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.
Retro Game Mechanics Explained generally does interesting videos, I find. The details on how the ghosts (monsters) in Pac-Man behave when dangerous are fairly well understood now, thanks to the work of Jamey Pittman in writing The Pac-Man Dossier. RGMEx did a summary video of that work three years ago.
The question of how vulnerable ghosts move, after Pac-Man has eaten a Power Pellet (Energizer), isn’t covered in as much detail. It’s still as accurate as the rest of the information in the document, but its implications are left for the reader to explore. Well, RGMEx has explored it.
Vulnerable ghosts move pseudo-randomly, through an interesting process. The game has a RNG (random number generator) that’s reset at the start of every level, that cycles through a period of 8,192 values. Vulnerable ghost movement is the only thing in the game that it’s used for, but it isn’t applied directly. Instead, it’s used as a pointer into the game’s own code, and the value of the address it finds is used to determine how the ghost moves.
A result of this is that not all directions are chosen equally. But further, and more importantly, if the direction chosen isn’t available, the ghost tries the next direction in a clockwise order. If that one’s not possible, it tries the next, until it finds one that works.
These two facts combine to give a definite bias to the directions that frightened ghosts move. Retro Game Mechanics Explained then ran the numbers and figured out where scared ghosts tend to go. It’s interesting, even slightly useful, information.
News flash: there is one UmJammer Lammy Now arcade machine remaining in the world!
News flash: by the way, there used to be an UmJammer Lammy arcade machine!
The news of both comes to us from the account of Youtuber UnEricYockey (12 minutes), in the form of a short documentary on the game’s history and, due to poor performance on location test, what is probably its sole surviving unit:
We recently posted about Rodney Greenblat’s early obscure Playstation title Dazzeloids, made a year or two before his and Nana-On Sha’s breakout hit Parappa the Rapper. Parappa became something of a media franchise, spawning a much-overdue sequel on the Playstation 4 and an anime series. UmJammer Lammy was Parappa’s original sequel, that brought the same kind of call-and-response gameplay to guitars.
UmJammer Lammy starred Lammy, an insecure young lamb and front-woman for the band Milkcan, who becomes a rock goddess when a guitar is in her hands. Play structure is similar to Parappa, giving the player a series of increasingly unlikely situations that they have to escape somehow by playing music: a dream, putting out a fire, taking care of babies, flying an airplane, making a chainsaw sculpture, and escaping Hell itself (or, getting off an island, in overseas versions), before ending with the most dire situation of all: a public performance in front of a stadium full of people. Yikes! You can do it Lammy!
Production values were a bit less than Parappa, but Lammy and her friends were, indeed are, still engaging and wonderful, and the PS1 game is worth giving a try if you’re at all a fan of Parappa and his world. You can play as Parappa in an unlockable mode after you win, and all of the game’s tracks were mixed as funky remakes! Sadly I can tell you that Parappa’s lines had nowhere near as much flow as they did in his first game, but speaking as one of the few US players who bought a copy of UmJammer Lammy, jamming with her is a great time.
That should be enough information on Lammy’s game. But, how did UmJammerLammy Now come about? The video tells us that the Namco System 12 arcade board is pretty much an original Playstation in an arcade format, and Namco wanted to get some games in Japanese arcades quickly to compete with Konami’s rhythm game dominance.
While the gameplay of the arcade version is similar to the PS1 edition, there are some notable differences, including a surprising number of extra cutscenes featuring the various business ventures of Joe Chin, the antagonist of Parappa the Rapper. The arcade game has been dumped for preservation purposes, and all of its cutscenes are demonstrated in a Youtube video, also on UmEricYockey’s channel (23 minutes):
There’s so much weird Parappa lore in this weird and obscure arcade game! And Lammy’s crippling social anxiety truly makes her a heroine for our age.
Pac-Man 99 is part of a trilogy of games with similar concepts on the Switch. Of its siblings, Tetris 99 continues to be playable and its online DLC still available, and Super Mario Bros. 35, Nintendo’s free SMB-based version of the concept, shut down years ago now.
All these games are great, and SMB35’s loss is still keenly felt. I particularly rue it because I was freakishly good at it; I have a screenshot somewhere of the records screen showing a streak of 11 1st place wins.
Pac-Man 99 is really good, and its online mode is free to people with a Switch Online subscription, so please enjoy it while you can.
Another LUA-based game hack from 10yard! This one’s a mashup of two perennial arcade favorites, Galaga and Donkey Kong. Each level has a chevron powerup somewhere in it. When Jumpman picks it up, he’s joined by the spaceship from Galaga. The jump button is also the fire button! Further, the ship’s shots are piercing, and can destroy more than one enemy with a single blast.
You’d think it’d make the game much easier, but the difficulty of the game has been subtly increased to make up for it, plus controlling the ship as well as ol’ Jumpy is a distraction, so it’s still pretty challenging.
In addition to Donkey Kong, the hack’s github page notes that it works in Donkey Kong Jr. as well!
Xevious was modestly successful in the US, where it was produced by Atari, but it Japan it did amazing numbers. Jeremy Parish (in his NES Works and related series) has mentioned several times that it was a vastly influential game in Japan, inspiring a whole generation of designers, and a whole bunch of clones and similar games. Its US release was around the time of the arcade crash, which was mostly an American thing. If it hadn’t had happened, maybe now we’d think about Xevious the way we consider Pac-Man.
The team behind Xevious
Xevious basically invented the vertical scrolling shooter where your ship has free movement of the screen. It also included a Bomb button to attack objects on the ground, displayed on the game’s background layer. It was a concept that would later be iterated upon in Konami’s Twinbee games.
Revealed in the article is an interesting fact. The scrolling background is stored in ROM as a huge 1024×2048 bitmapped image. That’s much wider than the screen is though. What the game does is send the player into a vertical portion of it 224 pixels wide.
When the player reaches the top, they wrap around to the bottom of another vertical stripe of the game world. In a complete loop, the player will travel from the bottom to the top 16 times. You can tell when you’re about to start another loop because the background will reach a place with trees all the way across!
You always start off a life in a tree-filled area because it begins you at the bottom of a stripe; each vertical pass over the map functions as a checkpoint. The stripes overlap somewhat, so you sometimes pass over an area you’ve seen before but offset by a bit.
For more facts on Xevious and its development, be sure to click through to the article!
According to the people at Rice Digital, many of Namco’s games set in the future, including Galaxian, Galaga, Gaplus, Bosconian, Baraduke, Burning Force, and many more, are all part of a common timeline! Namco calls it the UGSF History. Due to the inclusion of Kissy from Baraduke, which was named to be Susumu “Mr. Driller” Hori’s mother, it also drags in the Mr. Driller games, and even Dig Dug! You can read about it on their site here. Namco’s own site concerning it is here.
Hiromi Tengenji of burning force (image from ricedigital.co.uk)
According to their timeline, the earliest game chronologically is Ace Combat 3 (which is not an arcade game), and the latest is Galaga ’88!
“Bub’s Broadcast” is a YouTube channel put out by Taito, mostly to promote various Taito properties in Japan. “Bub” is a mascot character based off of Bub, a.k.a. Bubblun, from Bubble Bobble. It’s low-key, yet entertaining, fare.
This particular video is of interest though because Bub steps outside his usual stomping grounds, and plays Namco’s Pac-Attack, that Tetris-style puzzle game where you have to create paths out of falling blocks to guide Pac-Man to eat ghosts.
It’s in Japanese, but there’s English subtitles, and of special interest is that Bub reveals some possibly-unknown codes for the game. If you point at Hyper difficulty and hold L and R down when selecting it, the game will begin at Level 300 instead of 100. And if you hold Down and Right on the control pad while also pressing L and R, you begin near the highest possible difficulty, at level 900! Also revealed is that, if you charge up the Fairy meter all the way and a fairy comes out, but you don’t wish to use her ghost-clearing power, you can hold Up and press B repeatedly to cancel it, causing her to fly away and giving you 10,000 bonus points. It’s always interesting when these unknown game elements are revealed long after the games release!