K.C. Munchkin for Commodore 64

The always great Indie Retro News mentions, from Pretzel Logic, a Commodore port of one of the best Odyssey 2 games, K.C. Munchkin (itch.io, $0)!

Why is this interesting? The machinations of the old old days of video games are so easily forgotten now. K.C. Munchkin was a big seller for the underdog in the second-generation video game sweepstakes, but was taken off the market by court order way back then for being too similar to Pac-Man. Although Magnavox managed to come back a bit with sequel K.C.’s Krazy Chase, they remained a distant third in the market.

The C64 version has multiple modes, including a random maze mode and editor like the original, also has an arcade mode with 96 mazes!

News 8/12/2022: Re-Volt, Pac-Movie, MOS7600

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

Graham Smith at Rock Paper Shotgun tells about the return of Re-Volt, an RC Car racing game from the Dreamcast age that many regarded as fairly lackluster, but has nonetheless gathered a strong fanbase. It’s for sale again on Steam and GOG. While the game itself isn’t terrific as it is, fan-made mods that improve it require ownership of the original to function.

At GamesRadar (warning: will harass you to subscribe to their newsletter), Dustin Bailey (which may be a fun pseudonym) lets us know that the Coconut Mall reprise track from the DLC of Mario Kart 8 has been “improved,” in that the cars in the parking lot at the end of it now drive around getting in your way like they did back in the Wii version, and in fact are now even more annoying, doing pointless doughnuts in the lot just to piss you off. And yet, the drivers are Shy Guys, not the system Miis that drove the cars in the original, which in my bulbous eyes is still a downgrade.

Jesse Belinsky at The Verge contributes a personal essay about how the Animal Crossing series helped them explore their gender. They especially note how the pandemic gave them the push they needed, an event which will be remembered for years to come as a pivotal moment in time, I think at least.

Coming soon, just in time for… 2023?! They might have missed this property’s best-by date.

In sillier news, at the Hollywood Reporter, Mia Galuppo tells us that Bandai Namco is trying to get a Pac-Man movie made. Pac-Man’s relationship with media has been a strange journey. In Japan it originally didn’t do especially well, but in the U.S. it quickly set arcade cabinet sales records, partly due to the stewardship and marketing acumen of U.S. licensee Bally-Midway. They commissioned several sequels that were unauthorized by original creator Namco, most of which have been stricken from the records, except, for a time, Ms. Pac-Man, created by GCC as a hack of the original game that would go on to eventually surpass it in lifetime sales. Namco would in turn adapt several aspects of the Pac-Man expanded universe for their own use, notably Ms. Pac and aspects of the first Pac-Man TV show, a pretty dumb cartoon made by Hanna-Barbera back in the period where they’d adapt anything for a buck. Namco made Pac-Land, an important early scrolling platformer, using the characters, music, and art style from that cartoon. In recent years rights issues have caused Bandai-Namco to reject Ms. Pac-Man too, creating a rights-unencumbered replacement character called “Pac-Mom,” which presumably will feature in this movie. All of this is just to demonstrate to you how incredibly twisted and fraught Pac-media has become, and I haven’t even gotten into the second TV show, Pac-Man and the Ghostly Adventures, which I’d rather not discuss. I will note, however, that because of Pac-Man’s inclusion as a character in Smash Bros. 4 and Ultimate, the first Pac-Man cartoon show in some small way lives on in Smash Bros’ Pac-Land stage.

Hamish Hector at TechRadar (that’s a different site from GamesRadar, right?) writes that there’s never been a worse time to buy an Oculus Quest 2. Considering that dumps more money into the hated trough of Zuckerberg, I can’t think that there’s ever been a good time.

Image, from Old Vintage Computing, of the box from one of the MOS 7600/1 systems

Jenny List at Hack-A-Day points to a long and interesting post by Cameron Kaiser on good ol’ Blogger blog Old Vintage Computing about MOS Technology’s early entries into the Pong system-on-a-chip market, the MOS 7600 and 7601, which were programmable, meaning, they could run code, and systems that used them. It makes for fascinating reading to my gelatinous brain.

And at PC Gamer, Christopher Livingston relates how the developers of survival MMO Last Oasis decided their genre “sucks,” and reworked it to be PvE instead of PvP.

News 7/18/22: Fall Pac-Dwarf Unity

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

Jordan Middler at VGC noted of instances last week where Fall Guys players who had intended only to preview items were instead made to purchase them, and no refunds were offered. Since it became a big affair on social media developer Mediatonic reversed course and promised to refund the purchases, and that their customer support was lacking in this case. But it kind of makes you wonder about the errors that don’t make it big on social media, doesn’t it?

Unity has been in the news a lot lately! They merged with ironSource, a company that once made a malware installer (Jody MacGregor at PCGamer), and their CEO John Ricitiello criticized mobile game devs who had the temerity to not focus on monetization when they made games, calling them (focuses on page) “fucking idiots.” (Ian Walker, Kotaku) That second article, it’s beautiful and infuriating. Since then, Ricitiello has apologized for his statement on Twitter, and that tweet has itself made the rounds by now. As part of the fallout some developers are seeking out other packages, including site-favorite open-source gamedev system Godot.

PCGamesN (I’m too cranky right now to put the superscript on the N) writer Ian Boudreau presents news of the upcoming graphical Steam version of indie darling Dwarf Fortress, and how its trees change colors with the seasons! I seem to remember them doing this in ASCII mode too, but it’s nice to see it with non-terminal eyes. A lot more pictures are on this post on their Steam News page.

Lookin’ good, Blinky

Some fun links are good once in a while, am I right drebnar? Hackaday’s Orlando Hoilett links us to monseley’s Instructables page about an LCD matrix they cobbled together that shows animations of Pac-Man characters, and how you can make one yourself. It’s even set to make the ghost blue when it’s cold and red when it’s warm! Us one-celled organisms have always felt a certain kinship with ol’ Pacs, I tell you.

Arcade Mermaid: Pepper II

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Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at.

Released in 1982, a couple of years after a little game called Pac-Man, Pepper II is a maze game set in a four-screen world. You’re a blobby angel thing called Pepper, obeying an edict from the Powers Above: zip up four screens’ worth of boxes. The box borders are made of un-zipped zippers, and by zooming around each one it’s zipped up and captured, filled with a pattern.

Opposing your efforts are a bunch of roving eyes and a weird pink creature callled “the Whippersnapper.” It was the golden age of arcades, and realistic scenarios were on the outs for a time.

Its box-surrounding play looks similar to Amidar at first, but it’s really quite a different game. Amidar‘s enemies move according to a set and inviolate plan, but the eyes of Pepper II rove mostly randomly, with a slight bias towards chasing you. Amidar only lets you attack your enemies once per board, after you’ve surrounded all four corners, but Pepper gets this power after capturing just one of the corners, or the box in the center, up to five times per maze. This means that you’re invincible a lot of the time! Play carefully and you’re almost always invincible, which is important because you’re really vulnerable when you’re not. There are up to three more enemies after you at a time than in Pac-Man, and their unpredictable meandering means you often get caught right as you’re finishing a box.

Pepper’s world isn’t a single screen, but consists of four interconnected mazes. The arcade manual calls them cubes, and when you clear one you get a little cube icon in the bottom-right corner of the screen, but it isn’t a cube really; there’s only four sides. The game world is more like a horizontal strip. When you go off-screen to the left or right, you enter the next screen in the strip, but if you go up or down you skip ahead/behind one screen. From Screen 1, left goes to 4, right goes to 2, but both up and down go to 3. Enemies don’t have an off-screen existence beyond a few seconds after you change mazes, but your progress on other screens is remembered, so you can solve each maze a bit at a time if you choose.

The best thing Pepper II has going for it is its speed. It is incredibly fast! It makes Pac-Man feel creaky by comparison! Surrounding an energizer box gets you only four seconds of invincibility, but it’s long enough to surround multiple other boxes.

Pepper likes to overshoot intersections, and even with attention you’ll still probably miss them sometimes. When you enter a new maze, enemies enter from the four sides randomly after only a second, and at the game’s speeds this makes them very dangerous at that time. You could start capturing a box, and by the time you’re all the way around it a roving pair of eyes have both entered and moved over into your path. The eyes are not focused pursuers, but their large number and randomness make them plenty deadly enough.

The Whippersnapper is a little special. When you activate an energizer you can destroy the eyes for points, but will just pass through the Whippersnapper. The Whippersnapper exists to prevent you from zipping up tracks randomly. It undoes your work as it moves through the maze! Once you’ve completely captured a box it’s safe and cannot be unzipped, but until then it’s easy for it to mess up your work. It also moves much faster than the eyes.

There’s a couple more nuances to play. If you go back over your own trail you’ll unzip it. There are bonus items you can surround for ever-increasing bonuses as the game continues. The energizer in the center of the board flips between a stronger version that also kills all the enemies on the screen. These play quirks don’t really amount to all that much. Pepper II is a game about careening at full tilt around a board, clearing it piece by piece, and frantically racing between energizers to keep your invincibility going, and the other details tend to get lost in the rush.

Extra lives are awarded at 40,000 and 80,000 points. A good early score is around 50,000. I can regularly break 200,000, clearing two cubes, but the difficulty goes up rapidly from there. Both as you continue in each board and as the game goes on the enemies speed up a lot, and starting with the second cube the unzipped trails turn invisible for short periods.

About Exidy

Exidy was founded by in the very early days of arcade gaming. Some of their better known games include Star Fire, Mouse Trap, and Venture. They were never known for their graphics, although some of their products were among the earliest arcade games to use digitized sound. Many of Exidy’s games made up for their lack of visual flair with strong gameplay fundamentals. Venture, particularly, is a minor classic. Exidy was known to court controversy at times, with games like Death Race, in which the player runs down pedestrians, and the excessively-gory Chiller, where the player uses a light gun to dismember helpless victims in a torture room. Chiller received an unlicensed port to the NES by AGC (“American Game Cartridges”).

Coleco ported Mouse Trap, Pepper II, and Venture to the Colecovision console, where they were met by an appreciative audience. Their port of Pepper II is especially good. It’s very much like the arcade game, just a little slower.

Exidy games from the time of Pepper II tend to have a visual look akin to DOS games played through a CGA card. Pepper II is like this, but it certainly can’t be called slow. It takes sharp reflexes just to get around its mazes.

Homebrew Atari VCS/2600 Arcade Ports

The long-running Atari fansite AtariAge sells a number of carts that run on classic Atari VCS systems that make it do things you might not expect that system could do. Some of the most impressive of these are remakes of classic arcade games that go far beyond what was possible at the time. A number of these were developed by Champ Games. Here are links to a number of videos showing them off, although sone of the may not currently be in their store:

Galagon” – Wizard of WorZoo KeeperAvalancheScrambleSuper CobraMappy (especially this one!)

A few others, not from Champ Games: Aardvark (Anteater) – Venture ReloadedSpace Rocks (Asteroids) – Star CastlePac-ManDraconian (Bosconian)