Gamebase 64 is in Trouble

According to this forum post, classic Commodore 64 database and information archive site Gamebase 64 has been stricken by the death of their webmaster Steven Feurer, and unless they can find someone to replace him soon, and likely provide alternate hosting too, their site will follow him into the Great Beyond.

As time passes, these kinds of events will happen more and more often, so please, if you maintain a website, of any kind sure but our remit is games so let’s say game-related site, please take measures to ensure its continuity in the unfortunate event of your passing. And if you can help Gamebase64 out, please consider it?

Bye, bye, Gamebase64?

Blaseball’s End

Sadly, it seems the struggle to update Blaseball for a new era was too much effort and not enough income to keep The Game Band, the game’s creator and maintainer, going with it, and they’ve made the decision to end it.

It’s a shame, but it could be that it was something of its time. It got started during the big lockdown period of COVID (as opposed to the long haul, pretend-it’s-not-happening period we’re currently in), when everyone was obsessing over this strange fake horror-themed baseball sim and Animal Crossing New Horizons.

I’m sure in the decades to come people will look back fondly at that time, as a moment when we could afford to be so focused on a small number of particular cultural monoliths instead of our regular diffuse fixations. Maybe a moment such as that will come again someday. But it’s not now, and Blaseball has ended.

It’s worth noting what a cultural phenomenon Blaseball was for awhile. They made a number of Youtube videos for the second era of the “splort,” called The Blaseball Roundup, that are worth watching for their own sake. And the Seattle Garages was a seriously good band that arose out of Blaseball’s pandemic enthusiasm.

Farewell Blaseball! You will be missed.

Lode Runner on the Web

Commodore 64 graphics set

This one is going back to my Metafilter posting history. In case you’re unfamiliar with Lode Runner, I really have to give a short history and primer.

Lode Runner was a game released in 1983 for the Apple II home computer, although ports for several other machines were soon developed and released. Created by the late Douglas E. Smith, it asked players to maneuver through 150 levels of caverns and structures, collecting all the gold (little boxes) on each level then ascending to the top of the screen.

Apple II graphics set

150 levels sounds like a lot, and it really was, but amazingly the game keeps finding new ways to surprise with its small number of level parts and their implications. When player were done with those (or even if they weren’t), Lode Runner included a level editor that player could use to make their own levels.

The ostensible subject of this post is a web recreation of Lode Runner that includes hundreds of levels to play and learn and enjoy. But the site largely speaks for itself in that regard, I think, so here’s some musing on Lode Runner itself, and its history.

So, here is the link. If you’ve never played it before, it’s simple to get into, but very interesting to puzzle over. Every level can be completed, even if many of them seem like they can’t possibly be. Good luck!

Design

Each Lode Runner level is composed of only a small number of parts. There’s the player and the guards that pursue them, of course. There’s normal, “diggable” blocks, solid “undiggable” ground, ladders, overhead bars, trap doors that look like diggable blocks but cause the player to fall through them, gold boxes, and hidden ladders that only appear when the last gold box has been collected.

Diggable blocks, the ones that look like bricks, can be drilled into, leaving a hole, but only when standing next to them and they have nothing above them. That means absolutely nothing: a quirk of the game is that even a set of overhead bars or an invisible ladder in the space above a block will prevent it from being dug.

The obvious use for these holes is to trap guards. When one falls into a hole, it’s stuck for a few seconds until it can climb out. Holes close back up after a short while, and a guard in a hole when it closes up around it are killed, usually to respawn randomly near the top of the screen.

Digging layers down to reach buried gold

The inobvious use is to penetrate into the very walls of a level to collect gold that would otherwise be inaccessible. By digging out a whole layer of bricks, the player can jump into the excavated space and continue digging the next level down.

The other thing about Lode Runner is the AI of the guards. They’re run by a simple program, and are easy to manipulate, but they still have a way of keeping the player guessing when they function as obstacles. When used as tools though, learning how to manipulate them becomes essential. The player can stand on their heads, and because they fall faster than the guards, can even use them as momentary platforms during a fall, to quickly step to one side on the way down.

I don’t mean to dive too deeply into the pieces, their workings and their quirks. A lot of the fun of Lode Runner comes from discovering them for yourself, and being introduced, step by step through the game’s levels, to their implications.

Culture

Back in high school we had an Apple IIc in the back room that we could play with on breaks. I’m not sure what it was there for, I don’t think any educational software was ever run on it, but the copy of Lode Runner on it (already a few years old by that point) was put into heavy rotation, and students would bring their own disks to school to save levels on.

This is an aside, but it demands to be told: one such student saved a number of levels they had labored over to a disk and left it in the room one day. A friend of his, who had thought that student had erased his disk or saved over his own levels, physically cut their disk up with scissors and left it on their desk! It was all in error, but the two’s friendship was never the same after that. The moral: do not be quick to vengeance, theatricality gratifies only one’s self, and in any case, be sure of the facts first. More times in my life I’ve seen someone take drastic steps in error than in rightness. So, back to Lode Runner!

A number of classic Western computer games got a second life, sometimes one that far outstripped their beginnings, when they got ported to Japanese computers and game consoles. Lode Runner was first ported to an arcade cabinet by Irem, then converted to the Famicom by Hudson Soft, where as a prominent early title for that system it went on to sell over a million units, and became a part of Japanese popular culture. From there it reached a number of other systems, including a version for the PC Engine, called Battle Lode Runner, that much later would make it back to the US as an early Wii Virtual Console release. A few other game series that would become cultural fixtures in Japan, adding hundreds of thousands of sales beyond that of their U.S. editions, were Spelunker, Wizardry and Ultima.

Image from MyAnimeList, still kicking after 18 years

At the time Hudson Soft licensed an adaptation of their Adventure Island game, itself deserving of a long post, as an anime production, called Bug tte Honey, which I’m still not sure how to pronounce. It was a Captain N-style setting, where video game players were transported into the game world to have various adventures. It was used as a showcase for several Hudson properties, including Lode Runner.

Lode Runner is a timeless classic, something that we didn’t realize how good it was when we had it. I mean, we knew it was good, but we didn’t yet know how difficult it was to create something so elegant.

For a history of Lode Runner, publisher Tozai Games has a short retrospective and timeline that still survives on the web.

Lode Runner Total Recall

News 7/12/22: Yu-Gi-Market Contraction, Oh!

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

It’s a rare day that we get to link to the Washington Post, in this case a piece by Michael Cavna on the death of Yu-Gu-Oh! creator, mangaka Kazuki Takahashi. Hey there Michael! Bet you never thought your work would be linked by a single-celled pixel-art organism! Can you ask them to do something about their ludicrous paywall drebnar? Yu-Gi-Oh! is only tangentially part of our purview here but there have been enough video games from that series that we can probably make room for it under Retro, plus it’s published by Konami. One of my favorite facts is that the card game includes several cards that officially refer to the Gradius series, including cards of the Vic Viper and Big Core.

Elliot Williams at Hackaday challenges us: You think you know how Mario Kart works? I think so? You supply electric potential through a wire to a console loaded with some game software, which sends signals to a video screen, and you use a wired controller to interact with it. Yes, I win! His article just links to a video (see above) about how the AI drivers work. This subject has been thought of so much that there’s a patent on such drivers granted to Lyle Rains for his work back in the early days of Atari, in 1979! That it took 20 years for that to expire is a blight on the history of game programming, drebnar!

PC Gamer’s Rich Stanton tells us that Yuji Naka is still angry at Square Enix for removing him from the Balan Wonderworld project. He accurately notes that the degree of acrimony from Naka about this is unprecedented-Naka is pissed and doesn’t care who knows it. The article suggests listening to both sides here. Here at Set Side B we admit, we tend to take the word of developers over those of gigantic corporations, especially when the developer is someone of Yuji Freaking Naka’s standing! We may be wrong, and if the word comes out that we are we’ll cheerfully admit to it, but it is easy for me to believe, in Naka’s words, that Square Enix “doesn’t care about games.”

Zack Zaiezen at Kotaku writes that Take Two is going after another Grand Theft Auto modder. Boo! Hiss! News like that fills up my angry sac!

It’s a good day for linking to non-gaming sites! At CNBC, Ryan Brownie warns of a coming contraction of the games industry, partly due to it coming down off the boost caused by the pandemic, and also from bottlenecks produced by Russia’s invasion of Ukraine.