Stinger, aka Moero Twinbee

Kimimi the Game-Eating She-Monster recently covered Moero Twinbee, known in the US as Stinger in one of Konami’s few attempts to establish their cute-em-up series in foreign territories. I think Twinbee is a terrific name for a game of this type, so it puzzles me why they insist on renaming it. In addition to “Stinger,” in Europe they retitled the arcade game Detana! Twinbee to Bells & Whistles, where the bells may fit but the whistles sure don’t.

(A warning if you play this one and are sensitive to flashing images, there is a violently flashing effect right before the bosses that won’t treat you very well, I’m afraid.)

Here it is. The first NES game I ever beat.

Her article is ostensibly the subject of this post, and I’ll try not to repeat points that she makes. Stinger holds a place in my heart, if not a prominent one then still one at all, after all it has blood to pump. It was the first NES game I ever beat! If memory holds correctly the second one was The Legend of Zelda, which is kind of fitting: Stinger is easier than it looks, so it builds confidence, while Zelda is harder. (It took me months, mostly from being stuck finding the entrance to Level 7 in the Second Quest.)

Pay no mind to the glitch at the top of the screen, being in the NES’ “overscan area” it’s usually not visible when played on a real TV.

In Japan, Moero Twinbee was not only a Famicom Disk System game but one that supported up to three players (P3 used a controller plugged into the expansion port). The US ROM version only allows two players, which realistically probably makes for a better game anyway. Even with a single player, once you get the five-way shot powerup it’s easy to fill the screen with so many bullets that you don’t actually see many enemies.

Stinger has really fun bosses! The manual says this character is “Willie the Watermelon-Head,” but she’s obviously presenting as a girl, and the watermelon’s not her head, it’s her whole body!

Kimimi recounts much of what makes Moero Twinbee/Stinger different both from other shoot-em-ups and from other Twinbee games: the bell powerup system that’s Twinbee’s trademark, and the side-scrolling stages that are unique in its series. The side-view levels are particularly interesting, not only because the game both begins and ends with one, but because it completely changes the gameplay in a couple of significant ways.

You see Twinbee is a variation upon the theme of Namco’s Xevious, complete with its bomb button to attack ground-based installations, and that depends on its overhead perspective. But Moero’s side-scrolling levels ditch it completely: in those, and only those, the Bees fire arcing bombs along with their main shots, with the same button, and it’s those that can hit ground targets at the bottom of the screen. The bomb button is repurposed to fire hearts, a different special weapon that only works on bells.

One of the vertical-scroll, overhead-view stages, using the classic Xevious-style bombs. BTW, don’t pick up the L or R powerups, they give you a side-shot but, like the Double in many Gradius games, it comes at the expense of half of your forward shots. They’ll just get you killed, and other than by dying there’s no way to get rid of one if you pick it up!

Oh those bells, them and all their tintinnabulations. If you’ve never played Twinbee, but have played one of the Cotton games, you already know how they work. Some targets (usually clouds in the Twinbee games) release colored powerup objects. They rapidly fall down towards the bottom of the screen, but they can be kept in play by shooting them, bouncing them up. As you shoot them, every few hits it changes color, and different colored bells award different powerups. I like powerup systems like this and the Gradius system, and consider them superior to the standard icon-based setup from Salamander and practically every other shmup. You get to decide which powerups you want, possibly to activate them just when you need them, but you still have to use skill and judgement to get the ones you need when you need them, whereas games with set powerup locations force you to choose between what you have and what you’re given.

This is the boss of Stage 3. Believe it or don’t, this murderous spigot is called Fang.

Hearts get fired from your ship upward in the side-view stages. It’s a lot harder to hit bells when they’re falling vertically past your horizontally-moving shots, instead of when both bells and bullets move vertically, and the hearts are meant to make up for that, but they’re so useless that it’s a much better strategy, in practice, to just get up close and pepper them with shots up close. The best powerup is the force field, which grants you several free hits (and doesn’t summon the wave of shield-weakening egg enemies from the first game), but it’s also the one that takes the most bell hits to earn. Another thing to aim for is just collecting the default yellow bells, which award no powerups, but every one you collect without letting a bell fall off-screen rapidly earns you more points, up to 10,000 points each after collecting just four yellow bell in a row. It only requires 100,000 points for an extra life, then additionals every 200,000, up to about 900,000 or so. 10,000 points per bell is such a huge bonus that, once you’re good with your powerup state, gigantic scores aren’t too hard to reach, and there’s three extra lives right in the first stage anyway.

This is Stage 6, the next-to-last. The final level is entirely in space so it’s not that interesting to look at. Get that Star! It’s the only five-way shot in the game!

The Twinbee games have always had interesting bosses, which helps to distract from the fact that, up to Detana! (the fourth Twinbee game, and the second in the arcade) most of the other targets are just popcorn enemies. When you just get started playing Moero Twinbee, it’s not uncommon to rule through the game with 3- or 5-way shot, the best powerups you can get from the ground targets, then get demolished by a boss you don’t yet know how to beat and then, reduced to single shots, either have your game end right there, or barely get in the last few shots against the boss and then get inundated by the popcorn enemies in the next level.

The first bell powerup in the sequence, blue, is Speed-Up, and unlike Gradius where too much speed will kill you extra dead, it’s mostly beneficial in Stinger, because you can’t crash into the terrain and you’ll probably have a force field anyway. With at least 3-Way shot, a couple of Speedups and the force field, the only real danger is the harder bosses and your force field running out. The blue-white flashing force field bells don’t appear if you already have one, and you’ll probably run out in the middle of Stage 6, where the game finally rolls up its sleeves and gets to punching. If you can then somehow build up another blue-white bell (it takes exactly 25 hits on a bell to make one), you have a chance at finishing the game. Like many Konami games at the time, Stinger continues indefinitely, loop after loop, and it gets slightly harder each time.

I forget what this boss is called, but it’s especially notable for being a lite version of classic Salamander boss Tetran, a.k.a. Intruder

Konami made three Twinbee games for the NES; the first was a remake of the arcade original; this was the second; and the third, Poko Poko Daimaou, I think is inferior. They form a trilogy; then for the fourth game, Detana! Twinbee, it was rebooted, keeping the Bees’ creator Professor Cinnamon but bequeathing them to his grandnephew, grandson and granddaughter Light, Mint and Pastel, whose popularity would soon outstrip the originals, especially Pastel who became quite a phenomenon. Detana was followed up by Pop’n Twinbee and Rainbow Bell Adventures on Super Famicom, Twinbee Yahho in arcades, and a handful of anime OAVs.

Pastel: early crush of many a Japanese kid, and her ship Winbee. I emphasize, Pastel is not in this game, although Winbee is Player 2.

Kimimi on Moero TwinbeeHardcore Gaming 101 on Moero Twinbee and Stinger

Grouping Ghosts in Ms. Pac-Man

Ms. Pac-Man. Currently on the outs with Pac-Man rights-owner Bandai-Namco because its origins weren’t with them, and its developer GCC licensed the rights to another party than them, which has given us such travesties as “Pac-Mom.” Which is a shame, because in general Ms. Pac-Man is a better game than Pac-Man. Its four mazes don’t have the nuance that Pac-Man’s does (there’s no one-way routes, for instance), it doesn’t have scatter periods to give the player a breather during each board, and after board #7 its fruit, and the score award for chasing it down, is random, taking an important measure of skill and just throwing it up in the air and shrugging.

But it does have multiple mazes. And its Red and Pink ghosts behave randomly for the first bit of each board (here’s a prior post about that), eliminating the major design flaw of Pac-Man: its vulnerability to patterns. Pac-Man is certainly not the only game to lack substantive randomness, but the nature of its maze-based play is that it’s relatively easy to perform them. So long as you hold in the direction you need to go at least five frames before you reach an intersection, you can be sure that you’re performing a pattern perfectly, making Pac-Man into an endurance game more than anything. Ms. Pac-Man doesn’t have that problem.

But that doesn’t mean that Ms. Pac-Man can’t be mastered, and the basis of that is through a technique called grouping. Grouping can be done in Pac-Man too, but if you know some good patterns it isn’t necessary. But in Ms. Pac-Man it’s a key skill, both to make sure you eat as many ghosts as possible in the early and mid boards, and for general survival, for a bunch of ghosts in one lump is much easier to avoid than a scattered mess of four separate ghosts.

David Manning’s introductory video on grouping ghosts in Ms. Pac-Man (20m) is ten years old, but it’s still an invaluable aid for players seeking to master that game.

The basic idea is to understand the ways to move in the maze so that pursuing ghosts take slightly different routes to reach you, so that leading ghosts are delayed just a bit, or trailing ghosts approach you slightly faster.

This time I’m going to leave the explanation to the video, but it’s interesting to think about, and to see if you can apply this information yourself.

Kit & Krysta Explore a Secret Game Dev Hangout in Tokyo

I am SO ENVIOUS. Kit & Krysta, formerly of the official Switch video podcast Nintendo Minute, currently of their own projects and Youtube channel, got cell phone video of an amazing place, a location in Tokyo somewhere that gamedevs sometimes meet at, and is crammed tightly with game memorabilia. It’s almost a museum all to itself, and unlike the Nintendo Museum, seems like they don’t mind video footage escaping their confines, although on the other hand this doesn’t seem to be open to the public. It doesn’t look like a lot of people could fit in there at once, anyway!

I usually steer well clear of the hard sell, or “prompt for engagement,” when it comes to asking you to follow links and view videos from here. I figure if you’re interested you’ll click through, and if you’re not, then maybe tomorrow. But I’m breaking through that reserve just this once, as this place is amazing. You really have to see this if you have any interest in Nintendo, APE, Pokemon, Dragon Quest or their histories (12 minutes):

Our Private Tour of the Top Secret Nintendo Game Developer Hangout in Tokyo (Youtube, 12m)

Beating Pokemon Platinum Comprehensively

Obsession is simultaneously a wonderful and a terrible thing. Wonderful to behold from outside, awful to experience from within.

What kind of obsession produces an effort, not just to complete Pokemon Platinum, which after all was sold to kids with the expectation that they would be able to beat it eventually. No, what about an effort to finish every possible game of Pokemon Platinum, using a script that works on every possible random seed, of over four billion, that the game can generate? And also operates mostly on “Nuzlocke Challenge” constraints, where any defeated Pokemon (here, after the first battle) have to be released? But that’s okay, because after that first fight, the player is never defeated?

That this is possible at all is because of Pokemon Platinum’s use of a PRNG, a pseudo-random number generator. While figuring out how, mathematically, to beat over four billion possible games is a formidable challenge, it’s still better than beating every possible conceivable random sequence of events, which can’t ever be done conclusively.

So, that’s what MartSnack did. They found out how to swim through the deep-yet-discrete sea of probability to obtain just the Pokemon, and Pokemon stats, they needed to complete the game, regardless of any random event the game could throw at them, with the same sequence of button presses. It’s a journey that requires frequent synchronization, to make sure no one possible play breaks free of the others, sending that branch of fate down a rogue path. How is this possible at all, I leave it to you to discover in their Youtube video, an interesting hour and five minutes found by MeFi user (and former owner) cortex, here:

Beating Every Possible Game of Pokemon Platinum At The Same Time (Youtube, 1h5m)

Almost Something on Game Rentals and Instruction Manuals

In a 12-minute video on Youtube, the channel Almost Something discusses Nintendo’s lawsuit against Blockbuster Video over photocopying game manuals. First off, here it is:

The lawsuit was really about Nintendo trying to stamp out the game rental business in the US, which they were largely successful at in Japan. Cartridge manufacturers were genuinely frightened of rentals cutting into their profits, and resorted to measures like increasing the difficulty of games in the US market to prevent players from completing games on a single rental and losing out on sales. Howard Lincoln of Nintendo of America called game rental “…nothing less than commercial rape.” While the Software Publishers Alliance (SPA) managed to get legislation passed that outlawed the rental of computer software, video games were separately defined and rental allowed to continue.

They sought out any legal means they could to make game rentals less attractive. Manuals were one way to do this. While rental stores couldn’t easily copy the games in order rent our more copies, it was fairly easy to make a good-enough reproduction of a manual using a copy machine. Nintendo sued Blockbuster over the practice, which was eventually settled out of court, but Blockbuster sent a letter to the four stores they had who were accused of the practice telling them to stop.

If you were around at that time, you might remember that for a time rented games would sometimes come with their own small makeshift manuals, sometimes taking the form of an adhesive sheet stuck to the plastic case. It seems these were a small industry that saw the lack of durable instructions provided with games as a little economic niche they could take advantage of.

The lack of manuals supplied with games may have been the reason for a weird quirk on one of Nintendo’s games. The game Startropics has one infamous place where the game asks the player to enter a code from materials supplied with the game. There was a sheet of paper that came with boxed retail copies of the game, an Infocom-style “feelie,” that if soaked in water revealed a code (747) that had to be entered into the game at one point to continue. The code wasn’t revealed anywhere in the game, so players without the sheet couldn’t progress.

The sheet, with the code revealed. (Image from imgur.) The code is discussed in more detail on gaming.stackexchange.com.

Interestingly, while the WiiU Virtual Console version of Startropics has an online manual that reveals the code, the Switch online version has no manual, and leaves players stranded there unless they look up the answer online.

Sundry Sunday: The Offspring’s 8-bit Styled Music Video

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

The Offspring are a punk band best known to our readers as contributing, along with Bad Religion, some of the iconic soundtrack to Sega’s Crazy Taxi. This game-themed music video from them, to their song The Kids Aren’t Alright, is very short at only a minute an a half, but it’s not a bad use of that short period of time. Here:

Looking up The Offspring reveals they got their start way back in 1984. Wow! I had assumed they were founded a lot more recently than that! They’ve also had a fair bit of member churn over the years, with one member who was ejected during COVID for refusing to get vaccinated. The song in the video is a remix of one of their older hits, and actually predates Crazy Taxi.

The Offspring – The Kids Aren’t Alright (8-bit video version, Youtube, 1 1/2 minutes)

Retro365 on Little Computer People

It’s one of those genius ideas that, after its introduction, lay fallow for a long while, 15 years in fact, before bursting back on the scene again and becoming a megahit.

The box of the European version of Little Computer People for Commodore 64. (image from MobyGames)

The original is Activision’s 1985 “game” Little Computer People, designed by Rich Gold and David Crane, and the return was Will Wright’s 2000 release of the original The Sims. The Sims has a bit more game elements than the original, and a lot more in terms of progression. Other than some minor moments of interactivity LCP was largely a passive thing, but the they share the same central idea: simulated people living inside your computer, living their own lives.

It’s something that game designers return from time to time. There was the satirical web game Progress Quest, where you “create” an RPG character who goes on adventures completely without player input. As a “zero player game,” there is absolutely nothing you can do there to help or hinder the simulated character; it may be the first game that can live entirely on your desktop’s system tray. The concept is also reminiscent of Yoot Saito’s Seaman on the Sega Dreamcast. More recently there’s the Garden screen in this year’s UFO 50, where a little pink person lives in a largely empty field and house, unless you can fill it with furniture, devices, animals and other items by completing various goals in its 50 games.

A Little Computer Person with his Little Computer Dog. (image from MobyGames)

Retro365 looked into the history of Little Computer People, and tells us that Rich Gold’s original idea was for a completely passive experience, inspired by the fad at the time for pet rocks, and it was David Crane that added the idea that you could interact with the character living on your computer disk, using a simple text entry system and parser. The article contains the interesting fact that Will Wright was not only inspired by Little Computer People, but spoke with its creator during the creation of The Sims.

The unexpected Japanese box art for the PC88 version of Little Computer People. Weirdly, the line-drawing art in the background kind of looks like a Sims house.

While LCP was nowhere near as popular as The Sims, which became one of those perpetual cash cows that seem to be all EA has cared about for many years now, its foundational nature means that all students of game design should take a look at it.

Little Computer People: When Digital Life Came To Life (Retro365)

Romhack Thursday: Super Mario Bros. Mini

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

It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.

Today’s subject, however, is not one of them. It’s not a hack at all, actually, it’s homebrew! It’s a homebrew remake of Super Mario Bros. for the Gameboy Color, created by Mico27.

But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.

While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.

Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!

Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.

Super Mario Bros. Mini (by Mico27, itch.io, Gameboy Color ROM, $0)

Someone Other Than Me Talks About Rampart

It’s true! Thanetian Gaming on Youtube has an 18-minute video about Atari Games’ neglected classic Rampart. Remember back in September when I posted a strategy guide that no one asked for over four days? Judging by his video he could stand to read it, but no matter, I’ll accept anyone talking about my favorite arcade game in a positive light!

Score Keeping on the NES

Sometimes I feel like I should put a content warning here when the technical level of a post is higher than usual. This one would probably be a five out of five for geekery. It’s a video from NESHacker on counting score on the Nintendo Entertainment System. But I don’t want to discourage you from watching it! It’s nine minutes long, and it contains a definition of the term double dabble.

Human-readable numbers are tracked by computers in a number of different ways. Nowadays we basically just do a printf or some version of it, but on a 1 megahertz platform, optimization really matters. It’s easy to think of computers as being impossibly fast, but in truth speed only ever counts relative to the efficiency of the algorithm you use. Computers are fast, but they aren’t all that fast.

One of the big tradeoffs in processor design is, fewer complex instructions that do a lot but take a lot of cycles, and processor complexity, to execute, or many simple instructions, each doing little and being relatively simple, and not needing a complex processor design to implement.

The 6502 microprocessor generally follows the latter design philosophy. It made some important tradeoffs to keep costs down. For example, it doesn’t have hardware that can multiply arbitrary numbers together. It relies on the programmer, or else a library author, to use the instructions given to code their own multiplication algorithm, if they need one. The result is going to be slower, probably, that if the chip had the circuits to do this automatically in silicon, but it reduced the cost of the chip, basically allowing more to be made, or else increasing the profits for the manufacturer.

Personally I’m a fan of just storing the score as a series of digits that match up to their positions in the character set. Gain 1,000 points? Just bump the 1000s-place up by one, and if it goes past 9, subtract 10 and bump the 10,000s place. That’s a tried-and-true system that many games use, and works well if all you ever have to do is add numbers. Comparing values, like for detecting extra life award levels, make things slightly more complex, but not by much. There’s sometimes other factors involved though, and that may explain why Super Mario Bros. uses different systems for its counters, as explained by NESHacker.

Sega to Delist Classic Games From Online Storefronts

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

(I decided to get some use out of the old news roundup post template for this item.)

News comes from Ars Technica‘s Kevin Purdy, and was announced on Sega’s website, a large number of items will be removed from Steam and all the major console storefronts with the end of the year, although as Ars points out, the Playstation and Switch storefronts are only seeing the Sega Classics Collection removed. Steam is seeing the most removals. Items on the Nintendo Switch online compilation will not be affected. Nothing removed will disappear from your library of online purchases (unlike what happened with Oxenfree on itch.io when it was picked up by Netflix), so if you want to play these items, in this form, later, buy them now, and you’ll “always” be able to download them again later. (Always deserves scare quotes because nothing online is forever, but you’ll be able to play them some while later at least.)

Why are they being removed? Purdy speculates that, like how Sonic the Hedgehog titles were removed in advance of the release of Sonic Origins, there’s probably some new collection of Sega classics in the works that these items will be a part of, or maybe they plan on bundling a bunch of them with a Yakuza game or something.

Sega’s website lists them all, but the great majority of them are Genesis titles, along with Nights Into Dreams for Saturn, and Crazy Taxi, Space Channel 5 Part 2, and the Dreamcast Collection, originally for Dreamcast of course. I personally recommend Crazy Taxi, of course.