Arcade Mermaid: Hole Land

Arcade Mermaid is our classic arcade weirdness and obscurity column! Frequently (no promises) we aim to bring you an interesting and odd arcade game to wonder at.

It’s been awhile since the Merm has brought us something weird and fun to look at, and wow, this one’s really weird.

To get us started, you are free to interpret this as either a warning, a promise, or a money-back guarantee, but you should know going in that this is a journey that ends with this upstanding member of the community right here:

Inexpertly cropped out from the background, but it still gets across the essential je ne sais quoi.

They’re a stunner, aren’t they? And they live for the great taste of robots. But let’s start from the beginning.


Hole Land is a shooter, and apparently the only game made by the Spanish company Tecfri. Wikipedia tells us it was only released in Japan, possibly because it came out in 1984, and the arcade scene in the US was falling apart.

Consider for a moment the concept. Hole Land. Land of Holes. Certainly a theme that bears contemplation. It seems that you are an invader to this land, a gaily-colored robot that runs back and forth across the bottom of the screen, that shoots upward at a horde of adorably, and understandably, angry monsters of various sorts, in order to claim it away for things that aren’t monsters, or holes.

The land itself is against you: volcanoes in the background launch rocks at your droid with suspicious accuracy, and the monsters throw bombs down at it. Getting hit by projectiles doesn’t destroy your ‘bot, it just disables it for a few seconds. A little guy runs on-screen to fix your problem and allow you to resume blasting after a short delay. If a rock hits you, it smashes your head down into your torso, and you have to push the fire button rapidly to decrush yourself.

I love the animation on these little guys.

The game consists of three boards, that cycle. In board one, the monsters (called “Silfoos”es and “Xagart”s) all run down from the top of the screen. Because it’s a classic-era arcade game, they have a odd system to their attack: They wind their way down in a curious way, akin to the Centipede, moving all the way to one side, dropping a levels, then taking another horizontal pass.

Level 1

This gives you many opportunities to shoot them, but they’re a little cleverer than the standard video game oppono-target: they duck into the holes repeatedly as they pass, and your shots will miss if they’re in a hole, which is often. They’re also smart enough to stay in a hole if you keep shooting at it while it’s hidden. While they make a horizontal trip across the grid, if you hit the lead monster of a line, it causes the others to reverse direction, which may be good or bad depending on how far they’ve gotten. Unless the wave is almost over: then they progress to the bottom of the grid for a pass, then, as if dissatisfied that you haven’t killed them yet, sprint across one more time without even bothering with the holes.

If, after so many opportunities, you still haven’t fried one of them, it’ll take a run across the screen on your level. Your robot is blessed with the power of jumping, and you must leap over it to avoid losing a life.

Level 2

The problems though are: you’re probably focused on shooting at its associates still falling, or dodging the bombs they throw or rocks from the volcanoes from the top of the screen, or if you’ve been hit you might not be able to jump it. If multiple monsters made it through it might not even be possible to leap over them all. If you don’t make it over a monster, it knocks the robot’s bottom half off, a type of damage your mechanical assistant seems unable to repair, so scratch one life. Helpfully, if you’ve already made it far into the wave when that happens, the game will advance you to the next level as a consolation.

Creatures from Level 2

Those bombs and rocks, from the monsters and volcanoes, are your biggest problems. They fall down with great speed, and bounce around too, and if one hits you when the monsters are low enough on the screen the chances are slim you’ll get repaired before one of them uses your lower half as a kickball. Despite all the chances that the monsters give you to shoot them, Hole Land is a dangerous place, and it took several tries for me to get through even the first three screens.

The second board is similar to the first. The monsters are “Kiles” and “Morfos” for some reason. The screen is a lot darker, making it harder to see the monsters and the bombs that fall down.

Level 3

But then comes the third board, where the game changes up a lot. Now the grid of holes is gone, replaced by a few scattered openings, but dominated by a big imposing crater at the top of the screen. There’s some more new monsters, “Microons,” and some unnamed colleagues that I assume are also Microonian. They don’t hide in the holes, but instead parade around the screen in Galaga-like patterns, giving you a good chance to plug them as they pass by.

Sometimes they run straight down at you on their last pass, to try to overwhelm your gun before you can incinerate their monsterly asses.

Monsterly ass

On this level there are also little rat creatures that hide in the holes, waiting for the end of the level where the run in from the wings for their one pass at tearing up your droid. And there are spiders that hang down from threads, that can’t be shot, and will hold your robot in place for a few seconds if they touch you.

But all this is just in preparation for the main event: their boss.

Ladies, gentlemen and enbies, the MAIN EVENT

In 1984 boss monsters were not yet in vogue, yet Hole Land certainly has a memorable one.

It’s not named in the game’s intro. I have put some effort into trying to come up with a suitable name. I thought of Testicules, rhymes with Hercules, but it looks like it’d be pronounced like “molecules.” Gonad Man is a possibility, but it’s obviously not a man; it may not even be male, technically, but Gonad Person doesn’t have the same ring. Scrotor has already been used by Mystery Science Theater 3000. As a brainstorming exercise, and for your own entertainment, I invite you to come up with your own name for this globular goblin.

Whatever its name, once it has emerged from its Hole, the fight is on. It advances straight down, slowly. Your job is to shoot out its jagged, pointy teeth, one by one. It feels like it takes multiple hits each, but in fact each tooth takes only one shot. It just has to hit it dead on; shots that don’t strike a tooth right in its middle have no effect. You also must knock out all of its lower teeth, every one, before any hits to upper teeth will register.

While you’re blasting away, it’s ominously stomping its way down towards you, KA-WUMP KA-WUMP, following your movements with its bloodshot eyes, and throwing rocks from its hands. It’s aim isn’t good, it can only really throw straight down or at specific angles to the left and right, but it can throw from either hand, and as it gets menacingly closer its rocks get harder to avoid. Hits don’t damage or destroy your robot, but they do knock it away, making you have to scramble back over to get in more shots, but likely getting back just in time to be hit by the next rock.

If it gets all the way down, it stomps to the side to catch your robot, then it eats it, its hands working with the effort of crunching it to bits:

NOM NOM NOM NOM

But the best part is if you succeed in shooting out all of its teeth. While your robot jumps around in inane joy, your now toothless foe sits, defeated and sad. While it might be a grotesque testicle monster from out of a giant hole in the ground, it’s gracious in failure and acknowledges your accomplishment, with a synthesized voice no less. Civility is not dead in Hole Land!

Here is my playthrough, if you’re curious what this all looks like in action:

Better yet, you could have a look at this video from classic gaming Youtuber Zerst, who hosts plays of lots of obscure and bizarre old arcade games and whose channel was where I first found out about it, and who made it through all five difficulty levels. There is no ending other than the Congratulations screen at the end of each level; it probably cycles endlessly from there.

I don’t know if I could add much more about it than this. It’s very hard, it’s difficult knocking out all of the boss monster’s teeth before it eats you, and on later levels the volcanoes’ rock deluge is incessant. But they really don’t make them like this any more. The time window for the making of this kind of crazy arcade game was pitifully short. Even relatively simple games take so much time and person-power to construct that, unless one’s just doing it as a hobby, willfully chasing bizarre concepts will probably turn away most of the gaming public, and that’s a shame.

Well, that’s all on this one. I bid you all a fond farewell, coming from the Land of Holes!

Grimace’s Birthday, for Gameboy Color

NOTHING CAN KILL THE GRIMACE

All the gaming bigsites have been talking about Grimace’s Birthday, a promotional Gameboy Color game sponsored by McDonalds and made by Krool Toys. Here it is on IGN, and here it is on Kotaku. And, here it is on Gizmodo, and here it is on Retro Dodo.

AND, here it is on Boing Boing (still exists in 2023!), and here it is on Destructoid.

AND ALSO, here it is on Gamespot. And the mandatory ResetEra thread.

TOO, GoNintendo, NintendoWire, GameRant, KnowYourMeme (already??), MSN (also still exists) and (groan) Ycombinator.

This: not present.

Ars Technica linked to it as well. I love their title. It reads, “For reasons no one can fathom, McDonald’s has released a new Game Boy Color game.” Well, I think I know why. It’s an advergame. Judging by how many websites have stories about it, I think the why is freaking obvious. It’s so obvious that I would be surprised if an ad agency weren’t behind this flurry of interest by half the bigweb.

ima grip and sip

Some notes. I’ve seen people say it’s the first “official” Gameboy Color game since the system died. I suppose that’s true, but that’s really tricky language. It’s official in that McDonalds sponsored it, and it uses the McDonaldland characters with their blessing. It’s not official in that it’s supported by Nintendo. It doesn’t have the “Official Nintendo Seal,” and it’s not being released on physical media. Although it was made as a Gameboy Color rom, and can be played on actual hardware using a flashcart or if someone put it on chips (in such a way as to get past Nintendo’s hardware check) and made a cartridge of it, but nearly everyone will play this as a webgame, on maker Krool Toys’ website.

What the game actually looks like. It’s a platformer with heavy inertia.

(Why the bay, take a look at the site design on both of those pages, they’re totally earlyweb relics! I am not complaining; in fact, I love them fiercely. Do not get between me and those sites!)

All of this is of course part of McDonalds’ promotion where they’re cerebrating the Grimace’s birthday, an affair that involves purple milkshakes. In a whole post of surprising revelations, the biggest one is that they remember they have McDonaldland characters to begin with, as they’ve been gathering dust for over a decade.

Anyway, it’s not a bad game. It’s mostly interesting for the novelty value. It won’t win any rewards, but it’s a perfect ordinary timed GBC inertial platformer. It’s mostly notable for McDonalds’ temerity in sponsoring it, but I suppose Nintendo doesn’t much care anymore about the integrity of their (oh frog) twenty-five year old hardware’s library.

Boo the hey: no one paid us for this post, but we’re not against making thousands of dollars. McDonalds, call us.

It looks like Jupiter’s Great Purple Spot! Two Earths could fit inside that vaguely violet blob! The whippede creme is mostly frozen methane! Drink it before it undergoes gravitational collapse and becomes a star! ALL THESE SHAKES ARE YOURS EXCEPT EUROPA

Frightened Ghosts in Pac-Man: Where Do They Go?

Retro Game Mechanics Explained generally does interesting videos, I find. The details on how the ghosts (monsters) in Pac-Man behave when dangerous are fairly well understood now, thanks to the work of Jamey Pittman in writing The Pac-Man Dossier. RGMEx did a summary video of that work three years ago.

The question of how vulnerable ghosts move, after Pac-Man has eaten a Power Pellet (Energizer), isn’t covered in as much detail. It’s still as accurate as the rest of the information in the document, but its implications are left for the reader to explore. Well, RGMEx has explored it.

Vulnerable ghosts move pseudo-randomly, through an interesting process. The game has a RNG (random number generator) that’s reset at the start of every level, that cycles through a period of 8,192 values. Vulnerable ghost movement is the only thing in the game that it’s used for, but it isn’t applied directly. Instead, it’s used as a pointer into the game’s own code, and the value of the address it finds is used to determine how the ghost moves.

A result of this is that not all directions are chosen equally. But further, and more importantly, if the direction chosen isn’t available, the ghost tries the next direction in a clockwise order. If that one’s not possible, it tries the next, until it finds one that works.

These two facts combine to give a definite bias to the directions that frightened ghosts move. Retro Game Mechanics Explained then ran the numbers and figured out where scared ghosts tend to go. It’s interesting, even slightly useful, information.

The Last UmJammer Lammy Now Arcade Machine

News flash: there is one UmJammer Lammy Now arcade machine remaining in the world!

News flash: by the way, there used to be an UmJammer Lammy arcade machine!

The news of both comes to us from the account of Youtuber UnEricYockey (12 minutes), in the form of a short documentary on the game’s history and, due to poor performance on location test, what is probably its sole surviving unit:

We recently posted about Rodney Greenblat’s early obscure Playstation title Dazzeloids, made a year or two before his and Nana-On Sha’s breakout hit Parappa the Rapper. Parappa became something of a media franchise, spawning a much-overdue sequel on the Playstation 4 and an anime series. UmJammer Lammy was Parappa’s original sequel, that brought the same kind of call-and-response gameplay to guitars.

UmJammer Lammy starred Lammy, an insecure young lamb and front-woman for the band Milkcan, who becomes a rock goddess when a guitar is in her hands. Play structure is similar to Parappa, giving the player a series of increasingly unlikely situations that they have to escape somehow by playing music: a dream, putting out a fire, taking care of babies, flying an airplane, making a chainsaw sculpture, and escaping Hell itself (or, getting off an island, in overseas versions), before ending with the most dire situation of all: a public performance in front of a stadium full of people. Yikes! You can do it Lammy!

Production values were a bit less than Parappa, but Lammy and her friends were, indeed are, still engaging and wonderful, and the PS1 game is worth giving a try if you’re at all a fan of Parappa and his world. You can play as Parappa in an unlockable mode after you win, and all of the game’s tracks were mixed as funky remakes! Sadly I can tell you that Parappa’s lines had nowhere near as much flow as they did in his first game, but speaking as one of the few US players who bought a copy of UmJammer Lammy, jamming with her is a great time.

That should be enough information on Lammy’s game. But, how did UmJammerLammy Now come about? The video tells us that the Namco System 12 arcade board is pretty much an original Playstation in an arcade format, and Namco wanted to get some games in Japanese arcades quickly to compete with Konami’s rhythm game dominance.

While the gameplay of the arcade version is similar to the PS1 edition, there are some notable differences, including a surprising number of extra cutscenes featuring the various business ventures of Joe Chin, the antagonist of Parappa the Rapper. The arcade game has been dumped for preservation purposes, and all of its cutscenes are demonstrated in a Youtube video, also on UmEricYockey’s channel (23 minutes):

There’s so much weird Parappa lore in this weird and obscure arcade game! And Lammy’s crippling social anxiety truly makes her a heroine for our age.

Found the last Um Jammer Lammy NOW! (Youtube, 12 minutes)

Um Jammer Lammy NOW!- 4K Arcade Cutscenes & Attract Sequence (Youtube, 23 minutes)

6th Division Den

I don’t see as many fan shrine sites as I used to. Old ones have died out or, in the best case, gone into archive mode, and new ones aren’t replacing them as quickly, or at least don’t seem to be. It could be I don’t search for them as often, or Google not surfacing them as much-not only has the quality of its search degraded markedly over the past decade, but for whatever reason its results seems much more focused on answering questions and selling things. Google also seems a lot more like to give you links from big sites, instead of small web sites made by individuals.

That’s why I was please to find 6th Division Den, a site focused on Metal Slug that the Wayback Machine suggests was founded as recently as 2018. I didn’t find it through Google, but as the host of the official site of the game from yesterday’s post, Aqua Ippan.

Much of the site’s content is devoted to creating pixel art and on getting the images out of the games, but it has a lot of examples to go by. And the site itself looks great! I don’t see many sites like this anymore, but I’m glad they can still be found from time to time.

6th Division Den, Metal Slug fandom and resource site

Aqua Ippan: Metal Slug Homage

Indie Retro News reported recently on this cool run-and-gun game made by Division 六 the style of Metal Slug. Here’s a promotional video. Note that some of the sound effects are taken directly from Metal Slug, but are intended as placeholders. The final version should have no outside assets.

Aqua Ippan demo (itch.io, $0) – Official Site

On PETSCII

We’ve brought up a couple of examples of Commodore PET software lately, which as I keep saying, is interesting because the PET has no way of doing bitmapped graphics, sprites, or even definable characters. Its characters are locked in ROM and cannot be changed. So, it includes a set of multi-purpose characters that was used throughout all the Commodore 8-bit line, even as late as the C64 and C128, which having definable graphics didn’t need these kinds of generic graphics characters, but they were still useful for people who didn’t want to create their own graphics.

The PETSCII characters, as used on the Commodore 64 (image, with some editing, from Wikipedia). The graphics set also includes reverse-video versions of each character.

Back on my Commodore coding days I became very familiar with these characters. I think they’re much more universally-applicable for graphic use than the IBM equivalent, the famous Code Page 437, although that’s mostly because PETSCII doesn’t bother defining supporting so many languages. Code Page 437 also uses a lot of its space for single and double-line versions of box-drawing characters, although on the other hand it doesn’t waste characters defining reverse-video versions of every glyph.

PETSCII has:

  • A space and reversed space, of course.
  • Line drawing characters for boxes of course: vertical and horizontal lines, corners, and three- and four-way intersections. There are also curved versions of the corners.
  • More line-drawing characters for borders.
  • Still more horizontal and vertical lines, at each pixel position within their box.
  • With the reverse-video versions, enough characters to effectively do a 80×50 pixel display, as if it had a super low-res mode.
  • Different thicknesses of horizontal and vertical lines too.
  • Diagonal lines, and a big ‘X’. Note that on the PET and Vic-20 these lines were all one pixel wide, but on later computers with both better resolution and color graphics they were made thicker, which means diagonal lines have “notches” between character cells.
  • Other miscellaneous symbols: playing card symbols, filled and hollow balls, and some checkerboards for shading. On the PET and Vic, the shading characters were finer, while on the other 8-bit computers they were made of 2×2 boxes.

There are resources that let you use PETSCII to create old-school computer art, like this PETSCII editor, Petmate and Playscii, and for a bunch of examples of what you can do with it you can browse through the Twitter account PETSCIIBots. And this blog post from 2016 both makes the case for PETSCII as a medium for art and provides some great examples of it.

Some robots from PETSCIIBots

PETSCII Bros

We love games made for unlikely hardware, and PETSCII Bros. fits that bill like a duck’s dentures. Like we explained in the post about that PET demo from a while ago, the PET didn’t have changeable graphics characters and no bitmap mode at all, and so it wasn’t what we’d consider a games machine. But it did come with a set of interesting graphics characters that, among other things, had a set of 16 characters that let programmers use the screen as a super-low-res 80×50 pixel display.

PETSCII Bros is a PET action game that uses those characters (long called “PETSCII” as a cheeky reference to ASCII) for an actual game, that plays similarly to Nintendo’s classic Mario Bros. arcade game. Of course you’ll need a PET, or an emulator (such as the one that comes with VICE) to play it. Or if you’re just passing interested, you could watch this video to see how it works:

PETSCII Bros. (for the Commodore PET, itch.io, $0)

SNK vs Capcom… on a Commodore 64?!

The title is no joke, a couple of crazy people RetroGL and JoneGG, are actually doing it, and while they’re close to a final release you can also download a current alpha for free, with manual, from links in the description on their Youtube demonstration video:

It’s a great example of playing to a system’s strengths (surprisingly large sprites and a legendary sound chip) while downplaying its limitations (only eight sprites, low multicolor resolution, 16 colors, a controller with only one button). It’s much better than the arcade porters of the system’s heyday would have accomplished. I mean, just look at it! On the Commodore 128, they even plan to implement stage scrolling!

I’m not sure how it works internally, but given that it’s being distributed as a CRT file and not a disk image, my guess is on physical hardware it’d rely on a physical cartridge for expanded, bank-switched ROM space. It’s a trick that’s being used more often, like how Champ Games uses it for their Atari 2600 ports of classic arcade games.

SNK vs CAPCOM for Commodore 64 Demonstration (Youtube, 4 minutes)

Sundry Sunday: Dazzeloids, Stinkabod’s Dream

Warning: slightly NSFW for depiction of sheep birth.

You’re watching the video and it seems like standard 90s kids whimsy and then woah did that sheep just come out of its mother?

What are the Dazzeloids? They’re characters created by Rodney Alan Greenblat, the character designer of Parappa the Rapper! They were made for a multimedia Playstation game released in 1994, two years before Parappa. I call it a game, but it seems more to have been one of those early multimedia products that’s mostly video clips given a loose connecting story, only in Dazzeloids case, the clips are very weird. The Dazzeloids (not Dazzleoids, as you might expect) have as their mission the liberation of minds and use creativity as a tool to that end. It’s all very nineties kids TV. The Dazzeloids are very obscure now, and don’t even appear on Rodney’s website, which is kind of a shame.

Does Lammy wear Stinkabod merchandise?

All of the Dazzeloids have a dream sequence on the disk that introduces them and tells you what they’re like, and the video above is the one for Stinkabod the Sheep, who might be the character on Lammy’s shirt. The video is very weird, but engaging, and definitely a Rodney Greenblat creation. The characters are of the same style as Parappa, and it doesn’t seem impossible that Stinkabod and his friends could exist in the same world.

Rodney’s creations are a bit more popular in Japan than in the U.S., where Parappa got an anime series and a line of merchandise. While you’re diving down this internet rabbit hole, you might also check out Rodney Greenblat’s personal site Whimsyload!

Digital Antiquarian on 3D Graphics History

That excellent blog The Digital Antiquarian has three posts so far in a history of 3D graphics, starting from the likes of Doom and Quake and so far going as far as 3DFX.

Part 1: Three Dimensions In Software (Or, Quake And Its Discontents):

Quake (All images from The Digital Antiquarian)

“By the middle years of the decade, with the limitations of working with canned video clips becoming all too plain, interactive movies were beginning to look like a severe case of the emperor’s new clothes. The games industry therefore shifted its hopeful gaze to another approach, one that would prove a much more lasting transformation in the way games were made. This 3D Revolution did have one point of similarity with the mooted and then abandoned meeting of Silicon Valley and Hollywood: it too was driven by algorithms, implemented first in software and then in hardware.

It was different, however, in that the entire industry looked to one man to lead it into its algorithmic 3D future. That man’s name was John Carmack.”

Part 2: Three Dimensions In Hardware:

Pro Graphics 1024

“Born in Salt Lake City in 1924, (Dave) Evans was a physicist by training and an electrical engineer by inclination, who found his way to the highest rungs of computing research by way of the aviation industry. By the early 1960s, he was at the University of California, Berkeley, where he did important work in the field of time-sharing, taking the first step toward the democratization of computing by making it possible for multiple people to use one of the ultra-expensive big computers of the day at the same time, each of them accessing it through a separate dumb terminal. During this same period, Evans befriended one Ivan Sutherland, who deserves perhaps more than any other person the title of Father of Computer Graphics as we know them today.”

Part 3: Software Meets Hardware:

The custom version of Quake made for Vérité

“Among these, of course, was the tardy 3Dfx. The first Voodoo cards appeared late, seemingly hopelessly so: well into the fall of 1996. Nor did they have the prestige and distribution muscle of a partner like Creative Labs behind them: the first two Voodoo boards rather came from smaller firms by the names of Diamond and Orchid. They sold for $300, putting them well up at the pricey end of the market —  and, unlike all of the competition’s cards, these required you to have another, 2D-graphics card in your computer as well. For all of these reasons, they seemed easy enough to dismiss as overpriced white elephants at first blush. But that impression lasted only until you got a look at them in action. The Voodoo cards came complete with a list of features that none of the competition could come close to matching in the aggregate: bilinear filtering, trilinear MIP-mapping, alpha blending, fog effects, accelerated light sources. If you don’t know what those terms mean, rest assured that they made games look better and play faster than anything else on the market. This was amply demonstrated by those first Voodoo boards’ pack-in title, an otherwise rather undistinguished, typical-of-its-time shooter called Hellbender. In its new incarnation, it suddenly looked stunning.”

Dev Credits In Arcade Default High Scores

Waxy points us to a post on the blog The History Of How We Play (at thehistoryofhowweplay.wordpress.com, natch) explaining the practice of arcade game developers putting their initials on the default vanity boards of arcade machines, as some small way of getting their names into a public piece of software they had created, at a time when many companies tried to keep that knowledge secret. As the article says, this process slowly receded, as both arcade games relied less on high score chasing for their appeal, and as arcade games began to get actual credit sequences for players to see.

A few of their many screenshots:

Missile Command. Dave Theurer’s star shined so brightly for awhile.
Missile Command was a framebuffer game, which explains how the initials could be out of alignment with the letters of “HIGH SCORES” above them.
The two main people responsible for creating Centipede aren’t even at the top of the list, DCB is Dona Bailey (one of the very few woman’s names on the list) and ED is Ed Logg.
Atari’s Quantum was created at GCC by Betty Tylko, one of the other woman’s names. The fancy cursive “Betty” is because Quantum, being a vector trackball game, let you use it to draw your name into the first place score, something that would never happen today because some people would not be able to resist drawing a dong.

Arcade Authorship – High Score Table Credits