a game that some people like but Dr. Sparkle doesn’t. I’ll say it’s more polished than NES Metal Gear, at least.
Remote Control, a video version of a nearly forgotten MTV game show that couldn’t use any of the celebrity likenesses from the show.
Chip ‘n Dale: Rescue Rangers, another of the Disney Afternoon tie-in games. Dr. Sparkle admits it’s not bad, and it’s probably the best game of the episode, but is only really interesting when played co-op with two players. There’s a fairly scandalous piece of Gadget fanart here, scavenged from the aptly-named halls of DeviantArt.
Rally Bike, a port of a Taito arcade motorcycle game with much less polish than the original. I note that this game was ported by one of my un-favorite developers, Visco.
Battle Fleet, another turn-based strategy game, with a naval theme.
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!
The Youtube channel Retro Game Mechanics has done a series of three videos on glitches in Super Mario Bros. One involves using the NES game Tennis, which has a certain property of its code that allows you to load all kinds of funky levels in SMB.
They’re all interesting, but the one that floats my particular boat is the third, which turns into a deep dive in the compressed manner that Super Mario Bros. stores its levels in ROM, and uses to draw them during play in real time.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
They have fallen into obscurity in the intervening decades, but it used to be that the Ultima games were some of the biggest RPGs around, and many still have fond memories of them. The story of the rise and fall of Origin Systems, once one of the biggest game publishers, and how now they’re just another of the hundred ignored lines on EA’s balance sheet, is not our business here today, but instead that of one fan’s effort to improve one of the less faithful adaptations: the NES version of Ultima Exodus.
Ultima and Ultima II (and their predecessor Akalabeth) were popular, but Ultima III was the first megahit version of the game, that could be considered to stand up today. Ultima I was pretty small, and Ultima II had a lot of crazy elements like space travel. Ultima III has a much more cohesive game world, a more detailed quest, and generally feels a lot more like what we would consider an RPG game now. Later games would build off of it and become even more popular, especially Ultima IV with its detailed morality system, and Ultima VII with its vast game world, depth of NPC interaction, and many system and UI improvements.
Back to Ultima III. One of its best-selling versions was the Famicom version in Japan, which had a bit of a media blitz around its release. Both the Ultima and Wizardry games had something of a second life on Japanese computer systems and consoles, where they would go on to sell millions of copies more. While EA’s ownership and neglect have meant that Ultima is mostly gone and forgotten*, in Japan new Wizardry games continue to be made, hewing to that series’ original dungeon crawl aesthetic.
* This is, honestly, partly to series creator Richard Garriott’s ownership of several important characters, meaning both parties have to agree to the other’s vision for any further official Ultima game to be made. And Garriott seems to be chasing fads lately; his most recent idea for a game utilizes that bane of all game design concepts, NFTs.
So now you have a little idea of what Ultima is. The Famicom/NES version was a hit in Japan, but it differs from the computer version in many ways. This was pretty much the norm for the many Japanese-made Famicom adaptations of Western games. An article could be usefully written on all the ways Famicom ports of RPGs differ from their originals. Maybe later.
The point of this romhack is to change the NES version of Ultima III: Exodus so it more matches up with the computer versions. It uses its own patching system, so Romhacking.net’s web-based patching system won’t be of use.
So many little things have changed in this version that it’s hard to talk about! At the very least, the graphics have received a complete overhaul. The cartoony figures of the original, which were pretty silly even back then, look a lot more appropriate for a series with the stature and legacy of classic Ultima games.
NES Ultima Exodus is also notorious for a number of significant bugs, including the absence of an important clue, it being impossible to cancel a character’s turn without wasting it, poorly differentiated character classes, and the lack of some of the monsters of the computer version. These have been fixed in this version. Some other niceties have been added, including character portraits for the people you talk to, which is really going above and beyond for a game like this!
It’s pretty much become the definitive console release of this landmark of computer RPG gaming! You should check it out if you have an interest in these things.
Portopia is the biggest missing piece, to many US enthusiasts, of the history of Japanese gaming. It led to the creation of Dragon Quest, but it had a huge influence all on its own, which can be felt in a wide variety of other Famicom titles, including some that did make it to the US. Why do The Goonies II and Dr. Chaos have those weird room-based adventure sections? It’s because of Portopia, trying to mix its kind of menu-based first-person gameplay with the pre-existing side-scrolling platforming game style popularized by Super Mario Bros. It seemed random to Western players at the time, but Japanese players would have known exactly what those games were trying to do.
We’ve mentioned Jeremy Parish and his various Works projects before, and they’re always interesting and informative, a great antidote to the strident style of many popular Youtubers, and this one is especially important to anyone seeking to understand how the Japanese game industry grew and evolved in the Famicom era.
On Romhack Thursdays, we bring you interesting items from the world of game modifications.
We’re starting another weekly feature on Set Side B, where we try to regularly bring you news on new romhacks and romhack-related items. Big websites sometimes seem like they try to appease publishers, whose good graces they rely upon for news and review copies, by not mentioning hacks too prominently, at least if they’re of console games. Whether this happens, or if it merely seems like it may happen, we don’t ask big publishers for review copies so we don’t have to avoid talking about them, and are free to tell you about the most interesting of these game edits that we can find.
To start us out though, something you’ll find you’ll need if you make heavy use of hacks, are good rom patchers. To shield themselves from legal liability, hack authors usually distribute their modifications through the use of patches, which are in essence lists of modifications that can be applied in an automated way to a source rom file, which you’ll have to source by some other means.
Two good such utilities are Floating IPS, which can apply IPS patches, and (the sadly departed) Near’s beat, which can apply BPS patch files. IPS is the most commonly-used utility, and functions mostly as a kind of binary diff, but it’s limited to source files of a maximum size of 16 megabytes, and doesn’t offer any error detection features, so if the file you’re patching isn’t exactly what the patch expects (which happens frequently, as bad dumps or headerless roms often turn up), not only will you end up with a corrupted file, but you won’t even have any indication something has gone wrong-in most cases, you’ll still be told the file patched successfully. BPS is a more intelligently-designed system, and has some error detection built-in.
A new utility that can be of use is “Advanced NES Rom Utility,” a program that can not only apply both IPS and BPS patches but several other types as well, and can also fix many common problems with NES dumps in particular, including fixing checksums and metadata. But patches are usually source platform agnostic, so you might get some use out of it even if NES romhacks are not interesting to you.
Nicole Express regularly has great long-form posts, and this one goes into some detail about Famicom and NES mappers and how they were used to extend the capabilities of the system.
Here at Set Side B our purview is “Indie, Retro, Niche,” and we consider romhacks, of the niche, to be among the the nicheist. (Nietzsche-est?) But there are lots of romhacks, with more every day, and most just aren’t that newsworthy.
The linked hack, for Data East’s Famicom McDonalds tie-in game Donald Land, is an attempt by Garrett Gilchrist and Brooklyn Williams to simulate what a Raggedy Ann game from the NES era would have been like, using graphics and characters from different iterations. Here’s a scene with The Greedy, from the feature cartoon, that once inspired many a nightmare:
Pretty cool, and rather more ambitious than your standard pedestrian graphics swap!
It’s been known for a while that three classic-era Atari arcade games were produced by HAL for the Famicom and NES: Defender II a.k.a. Stargate, Millipede, and Joust. Nicole Express recently did her typically excellent job discussing them and what makes them interesting. Such as, among other things: they use music that was later reused in NES Punch-Out!!, they are subtly different between their Famicom and NES versions, Satoru Iwata may have personally worked on them, and they were developed as part of Nintendo’s pitch to Atari to have them distribute the NES in the United States.
Something that one might overlook reading the article, however, is the news that this isn’t the only version of Millipede made for the Famicom hardware. As an in-house project at Atari Games/Tengen, Ed Logg himself implemented Millipede for it, before they discovered that the publishing rights in the US resided with the other Atari, the one that got bought by Jack Tramiel.
The source was recently found on a backup tape from Atari, and hand-assembled. The resulting rom file can be downloaded from the AtariAge thread on it. It has no sound, because that hasn’t been implemented yet, the colorful alternate palettes of the arcade version are missing, there are some bugs (I mean program bugs, not enemies), and the DDT Bomb objects hadn’t been put in yet, but a lot of the game is still there. There are even multiplayer modes, supporting up to four players playing alternating or simultaneously! It’s especially interesting since Ed Logg assisted Centipede’s creator Dona Bailey in creating the original game.