On Super Mario World’s Score Display

Awesome Mario trivia blog Supper Mario Broth noted on Mastodon that Super Mario World is extremely inefficient in displaying Mario’s score.

There is more information on SWMspeedruns.com, but in brief, SMW stores the player’s score as a 24-bit value as hexadecimal digits, and converts that value to decimal when it’s time to display it. There is no good way to do that that doesn’t involve figuring out the entire arithmetic, but Super Mario World does it particularly slowly: it starts with a copy of the score, then sees if it’s over 1,000,000. If it is, it increases the millions digit of the displayed score by 1, subtracts a million from the work value, then repeats. When it runs out of millions it repeats with the hundred-thousands, and repeats until it finishes with the tens. At least it doesn’t try it with the 1s, seeing as how nothing in the game awards single points!

In a worse-case scenario, with a score of 9,999,990, the code goes through this whole process every frame, consuming up to 8% of the time available for game logic.

What could the game have done to accomplish this better? It could have found out how many of each digit there was once instead of looping and incrementing. It could only figure out the score when the value changes. Or it could save the value as the digits themselves in decimal, just increment them by the right values when its needed, and then copy that figure to the screen. That’s largely what 8-bit games would do.

Even worse, if Luigi is the active character, the game does this twice: it figures out and prints Mario’s score, then it does it again for Luigi’s score, placing it onscreen in the same place.

While printing the score is just one thing the game does each frame, the effect is great enough that complex scores can lag the game, enough that speedrunners take the score into account to avoid it.

This adds to the evidence that Super Mario World development was rushed. It’s already known that a lot of the code in SMW is buggy, allowing for some truly heroic exploits like programming a text editor in SRAM purely by manipulating objects in an early level.

Sundry Sunday: Stop-Motion Kirby Dance

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

The Youtube channel Animist did a stop-motion recreation of the famous Kirby victory dance a couple of years ago. (Well, one version of it, there’s many.) Most of the 9 1/2-minute video depicts the making of, including showing off the toys that were used, so if you just want to get to the finished version use this link. Here it is in full:

Making Kirby’s Victory Dance in Stop Motion (Youtube, 9 1/2 minutes)

Sundry Sunday: From AGDQ, A Dog Replaces R.O.B. in Gyromite

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

This week’s fun video isn’t decades old, in fact it’s from just a few days ago, from AGDQ.

The NES title Gyromite, a.k.a. Robot Gyro, is a very interesting game from a design standpoint, possibly more interesting than it is to actually play (although I think its music is very catchy). It’s never been rereleased by Nintendo, for the probable reason that it relies on the accessory R.O.B. to play.

R.O.B: It’s not just that funky Smash Bros. character! (Image from Wikipedia, taken by Evan-Amos.)

R.O.B. was a motorized accessory that activated servos in its arms depending on light signals sent to it from the screen. No cords went from R.O.B. to the NES. It used photoreceptors in its “eyes” to detect the screen signals, which were ultimately caused by player input on the controller. A fairly roundabout means of control, honestly.

Only two official R.O.B. games were made, and Gyromite (Going by its Japanese name “Robot Gyro” according to the title screen) used the “gyro” accessory for play. A platform is placed in front of R.O.B., on which you place the controller for Player 2.

On the controller is a device that spins the “gyros,” colored weighted tops. By manipulating the arms with action on Player 1’s controller, making them swing around and opening and closing the claws at the right time, you can cause R.O.B. to lift the spinning gyros from their platform, then set them down on the NES controller’s buttons. In the game, this caused colored pillars to rise or fall according to the control signals.

R.O.B. with gyro setup. Image from the blog Nerdly Pleasures.

While manipulating all of this, you also have to watch out for the action of the game itself. Gyromite is a simple platformer, but one without a jump button. The difficulty comes from having to essentially play two games at once, the platforming on screen and manipulating R.O.B. to position pillars in the right places in space and time.

R.O.B.’s motions are not simple to command either. It takes time for the arms to pivot between their destinations, time that must be accounted for in the on-screen action, and while the tops spin for quite a while they will eventually have to be collected and set back on their pedestals so they can be spun back up to full speed, or else they’ll topple over on the button. This doesn’t produce a failure state in the game. It’s just left to you to pick the top up yourself and put it back on its stand to be spun again. R.O.B. isn’t capable of such feats of dexterity.

There’s a lot more to say about R.O.B., and how it was mostly distributed as part of the Nintendo Entertainment System’s “Deluxe Set” in the U.S., the more expensive version that didn’t come with Super Mario Bros. Instead of that, let’s talk about how, due to the fact that R.O.B. is just a fancy-shmancy way to press controller buttons, that you can replace it entirely with some other mechanism, or indeed, even animal.

That’s what happened Wednesday at AGDQ, where Peanut Butter the Dog, with coaching from JSR_, left R.O.B. gathering dust in the closet as they played through Gyromite Game B.

They didn’t make it all the way without running out of lives, but they picked back up and kept going. And that doesn’t detract at all from Peanut Butter’s skills, or amazing doggy focus. They are intent on reading those hand signals and getting those tasty treats. So while they didn’t earn a world record, for “Dog playing Gyromite Game B,” their accomplishment is of definite note.

There are around four minutes of introductions at the start of the video, so if you want to jump right in to the run, begin here.

Gyromite by Peanut Butter the Dog & JSR_ in 26:24 – Awesome Games Done Quick 2024 (Youtube, 33 minutes)

Details of Mario Kart 64’s Catchup AI

It’s information I’d much rather see in text, and I find the video a bit annoying from a construction standpoint (the speaker has a bad case of Youtube Voice), but it’s really interesting information regardless. This video from Abyssoft contains a deep explanation of MK64’s opponent driving algorithm, and explains that the game selects two rivals for your character on each cup, and that opposing drivers pick one of three paths through the course, and can clip right through walls if needed to continue driving around the circuit.

Explaining the Ways in Which Mario Kart 64 CPUs Cheat (Youtube, 12 minutes)

NES and Commodore 64 Games Compared

Greg’s Game Room on Youtube looked at 28 games with both NES and Commodore 64 versions. It’s not by any means all of them, but a good selection. Usually its the NES version that’s better, but there are some surprising upsets, especially if the game originated on a microcomputer platform.

The Commodore games that won out are Ballblazer, Castelian, Die Hard (but the C64 version’s really different), Ghostbusters, Ghosts ‘n’ Goblins, Q*Bert and (surprisingly) Smash T.V. Decent C64 games that nevertheless lost are Blades of Steel, Commando, Donkey Kong, Mighty Bomb Jack and Super Mario Bros. (rated were both the similar Great Giana Sisters and the recent fanmade version of SMB that uses advanced scrolling tricks). Gyruss, Mario Bros. and Pac-Man were rated at a tie.

Nintendo vs Commodore 64, 28 Games Compared (Youtube, 46 minutes)

Nicole Express: Nintendo’s First Consoles

Long long before the Switch, Wii-U, Wii, 2DS, 3DS, Gameboy Advance, Gamecube, SNES, Super Famicom, Gameboy, NES or Famicom, there were Nintendo’s Color TV Game 6 and 15.

Nintendo’s second console – the Color TV Game 6, released a week earlier, was the first
(Image from Nicole Express)

These were what are now called dedicated game consoles, that can only play games that are built into it. It used to be that these were the only kinds of consoles there were. They’ve made something of a comeback recently, for this is essentially what units like the NES Mini and Atari Flashback are.

Nicole Express has the details. Some interesting facts from her post:

  • The Color TV Game 6 and Color TV Game 15 use the same system-on-a-chip design. As sometimes happened back then, the 6 is electrically capable of playing all the games the 15 can, but doesn’t make the 15’s extra game’s selectable.
  • The paddles don’t use potentiometers, like nearly every other paddle controller does. They’re switches, meaning no analog control. When your paddle moves up or down, it’s always at a constant speed, making the included Pong-style games play much than on practically every other system.
  • All of Nintendo’s game consoles have used a three letter designation. The Switch’s is HAC. The Wii was RVL (Revolution), the DS was NTR (Nitro), the Gamecube was DOL (Dolphin) and the Famicom was HVC. This system may have originated way back here with the Color TV Game: it’s code was CTG.

First is the Worst: Nintendo’s Color TV Game 6 & 15 (Nicole Express)

Identifying Luck in Mario Party 8

ZoomZike’s back with another epic-length exhaustive examination of the hidden mechanics and math behind a Mario Party title, this time the Wii game Mario Party 8. At three hours and 34 minutes it’s not as long as the nearly five-and-a-half hour video on Mario Party 7, but it’s not any less detailed.

I can’t think of any more detailed descriptions of the hidden mechanics of such a complex game as these. The time and effort it takes to make them suggests mania on the part of the creator, but I’m still glad they do! It’s fascinating the care that these apparently-chaotic games were made with, and how their secrets were discovered by attentive players. I suggest not watching it all in one sitting, but in segments over several days. If you care about the subject at all, that is. But as should be evident, I do care, and I think you might as well if you’re interested in game design and give it a chance.

Identifying Luck in Mario Party 8 (Youtube, 3h 34m)

F-Zero 99 User Names, Good and Bad

I’m trying to ease up on Youtube links, which I’ve come to realize take up a lot of the content of this blog by weight. I probably won’t be too successful at this, as it’s become a lot harder to find interesting written content on the internet, though it was never really easy.

I’ve been playing a lot of F-Zero 99 lately. I’ve been working on posts introducing the game, which is really great I think, but that kind of content (ugh the C word) takes time to write and check.

So in the meantime, enjoy/cringe at this collection of fun, and bad, handles spotted in the game. Of course, such a determination of quality is inherently subjective. But I think you’ll find that its lack is easier to adjudicate.

  • Ganondoof,
  • ◆El Guapo◆ (I like to think it’s a Cat Town reference)
  • Hootcifer (Owl House)
  • Valnar (Grandia II)
  • Ghost Cake
  • POWBlock
  • GimmieFife
  • ManChild30 (ah, honesty)
  • Snautilus
  • Gaudimann
  • SmileyBone (a Bone fan I see)
  • adorabunny
  • Mamasaurus
  • GIANTROBOT (there’s something to be said for pure enthusiasm)
  • Damitbobby
  • SnickerRoo
  • AAAAAAAAAH (I counted the As to make sure I wrote it right)
  • MissHeart (speaking for all the fem names in this list, takes a lot of guts to express girliness in this environment even if there’s no voice chat)
  • Moi
  • Cheesemage
  • Flarky (it’s fun to say!)
  • Chibi-Nini
  • LordFeh
  • Espurrator
  • GudNameGuy
  • Goooose
  • PixieVolt
  • Malo (taking time off from his shop)
  • Need4Sneed
  • Boisterous
  • Apostrophe
  • fax-kun
  • koppa (I hope this was intended as a Shiren reference)
  • HALLOWEEN! (I assume they only play one day a year)
  • Frizbeee
  • Bubbline
  • Orcustra
  • Lonk (a fellow GDQ viewer)
  • PeterMeh
  • lovemykids (I assume this is a pure statement of affection and not a demand)
  • TheKraggle (Lego Movie references are welcome)
  • DadMode7
  • SisterDoom
“Waddle DIO always comes first!”

Obnoxious names, much less in number thankfully:

  • Hugh Jass
  • BON9ERMan
  • Gotenks (what is this, 2002?)
  • Jeb Bush (what is this, 2016? and terrible?)
  • Wet Shart (I am opposed to this word and all that it stands for)
  • MAGA KING (Please go jump in a hole until your brain develops, if it ever will)

F-Zero 99 is not a fitting stage for such lusers. Get out of here with that sub-Sephiroth378 crap.

Don’t be like MAGA KING. If you’re going to be ignorant, at least have the decency to be quiet about it–also, less importantly, maybe try not sucking at F-Zero 99 so bad lol.

Note: while Nintendo continues to gamely update their blocklists to prevent newly-discovered ways to express slurs, they aren’t perfect, and I’ve seen a couple of outright offensive names. Those don’t even get the dignity of being present in my list of bad handles.

Sundry Sunday: Pest Protector from Rhythm Heaven

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Usually Sundry Sunday is for things related to games, not games themselves, but this is fun and random so why not?

The WarioWare people have made some weird games. Nowadays they seem to be focused on realizing the software products of Mario’s moneygrubbing alter ego and his disreputable gang of sorta-friends, but they have another series, Rhythm Tengoku, known in (some) English speaking territories as Rhythm Heaven.

Every single Rhythm Heaven game is a joy, from Karate Man to the Final Remix, but my favorite is probably Packing Pests, a.k.a. Pest Protectors.

Your onscreen surrogate is Employee 333-4-591032, working for the suspiciously-named Spider-Free Candy Company. And, well, see for yourself (three minutes):

Your nemesis

No Rhythm Heaven mini game is much explained beyond its directions, but all of them tell a story by their details. Your character is a new hire. We know he works for Spider-Free Candy by the poster on his wall when the Wii version is played in widescreen. We know he’s creeped out by spiders by what happens if you accidentally clutch one or let one by your guard. And going by their faces we know the spiders try to leap into the box out of a manic kind of joy. They aren’t hostile! They just live to give you a hug, and to leap into boxes so as to give random other people hugs! Sadly, the demands of capitalism, and by that those of your paycheck, are to deny them in their life’s purpose.

Chrontendo 63!

Dr. Sparkle has come through once again with the 63rd edition of Chrontendo! It’s the third we’ve linked to from Set Side B (even if, for a while, we incorrectly labeled the previous one as #68, oops).

The games covered by this one are:

Knight Move (Japan only): A puzzle game involving landing a chess knight trying to land on a target square. Apparently this got a later release on PC by Spectrum Holobyte. Wikipedia tells us that the “A. Pazhitonov” listed as the creator on the Famicom version’s title screen is Alexey Pajitnov, the creator of Tetris. I cannot speak to that fact’s veracity, but it seems plausible enough. Pajitnov later would be hired by Microsoft to make puzzle games for them around the Windows XP era.

Lamentable US cover art of The Mafat Conspiracy (image from MobyGames)

The Mafat Conspiracy: the sequel to Golgo 13! The US release does its Japanese manga source material a great disservice by not having the grim face of protagonist Duke Togo visible anywhere on the front of the box, instead using extremely generic cover art. In play, it’s very similar to a slightly more competent version of the original, just with a different scenario.

Disney Adventures in the Magic Kingdom: Another of those Capcom Disney games, a glorified minigame collection, and probably the worst of the bunch! We’re a mile away from Ducktales here. As if to confirm the player’s low expectations, trivia questions are part of the game.

Solstice: Isometric platformer of the style well-known around that time in the UK, a very difficult yet respectable exploration game, and probably the best game in this episode. I prefer its SNES sequel Equinox, programmed by the Pickford Brothers, which has a highly distinctive look.

The vibe of Solstice’s print ad is like “we’re gonna make a porno”

The Last Starfighter: This is secretly a renamed port of the Commodore 64 classic Uridium! A little of the bloom is off the rose here, if only because high speed scrolling of the kind you see here is so common on the NES, yet so difficult to accomplish on the Commie. The C64’s distinctive look was heavily influenced by that system’s limitations: it takes some serious programming effort to get the C64 to be able to scroll significant screen data in a frame, enough so that, to do it, you basically have to leave color memory unchanged, since it can’t be relocated like tile definitions can. The NES can do scrolling much more easily than the Commodore 64, and had been doing very colorful fast-scrolling games like the Super Mario series for years, yet the game kept the same nearly-monochrome look as the C64 game. That’s why Uridium got such acclaim in the UK, because scrolling games like it were unknown on the system at the time, while the NES had support for it in the hardware, so it didn’t have nearly the same impact.

Captain Skyhawk: The main things I remember about this, a game which I’ve played and beaten, is it was made by Rare, and that Dave Barry once wrote a column about how much his kid dearly wanted a copy of this game. Dr. Sparkle is pretty hard on this one too, and I think for good reason. This is clearly a game intended to be in the River Raid style, but with elevation. It could have been done as a quasi-flight sim, with targets you have to duck beneath or fly over, but in its design the elevation barely matters, and instead it’s a lot more like a standard vertical shooter. The enemies don’t even cast shadows! Helicopters or ground vehicles alike can be shot if if they were on the same plane. It would have done better if it had either gone all-in on the elevation, maybe tying it to the player’s speed, and having fewer yet smarter enemies that also had elevation; either that, or taking out the elevation completely and making it into a 2D shooter more like Zanac or Raiden. Rare at that time understood the NES hardware better than most developers, and was more than capable technically of going with either approach. But they didn’t.

Then after you have Afterburner-style dogfighting levels, then the point where most players threw down the controller in disgust, when they’re asked to align and dock with a rotating space station. It all resembles a tech demo at Rare that Milton Bradley decided to try to make a few bucks off of selling as a game.

This even made it into the US release

Mechanized Attack: It’s another military-themed SNK action game, like Ikari Warriors, Guerilla War, Iron Tank or P.O.W. This one’s a light gun shooter. The game is most notable for having a debug mode, accessible by a code, with pixelated female nudity. This connects with reports of sexism in the Japanese game industry at the time (link found on Kid Fenris’ blog). The full salacious details of the cheat are up at The Cutting Room Floor.

Horrifying Palamedes box art (image from Wikipedia)

Hatris: Another game designed by Tetris creator Alexey Pajitnov, it’s also nowhere near as iconic as Tetris was, but as time has shown us, very little else is. I get the play mixed up with that of Nintendo’s Yoshi puzzle game, perhaps for good reason. Turns out there was an arcade version of this!

Palamedes: Another Tetris-ish generative piece-laying puzzle game, this one with a dice theme. And there was an arcade version of this too!

Hiryu No Ken III: 5 Nin No Ryuu Senshi: Only released in Japan. Dr. Sparkle is quick to let us know right off this isn’t the “Fist of the North Star” Ken, but the Flying Dragon: The Secret Scroll Ken. These games are a bit more simulationist (in a sense) in their depiction of martial arts than most beat ’em ups.

SD Hero Soukessen: Taose! Aku No Gundan: Also Japan-only, second in a long series of “super deformed” (basically meaning big headed, small bodied humanoid figures depicted in a cutesy kind of way) robot fighting games. The robots (and tokusatsu characters) are licensed from a variety of media, making this a massive crossover media series that could be seen as an inspiration for the hulking monstrosity that Super Smash Bros. has become. Properties that I recognized from the video are Kamen Raider, Gundam and Ultraman. This one has a fan translation patch.

Chrontendo 63 (Youtube, 1 hour 18 minutes)

Sundry Sunday: Pirhana Plants On Parade With Fan-Made Lyrics

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:

Pirhana Plants on Parade With Lyrics (Youtube, one minute)