Jamey Pittman is the creator of the foremost document on the workings of Pac-Man ever created, the Pac-Man Dossier. If you’ve never read it, but have any interest in playing classic Pac-Man, then you should go read it immediately. It will make so many things make sense to you.
Pac-Man has a reputation as a game of patterns, and seems designed in such a way as to enable patterns to work. The only randomness is in the behavior of the ghosts when they’re vulnerable, and even then, if the player has performed the same moves at the same times up to that point in the level, even their vulnerable behavior will be consistent. Its GCC-developed follow-up, Ms. Pac-Man, has the red and pink ghosts move randomly at the start of each board specifically to foil patterns.
But you don’t have to play Pac-Man as a pattern game. It is possible to play it “freestyle,” like a naive player would, reacting to the ghosts’ movements. You’re unlikely to make it to Pac-Man’s famous kill screen at board 256 that way, but you can still make it pretty far.
Key to doing that is keeping the ghosts as close to each other as you can. The ghosts are much more dangerous when they’re scattered around you, because they can block off all of your escape routes. Four ghosts piled up on the same spot not only can’t block off other corridors, but their AIs tend to continue to keep them together, at least when they’re far away from Pac-Man. Red and Orange behave identically when they’re at a distance, and Pink’s behavior appear to be more like Red’s the further away from Pac-Man it us. Blue has the most chance of diverging, but often moves the same way anyway.
Not only does keeping the ghosts clustered make survival easier, but it makes it much easier to eat all of them with a single Energizer. The ghosts only turn blue up to around the 4/6th Key board, but up to that point it’s basically impossible to get the maximum score from every Energizer if one hasn’t managed to herd the ghosts into a single, easy-to-gobble blob.
That’s where Jamey’s tutorial comes through. It presents a series of situations and techniques for getting the ghosts near each other and moving as one unit, whether it’s for avoiding them or getting the maximum points from an Energizer. It’s a bit much for casual play, but it can be very interesting to see how a true expert goes about doing it. Here, then, is the tutorial (27 minutes):
Falcom’s Popful Mail is one of those games that takes after classic anime. It’s almost the perfect anime-styled light RPG, with appealing and fun characters on a quest that doesn’t take itself too seriously. It got a good number of ports, and they all have something a bit different about them. In the US we only got the Sega CD version, ported by the prolific-but-controversial Working Designs, but in Japan there was a PC-88 original, and ports to the PC-98, PC Engine CD and Super Famicom. Hardcore Gaming wrote them up here.
I could go on about its very light RPG elements (there’s no experience system at all), its comedic story, its characters and music, and I will someday. But until then, please be content with what the Basement Brothers had to say about the original PC-88 version of Popful Mail, which is the version for the weakest machine, but still fun. (39 minutes)
Falcom had developed a reputation for making hardcore, unique and system-heavy RPGs like Dragon Slayer and Xanadu, so Popful Mail was a departure. It was designed to be an early multimedia game, with animations and even voice acting in some versions. This version, however, was distributed on floppy disk, and for a underpowered system, so it couldn’t rely on audio-visual splendor. It still did pretty well for itself, as the Brothers demonstrate.
It’s always saddened me that Popful Mail was a one-off. It’s a property that seems ripe for sequels and animation, but to my knowledge it never happened. Maybe Falcom will ease their stream of Ys sequels someday and look at updating more of the other games in their history, and maybe then they’ll return to Mail and her cartoony comrades. Here’s hoping.
The latest installment in my eternal quest to reduce the size of my notes file! Also because a lot of my day yesterday was spent in preparing for a TPUG World of Commodore demonstration of Loadstar Compleat, which I hope to show all of you soon, but meaning that I need something relatively low-effort for today.
2. NESbag, a system for wrapping NES homebrew for immediate play by others without having to set up an emulator yourself, announces two-player support.
5. He uses AI-generated images to provide visual interest, which is usually a strike against a link for me, but I know he means well so I’ll give him a pass this time. Youtuber Lupe Darksnout presents a series on getting video to play on a Commodore 64. (playlist link, 48 videos averaging about 17 minutes each, about 10½ hours in all)
The Legend of Zelda: Ocarina of Time has a reputation of being one of the “best” games ever made. Professor Brigands of VG101 recently spent around twelve hours making a video walkthrough of the whole thing, even finding every Heart Piece, and even every Gold Skulltula, despite the fact, as they say frequently, that the reward is in no way worth it. Each video is approximately three hours long; maybe you can have it playing in the background while doing other things.
First video (beginning to the end of the second dungeon + extras):
Second video (Jabu-Jabu’s Belly through to the end of the Forest Temple):
Third video (the Fire Temple, the Water Temple and the fetch quest to get Biggoron’s Sword):
Fourth video (The Shadow and Spirit Temples and the end):
Is that not enough? Rival channel U Can Beat Video Games has been churning through all of Final Fantasy VI (a.k.a. III, it’s complicated), having done five videos so far with one left to go, with videos ranging in length between 3⅓ to 4 hours: Part One – Part Two – Part Three – Part Four – Part Five.
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!