Outrun on the Amiga

The Amiga line of computers from classic Commodore are rightly revered, but they did have their limits. Infamously, the people at id Software claimed that, despite all its custom chips, Wolf3D and Doom weren’t possible on it, and it’s true that in the time since no one has managed to make games like those on stock Amiga without some pretty major drawbacks. It’s been said that the lack of those foundational first-person shooters were really what caused PCs to be seen as gaming machines. From there, the fact that you could use one machine for both work and play arguably paved the way for the Windows hegemony of the current day.

But let’s not forget that Amigas were quite capable in other ways, and a recent technical feat has demonstrated this: the creation, by someone called reassembler, of a nearly arcade-perfect of Sega’s arcade hit Outrun (itch.io). Outrun was amazing to see in action at the time, and it’s still pretty awesome to watch today. It used Sega’s “Super Scaler” hardware to push up to 128 huge sprites per frame. The Amiga, by contrast, only has eight hardware sprites, and they’re not that different from those on Commodore’s 8-bit computers really. Where the Amiga excelled was using its blitter, a way to rapidly modify memory using custom circuitry, to simulate sprites.

Here’s a release trailer showing off reassembler’s port (one minute long):

Compare that buttery-smooth gameplay to the jerky framerate in this video of Probe Software’s official port from 1987 (13½ minutes):

Let’s not be too harsh on Probe’s port, as it was written for earlier Amigas. The new port requires the AGA graphics set and a 68030 processor, meaning the earliest machine that could run it was the Amiga 4000.

reassembler has made a video explaining the optimizations he made to get the game running so smoothly. (16½ minuites) I eat this kind of thing up. Here’s hoping it’ll be a filling meal for you too!

The Miracle of C64 Salamander

The Commodore 64 has many great games, but it tends to be best suited for computer-style games. When you compare it to the NES, for instance, it’s usually for Japanese-made action games. In Japan, hundreds of programmers had the Famicom boom to get better at the platform, and the system itself has an entire off-screen area of the screen to use as a scroll buffer. The C64 only had eight pixels of scroll buffer. There were scrolling games on the C64, even fast ones (I point to Andrew Braybrook’s Uridium and Paradroid that show the Commodore at its scrolling best), but it’s just a fact that the Famicom/NES was just better at it, and it was a time when there were lots of scrolling games coming in out of arcades.

I would like to highlight a particular case where the C64 acquits itself fairly well: its version of Konami’s Salamander, a.k.a. Life Force in some territories.

There’s a ton of scrolling C64 games that don’t hold up well. Take Strider, for instance. It tries to be a lot more like the arcade game than the NES version, I’ll give it that, but at the cost of all of its bosses, most of its speed, and it doesn’t even end very well, it just stops, feeding the player a line about having passed a test. Urk! If you want to see what I mean, have a look (11 minutes), but frankly why would you want to?

Here’s C64 Strider, but if you’re played the arcade version it’ll only make you sad.

There are good arcade, and arcade-style, games on the platform, and when they’re done well they can make the platform, quite literally, sing–the C64 has a terrific sound synthesizer chip. Ghosts & Goblins is often held aloft as a good example of a good C64 conversion, but although it has an iconic song, it only has one song, it’s not the classic tune from the arcade game, and it’s only got four levels. It plays a lot more smoothly than the NES version (7 minutes), but c’mon, Micronics made that one.

It runs at a good frame rate, has a great and spooky tune, and it manages to load four levels into the C64’s RAM at once, but it’s missing the last two levels and its two major bosses. And yet, it’s still a technical feat on the C64. BTW, there’s a 2015 port of GnG to the Commie (download) that’s better than the NES version in just about every way.

The C64 version of Life Force also only has four levels, but they’re very remarkable levels, impressively like the arcade game. It has a different tune for each stage! They actually sound like the arcade game! And one of the levels is the “Prominence Stage,” the most eye-catching part of the arcade and NES games, and it holds up (11 minutes), the flaming solar surfaces are animated, and the solar flares are just as deadly as in the other versions. It even exceeds the NES version in a couple of ways: your ship tops out at three Options instead of the NES’s two, and the Ripple and Laser beams are impressively flicker-free, since they’re drawn with background tiles, a feat the NES has trouble duplicating due to its background tile drawing limitations.

Is it equal to the NES version? Well… I can’t say that it is. And the Famicom version lets you have three Options, so the C64 version loses ground there too. But look at it! For the levels it has, the C64 really does its best to match the arcade. (If you’re surprised that the second level is different, the Famicom/NES puts the vertical mountain level there; the C64 sticks more closely to the arcade game, where the second stage is an asteroid belt.)

So even though the C64 port is about as good as you can expect from a 1983 computer with only eight hardware sprites, the Famicom/NES port is also great. Oh well, C64 users can content themselves to having a much better version of M.U.L.E., the NES version stinks.

Balatrones

(That’s plural for Balatro, a Latin word for buffoon.)

Funny, I thought I had made a post about this, but it doesn’t seem to have saved. Well, I’ll try it again.

Everyone knows Balatro now right? It’s won several awards, and was nominated for a handful of others. It was also developed entirely by one person, LocalThunk, who, gasp and shock, seems to be a decent person. And it was written in Lua for the LÖVE framework.

What’s more, there’s now several ports of Balatro for unexpected platforms. I presume they aren’t all entirely faithful to the original, but it’s fun to see how others iterate upon the theme.

For the Nintendo DS (Github, GBAtemp article):

For the Commodore 64 (itch.io):

For the Commodore Plus-4:

Oh wow, for the Commodore PET, and before you ask, this is the best that system can do, it had no color, only beeps for sound and its graphics were locked in ROM:

The Playstation Vita and Apple Watch also have ports, with varying degrees of fidelity to the original. Note that the PET and Apple Watch versions don’t appear to be public yet, and may never be. The Watch one particularly looks difficult to play.

Homebrew Atari 7800 Arcade Ports

Just a quick post today, last year user PacManPlus made available free downloads of some of their Atari 7800 remakes of arcade games. For people who aren’t in the scene this might be of limited interest, but these games were formerly sold commercially on AtariAge’s website and not generally available for free. Atari 7800 emulation is, of course, easily available in RetroArch, but this page on the EmuGen Wiki lists some standalone emulators.

One of the included games is a game that is very rarely ported, Baby Pac-Man, because it contains a significant pinball component. The pinball physics in the remake are uncommonly good! The Youtube account The Atari Network reviewed it with gameplay video so you can see for yourself:

Baby Pac-Man isn’t the only game in the collection, but its especially notable. I haven’t even had a chance to look at the others yet, but there’s some interesting titles in there.

The remakes were originally sold commercially on cartridges, but they were recently delisted and removed from sale, so PacManPlus was kind enough to make them available for anyone to download and play. I for one appreciate his kind generosity!

PacManPlus’ Atari 7800 Arcade Ports (atariage.com)

Oldweb: DHTML Lemmings

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….

DHTML means “Dynamic Hypertext Markup Language.” The term is little-used now; it later got renamed AJAX, and now is pretty much just how websites are made if they have any interactive aspects. It was originally presented as an alternative to Flash applets, which were threatening to crowd out actual web pages at that time.

Lemmings, of course, is Psygnosis’ classic puzzle game where you grant members of a horde of suicidal rodent people specific skills to guide them to an exit while losing as few of them as possible to the hazards of their ridiculously dangerous world.

Back in 2004, DHTML Lemmings was a brilliant example of how much could be done with Javascript. Original Lemmings was released in 1991; we’re now further away from DHTML Lemming’s release than the original game was when it was published.

Its first home went away, although the server and even its page still exist. It says that the Lemmings page was taken down (and implies they did it to dodge legal liability), but promises something called The Pumpkins to replace it. It never did, but the promise survives. The game itself has been preserved, relocated as-was to a subpage of the site of Elizium, a dark rock band from the Netherlands.

Only the first ten levels of each difficulty, about one quarter of the original Amiga game, are presented. And this version has not survived the years unaltered: the distinctive sound effects and music appear to be missing. Still though, what’s here is playable, and fun. Enjoy, if you have the inclination and deliberation. And check out those requirements: IE 5.5 or better, or recent Firefox or Opera. And a 500 Mhz processor, wow!

DHTML Lemmings

Romhack Thursday: The Legend of Zelda for SNES

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

It’s not easy to find romhacks that measure up to our exacting standards, that strike me in just “that way,” but a conversion of the NES Legend of Zelda, one of the few mainline Zeldas never to have been really remade in any form (unless you count the abandoned Satellaview versions), fits the bill like a duck in well-made dentures.

This screenshot may look nearly exactly like The Legend of Zelda. In fact it is the Legend of Zelda, just converted, nearly exactly, to the SNES.

Link doesn’t wait for the transition to finish to start climbing out of caves.

The question has to be asked: why? I mean, to a degree it is kind of pointless. There’s been nearly exact (although always unofficial) re-implementations of The Original The Legend of Zelda since Zelda Classic (Set Side B). All of Nintendo’s own rereleases, from Virtual Console to Gamecube bonus disks to a stand-alone Game & Watch unit. But recreating it on SNES does have certain uses. First, it fixes a handful of issues with the earlier game, notably it doesn’t have flicker or slowdown. It also uses the L and R buttons to allow for quick inventory cycling without having to go into the subscreen.

The colors are slightly better as well. And the top of the screen display labels the buttons Y and B, instead of B and A.

It speeds up game transitions: it uses the Link to the Past-style iris in and out effects, using the SNES’ display masking feature, instead of the slower curtain closes and opens from the NES version. It allows you to use custom soundtracks via MSU-1 support. Health refills instantly instead of pausing the game for up to 15 seconds while all your hearts load up with red. And the sound is very slightly different: by default the low-health beep is less insistent, there’s an extra sound when you kill an enemy, and the candle sound is a little higher in pitch.

But perhaps the best reason to convert it to the SNES is, SNES emulators are nearly as common as NES emulators. You can play this modestly improves version of LoZ on anything with an SNES emulator, which isn’t something you can say of Zelda Classic.

Yes, I used this hack as an excuse to play completely through the first quest again. And yes, I did it without dying. I still got it.

I’m kind of an outspoken fan of the original LoZ, I still think it’s well worth playing today, although I think you should seek out its manual should you do so. (The opening demo even tells you to look there for details!) You’ll die a lot, it’s true, but there’s little penalty for it except for going back to start or the beginning of a dungeon, and having to go refill your health before you try again. It takes real skill to weave around its fast-moving enemies and projectiles, but it’s doable, and you don’t need speedrun skillz to do it.

It is rather difficult to find it through search. It’s not on romhacking.net. Creator infidelity’s announcement was on Twitter, where he offered only a direct download.

Here’s Wes Fenlon’s post enthusing over the port. And here’s where it can be obtained, although links to previous versions have been disabled, so this one may be too if it receives another update.

On Beam Lighting’s Removal From Metroid Prime Remastered

One of the coolest graphic effects from the original Metroid Prime was dynamic lighting from some of your weapons. Not only did it look amazing to see your shots light up surfaces as they zoomed down corridors and across rooms, but they even made the game a little easier in dark places. I remember at least once using shots to help me get a read on surfaces in a pitch black area.

It was such a distinctive feature that some people were a bit upset that it wasn’t included in the recent remastered version for the Switch, especially since it was included in the remake of Metroid Prime, in the Metroid Prime Collection released for the Wii. What happened?

Youtube channel KIWI TALKZ spoke with Jack Mathews, one of the programmers of the original version, in a Youtube video, where they revealed that the beam lighting effect was designed around a specific feature of the Gamecube hardware, that made it nearly free. They theorize that it could have been included in the Switch’s version, but it would have been much more costly there, especially at its 60 fps target. The Switch was designed, either cleverly or infamously depending on your point of view, around a mobile graphics chip, that was never intended to wow with effects, even those available to 22-year-old hardware.

It is interesting though, to think there are things the Gamecube’s now-ancient 3D chips can do easily that the Switch has trouble with. Mind you, the Switch does target a much higher resolution than the Gamecube, not 1080p but still 900, which is a lot more than the Gamecube which was aimed at standard def televisions. But on the other armored hand, it has been over two decades. Ah well.

Why Beam Lighting Was Removed In Metroid Prime Remastered (KIWI TALKZ on Youtube, 6 minutes)

Arcade Gradius II Compared to PC Engine CD Version

These days, if you’re playing a game with multiple versions, there’s usually one specific version you want. For pre-Crash games, if there’s an arcade version, most of the time, it’s the one you want. After the Crash it becomes less definite. Super Mario Bros. at home is a much more playable game that the arcade version. Vs. Super Mario Bros., which is hungry for those quarters. For games like Smash T.V. though you still usually want to play the arcade version.

The arcade and PC Engine CD version of Gradius II though are a much closer call. In a couple of places this home version is actually slightly better, or slightly harder, than the arcade original. It also contains an extra level that’s missing from the arcade.

Inglebard Gaming on Youtube has played through both games entirely and shows them to you side by side, so you can decide for yourself!

Gradius II Arcade vs PC Engine Super CD (Youtube)

Pitfall II: Arcade Version

Have no fear, we’ve not forgotten about Arcade Mermaid, our regular classic arcade feature. I don’t think this post is quite the right material for it, but it’s still very interesting.

People who played the Atari VCS, later renamed the Atari 2600, will no doubt remember David Crane’s seminal Pitfall!, one of the greatest, and certainly one of the best-selling, games for the system.

Pitfall’s huge success spurred the creation of a sequel, Pitfall II: Lost Caverns, which is certainly among the most technically brilliant games for the VCS. We recently covered how one of its best tricks was how it managed to get music out of the Atari’s TIA chip that few other games were capable of. That’s not all it did. Pitfall! was one of the very first exploratory platformers, and Pitfall II expanded its focus greatly. Some might call it the first Metroidvania, although it doesn’t have the item-based progression gating usually associated with that genre.

It does have great design ingenuity though. It gets its challenge not through limited lives but its huge and complex system of caverns. In fact, it abandons lives entirely, replacing them with a checkpoint system, another possible first. Getting “killed” never ends the game, instead, it just costs points and returns the player’s surrogate Pitfall Harry to the last cross he touched. So anyone, given enough time and effort, can finish the game; they might not have a good score when they do it though, which still leaves room for players to improve.

Pitfall II, with its huge world and great music on a system not known to be able to support either, powered by a custom microchip that Crane himself designed, called the DPC, would undoubtedly have been a giant hit if it had been released a year before. Sadly, it came out right at the end of the VCS/2600’s life. Crane had hopes that the DPC would help revive the system but, sadly, it became the only game to utilize it.

But that wasn’t the end of Pitfall II. While it was designed around the limitations of the VCS, it received ports for several other systems, including the Apple II, the Atari 5200 and Atari’s 8-bit computers (which both had a secret second world to explore after finishing the first!), the Commodore 64 of course, Colecovision, MSX, SG-1000 and ZX Spectrum. It even got a kind of NES port, called Super Pitfall, which was programmed by anonymous NES contractor Micronics and is widely regarded as terrible. And then, there was the arcade version.

Sega’s arcade version of Pitfall II is more of a recreation than a port! It’s divided into levels and goes back to the standard arcade paradigm of limited lives. Its first level resembles a condensed version of the first game, with some extra hazards built it. The game world is both smaller and harder than the original, to make it harder to master and thus entice players to put in more money. You can see for yourself in the below playthrough, a deathless run up on the Replay Burners channel. Videos on Replay Burners are done cheatless and without tool-assist, so you can be assured that an actual player performed this run and not a control script. The video is about 27 minutes long.

News 11/2/2022: Emptying the Ol Bile Gland

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

I’m back! I’ve been bobbing and blobbing around internet slimepools and have dredged from their murky depths the latest gaming information for your consumption! Yum!

Engadget’s Kris Holt tells us that the graphic-based Steam version of Dwarf Fortress is on the way! It’ll cost $30, which it is possible to be dismayed by, except that if there’s any game that offers depth and content worth at least $30, it’s Dwarf Fortress. The version will have not only graphics but a tutorial and updated UI! And the free version will continue to be updated! Dwarf Fortress is going with a paid version because its creators, being not electronic dwarves but actual human being people, need money to live. Please, help them to live!

Liam Doolan at Nintendo Life: Mario Party 1 and 2 are coming to Switch Online’s Expansion Pack. I wonder if the games will destroy Joycons as thoroughly as it did N64 joysticks?

K. Thor Jensen for PC Magazine writes about what he considers the 10 worst arcade conversions of all. They cover a number of likely suspects. Atari 2600 Pac-Man, NES 720°, GBA Mortal Kombat, GBA Marble Madness, PC Thunder Blade, Amiga Street Fighter II, NES Ikari Warriors, 2600 Double Dragon, PS1 X-Men vs Street Fighter, and C64 Cisco Heat. But, I dunno, there are a lot of awful computer ports of arcade games floating around out there. Given the time I could probably redo the whole list, but PC Magazine isn’t paying me to do it. Plus, that kind of negativity is more the Gripe Monster’s lawn.

Ryan Dinsdale at IGN tells us that Microsoft loses from $100 to $200 on every Xbox X and S they sell. Aaahahaha! Yes my minions, exult with me in the misfortune of a major console manufacturer, for no good reason than sheer ill will! Er. Sorry, I let the evil out of my brain for a moment there.

At Kotaku, John Walker says that Playstation Plus has lost two million subscribers after its relaunch! Haahaha! Revel in their misfortune! Giant corporations will destroy the earth, at least they suffer very slightly every once in a great while! Oops, sorry again, I really need to get my bile gland emptied more often. The article mentions that the higher-priced tiers mean Sony is actually making more money now anyway.

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)

Commodore Basic 2.0 for Other Systems

Say what you will about Commodore BASIC 2.0, the built-in programming language and makeshift shell for the Commodore 64, written by Microsoft employees and descending from code written by Bill Gates himself, it’s certainly, um, basic. Nearly everything that takes advantage of that machine’s graphics or sound features involves POKEing values into memory at various locations, requiring a programmer to memorize a long list of important numbers.

Because it doesn’t interface with the system’s unique features to any great extent, it’s a very generic version of BASIC. But this means it can be ported to other systems without tremendous effort. Fancy-pants commands don’t have to be converted to another architecture’s norms, because there aren’t any! And lots of systems used the instruction set and general capabilities of the MOS 6502, upon which the Commodore 64 is based, so now we have versions of its BASIC that work on the Nintendo Entertainment System and the Atari 800. They’re both based off of Project 64, an annotated disassembly of the C64’s BASIC and Kernal ROM code.

The NES port should be able to run on actual hardware, but you’ll need the Family Keyboard that was made to work with the Famicom’s own official BASIC to use it, which was only released in Japan.

By the way, the reason that I write BASIC in all-caps is, it’s an acronym! It stands for Beginners’ All-purpose Symbolic Instruction Code.