Metroid Prime’s Save System

Zoid Kirsh on Twitter (while Elon Musk hasn’t completely wrecked it yet) tweeted about how Metroid Prime’s save system works. Metroid Prime save files are less than 60 bytes long! A single Gamecube memory card block is eight kilobytes, so it’s a bit overkill, but it’s still nice when a developer is frugal!

Image, of Metroid Prime’s inventory screen, from Mobygames.

The way they explain it is that the game has a number of “world layers” which determine what is spawned in each area when it’s loaded. Which layer is active when a room is loaded is determined by a single bit in the save. That, plus some basic stats like health and ammo, and the record of object scans, all take up very little memory when bit-packed.

If Metroid Prime’s save file were 59 bytes long, that would mean it had 472 bits to work with. The passwords used by the original Metroid only stored 144 bits of data!

Romhack Thursday: Super Mario 64 Reduced Lag

It’s not so much a hack as a recompilation, but it’s distributed in patch form so I’m accepting it. A person identified as “Nintendo 64 Wizard” took the source code created by decompiling Super Mario 64, and, simply, did something that Nintendo didn’t do: compile the game with -O2 optimization turned on. The result is a much more consistent frame rate.

From the romhacking.net article, a scene from the star with Bowser’s Sub in it, which is notorious for causing the game to lag.

If optimizing Super Mario 64 is an appealing concept to you, you might be interested in some of the videos made by Youtuber Kaze Emanuar, that goes into why the game has lag, and his own efforts into improving it.

Super Mario 64 Reduced Lag hack (romhacking.net)

The Difference Between Kiosk New 3DSes and Normal Ones

It’s a video from YouTube Channel The Retro Future with the title “Nintendo didn’t want us to know this…” which I hate. Why not just mention it’s about the difference between the Kiosk Units and retail ones? I’ve seen a hundred clickbait titles like this that have completely disappointed me.

This time though, it actually was interesting content, even if I can’t see why Nintendo would care if we knew it.

The kiosk units that were displayed in stores to demonstrate software differed from the ones you could buy in one important respect: they have a resistor in a different place on the motherboard. Without this resistor, the kiosk units will only turn on if they’re connected to power. They still have a battery, but it doesn’t appear to be used! If the resistor is removed and soldered into the location it’s at on a production unit, it seems, it’ll function normally.

Here is the video:

Romhack Thursday: Zelda in Low Res

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

When people think about NES games, they often think of pixel art. Big chunky pixels! It’s one of the defining aesthetics of our era. The NES occupies a niche between the truly blocky graphics of the Atari VCS era and the 16-bit consoles, which don’t have a much greater resolution than the NES (since the limitations of CRT displays were a big factor), but had a much greater color depth that could help smooth things out.

But it can be interesting, visually, to try to find a middle ground between the Atari and the NES. That is where the subject of this post comes in: The Legend of Zelda Chunky Edition, a graphics hack by Zero Meaning.

There are no words for how much I love this look!

Only the graphics have changed, and just to make them more blocky, instead of the prevailing trend for remakes, which is to make them less so. (Oh also, the bright cyan of Link’s Blue Ring tunic has been darkened a bit.)

For some reason, this look suits The Legend of Zelda a lot! The greatest challenge to making it, I think is figuring out how to represent letters and numbers. You can see from the title screen above that the S, R and numeral 8 posed particular challenges, as did the copyright symbol.

There’s not a lot more to say about this one! So here are a few screenshots of Zelda, chunky style.

U Can Beat Video Games: Super Mario Bros 3

We’re brought up U Can Beat Video Games before (here’s all of the videos they’ve done to date, and here is their home page with a merch store), but this time they’ve covered Super Mario Bros. 3 in their typically completionist style, covering every level and every secret in the entire game. Sometimes they split a long game into two or even three videos, but not this time, this one video goes through the whole game, and it’s three hours and 23 minutes long! The other reason to link them this time is it’s their 100th video!

They’ve done some other interesting games since the last time we linked them, which was when they covered A Link To The Past. Some particular games they’ve done in the meantime:

Even if you don’t have an interest in seeing these games taken apart so thoroughly, many people enjoy using their videos as background while doing other things. In a Youtube environment where video makers feel encouraged to go nuts with editing and fill their footage with distracting noises, UCBVG is a model for how to create interesting and informative videos. They are great! And they have a couple of adorable dogs who appear in every video, too!

Arcade Heroes Reviews Mario’s Arcade History

Image borrowed from Arcade Heroes-so that I can promote the post it came from!

It’s a great article! It starts out covering the classic-era games everyone remembers, Donkey Kong, Donkey Kong Jr. and Mario Bros., and then slowly gets less and less well-known. It even mentions the two Gottlieb pinball games!

Sundry Sunday: Vs. Balloon Fight Soundtrack

For making it through another week of internet life in 2022, let’s reward ourselves with the notably changed soundtrack to the arcade version of a NES classic, Balloon Fight.

Balloon Fight is remembered for its catchy music, which you get to experience in length when you play its Balloon Trip endurance mode. The music is also heard during the bonus round. Well, the arcade version, called Vs. Balloon Fight in keeping with Nintendo’s branding efforts at the time, has a rather fancier version of that track! Whoever is playing those virtual drums is a real show-off.

Extra! There’s a lot of cool little touches that make the arcade versions stand out. Vs. Excitebike has a fun and simple little bonus stage that requires you to jump over trucks evidently owned by the Mr. Yuck Moving Company.

News 10/13/2022: Flee Before The Sight of Black Box Zelda!

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Benj Edwards, Ars Technica, on using AI to smooth out the features of Virtua Fighter’s characters. Not in real time, and the results are cherry-picked, and look generic as opposed to the distinctive look of the original game. Still, there you go, people tell me this means art is dead somehow.

Just imagine if this were the box that launched the Zelda ship.
(Image from MrTalida’s twitter feed.)

Noted on Twitter by Frank Cifaldi, then cropped and zoomed by MrTalida on Twitter, then called attention to by threads on ResetEra and Reddit (inhale!) then reported on by a plethora of gaming sites, Cifaldi found a picture of an early version of the box-art of The Legend of Zelda in Nintendo press materials form the time, using the original “black box” trade dress, and it is funky.

Rich Stanton at PC Gamer, on when the mods of Ultima Online (remember them? they’re still around!) destroyed the (in-game) possessions of item duplicators. Ultimately, as my link is a link to theirs, so too is PC Gamer’s link one to the original post, so have a link to that too. And if you want to check in with a bona-fide living piece of gaming history, and the last surviving real Ultima game, here is Ultima Online’s website. They just celebrated 25 years of operation!

A dragon-infested day in Brittania.
Screenshot from Mobygames.

Finally, it’s not directly related to games, but you should read this article from TechSpot about the Internet Archive’s efforts to preserve websites in this age of paywalls and walled gardens. While content creators deserve to be paid for their efforts, the fact that so much is locked up means a lot of things are just going to vanish when their hosting sites, sometimes when an account at a hosting site, closes up. Please consider that when you publish. Preservation matters.

Romhack Thursday: Gyromite No-Robot Hack

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

People who got the expensive Deluxe Set in the early days of the NES received two so-so games instead of Super Mario Bros, both designed around the peripherals included in the set. Their compensation for not being able to bop around the Mushroom Kingdom, and paying a premium besides, was Duck Hunt, which was okay, and Gyromite, which was absurd.

As a bonus, the title screen has been changed from “Robot Gyro” too.

Gyromite, or “Robot Gyro” according to its title screen (it didn’t get localized from Japan at all!) puts you in the shoes of Professor Hector, who has to collect all the bombs in his lab. Sadly, he’s left all these monsters wandering around. Fortunately, there are these red and blue pillars that block the monsters, but they also block Hector.

The pillars can be moved, but not directly by Hector. Instead, you use the A and B buttons on the controller. But, not the first player controller: the second player controller is used. And the player isn’t supposed to manipulate them themself. They were supposed to put the controller into a contraption involving levers, spinning weights, and the “R.O.B.,” or Robotic Operating Buddy, another peripheral included in the Deluxe Set.

The intended process was:

  1. The player uses their own controller to give commands.
  2. The screen flashes in response to those commands.
  3. Photoresistors in R.O.B.’s eyes read these flashes.
  4. Depending on the flash, R.O.B. moves opens or closes its claws, lifts them up or down, or rotates.
  5. Through these means, the player is supposed to manipulate R.O.B. to pick up the spinning, top-like gyro weights and place it in a motorized holder, which begins rapidly spinning it.
  6. The player sends more signals, to cause R.O.B. to transfer it, still spinning, onto a platform.
  7. The platform serves as a lever, so the weight presses down on the platform, which causes it to press the button on Player 2’s controller.

The signals control R.O.B.’s motions, not the controller’s. They result in it lifting or lowering his claws, or opening or closing them, or rotating. What if a weight runs out of spin and falls over? Well, it’s up to the player then to manually pick the weight up and put it back into its holder, during the game, as R.O.B. has not the facility to do that itself.

Above, Youtube user zoclates demonstrates this process in an advanced level of Gyromite. Here is a direct link, it’s about six minutes long. Surely, kids who got the Deluxe Set enjoyed this far more than they would playing Super Mario Bros.

These days R.O.B. has retired to serve as one of the weirder characters in the Smash Bros. series. But there’s actually a kind of fun game there in Gyromite, beneath the involute process intended to control it. You can play it without R.O.B. at all, just by directly pressing the buttons on the second controller yourself, but this is both a bit unwieldy, and makes the game too easy.

The Gyromite No-Robot patch localizes these functions on one controller. Since the unmodified game’s timer for each level is extremely long to allow for the time it takes for R.O.B.’s mechanics to function and for the tops to spin up, it also shortens the time limit to preserve some element of challenge. It turns a game that requires expensive and rare hardware to play it as intended, or at least remapping the Player 2 controller in an emulator, and making it much more enjoyable.

Gyromite Special Edition [romhacking.net]

Stuff About Last Year’s Zelda Game & Watch Device

Forever late to the party, I splurged a bit and got the Zelda Game & Watch Nintendo made last year, and you can still find on sale in some places. It doesn’t seem to have been as popular as the Super Mario Bros. version, despite being a somewhat better value for the money. It’s hackable, but it requires opening it up and doing some soldering, and has so little storage that to really make use of it you have to replace its Flash memory chip too.

But even if you don’t hack it, it’s a nice thing just to have? It’s got a great screen for one thing. And as reports were on release, there is a light-up LED Triforce that shows up through the back case when it’s on that’s just a nice touch. The games are largely as they were on their original release, although with flashing effects toned down to avoid triggering seizures in photo-sensitive sufferers of epilepsy.

This is such an unnecessary addition, but I love it. Nintendo is really calling out to Zelda fans here.

Of new features though, the standout is the clock mode, which I’ve not seen a lot of people talking about! It self-plays a kind of weird version of The Legend of Zelda via AI. Monsters are generated, the AI destroys them, then more monsters are generated. They drop items, but rupees don’t seem to matter. Every two minutes, Link moves to a new screen. Every 30 minutes or so he changes location between the overworld or a dungeon. He finds items, he beats bosses, he gets heart containers, he slowly collects Triforce pieces, and at noon and midnight he defeats Gannon and starts all over again. There are even secret staircases to find, although the AI seems to know where they are.

The rupees serving as the colon in the time can be collected!

At any time during this show, you can press A and B at the same time to take control of Link yourself. He controls exactly like he does in the NES version, with enough nuance (like, the edges of the screen are a safe zone like in the console version) that I wonder if this isn’t a hugely hacked-up version of the game’s rom that’s providing the show. The sound is just ticking by default, but if you hold the A button down for five seconds it enables the sound from the game too.

If you choose to control Link, you can’t access the subscreen, but you can switch items using the Select button. If you run out of hearts Link respawns almost immediately. Also you can’t move to a new screen yourself, instead the game advances to a new area after two minutes regardless of how well either you or the AI player does. If you leave the controls alone for a couple of seconds the AI will take back over for you.

I don’t know if the world map that Link travels through is mappable. I’d be very interested to know if it’s a hack, and if it is, if someone could break it out of the software. If it isn’t, maybe the game world could be recreated in a hack of the original Zelda rom?

The Zelda II timer game is rather fun in small doses

There is also a special version of Zelda II. When you activate the Timer function, the version of Link from that game will automatically fight enemies, and you can take over from its AI too. This version is more explicitly game-like: it tracks high scores earned (by either human or AI) in each of its ten time limits and on each of three enemy sets, plus one more, a special mode where it records the time a human player can defeat a number of enemies. (Hold A for five seconds from the timer set screen to activate it.) And there’s a version of the old Game & Watch title Vermin included, with Link instead of its generic character that was later christened Mr. Game & Watch.

A note about the combat implementation of Zelda II in the timer game. Ironknuckles show up here, but the trick familiar to people who have played a lot of the NES game, of jumping before an Ironknuckle and stabbing as you’re coming down, as of slashing through the top of the enemy’s head, which always gets past the shield, does not work in it. Instead, to get past an Ironknuckle’s defenses, you must rely on the fact (in this game) that they can’t movie their shield while they’re attacking with their own sword.

Oh, it’s got three emulated Zelda games too, although I’ve played them so much before that the new stuff is much more interesting to me

So, it’s time to make an embarrassing admission. This is at least the seventh time I have legally owned the original Legend of Zelda. I had its NES cartridge, the Virtual Console rereleases for Wii, Wii-U and 3DS, the GBA rerelease, and the one on the Gamecube bonus disk for pre-ordering Wind Waker. I’ve probably forgotten at least one other version along the way-I had Gamecube Animal Crossing, which has the rom of The Legend of Zelda on its disk too, although it was never made available without hacking, and I subscribe to Nintendo Switch Online, meaning I can also play it there if I were to be of that mind. Now, I own a yet another device that can play The Legend of Zelda. Most of that time I could have played it for free via emulation, yet I keep buying it.

Yes, on the day I got it, I did a deathless run of Legend of Zelda on it. It was mandatory.

My response to people who are somehow in favor of Nintendo’s draconian legal response to pirates is, why do I keep doing that, continually giving them money for a game I’ve bought many times, when if I had the mind I could probably have gotten a hundred copies off the internet? Am I just stupid, or is there some other motive at work here? I am open to either possibility.

The Secret of SMB’s Hidden 1UP Blocks

Super Mario Bros. has 10 “1UP” blocks throughout its eight worlds. One of them is in World 1-2, and another is in world 8-2. These are visible (although they appear to be ordinary bricks when hit), and always produce a 1UP Mushroom when hit.

But also, there are a total of eight other 1UP Mushroom blocks in the game. These are hidden, invisible and intangible unless struck from beneath. That causes them to appear and produce a 1UP Mushroom… sometimes.

The 1UP blocks are always in the first level of each world (1-1, 2-1, 3-1, and so on.). They also always appear if you start on that level (say, using the level selection feature unlocked after finishing 8-4) or if the player has just warped to that level. But in other situations, the block usually doesn’t appear.

Image from Stephen Lindholm’s website. Text is from Nintendo’s “How to Win at Super Mario Bros.”

What causes them to appear? Even Nintendo’s guide authors at the time didn’t know. Depending on the source, it either had to do with whether Mario was big when he hit it, or whether he found all the coins in the previous world.

Stephen Lindholm’s website has the details on the true criteria, and you should read it there, but to summarize:

  • There is a flag in the game that is set when a game is begun, when the player warps, or if the player has collected a certain number of coins in the third level of the previous world. 1-3, 2-3, 3-3, etc. That is the deciding factor.
  • How many coins is needed? In World 1-3, it’s all but two. In all the other X-3 levels, you must collect every coin! The game has a short table in its code for the minimum number of coins necessary to earn the mushroom on each level.
  • If you do this, the flag is set. When you get to the following world’s first level, when the 1UP Mushroom block would be generated by the game’s world building code (which operates off the screen to the right of the player’s location), if the flag is set, the invisible block is placed and the flag is unset.
  • If the player dies before collecting it, or never hits it, either way the mushroom is lost.

Romhack Thursday: Vs. Super Mario Bros on NES

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Nintendo is a company with a long history, having gotten started making playing cards. They jumped into the video gaming market, like a lot of companies, making dedicated consoles that were released only in Japan. It was the release of the arcade game Donkey Kong that started them on the path to becoming the worldwide success they are today.

Title screen for the Vs. Super Mario Bros hack

The sales of Donkey Kong, and successor games like Donkey Kong Kr., Donkey Kong 3, and Mario Bros., put a lot of Nintendo cabinets out there. In the mid 80s there arose a market for upgrade kits, an alternate set of internal components for an arcade machine that could make it into a new game for players to enjoy. Simultaneous with the success of the Famicom and NES, Nintendo sold a kit called the “Vs. System” that their old cabinets could be converted into, as well as dedicated cabinets that used it.

Among the software Nintendo made for their Vs. cabinets, so they made special arcade versions of many of their NES cartridges for it. Many of these are expanded versions of the originals, with new features. We’ve already looked at Vs. Castlevania, a version of Castlevania remixed for the Vs. Unisystem by Konami. One of these updated versions was of Nintendo’s first huge Famicom hit, called Vs. Super Mario Bros.

Hey, that flower’s supposed to be a 1 Up Mushroom!

Vs. Super Mario Bros. seems, at first, a lot like the original game. It’s got a high score screen and some other minor changes. Players familiar with the Famicom/NES version will find that it changes significantly as they get further into it. Many later levels are completely changed, and much harder. When Nintendo released the Japan sequel to Super Mario Bros., they used levels from the Vs. System port to help flesh it out.

Many changes were made to the game to support arcade play. “Loops” where players could farm extra lives were toned down or removed, extra lives in general were reduced in number, and warp zones don’t take the player nearly as far into the game. Another change made was to add operator adjustable difficulty, allowing the cabinet owner to set how many coins were needed for an extra life.

SUPER PLAYER’S

Through emulation, Vs. Super Mario Bros is completely supported in MAME. But for technical reasons, you can’t just play MAME roms in an NES emulator. If you’d like to play it in the emulator of your choice, or have a means to get it running on actual hardware, creator BMF54123 applied all of the play changes of the arcade version back into the NES version of Super Mario Bros., and even added a title screen that allows you to apply the same difficulty settings that were available to an arcade operator.

Expect a number of tricks that would later get reused in the Japanese sequel to Super Mario Bros.

If you’ve never played Super Mario Bros before… then wow, I’m impressed you even found this blog. But also, this is perhaps not the best way to experience the game now. The demands of arcade design make for a much more challenging experience than the original. If you’re very familiar with the home versions, though, it can be an interesting new way to experience it.

Vs. Super Mario Bros for NES (romhacking.net)