Gaming Hell: For The Frog The Bell Tolls

It’s awesome when a tile-based game uses huge letters like this.

Gaming Hell is great! It’s an obscure game investigation site with some serious Oldweb power. They recently had a look at the Japanese-only Game Boy title For The Frog The Bell Tolls, known in its home territory as Kaeru No Tame Ni Kane Wa Naru, the game whose engine went on to serve as the basis for Link’s Awakening. (EDIT: As the article points out and I skipped over, and discovered after I wrote the preceding, while Kaeru no Tame Ni Kane Wa Naru has a number of aesthetic and gameplay similarities to Link’s Awakening, under the hood people note that the engine does not seem to be similar!)

There is a whole world of Nintendo games that never made it out of their home country on release, and the company only acknowledges exist in other territories with reluctance. Games like Captain Rainbow, Doshin the Giant, and Nazo No Murasame Jo. Once in while one might get a Virtual Console release, or a mention in a Smash Bros. or Nintendo Land, but other that it seems like strict radio silence.

Ant Cooke of Gaming Hell speculates on why this game didn’t make it to the US, that it has to do with some difficult to localize content. There may be something to this, but if I might offer? Kaeru No Tame Ni Kane Wa Naru also only got one rerelease in Japan. Maybe Nintendo saw its not featuring one of their large stable of marketable characters as a weak point? Likely it’s a combination of many factors that edged the game over into possibly-unprofitable territory on some obscure spreadsheet, somewhere.

(Source) We in the US never get cool box art like this.

One could spend hours speculating on why Nintendo does or doesn’t do a thing. Ultimately they are a huge company, not a monolith but composed of hundreds of people, and many people could doom a project if they chose. It is a shame in For The Frog The Bell Toll’s case. It’s not just their loss, but all of ours.

U Can Beat Video Games: The Legend of Zelda: A Link to the Past

U Can Beat Video Games (their YouTube channel) has only been around for a bit over a year, but they’ve already covered a lot of challenging games. It serves as a complete video playthrough, often revealing all the game’s secrets, and has remarkably restrained and helpful audio commentary by YouTube standards.

UCBVG videos cover the entire game, and can be long. The most recent, the covering A Link to the Past with a second part, is nearly two hours but it uses YouTube’s timeline annotations to mark any potential trouble spots you may have. Even if you’ve mastered the games he covers, I find it relaxing to watch anyway to refresh my memory on these decades-old amusements.

To date, UCBVG has covered 70 titles across the NES, SNES, Game Boy, and Mega Drive/Genesis. Some highlights include their videos on the original Teenage Mutant Ninja Turtles for NES (the first game on the channel), Mega Man I, II, and III, The Legend of Zelda, its second quest, and it’s sequel, Ghosts ‘n Goblins, Legacy of the Wizard (a.k.a. Dragon Slayer IV), Castlevania and Simon’s Quest, Blaster Master, Punch-Out!!, Ninja Gaiden and its first sequel, Clash at Demonhead, Metal Gear, Crystalis, Wizards & Warriors and its sequel Ironsword, Dragon Warrior and Final Fantasy (in two parts), Actraiser, The Guardian Legend, Kirby’s Dream Land (including Extra Mode!), the weird and unique The Magic of Scheherazade, Sonic the Hedgehog, and even the notorious Battletoads, among many other games.

They update weekly, so why not take a look!

Video: Jeremy Parish’s Video Works

I figured I’d post all three of the major platform compilation projects I’ve been following. The second is Jeremy Parish’s Video Works, which is a collection of a number of mostly-ongoing subprojects: NES Works (1985, 1986, 1987, 1988, “Gaiden”), Game Boy Works (1989, 1990, Color 1998, Advance 2001, and Gaiden), SEGAiden, SNES Works (1991, Extra and Gaiden), and Virtual Boy Works (which is complete). The first link up there has everything; the others are in various states of completion.

What I appreciate most about Jeremy’s many series is how they’re informative without being dry (he knows his stuff!), interesting without being pedantic, and lively and entertaining without being obnoxious, obnoxiousness being a sin that I charge against many many gaming YouTube channels. If your videos whisk cut-out elements around the screen, their passage marked by swooping sound effects, then you are not going to get a link from me if I can in any way help it, so states the doom of rodneylives, and of Set Side B too if I have something to say.

Link Roundup, 4/19/2022

Sega looks to revive Crazy Taxi and Jet Set Radio properties

On using a serial port SD card reader on a Sega Dreamcast

How a Sonic fanfic writer ended up leading Sonic Frontiers

A roguelite that looks like an 80s Saturday Morning cartoon

Game Boy, Game Boy Color and Game Boy Advance games could be coming to Switch Online

Old Super Mario Bros. anime restored in hi-def quality and available to stream or download

The anime appears to have the “sucked into gameworld” premise used in Captain N: The Game Master and Bug tte Honey
Cameo by special guest star Gamera!

Game Boy Camera Virtual Art Gallery

From Cat Graffam on Twitter, the Game Boy Camera Art Gallery is a Game Boy rom image, in the form of an RPG-style walkaround, showing off photos taken with Nintendo’s crazy and awesome little heavily-dithered, 4-color foray into 90s digital photography. It can be viewed in-browser or as a downloadable rom, or you can purchase a cartridge with it for use on your own Game Boy or Game Boy-compatible hardware! Here are a few works from the compilation:

The Hidden Structure of the Overworld of Link’s Awakening

pmorinerie (on Mastodon @pmorinerie@mastodon.xyz) has been working on a full disassembly of the fourth Legend of Zelda game, Link’s Awakening on the Game Boy, and has a series of articles they’ve written about interesting technical aspects they’ve found.

One of their discoveries is of a hidden structure to the overworld of that game. Their discussion of this is fascinating, and should be referred to if you have an interest in such things. I will give a broad summary here.

The Game Boy was not given much VRAM for storing graphics. To avoid bus conflicts, the CPU that runs the system only has access to VRAM, to store new background tile information, either during VBLANK, a specific time each frame when the PPU circuitry isn’t accessing memory, or by blanking the screen entirely, which is only really feasible during major transitions, like through a door or into a hole. So, the system is limited in how quickly it can store new tiles during play.

Link’s Awakening stores two kinds of tiles in its VRAM. Most of them are from a set that’s used throughout the overworld, but a small number are overwritten, used for different purposes as Link explores the landscape. The overworld is separated into 2×2 blocks, and each can have its own set of these customized tiles.

There is a problem with this setup, however. When Link changes screens, like in the original Legend of Zelda and A Link to the Past, the screen transition scrolls smoothly between the areas. During the scroll, briefly, it’s possible for elements from two different screens to be displayed at once. How does the program handle situations where the custom tiles have two different definitions between screens?

The answer is that the overworld is cleverly designed so that there aren’t adjacent screens with walkable passages between them that use different sets of custom tiles. There are screens in the game that only use tiles from the main overworld set, and all of the places with passages between the screens with custom tiles have one of them, as a kind of memory airlock, to prevent glitches during transitions. It’s pretty clever.

If this is interesting to you, I encourage you to read the whole article, especially for the exceptional cases where the system breaks down and they had to find other ways to keep the screen from glitching.