Youtuber Reviews Every Namco Museum Collection

Namco, now the merged entity Bandai-Namco for some reason I can’t fathom but oh well, has certainly gone back to the arcade collection well a lot of times. Many of their games are genuine pop cultural phenomena, either/both in their native Japan and in other countries. It was US sales that propelled Pac-Man into being perhaps the most enduring legacy of the golden era of arcade games.

It was for the original Playstation that Namco first started rereleasing home compilations of their classic-era arcade hits, in the six well-known and respected Namco Museum titles. But then their rereleases became rerereleases, and then, rerererereleases. So many collections, so many trips around the block, so many recreations, so so many. Going by the series’ Wikipedia page, the most recent entries have been for modern home consoles, the Evercade handheld retro console, and even a standalone unit.

I would despair of ever understanding all the Namco Museum releases, but for the tireless efforts of Mythic Resonance on Youtube. He has constructed an epic two hour review of every Namco Museum version, called The Namco Museum Museum! It took him over 2½ years to make! And as of this writing it only has 1.9K views, which I view as a darn shame, even if it is, right now, only nine hours old.

I don’t know how many of you have the stamina to watch all of an epic overview of these dozens of game collections, but some of you have got to be up for it, I’m sure. Good luck on retaining your sanity while weathering this massive onslaught of game information!

Nerdly Pleasures Breaks Down The History of Wizardry

NOTE: WordPress has malfunctioned and isn’t allowing me to use the Visual Editor right now, so I’m writing this with the code editor. I don’t have much experience with this, and I don’t know how to add images using it other than a featured image (which might not even show on the web). It’s a good thing I can write HTML code.

Wizardry was the first popular (actually, mega-popular) CRPG, though as with many CRPGs from the time it’s much forgotten about now, even if its legacy is truly gigantic. It is indeed fortunate that Digital Eclipse has released that modern remake of Wizardry I, Proving Grounds of the Mad Overlord, which is a lot more than you can say about Ultima, Phantasy, Might & Magic or a bunch of other games.

Nerdly Pleasures has posted a detailed history of the original games and their microcomputer ports, breaking down versions, features and bugs. It reminds of a number of interesting things, like that the original Apple II Wizardry would write to the Scenario Disk if you defeated a certain encounter, and thus make it permanently impossible to encounter it again on later playthroughs. Or that character growth was badly broken in the original PC version, with stats going down when they should have gone up. Or that the Commodore 64 version came out so late that it not only includes support for the C128’s extra memory, but even Commodore’s bankswitching RAM expansion modules.

I have come to realize that I much prefer the gameplay in these early CRPGs to those of more recent takes like Skyrim. The simulationist depth of those founding games has largely been replaced with gamish fluff, and in place of the imagination that the first CRPGs asked players to bring to the experience, everything has been made literal, explicitly rendered on your screen just as you’re supposed to perceive it. I know this comes across as nostalgia talking, but I don’t think it necessarily is. There’s a whole approach to making RPGs that has been lost, and I think we’re all poorer for it.

The 8 Bit Guy’s Histories of Commodore

I’m still deep in the 8-bit computing weeds right now, and I always look to connect what I’m personally researching with what I put up on Set Side B. So lucky you, what I’ve been looking at today is The 8-Bit Guy’s videos about the history of Commodore!

It’s a series of videos (yes, on Youtube) exploring the history of that company, both lauded and hated. They released one of the best-selling computers of all time in the Commodore 64, but founder Jack Tramiel wasn’t all that great a guy. Word is the C64 was priced so low because he held a grudge against Texas Instruments, a calculator company Commodore competed against, so he moved to undercut and destroy their sales of the TI-99/4A, turning it into just another computing history footnote. He also bought rising star MOS Technologies, which had a terrific things going with the ultra low-cost 6502 processor, but then basically only used the company as Commodore’s bespoke chip fab.

But say what you will about Tramiel and other strong personality company Presidents and CEOs, when they’re successful, their ups and downs make for interesting times, to read about and hear. So “hear” you go!

The series is collected into a 13 video playlist, 8 parts of the series itself averaging about 25 minutes each, plus some extras. It’s a tale that begins with one of the first (if not the first) pre-assembled mass market personal computers, and ends with the Amiga. If the dice had only rolled differently (and maybe if Tramiel hadn’t bee forced out of the company), then instead of Apple rising to become the leading computing device maker in the world, we might be using Commodore C-Phones today.

The Rise and Fall of the MSX

The MSX standard was something devised by Microsoft, a specification for a Z80-powered 8-bit microcomputer for the home market. In the style of CP/M machines, and later PC compatibles, any company could make their own MSX machine, and in Japan over 20 different companies did, along with succeeding standards like the MSX2 and MSX+. It made a bit of headway in Europe too, though not nearly as much. The US space had already been taken up by the Apple II line, the Atari 8-bit machines, and especially the Commodore 64. It causes me to wonder, if Jack Tramiel hadn’t made the C64 so inexpensive, selling for around $200 for most of its life, then the MSX could have easily come over here and become a thing.

Note that, despite the friendly play button circle, this is not an embed. Clicking on the image will take you off-site.

Information on the MSX and the wealth of games for it has become better known in the West in more recent years. Konami, especially, backed MSX machines heavily, and a number of games like Castlevania, Gradius and The Goonies had MSX versions, which often had substantial differences from their Famicom cousins.

Today’s find is a 54-minute video on the MSX’s history and legacy by re:enthused. It isn’t on Youtube this time though! This time it’s hosted on the Peertube instance fedi.video. So you won’t have to worry about ads this time. Still though, nearly an hour. There’s a lot of interesting information in there!

Peertube embedding doesn’t seem very viable in WordPress, so I’m going to scrreenshot the thumbnail and link it to the page. Here:

Possibly the First US Commercial For a Nintendo Product

Generally it’s considered that arcade Donkey Kong was the product that put Nintendo on the video game map, but Nintendo’s Game & Watch line actually predates it by a year. They licensed it to Mego, the company that made those highly collectable large-scale action figures of pop culture characters, and Micronauts.

The Video Game History Foundation found Mego’s commercial for “TOSS UP,” what they called Ball, and branded under their name for Game & Watch products, “Time Out,” and put it–guess where? Yeah it’s on Youtube again (46 seconds):

A Stay At Nintendo’s Original Headquarters

The site. Image from beforemario.

When I say original headquarters it’s really original: the building they started out of in the late 1800s as a maker of playing cards! I like to mix up the content here and include some history when I can amidst all the gaming geekery. The building has been restored and is now a fairly small and cozy hotel! The stay is recorded on the blog beforemario, with many many photographs.

Nintendo has still been a playing card company for quite a while longer than it’s been a video game company, and while there are some artifacts contributed by the founding Yamauchi family recognizing their game products, mostly it’s a pretty chill hotel, haunted no doubt by friendly and playful ghosts. And they serve food! Have a look.

An early product of Nintendo was a set of playing cards with a Napoleon theme. beforemario wrote about those too!

The Digital Antiquarian on Rogue and Successors

[EDIT: link fixed, thanks to the Grogpod Roguelike Podcast for pointing it out!]

I’ve been thinking about doing more @Play lately, but in the meantime, please read this mostly nice, lengthy article from The Digital Antiquarian on Rogue and its legacy. I say mostly because there are a few minor points I disagree with. Maybe I’ve played too much of it, but experienced players tend to view vanilla Nethack as maybe a bit too easy. There’s a ton to learn, but once you’ve internalized it all, you come to realize that most situations have counters, and it comes down to knowing what they are, and not pushing your luck too far. Ah! I’ve not said much on Nethack for years now! I should get back to doing that….

A screen of Amiga Rogue, from the linked article

The Digital Antiquarian: Going Rogue

Chris Trotter’s History of Atari

The Atari brand has been in so many hands, and been used for so many things (including, most recently, NFTs and hotels) that making sense of it all is maddening. Christ Trotter on the atomicpoet Pleroma instance made a fairly lengthy series of posts laying it all out that, to my eyes, is accurate. He may actually know more about their history than I do, although pride makes me loathe to admit it!

The whole thread is useful, but here’s the first post on it, presented as screenshot because WordPress doesn’t yet support embedding that kind of thing directly. I don’t know why it’s so blurry, that seems to be WordPress again.

Chris Trotter’s Capsule History of Atari (atomicpoet.org, a Pleroma instance)

@Play: The Angband Family Tree

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

It’s finally time. Time to reveal the maelstrom of roguelike games which has, as its center, the game of Angband.

You might be interested in our other recent columns on Angband: Re-introduction, Getting Started, and Version History.

Here is a chart of the 100-plus variants of Angband (homepage) that we know of. RogueBasin and the variants table at Tangaria were both major sources for this. You might have to right-click it and download to view it without blurring. Here’s a direct download of the PNG.

The degree to which these games have been changed from the original varies tremendously, from slightly hacks to repurposings to entire other games. In ToME, Angband was used as a base that would be completely rewritten, twice, and turned into something completely separate. Many of these games could have whole articles written about them. I’ve written at least one so far, on Zangband.

Looking through the chart, one can find two great jumping-off points from Angband’s source tree. One is PC Angband 1.3.1, largely because of being the original base of Zangband, and the other is Angband 2.8.3, which was the site of legendary maintainer Ben Harrison’s great cleanup of the code, which made it much easier to create variants than it had been.

Looking at the list, one might get the impression that this list also serves as a timeline, but that would be in error. Some variants would be updated over time, bringing in features from later in Angband’s development, and this chart doesn’t reflect that, and sometimes a game wouldn’t branch off from the newest version of the code. Please keep this in mind when looking through it.

A few interesting finds from the list:

Steamband is a complete reskinning in a kind of Jules Verne pulp steampunk style. It is what we might call a literary game, taking direct inspiration from a particular corpus of stories in the same way as Call of Cthulhu or Gygax era Dungeons & Dragons. In it, you start in a town in the center of the Earth, and try to ascend to the surface. It has some interesting ideas around the theme, but I cannot recommend it wholeheartedly because of its “race” system, which is easy to perceive as actually racist. I think its intent was to present the racial attitudes of the fiction works from which it was derived, which were really terrible, but it comes across, not to mince words, as gross these days.

There are two My Little Pony variants, based off of the “G4” version of the franchise that became meme popular for about 45 minutes of web time. Ponyband, a.k.a. My Little Angband: Dungeons Are Magic, derives from the popular 2.8.3 branch; Anquestria got its basis from the later 3.2.0.

ToME, a fairly popular variant, has the distinction of not only having a living homepage, but is also available on Steam and GoG. It has a free version, but other features are available to paying players. It’s a game that’s changed a great deal over time, starting out as Tales of Middle Earth. Now, little of its Tolkien basis remains, and its name has been retconned into “Tales of Maj’Eyal,” because you gotta have an apostrophe. Its page vaguely gives it an air of being an MMORPG, but I think it’s still a strictly single-player game. It is a game that, judging from comments, there is a great deal to get stuck into, but to my eyes it has a lost the simplicity of its origin, and it’s not an easy game to pick up. It is still under development though, and that is beyond laudatory for a game of its age and lineage.

Ironband is a challenge variant, intended to make the original game even harder. An “ironman” mode, preventing the player from going upstairs, forcing them to descend ever deeper, is part of the base game now. Ironband dates back to 2012, which may be before this mode was added, although I cannot date its inclusion conclusively right now. But whether is or not, by devoting itself to this mode of play, it is free to be completely redesigned around it. So, Ironband has streamlines the game in its service, removing races and classes, and giving the player all of their options at once. After the start of the game, there are no shops at all; everything the player gains after that point must come from the dungeon floor. Because all characters can use all things, there’s much fewer completely useless items. The “stat gain floor” phenomenon, where you have to grind on certain floors to get necessary potions to improve your attributes or risk almost certain death, has also been alleviated. Because dungeon progress is one way, it refreshes the skill points that your abilities require upon entering a new level, which is an interesting play decision: if you run out of SP, you can get them back by advancing a floor, but at the cost of increasing the game’s difficulty, possibly earlier than you’d want.

Digital Antiquarian on 3D Graphics History

That excellent blog The Digital Antiquarian has three posts so far in a history of 3D graphics, starting from the likes of Doom and Quake and so far going as far as 3DFX.

Part 1: Three Dimensions In Software (Or, Quake And Its Discontents):

Quake (All images from The Digital Antiquarian)

“By the middle years of the decade, with the limitations of working with canned video clips becoming all too plain, interactive movies were beginning to look like a severe case of the emperor’s new clothes. The games industry therefore shifted its hopeful gaze to another approach, one that would prove a much more lasting transformation in the way games were made. This 3D Revolution did have one point of similarity with the mooted and then abandoned meeting of Silicon Valley and Hollywood: it too was driven by algorithms, implemented first in software and then in hardware.

It was different, however, in that the entire industry looked to one man to lead it into its algorithmic 3D future. That man’s name was John Carmack.”

Part 2: Three Dimensions In Hardware:

Pro Graphics 1024

“Born in Salt Lake City in 1924, (Dave) Evans was a physicist by training and an electrical engineer by inclination, who found his way to the highest rungs of computing research by way of the aviation industry. By the early 1960s, he was at the University of California, Berkeley, where he did important work in the field of time-sharing, taking the first step toward the democratization of computing by making it possible for multiple people to use one of the ultra-expensive big computers of the day at the same time, each of them accessing it through a separate dumb terminal. During this same period, Evans befriended one Ivan Sutherland, who deserves perhaps more than any other person the title of Father of Computer Graphics as we know them today.”

Part 3: Software Meets Hardware:

The custom version of Quake made for Vérité

“Among these, of course, was the tardy 3Dfx. The first Voodoo cards appeared late, seemingly hopelessly so: well into the fall of 1996. Nor did they have the prestige and distribution muscle of a partner like Creative Labs behind them: the first two Voodoo boards rather came from smaller firms by the names of Diamond and Orchid. They sold for $300, putting them well up at the pricey end of the market —  and, unlike all of the competition’s cards, these required you to have another, 2D-graphics card in your computer as well. For all of these reasons, they seemed easy enough to dismiss as overpriced white elephants at first blush. But that impression lasted only until you got a look at them in action. The Voodoo cards came complete with a list of features that none of the competition could come close to matching in the aggregate: bilinear filtering, trilinear MIP-mapping, alpha blending, fog effects, accelerated light sources. If you don’t know what those terms mean, rest assured that they made games look better and play faster than anything else on the market. This was amply demonstrated by those first Voodoo boards’ pack-in title, an otherwise rather undistinguished, typical-of-its-time shooter called Hellbender. In its new incarnation, it suddenly looked stunning.”

Jeremy Parish’s Segaiden Reaches the Master System Era

I worry that he’ll never finish his many Youtube game history projects, but Jeremy Parish has hit an important milestore as Segaiden, his Sega-specific series, reaches the beginning of the Master System era! In addition to the console itself three games are covered this time, including the pack-in that’s so packed-in that it’s included on the system’s circuit board itself.

There’s no shortage of game history videos out there, but Jeremy’s work is among the best, tieing the other collection of relentlessly-complete game cataloging projects, Dr. Sparkle’s Chrontendo, Chronsega and Chronturbo. I find that neither Jeremy nor Sparkle’s projects replace the other, but instead look at their subjects from different angles. Jeremy Parish has more of a view of context, both from other games and history, while the various Chrons look directly at each game’s play.

But importantly, neither of them succumb to the many excesses of Youtube gaming culture: they aren’t hyperedited, they aren’t overloaded with sound effects and swishy graphics, neither of them feel like they’re aimed at 14-year-olds, and no video in any of their series looks like it’s trying to complete with Tiktok. Whether you think that’s a good thing or a bad thing–well, let me clarify your thinking for you. It’s a good thing. It’s a very good thing.

Segaiden #30: Master System, Snail Maze, and Hang On & Safari Hunt (Youtube, 19 minutes)

Atari Games Email Archive

Posted to Metafilter by Going to Maine, it’s definitely the kind of thing of interest to me and probably our readers. A link is a link, no matter where it came from. This site is an archive of messages made by Jed Margolin from the Atari Games corporate email server, from July 11, 1983 to when he left the company on September 15, 1992.

Particularly, read the last message from this post on the end of the U.S. arcade boom, of which this is an excerpt:

Atari Email Archive

Note: we saw the Nintendo Direct with the trailer for the (newer) Super Mario Bros. movie, but there’s not really to comment on? Maybe we’ll talk about it later, when we’ve learned more.