NES Party and SNES Party are sites that do a think that would have seemed like magic 10 years ago: they make it easy to pick out NES and SNES games, load them into the browser from the Internet Archive, and not only let you play them yourself but share a room link with another person and enable internet-based multiplayer. It’s all as simple as that.
Well, mostly. When I tried using it, emulation was much faster than normal. The game load screen suggests, if this happen, that you reduce the refresh rate of your display, which seems like kind of a kludgy solution. But on the plus side, snes.party has Rampart!
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….
The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….
Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.
The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.
Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?
It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.
The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.
The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?
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?
We’re still searching for old game info sites that are still up in 2023. Another couple of use are Video Game Maps, last updated in 2007 but still available, and Revned’s Video Game Maps, which saw its last edit in 2016, but is mirrored on Github.
For the past 20 years it’s felt like any game information you could ever hope to find is out there on the World Wide Web, somewhere, but as both the people who grew up playing these games grow old, and the drive and motivation to start and maintain websites has diminished with the popularity of social media, this is increasingly no longer the case. Sometimes you can find vanished websites on the Wayback Machine, but it’s a lot harder to find things there, Wayback often misses images, their web archives are often incomplete, and server-side scripts are broken by archiving so dynamic content is usually dead, the page contents locked in the state it was at when the time of archival.
I’ve banged this drum a lot lately it feels like, but I have to reemphasize that the internet is not forever, and as Ryan North has told us lately, even the most popular website in the world is one missed bill from disappearing, probably forever. As this happens more and more often, big and well-funded content hosts like Fandom and Github persist, while smaller, independent information sources tend to fall away, which results in a rich-get-richer feedback loop. Independent sources of accurate information are so important, no matter the subject. It is difficult to fault anyone unwilling to keep content up and updated for a large portion of their lives, but whenever it happens, I appreciate it.
So I’ve been trying to celebrate the best, most long-lived websites out there, and NES Maps, and its sister site SNES Maps, qualifies, going back to around 2006. That’s 17 years! And it’s still there, quietly providing maps of just about any NES game you might want to find information on.
It’s not perfect. Their labeled maps of Castlevania III, I discovered just now, are incomplete, cutting off after Block 5, promising that more is coming soon for who knows how many years. But most other games have complete maps, including a number of Japanese-only title. It’s truly a great resource, and I hope they can figure out a way to keep it going for the long term.
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.
Here’s another of those deep-dive NES internal videos from Behind the Code, possibly the most complex one they’ve done to date. Most game engines, when you examine their basic logic, are basically physics simulations, with some AI included to determine how actors behave.
Not so with the Punch-Out!! games. They are essentially entirely different kinds of games from that. You have certain things you can do moment to moment, and opposing boxers do too. Each of those opponents basically runs a big script, made out of byte code, that determines their behavior throughout each round of each fight. I am struck both by the simplicity (no need to simulate gravity) and the complexity (boxers take all kinds of things into account) of the system.
One of the interesting things shown is that the engine can affect more than just the boxers, but can also subtly affect the crowd, which is how the previously-revealed fact that a specific camera person in the crowd uses his flash right at the moment the player must counter Bald Bull’s charge move. It turns out that this isn’t the only instance of this happening in the game!
You don’t need to know 6502 assembly code to get what the narrator is talking about, but a lot of code is shown, so those of you who understand it may get a bit more out of it. Here are a few basics to help you follow along.
The 6502 has only three registers (bits of memory internal to the CPU that can be accessed quickly), the Accumulator (sometimes called just A), the X register, and the Y register. Each is only one byte long. The Accumulator is by far the most flexible, but all three are general-purpose registers. The most common instructions are Loads (LDA, LDX, LDY), Stores (STA, STX, STY), Transfers between registers (TAX, TAY), Incrementing and Decrementing (INX, INY, DEX, DEY), Adding (ADC), Subtracting (SBC), Comparing (CMP), Branches (some of them, Branch Not-Equal to Zero: BNE, Branch Equal to Zero: BEQ, Branch of Carry Set: BCS, Branch on Carry Clear: BCC), Jump (JMP), Jump to Subroutine (JSR), and Return from Subroutine (RTS). While some instructions are just one byte long, the longest any 6502 instruction can be is three bytes, and the opcode (the command itself) is always just one.
(I wrote all of that from memory. I figured, I have all of this in my head from my coding youth, I might as well use some of it.)
The 6502 can only address 64K of memory, so often systems will use bank switching to connect various memories to it within that space. The great majority of NES/Famicom games had to do this. Punch-Out!! was unique on the NES in that it was the only game to use Nintendo’s MMC2 chip. (I wonder if the chip was designed ahead of time, and they made this game as an excuse to use it?) Punch-Out!! uses MMC2 to bank in each boxer’s large data script as needed.
I’ve been waiting for this one for a long time! U Can Beat Video Games has finally covered the best NES Dragon Warrior, the third game in the series. It was Dragon Quest III in Japan, due to some trademark issue with TSR I think. IV isn’t bad, and has fun characters, but there aren’t as many variant strategies in it, and in the last chapter you don’t get to control the actions of most of your party members. DWIII always gives you full control of your characters, plus it lets you create characters with names and classes of your choosing, meaning, like the first Final Fantasy, you can make completely custom parties and play the game in many different ways. It was the game that spawned the urban legend that the Japanese government requested that Enix release Dragon Quest games on weekends, because so many people ditched work to stand in line to buy it. (I don’t know if it’s true, but the story has often been passed around.)
It’s also the first Dragon Quest/Warrior game that allows for class changing, which resets a character to Level 1 (similar to an human AD&D character who dual-classed), but only halves their stats, and lets them keep all the spells they learned. Since they’re Level 1 again, they gain levels very rapidly for a while, allowing them to quickly surpass their previous heights. It’s kind of an early version of the “prestige” mode of clicker games, where you reset all your progress in exchange for faster progress afterward!
It also has a cool story that eventually connects with the first two games, and has a good variety of activity, including growing a town from scratch like 25 years before Breath of the Wild and betting on monster fights! It’s also got all the challenge of the early Dragon Quest games, with later monsters who can cast instant death spells on everyone in your party at once, as well as doing other horrible things to them.
Because Dragon Warrior III doesn’t pull its punches against the player, the various tricks that the narrator does to use the engine’s bugs against it feel like playing fair, and yet, even with full knowledge of the game and multiple player leveling and cash gaining strategies he still has problems once in a while. It’s a really tough game!
This may end up being U Can Beat Video Games’ magnum opus, at least of the NES era, it’s a really long game that takes three videos, of almost 12 hours total length, to cover in its entirety! Here they are:
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.