After yesterday’s exploration of a huge collection of antique electro-mechanical amusement machines, it seemed meet to drag out a little video I’ve been aware of for a while, a demonstration of a Piccadilly Circus-style redemption machine made by Konami, amusingly named Piccadilly Gradius (2 minutes).
There doesn’t seem to be a lot of this strange entry in the Gradius series on the internet, just a stub on a couple of wikis. Piccadilly Circus itself seems to be a Konami series, only a little older than Gradius really. Most of them seem to be simple roulette-style machines where you stop a light on a number to win a prize. The Gradius one makes it into a journey to get a spaceship to the end of a course.
The Commodore 64 has many great games, but it tends to be best suited for computer-style games. When you compare it to the NES, for instance, it’s usually for Japanese-made action games. In Japan, hundreds of programmers had the Famicom boom to get better at the platform, and the system itself has an entire off-screen area of the screen to use as a scroll buffer. The C64 only had eight pixels of scroll buffer. There were scrolling games on the C64, even fast ones (I point to Andrew Braybrook’s Uridium and Paradroid that show the Commodore at its scrolling best), but it’s just a fact that the Famicom/NES was just better at it, and it was a time when there were lots of scrolling games coming in out of arcades.
I would like to highlight a particular case where the C64 acquits itself fairly well: its version of Konami’s Salamander, a.k.a. Life Force in some territories.
There’s a ton of scrolling C64 games that don’t hold up well. Take Strider, for instance. It tries to be a lot more like the arcade game than the NES version, I’ll give it that, but at the cost of all of its bosses, most of its speed, and it doesn’t even end very well, it just stops, feeding the player a line about having passed a test. Urk! If you want to see what I mean, have a look (11 minutes), but frankly why would you want to?
Here’s C64 Strider, but if you’re played the arcade version it’ll only make you sad.
There are good arcade, and arcade-style, games on the platform, and when they’re done well they can make the platform, quite literally, sing–the C64 has a terrific sound synthesizer chip. Ghosts & Goblins is often held aloft as a good example of a good C64 conversion, but although it has an iconic song, it only has one song, it’s not the classic tune from the arcade game, and it’s only got four levels. It plays a lot more smoothly than the NES version (7 minutes), but c’mon, Micronics made that one.
It runs at a good frame rate, has a great and spooky tune, and it manages to load four levels into the C64’s RAM at once, but it’s missing the last two levels and its two major bosses. And yet, it’s still a technical feat on the C64. BTW, there’s a 2015 port of GnG to the Commie (download) that’s better than the NES version in just about every way.
The C64 version of Life Force also only has four levels, but they’re very remarkable levels, impressively like the arcade game. It has a different tune for each stage! They actually sound like the arcade game! And one of the levels is the “Prominence Stage,” the most eye-catching part of the arcade and NES games, and it holds up (11 minutes), the flaming solar surfaces are animated, and the solar flares are just as deadly as in the other versions. It even exceeds the NES version in a couple of ways: your ship tops out at three Options instead of the NES’s two, and the Ripple and Laser beams are impressively flicker-free, since they’re drawn with background tiles, a feat the NES has trouble duplicating due to its background tile drawing limitations.
Is it equal to the NES version? Well… I can’t say that it is. And the Famicom version lets you have three Options, so the C64 version loses ground there too. But look at it! For the levels it has, the C64 really does its best to match the arcade. (If you’re surprised that the second level is different, the Famicom/NES puts the vertical mountain level there; the C64 sticks more closely to the arcade game, where the second stage is an asteroid belt.)
So even though the C64 port is about as good as you can expect from a 1983 computer with only eight hardware sprites, the Famicom/NES port is also great. Oh well, C64 users can content themselves to having a much better version of M.U.L.E., the NES version stinks.
Kimimi the Game-Eating She-Monster recently covered Moero Twinbee, known in the US as Stinger in one of Konami’s few attempts to establish their cute-em-up series in foreign territories. I think Twinbee is a terrific name for a game of this type, so it puzzles me why they insist on renaming it. In addition to “Stinger,” in Europe they retitled the arcade game Detana! Twinbee to Bells & Whistles, where the bells may fit but the whistles sure don’t.
(A warning if you play this one and are sensitive to flashing images, there is a violently flashing effect right before the bosses that won’t treat you very well, I’m afraid.)
Here it is. The first NES game I ever beat.
Her article is ostensibly the subject of this post, and I’ll try not to repeat points that she makes. Stinger holds a place in my heart, if not a prominent one then still one at all, after all it has blood to pump. It was the first NES game I ever beat! If memory holds correctly the second one was The Legend of Zelda, which is kind of fitting: Stinger is easier than it looks, so it builds confidence, while Zelda is harder. (It took me months, mostly from being stuck finding the entrance to Level 7 in the Second Quest.)
Pay no mind to the glitch at the top of the screen, being in the NES’ “overscan area” it’s usually not visible when played on a real TV.
In Japan, Moero Twinbee was not only a Famicom Disk System game but one that supported up to three players (P3 used a controller plugged into the expansion port). The US ROM version only allows two players, which realistically probably makes for a better game anyway. Even with a single player, once you get the five-way shot powerup it’s easy to fill the screen with so many bullets that you don’t actually see many enemies.
Stinger has really fun bosses! The manual says this character is “Willie the Watermelon-Head,” but she’s obviously presenting as a girl, and the watermelon’s not her head, it’s her whole body!
Kimimi recounts much of what makes Moero Twinbee/Stinger different both from other shoot-em-ups and from other Twinbee games: the bell powerup system that’s Twinbee’s trademark, and the side-scrolling stages that are unique in its series. The side-view levels are particularly interesting, not only because the game both begins and ends with one, but because it completely changes the gameplay in a couple of significant ways.
You see Twinbee is a variation upon the theme of Namco’s Xevious, complete with its bomb button to attack ground-based installations, and that depends on its overhead perspective. But Moero’s side-scrolling levels ditch it completely: in those, and only those, the Bees fire arcing bombs along with their main shots, with the same button, and it’s those that can hit ground targets at the bottom of the screen. The bomb button is repurposed to fire hearts, a different special weapon that only works on bells.
One of the vertical-scroll, overhead-view stages, using the classic Xevious-style bombs. BTW, don’t pick up the L or R powerups, they give you a side-shot but, like the Double in many Gradius games, it comes at the expense of half of your forward shots. They’ll just get you killed, and other than by dying there’s no way to get rid of one if you pick it up!
Oh those bells, them and all their tintinnabulations. If you’ve never played Twinbee, but have played one of the Cotton games, you already know how they work. Some targets (usually clouds in the Twinbee games) release colored powerup objects. They rapidly fall down towards the bottom of the screen, but they can be kept in play by shooting them, bouncing them up. As you shoot them, every few hits it changes color, and different colored bells award different powerups. I like powerup systems like this and the Gradius system, and consider them superior to the standard icon-based setup from Salamander and practically every other shmup. You get to decide which powerups you want, possibly to activate them just when you need them, but you still have to use skill and judgement to get the ones you need when you need them, whereas games with set powerup locations force you to choose between what you have and what you’re given.
This is the boss of Stage 3. Believe it or don’t, this murderous spigot is called Fang.
Hearts get fired from your ship upward in the side-view stages. It’s a lot harder to hit bells when they’re falling vertically past your horizontally-moving shots, instead of when both bells and bullets move vertically, and the hearts are meant to make up for that, but they’re so useless that it’s a much better strategy, in practice, to just get up close and pepper them with shots up close. The best powerup is the force field, which grants you several free hits (and doesn’t summon the wave of shield-weakening egg enemies from the first game), but it’s also the one that takes the most bell hits to earn. Another thing to aim for is just collecting the default yellow bells, which award no powerups, but every one you collect without letting a bell fall off-screen rapidly earns you more points, up to 10,000 points each after collecting just four yellow bell in a row. It only requires 100,000 points for an extra life, then additionals every 200,000, up to about 900,000 or so. 10,000 points per bell is such a huge bonus that, once you’re good with your powerup state, gigantic scores aren’t too hard to reach, and there’s three extra lives right in the first stage anyway.
This is Stage 6, the next-to-last. The final level is entirely in space so it’s not that interesting to look at. Get that Star! It’s the only five-way shot in the game!
The Twinbee games have always had interesting bosses, which helps to distract from the fact that, up to Detana! (the fourth Twinbee game, and the second in the arcade) most of the other targets are just popcorn enemies. When you just get started playing Moero Twinbee, it’s not uncommon to rule through the game with 3- or 5-way shot, the best powerups you can get from the ground targets, then get demolished by a boss you don’t yet know how to beat and then, reduced to single shots, either have your game end right there, or barely get in the last few shots against the boss and then get inundated by the popcorn enemies in the next level.
The first bell powerup in the sequence, blue, is Speed-Up, and unlike Gradius where too much speed will kill you extra dead, it’s mostly beneficial in Stinger, because you can’t crash into the terrain and you’ll probably have a force field anyway. With at least 3-Way shot, a couple of Speedups and the force field, the only real danger is the harder bosses and your force field running out. The blue-white flashing force field bells don’t appear if you already have one, and you’ll probably run out in the middle of Stage 6, where the game finally rolls up its sleeves and gets to punching. If you can then somehow build up another blue-white bell (it takes exactly 25 hits on a bell to make one), you have a chance at finishing the game. Like many Konami games at the time, Stinger continues indefinitely, loop after loop, and it gets slightly harder each time.
I forget what this boss is called, but it’s especially notable for being a lite version of classic Salamander boss Tetran, a.k.a. Intruder
Konami made three Twinbee games for the NES; the first was a remake of the arcade original; this was the second; and the third, Poko Poko Daimaou, I think is inferior. They form a trilogy; then for the fourth game, Detana! Twinbee, it was rebooted, keeping the Bees’ creator Professor Cinnamon but bequeathing them to his grandnephew, grandson and granddaughter Light, Mint and Pastel, whose popularity would soon outstrip the originals, especially Pastel who became quite a phenomenon. Detana was followed up by Pop’n Twinbee and Rainbow Bell Adventures on Super Famicom, Twinbee Yahho in arcades, and a handful of anime OAVs.
Pastel: early crush of many a Japanese kid, and her ship Winbee. I emphasize, Pastel is not in this game, although Winbee is Player 2.
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:
Displaced Gamers’ Behind the Code series is one of the best explainers of the quirks of NES games on Youtube. It’s not afraid to dive into the assembly code itself if need be, but its videos can often be understood by people without deep technical backgrounds.
Watch the video for the full spiel, but here’s a summary.
Once upon a time, in the waning days of the Famicom, Konami planned to release a game called Arc Hound in Japan. It was going to be another of their trademark run-and-gun shooters, along the lines of Contra. It even received coverage in enthusiast magazines in Japan, and it probably would have used one of Konami’s bespoke mapper chips like the VRC6 that the Japanese version of Castlevania III used.
Arc Hound was likely far into development when the decision was made to not release it in the Japanese market. Producing a game cartridge requires a substantial investment in parts and marketing, of course, and they must have judged that they couldn’t make enough of a profit off of it in their home territory: the Super Famicom was already out, as well as Contra III on that platform. But the NES still had a little bit of life left in it in the US, so they decided to give the game a shot over here, as a title in the Contra series
A big problem there was Nintendo’s policies towards manufacturing NES games. Nintendo demanded the right to build all the licensed software for the NES, and further restricted most (although not all) publishers to using Nintendo’s own family of mappers. Konami had been forced to revise their games to use Nintendo’s mappers in other games: Castlevania III famously used a different mapper in Japan, one that offered greatly expanded sound capabilities that worked through the Famicom’s sound channel pass-through, but was incompatible with the NES.
Extra sound channels are nice, but the primary use for most mapper chips is bank switching, swapping different sections of a cartridge’s data into the Famicom/NES’s 6502-workalike’s 64K address space, and also potentially making different sections of the game’s graphics data visible to the PPU graphics chip.
Behind the Code’s examination of the game program reveals that a large portion of the time of each frame is spent in setting up bank switches. Whether it was coded poorly, or just that Konami didn’t want to pay to include a mapper with more a more efficient bank switching mechanism, the game wastes a lot of time just pulling in different banks of data to be visible to the NES’s hardware. So it is that Contra Force could have run a lot better, but Konami either didn’t want to expend the coding effort, or pay for the the mapping hardware, to allow it to do so.
Presumably, somewhere in Konami’s archives, there is a version of Arc Hound that uses a VRC chip to handle mapping, and that runs much more smoothly. Maybe someday it’ll come to light, although I wouldn’t lay any bets on it. More likely perhaps is that someone will hack up the code and make such a version themselves. Who knows?
Why would someone make something like this? I’m glad they did though. It’s fifteen minutes long, made for a pair of Japanese Sharp-produces home computers. Note that the proper name for this is not ASCII-art, as it makes heavy use of Japanese characters. Also note that enemy shots don’t ever seem to contact the player’s ship despite appearing to contact it in multiple places, so I don’t know how accurate the conversion is. Also also: no music, and only the occasional beep for sound. And, after the second level, it loops through some basic terrain forever with no enemies, with no Moai Stage, so you can stop watching after the second Big Core blows up.
(The Japanese description to the video notes that there’s no hit detection and no enemies after Stage 2.)
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
On Youtube, Triforcefilms has made it their niche to sing music from various game and other media properties a cappella, that is, entirely with voice doing the music.
They have lots of videos, and are still going today, but the one I’m choosing to call out is from nine years ago, their rendition of music from one of the lesser-known NES efforts: Konami’s Blades of Steel, which despite the name isn’t a fantasy hack-and-slash game, but a hockey game, actually a conversion of an arcade game of the same name, both with unexpectedly atmospheric visuals and music.
Here’s a link to a playlist of the NES soundtrack. The highlight I think is the game setup menu. While a zamboni resurfaces the ice for the upcoming match, one of the better menu tracks in the NES library plays in the background. It’s the first of three pieces in Triforcefilms’ video (2 minutes), which are the menu theme, the match start theme, and the intermission. They don’t adapt the triumphant victory theme, but I’ll take what we get.
Note, if you’re confused by the unexpected appearance of Gradius towards the end, that’s from NES Blades of Steel! As a minigame, sometimes you get to shoot at the Big Core during intermission. Win or lose, it doesn’t affect the match, and you still get the advertisement for other Konami properties.
Hardcore Gaming 101 is one of the most important game history sites on the internet, and site creator Kurt Kalata writes on a wide variety of games for consoles and computers alike. Recently they’ve been on a Metal Gear kick, and that means covering the black sheep of the series, Snake’s Revenge.
Snake’s Revenge is the forgotten Metal Gear game, an NES sequel made without Hideo Kojima input, to the NES port of Metal Gear that he also had nothing to do with. It has a reputation for being terrible, but that’s really unmerited. As Kurt Kalata notes, while it has its flaws, is ignored by later Metal Gear games, and it has a story based on the manual scenario for Metal Gear written by Konami’s crazy American writing staff*, it’s technically proficient and has good music.
* The American manual for NES Life Force says that the evil planet-eating monster Zelos was the proud progeny of “Ma and Pa Deltoid.” In the description of Dracula’s Heart in the manual for Castlevania II, it warns: “Careful! The heart attacks.” These were not means isolated occurrences from Konami’s US staff.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
While there are examples of excellent music from the classic era of arcades (Frogger comes immediately to mind), I don’t think there is much that can equal that of Gyruss’ arrangement of Bach’s Tocatta and Fugue in D Minor. Here it is, isolated from the rest of the game’s soundtrack, from Youtube uploader StyleK226 (1 1/2 minues):
Wikipedia tells us that the arcade arrangement is reminiscent of a version of the song from the British band Sky, titled just “Toccata” (4 1/2 minutes):
If you only know Gyruss from the NES port, you might be surprised that it’s an almost entirely different arrangement from the arcade version! Maybe it was changed because of the similarity to Sky’s version. Some people prefer that one, it’s got a bit more variety, although I think the arcade’s is a bit better. Judge for yourself (3 minutes):
The Toccata is only used for the intro and the first warp on each planet, which is a bit of a shame, the rest of the music isn’t bad, but it’s not Bach. In Japan, Gyruss was a Famicom Disk System game. The FDS had extra sound hardware, and the result is an upgraded version of the NES soundtrack (14 minutes in all):
There’s been a number of fan versions of the Gyruss soundtrack, although most of them seem to be inspired by the NES port rather than the arcade original. Here’s a metal medley of that particular musical mutation (3 minutes):
As commenter @Fordi says, “What I love is that Intro / Stage 1 is a genre cover (metal) of a game’s adaptation (Gyruss) of a genre cover (Sky – Toccata) of classical music (Toccata and Fugue in Dm).”
Save Point brought a whole bevy of Japanese arcade music games to DragonCon this year. I am of two minds of them: it’s definitely niche and I’m in favor of that, and it’s nice to see a genre like this represented well. But they brought so many of them, and they were stationed close to the board gaming area, which made it very difficult to be heard there. Throughout most of the con you had to nearly shout to be heard in that area! I couldn’t get into any board games because of it. Hopefully next year they’ll find a way to better isolate the music games from attractions more suited to a quiet atmosphere.
Still, I will set aside my grudge against wrecking my Le Havre experience this year in order to document, via my cell phone, the many music games that appeared in 2023. Here we go:
StepManiax, played by the requisite bikini girl“Jubeat” here has been at DragonCon several times before. It’s got an unusual form factor, and no screen?“Pop’n Music,” from Konami’s Bemani series. I don’t get the significance of the “Pop’n” appellation. Is it related to Pop’n Twinbee? Is “Pop’n” a good thing in Japan?I think this picture was from Pop’n Music.I am uncertain how proper it is to make fun of the blatant Engrish in the title of “Sound Voltex Exceed Gear” here. The game has been at DragonCon many times, and every time the word Voltex makes my inner editor cringe. Maybe the title was intentional, but I doubt it. Anyway, it features the usual kind of anime girl characters that are so common in the art for these games.From another Konami game whose name I don’t seem to have recorded. The penguin mascots are unmistakable relatives of Penta, introduced way back in 1983 in Antarctic Adventure for the MSX, and Pentarou from the Parodius series.One of Namco’s Taiko no Tatsujin drumming games, rarely seen in the US. Donkey Konga on the Gamecube was part of this family.Of course there was a Dance Dance Revolution machine, how could there not?Groove Coaster, mostly a rhythm game where you tap a button as a cursor reaches designated points in a line. I think Rhythm Heaven does it much better in principle.Technica 3 here asks, why be satisfied with one screen when you can have two?“WACCA” (?) here is one of two games to use a washing machine-inspired cabinet design.This one, whose title I didn’t catch, is a washer/dryer comboThis mutation of the theme of DDR, and the next one, are so old as to use the old Konami twin stripe logo, which I think is much better than the following “company name on red background” one.Dance Maniax 2nd Mix. Konami really saturated the market with these for awhile, didn’t they?Almost the last one. I can almost hear the overwhelming din in my ears now.The last one, Rhythm Heaven! Of course the most charming and unique of them all was the one I could barely hear at all, its volume was turned so far down. It was almost unplayable, but it still had a lot of people try it out!I mean just look at this! How could you not want to play it? What’s up with that stylin’ monkey? Why is that giraffe in the shot??It’s blurry but I had to include this one, from the attract mode. The Rhythm Heaven games have so much love and care poured into them. Of course many of the staff also worked on the WarioWare series.
That just may exhaust what I can milk from my DragonCon attendance this year. Back to our usual beats!
The Suck Fairy is a mischievous spirit who visits the beloved properties of our youths so that when we return to them they’re much worse than they were when we first found them. That is surely the explanation; it’s not that we’re much more knowledgeable and mature readers/viewers/players now than back then. It can’t be that our horizons have expanded. It can’t be that the thing we liked back then was never really as good as we thought it was.
The Suck Fairy as a concept has been with us for a while now. I think it was introduced to the world in a September 2010 article on Tor.com by Jo Walton. There’s lots of weird concepts like that that litter internet culture (my favorite is the “Crazification Factor,” from a post on Kung Fu Monkey in 2005, long enough ago that its mention of Obama’s election refers to his Senate run), and sometimes we don’t even know the first time it arose.
Gek is maybe an odd choice for a visit from the Suck Fairy; surely, all of its suck was predispensed? But it was still beloved by some, many of them purchasers of the failed 3DO system on which it originated, one of those consoles with few games, and even fewer that could be called good. (The best, probably? Star Control II.)
The writer of this Destructoid article, still liked it for itself, but finds that it’s one of those games where context given by its manual kind of ruins the game’s premise by giving it an adverse context.
If you just play the game, Gex is a fairly shallow game about a lizard mascot character, in sunglasses no less, romping through a series of worlds based on media properties, uttering trite digitized quotes at various times.
If you read the manual, you find out that Gex is wallowing in sorrow! His dad was an astrogecko working for NASA! He lost his life in a terrible accident! Gex, unable to face the world, retreated into television! It’s the only way he can handle living! And, although Gex thwarts the villain’s plot to use him as a mascot character (a thing he already is really), nothing at the end of the game indicates that his mental state has changed.
The first of six manual pages that lays out the reason for Gex’s media obsession.
I think the writer may be overthinking things a bit. Often manual stories were written as an afterthought by people who had nothing to do with the making of the game. Have you ever seen the manual for the NES release of Konami’s Life Force? It claims that the evil gigantic space creature Zelos, huge enough to devour planets, was the proud offspring of alien beings named “Ma and Pa Deltoid.” The manual for NES Metal Gear claims that the villain wasn’t Big Boss but instead “Colonel Vermon CaTaffy.”
These days, if you’re playing a game with multiple versions, there’s usually one specific version you want. For pre-Crash games, if there’s an arcade version, most of the time, it’s the one you want. After the Crash it becomes less definite. Super Mario Bros. at home is a much more playable game that the arcade version. Vs. Super Mario Bros., which is hungry for those quarters. For games like Smash T.V. though you still usually want to play the arcade version.
The arcade and PC Engine CD version of Gradius II though are a much closer call. In a couple of places this home version is actually slightly better, or slightly harder, than the arcade original. It also contains an extra level that’s missing from the arcade.
Inglebard Gaming on Youtube has played through both games entirely and shows them to you side by side, so you can decide for yourself!