Switchaboo on Youtube had a look at video gamethings Nintendo made in the era before people habitually left the spaces out from between words. (14 minutes)
I didn’t know that Nintendo’s first foray into consoles was making a custom controller for the Odyssey (not the Odyssey 2, the Odyssey), and distributed it in Japan. But I do know that Nintendo’s history extends far back before video games, to making Hanafuda and traditional playing cards, and still makes them to this day, along with Mah Jong, Shogi and Go equipment.
If you know where to look, there are many arcade machine restoration videos on Youtube, whole channels devoted to them. This Halloween-themed video from Electric Starship Arcade is only one of them. It’s mostly about the process of fixing up the cabinet and has very little gameplay, but it does end with a fun sequence where they dress up someone as a vampire and, driven in a hearse, bring him out in a coffin to introduce it! (40 minutes) And if you watch it, it’ll haunt your view history, and influence Youtube into recommending more restoration videos to you, in a suitably spooky fashion. Ooooooo!
Robin from 8-Bit Show-And-Tell has mentioned Loadstar, the magazine that I am trying to help preserve with the itch.io version of Loadstar Compleat. I say that just to mention anything that might even be slightly considered to be conflict of interest. There, done. All of this said, this post has nothing to do with any of that!
Before Tiger’s line of cheap handheld mechanical electonic games in the 80s and 90s, there were cheap handheld mechanical wide-up games in the 70s and 80s! These are basically forgotten by most people today, but kids of that age might vaguely remember them, made by companies like Tomy.
There used to be more websites dedicated to uncovering and preserving them. One that remains to this day is the Handheld Museum, which has an extensive listing of Tomy’s titles.
Another place you might be able to learn about them, with demonstrations, is Robin’s video on them. (29 minutes)
Robin shows off a variety of them, including a variety of electric (as opposed to electronic) games. Some weren’t even battery powered, instead having to be wound up via a dial on the back, but all but the last of the games in this video run on batteries. One had to be repaired on camera. The first game is the earliest, a solitaire version of poker, dating to 1971; for context, Pong, the first commercially successful video game, was made in 1972.
It just goes to show that personal gaming was something that existed even before video games. It was something in the air at the time, and even if Pong hadn’t happened (or the earlier Computer Space, or the Odyssey, or even prior games made at universities and laboratories), it seems evident that it would have happened shortly anyway. It was an idea that was bound to happen eventually, and probably sooner rather than later.
File this under blasphemous acts of hackery, reported on by Video Game Esoterica (Youtube, 10 minutes) and Time Extension, a super-deluxe techno-nuts person going by malucard is trying to port Super Mario 64 to the original Playstation. They have a GitHub repo containing their efforts so far.
The growing number of fan-made decompilations of classic games is what make these hilarious affronts to the very idea of console exclusivity possible. But while ports of such games to PC platforms allow for much greater visual clarity and the resolution of long-standing deficiencies, this is almost a celebration of the idea of technical limitations—and I, for one, am all in favor. But you have to understand, I’ve given serious thought to the idea of picking up an old CP/M machine and coding on it in assembly. I’m crazy pants, is what I’m saying, and on things of this nature you probably shouldn’t be listening to me.
Just look at the footage in that video, and how it’s more glitch than game. It seems impossible that it’ll ever run like the N64 original, but we can dream, can’t we?
The Plush Girls Dozen is a collection of fantasy console games; that’s games for fantasy consoles, not fantasy games for consoles. 10 are for PICO-8, two for TIC-80.
I linked yesterday about an instance of the Gigantes legendary machine battle in Kirby Air Riders City Trial. Here’s a full game of it, from Gigantes’ point of view. (8 minutes) I hope this doesn’t become a frequent thing, it might be fun once in a while but not if every other game turns into a huge boss battle.
Microsoft’s Evil Quotient (EQ) has fluctuated over the years. On the average it was trending down for a while, but their sponsorship of OpenAI, and their ruining of Windows 11 and forcing many people to buy new machines to use it, have caused it to shoot right back up again.
But they have made two significant historical contributions to open source software recently. Back in September they open-sourced the original version of Microsoft Basic, which was partly written by Bill Gates himself as a teenager. Here’s the announcement on Microsoft’s Open Source blog, and here’s the GitHub repository with the code. It’s worth noting that Bill Gates was long vocal against the principles of free code sharing, and his arguments in favor of commercialization of computer software are partly responsible for our current capitalist hellscape, but I guess better very late than never, eh what?
More recently, as in the 20th of this month, Microsoft announced that they were officially opening the source code for the three Zork games. The copyright for them passed into their holding by their acquisition of Activision. If you have a time machine, it’d be a fun trick to go back to the founding of Activision and tell them about the later history of their company, although in doing so you might cause them to give up their efforts in despair.
It must be said that Microsoft didn’t publish the source code to the Zork games; instead, they gave their official blessing to Jason Scott and the Internet Archive’s efforts to preserve it. They did that by adding documents to the GitHub repositories for Zork I, Zork II and Zork III. The source code takes the form of ZIL files, code written in the Zork Implementation Language to be compiled into object files compatible with Infocom’s Z Machine interpreter, so if you want to understand what that means, I suggest Andrew Plotkin’s introduction, What Is ZIL Anyway?
(Edit: changed stylization of the name of the system so it’s not all-caps.)
I was sure I had posted about this before, I mean I had to have. It’s such a cool bit of gaming history, never less than a bit obscure, but still, incredibly, has multiple websites devoted to it today. While waiting to binge on Kirby Air Riders, I figured I’d work off some of my indie KARma (heh) with this post about something that could not possibly be more different.
I’m talking about Eamon, an Apple II text adventure/RPG system with ports to other platforms (there was a not much used C64 version, and a PC/MS-DOS version with a bit more uptake), but was biggest on Apple II.
Eamon itself isn’t a single game, but is more like a family of games, each created to a certain specification. The closest thing that Eamon has to being at its center is the Master Disk, which is a character creation tool and a starter adventure. The idea is, you create and customize a character using the Master Disk, which saves your character and allows you to take them into other adventures, written by others.
If you remember me talking about Dungeon (from Loadstar issue #74 and others), it’s the same kind of idea, but from far earlier, and a lot more freeform. Dungeon had creation tools and a game engine. Eamon adventures were BASIC programs written from scratch, that modified the character file. Your in-game surrogate was really at the mercy of whatever horrors the adventure writers had in mind. If you feel a mild chill of existential horror at the idea, that’s because you live after decades of internet culture has trained you to recoil in fear that a software author could do just anything. It requires a degree of trust on the part of the user. Of course, Eamon adventures varied in quality and fairness. You have to expect that even your best characters could get pasted by a level 1,000 Tarrasque right as an adventure begins. Of course, smart people made backups of their character disk; in a chaotic realm like this, it’s a lot less cheating than basic prudence.
I promised links to websites. Here they are.
There’s Eamon Remastered, which is a web-based recreation with many recreations of classic games. With it, you can create a character which is saved to the website, then put it through the options on the Master Disk, and then can send them through the adventures, without having to get an emulator working or anything. If you just want to try it, that’s probably the best.
First off, you should probably try the Eamon Remastered web-base recreation, which has a fair number of adventures to play. Here is its manual.
After you create your character (if you’re playing the Apple II original, make sure to follow directions in town, as the game is positively gleeful about killing newly-made characters), you’ll want to buy a weapon and some armor. Advancement in Eamon is not of the level-based D&D style, instead characters advance by doing. When you attack with a weapon, you might improve in your ability to use it. When you’re struck by an attack, you might improve in your use of armor. It lacks the “dopamine hit” (I hate that term) of gaining a level, but I think this is quite a more realisticm, and dare I say, better, method of character advancement. It’s more like the Runequest/Call of Cthulhu/Basic Role-Playing system, where most of a character’s ability is encoded within a number of individual skills. Though it’s a lot more gradual, it also means that characters are a lot more individual.
When you play it, you’ll find that it works basically like Infocom adventures did. Since each Eamon game is a program to itself, things could work very differently between them, but I think most of them tried to adhere to some shared conventions.
The “Beginners Cave” adventure is the intended first experience with EAMON. It provides you with some basic treasure, opponents and advancement. It is quite possible for a new character to die there, so treat this adventure with care. I found that there’s some quirks. “take [item]” tends not to work; “get [item],” however, does. “attack [monster]” can be used to attack in melee. There is a button, by the input box, that you can click for a list of available commands.
I don’t know if this is true of every adventure, but to get away from a battle you’re currently in, it won’t do to move out of it, if you don’t want to fight you should use the “flee” command, although monsters can follow you anyway if they choose. Flee sends you to the previous room you were in. If the monster that was menacing you chooses to follow, then I don’t know what else to do than just keep attacking and hope for the best.
I don’t have a lot of experience with Eamon myself, so I must leave you to your own devices for furthering your adventuring career. Good luck!
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.
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!
I’ve got a huge backlog of things to post about, so once a week I’m going to just dump a few of them into a post, preferably on a Monday without much discussion of the contents, just to get them out of my notes. I figured I’d do a new pixel art banner for this idea later, for now let’s get to the links!
TToOVG is the initialism I’m trying out for Drew Mackey’s blog Thrilling Tales of Old Video Games, and they have an excellent post up about Mario’s death animation, in fact the death animation of lots of platformer characters, where the fall off the screen.
They turn to face the player, as if acknowledging for the first time that there’s a space alongside the strictly 2D in-profile world through which he traveled before the Nintendo 64 existed, and leaps out like an ant escaping an ant farm. Like this:
Image from linked blog (there, however, it’s animated)
Mario isn’t the only character to die this way. Other faller-deathers include Milon, the Doki Doki Panickers, Wonder Boy, Master Higgins, the Mice Mickey and Minnie, Little Nemo, Kid Dracula, Kirby, Sonic the Hedgehog, and even Scrooge McDuck, who really should be able to afford a more unique animation.
Think about how odd it is that so many games use this leaping out of the screen idea, and that we rarely question it. Then go read the post, where they interrogate the idea even further.
Isn’t it the way? I made a Halloween post on Castlevania games, including the various videos and pages friend-of-the-blog Jeremy Parish has done on that beloved series, but wouldn’t you know it? That very day, after my post here went live, he released a new video on one of the most beloved Castlevania games, Rondo of Blood.
It might be a bit late for Halloween posts, but isn’t Halloween something we hold in our hearts year long? If we don’t, we should. Here’s that video, which is pretty long by his standards at 25 minutes:
And just yesterday he published another new video about an appropriately spooky game, Ghouls ‘n Ghosts for the Sega Genesis/Mega Drive, which as it turns out was ported by Yuji Naka himself! (19 minutes)
Hello! John “rodneylives” Harris here. Let me quickly explain this before I get into it.
I have an overabundance of games links to present through Set Side B. My usual style of doing this is to pick one of them, then maybe write a bit of text introducing it, maybe a bit of a preview, a media embed of it’s a video somewhere (nearly always Youtube), and that’s a complete post. One a day, for approaching four years now. (SSB launched on April 5th, 2022.)
But working this way, I’ve developed quite a backlog! Not all of them are really worthy of a whole post, maybe, or I don’t have a full post’s worth of context to coax out of it.
So in an effort to clean up my link collections, I think I’m going to make regular posts, maybe one a week, that’s just several things that might be interesting. I post them, my link folder get slightly shorter, each individual person might be interested in one or two items in it each, then we move on to more of the usual kind of thing the rest of the week.
2. On Mastodon, there’s an account, @everybodyvotes@social,miyaku.media, that posts every poll published on the Wii’s “Everybody Votes” channel, back in the days when Nintendo would do fun, free things just for the sake of doing them. You can even vote on them again, using Mastodon’s polling feature.
3. On Balatro creator LocalThunk’s blog, they’ve published a timeline of its history, from original concept to launch, whereupon LocalThunk earned more money than he had ever had before in their entire life.