Multilink Monday 11/10/25

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!

  1. Video Games Chronicle interviews Hip Tanaka, a.k.a. Chip Tanaka, composer of Nintendo music going back to Metroid and Earthbound, president for a while of Pokemon company Creatures Inc., and current chiptune musician with many wonderful tunes.
  2. The podcast Eggplant: The Secret Lives of Games recently concluded a tour of every game in UFO 50;
  3. On Game Informer (welcome back), from February 2022, before their recent troubles, Inside the Nintendo Power Hotline.
  4. A wiki, Ukikipedia, is a knowledge resource for Super Mario 64 speedrunners.
  5. And from Kaze Emanuar, a video delving into the power of Mario 64’s sound engine, which can run code itself. (15 minutes)

TToOVG: Mario’s Death Animation

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.

Jeremy Parish on Castlevania Rondo of Blood & Ghouls ‘n Ghosts

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)

Link Roundup 3/25/2025

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.

Got all that? Here we go:


1. Dave’s Garage interviewed Commodore 64 chip designer Albert Charpentier three years ago (it’s about an 1 hour):

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.

4. Back on Youtube, speedrunner Kosmic expresses disbelief on the current state of Super Mario Bros. speedrunning (24 minutes), which is more active than you’d think it’d be for a game that’s so old, and has had so much attention poured onto it.

Halloween 2025: Castlevaniastravaganza

From “Kin no Tori,” or “The Golden Bird,” an anime movie. This alchemist witch character and her cat-bat minions are so much fun!

It’s Halloween today! Boo! I don’t mean that in a bad way, I mean it enthusiastically! Boo, I say!

Growing up I was never a big fan of Halloween, other than the opportunity to get candy. I never wore a costume out. This has changed a bit in recent years, I still don’t dress up but I do try to observe the season. Today I’m running a video marathon of various things over on cytu.be. If you know me, you might know where to look to find it, if you’re interested in such things, but this isn’t really the place for it.

While waiting for trick or treaters, here’s a few vids to help you pass the time.

MrMatthews reviews all the Gameboy Castlevania titles (29m), a collection that rates from pretty good to abysmal. But that’s not what he says, he pretty much likes them all, even Adventure and Legends.

U Can Beat Video game’s walkthrough of NES Castlevania (35m), and Video Games 101’s walkthrough of the same game (26m). There’s UCBVG’s run of Castlevania Bloodlines (2h14m). My favorite though is UCBVG’s run of Castlevania III, a 2 hour, 22 minute epic that covers all characters and routes, which is what I’m embedding here. Note, though, that it doesn’t go through the more difficult second loop….

If your tastes run a bit more academic, Jeremy Parish has some dives into the Castlevania games: the original (16m) II: Simon’s Quest (15½m), Super IV (17m) and Circle of the Moon (23m). He hasn’t done III yet it seems. His old design discussions of the NES Castlevania games at anatomyofgames.com are still up, marred a bit by the fact that the site’s been hacked to host links to casino sites. Earlier this month Jeremy appeared on the Still Loading podcast to talk about the ‘Vainia, which you can listen to on the site, or on Youtube (1h33m). The embeds below are of the original and the podcast:

To finish off, an early Sundry item, TerminalMontage’s “Something About Castlevania” animation (4m). This is basically Simon Belmont’s whole personality: violence.

Beat the Springs in Donkey Kong

Another arcade classic strategy rundown, and again c0ncerning Donkey Kong. As the video rightly notes, the Springs board, a.k.a. Elevators, is most devoted players’ greatest barrier to playing to the kill screen, and even pros mess it up sometimes. I think it’s the worst part of the game, personally. Donkey Kong is great, says I, because it’s open to multiple strategies, while the later Elevators boards have to be finished a specific way, all because of those springs. That way is what this video (4m) is about.

Sadly the video has been made non-embedable, so it’s up to you to follow the link, if you care. The video encapsulates information on donkeykongforum.net (which it mislinks). That link is some hardcore geekery, of the kind beloved to Set Side B’s cadre of pixelated aliens, so please take a look.

Image from donkeykongforums.net.

Here’s the basics, in text form. Donkey Kong gets more difficult over the course of five “levels.” These are different from “boards,” a.k.a. “racks” or “screens.” In the corner of the screen there’s a notice, “L=X” where X is some number. That’s the Level. It goes up by one every time you finish a Rivets board.

The problem is, starting with Level 2, the spots at which the springs hit the ground is slightly randomized. The final climb up to Pauline’s platform is super dangerous, since Mario is vulnerable the whole way. Level 4 is the hardest difficulty for the springs on Elevators, and you have to handle it a very specific way: climb up to the first safe spot, wait for a spring that comes out bouncing at a specific location (near DK’s right foot) then running to another safe spot, then waiting for another specific spring speed to rush over and up the ladder.

So go forth and conquer the elevators, and as Coily the Sprite reminds us:

Eh-heh-heh-heh! (whistles) Image borrowed from https://tomsmith.bandcamp.com/track/coilee-2.

Mega Q*Bert

I had thought about doing this as part of a Romhack Thursday, but I didn’t get it together in time for yesterday. And anyway, it’s not a hack of another game, but a homebrew title for the Genesis/Mega Drive. And it’s quite good!

While it has a recreation of the original Q*bert, the main attraction to Mega Q*bert is Mega Mode, which adds a lot of new elements to the game. It takes inspiration, not just from arcade Q*bert, but from Konami’s Q*bert for NES and the underrated Q*bert 3 for SNES. It even borrows bits of Q*bert creator Jeff Davis’ own unreleased arcade sequel, Faster Harder More Challenging Q*bert: Q*bertha returns from that game, a chaser character that can change cube colors herself. Later on, as in FHMCQ, that are levels where Slick and Sam change cubes to an unsolvable color, and only Q*bertha can return them to play.

Some other new elements, joining the balls and baddies of the arcade games:

  • The Red Balls have tiny fast and huge slow versions, they behave the same but the difference in timing makes them tricky. Along with them are “Stop and Go” balls, which change speed.
  • There’s new purple octopus enemies that generally fall down the pyramid, but can meander unpredictably, including up and sideways.
  • A relative of Slick and Sam shows up later on, who in addition to wrecking your work can skip cubes on the way down, including jumping right over your head.

There’s also static disks that can be reused (a borrowing from Q*bert 3), disassociated playfields that disks must be used to travel between, cubes that can only be left in certain directions, one-hop cubes that disappear when landed on (and provide an alternate way of tricking Coily to its doom), and more. And there’s a two-player co-op mode too!

I won’t say it always has the best design. I’ve found at least one situation where the one-hop cubes can make a level unsolvable unless you lose a life, which resets them. And the way the balls move make some routes very difficult to ascend, due to their frequent tumbling down and blocking narrow paths. But these challenges, once you’re aware of them, can be overcome, and the game has passwords for every level anyway. If you like the original game, you’re sure to have a good time with Mega Q*bert.

Here is a full playthrough by its creator Jaklub. It’s pretty long (2 hours, 9 minutes)!

Mega Q*bert (rom for Genesis/Mega Drive by Jaklub, free download)

Retro Game Coders

This is a pretty nifty website that covers a variety of retro-coding topics. Here I link to three recent posts.

#1: CP/M working in a browser

I’ve mentioned before my fondness for CP/M, the first widely-used microcomputer OS, the DOS-before-DOS. My attempts to try to emulate machines using it, however, have mostly gotten snagged on one thing or another. Well they have a post about getting in-browser CP/M working, with information on some of its commands. Here you can run it yourself,

People familiar with MS-DOS should be right at home, although some commands are different. (That’s because MS-DOS changed them; it was originally made as a CP/M clone.) One major difference is the absence, in this version, of disk directories. Instead there were up to 16 numbered “user areas,” each its own individual region on the disk, kept separate from the others. CP/M was an amazingly compact system, a single floppy disk could host a half-dozen compilers and have room to spare.

#2: Speeding Up PETSCII

Commodore BASIC was notoriously slow, but also feature-poor. A version of the same Microsoft BASIC that was co-written by Bill Gates himself, and was later ported to MS-DOS as QuickBasic. This page is a collection of different ways to speed up printing PETSCII characters, covering several optimization techniques, one of them, avoiding IF statements, being non-obvious.

#3 Online Retro IDE

The linked page is actually about a recent update for it that adds support for DOSBox and BBC BASIC. It supports loading your code directly into a Javascript emulator. It supports many other computers and consoles. The IDE itself is here. The update page claims that FreeDOS is available as a platform, and with it another runnable version of Rogue, but I couldn’t figure out how to get into it before posting.

Great Mappy Strategy Video

Our retro arcade strategy week is over, but this is a related video that I’ve been sitting on for quite a while. The Disconnector made a very nice strategy video (20 minutes) for Namco’s cult favorite cat-and-mouse game Mappy. It works as both an introduction and a guide to the game as it develops.

Not only is the information good, but it’s really well put together! Looking through the rest of their channel, while the post about other games (most recently about Robotron [8 minutes]) it seems to be the only strategy video of its sort. I hope they make more, I think they have a talent for it!

The @!#?@! of Q*Bert

Fourth of five retro arcade strategy posts this week, how about we learn how to play the swearingist classic game: Q*bert.

Here’s a video that covers what each of Q*bert’s five levels is like (18 minutes):

You play Q*bert, and at first it seems simple. Level 1, you jump on each cube once. Slick and/0r Sam may change them back once in a while, but you can just jump on them again.

Level 2, you jump on each cube twice. That makes each level twice as long, but still not much of a problem. The rising difficulty here comes from more and faster enemies.

Then you reach Level 3, and Q*bert becomes a much different game. Now jumping on a solved cube unsolves it. If you don’t work out how to handle this, levels can drag on indefinitely. It’s a bit of a wall for players here, and Slick and Sam become much more annoying.

Level 4 is similar, except you have to jump on each cube twice, and jumping on one after it’s complete changes it back to the intermediate color. But worst is Level 5, where jumping on a solved cube changes it back to the original color. This is a huge change, for it means the pyramid can actually become unsolvable without using a Disk, or waiting for Slick or Sam to come in and reset some of the cubes. For more details, I refer you to the video. You know, the one I embedded a few paragraphs up. Go! And if you think that’s nuts, check out what happens in the unreleased sequel Faster, Harder, More Challenging Q*bert (GameFAQs link).

Here’s another strategy video (10 minutes), with tips by Jody Martin, released to the Youtube channel of Starfighters Arcade. It more basic in focus, but is more interested in explaining enemy behavior and how to react to it.

Something I’ve thought is interesting about Q*bert, which is also true of Pac-Man, is that it’s like a turn-based game, but where you can play around with the timing of the moves. I’ll try to explain.

While both games let you decide when to make decisions, both encourage playing in a discrete, point-by-point way. When Q*bert lands on a cube, there’s a limited number of decisions they can make, other than waiting to make your move. In Pac-Man, your moves are constrained to the maze paths, but you can turn slightly early, you can pause when you hit a wall, and you can double back at any point. You usually don’t want to pause or double back in that game, because they introduce uncertainty in patterns (although a few patterns rely on them, which makes them much harder to perform). Q*bert is resistant to patterns, using pseudorandomness to affect the paths of the balls and most enemies, and the player’s ability to break out of the rigid temporal confines of that game’s movement is more helpful.

Contrast both games to Robotron and Defender. Those games have “free” movement, they’re not confined to a playfield with limited choices but let the player move around how they want. In actuality they’re games where the turns are taken in real time each frame. That adds a much greater role for player skill, but it also requires you to be much more precise.

Defender Strategy

Defender’s difficulty is legendary. Craig Kubey in The Winner’s Guide to Video Games said it was like being locked in a closet with a swarm of killer bees, and I actually think that’s not overstatement. And yet, people have flipped Defender’s score counter many times in a single game.

In an 18-minute strategy session, Joe Dearman explains the basics of playing Defender well, but I’m afraid if you don’t have a certain base facility it might be hopeless. Although I’m generally good at video games, I don’t seem to have it myself. Take a look and see if this looks like something you might be good at, but be warned, Defender’s controls themselves are complicated, with a lever and five buttons, although I dunno, game controllers these days tend to have many more than that. It is important, however, not to underestimate this game. It will rapidly annihilate you if you aren’t very good.

Both Defender and Robotron 2084, mentioned yesterday, were made by Williams, and designed by Eugene Jarvis, who still works in arcade game production today, or did last time I checked.

Another thing these games have in common is they’re very adjustable. Operators can choose starting difficulty, ending difficulty and on which wave it’s reached. This thread at arcade-museum.com breaks down the different romsets and differences between them. The earlier roms, “Blue” and “Green,” are generally harder, and increase in difficulty through 99 possible levels. The most common and latest set, “Red,” only has 30 effective levels.

At the higher numbers of Blue and Green, weird behavior can be seen. Defender has an enemy called the Baiter, which exists to harass the player if they take too long in clearing a wave of other enemies. At maximum difficulty Baiters become hilariously numerous, the game sending them in about once every two or three seconds. Watch a few minutes of this game with the wave difficulty settings cranked up to maximum from wave 1 (39 minutes). The extra ship level is set it easier than normal, needing just 5K to get an extra, and it’s set to restore all the Humanoids every wave, but that’s mostly to make the game possible, although there does exist video of someone surviving maximum difficulty with ships and Humanoids at normal settings, up to a score of 909K. (1 hour 7 minutes, somehow).

Here is the first of those two links, I’ll leave the other for you to click on if you’re interested. Both of them have the amazingly persistent Baiters, and in both of them the player manages to hold up under the pressure, for a while anyway.

Robotron 2084 Strategy from arcadeimpossible

It’s the third of this week’s classic arcade strategy find posts, and today’s dedicated to the original twin-stick shooter, Robotron 2084.

Robotron’s what I’d call a very pure game. It’s simple in play, nowhere near as complex as Eugene Jarvis’ first game Defender, but deep despite it. The left joystick moves, the right joystick fires, and until you get used to that you’ll have short games. In fact, you’ll probably have short games regardless. It is ruthless.

These videos feature host “Greg” and star player “Darrin,” who is the one giving most of the advice. The first video covers the first nine waves (5½ minutes). They set the template for the game: there are theme levels that cycle every ten waves. There are Spheroid, Quark, Brain and, for levels ending in 9, Grunt waves that completely surround you with enemies right from the start, and each poses its own kind of challenge.

The second video covers intermediate-level play, and wave beginnings (7 minutes):

The videos mention three parts, but it appears that only two were ever uploaded. They mention a site in their descriptions, robotron2084guidebook.com. In the 12 years since the videos were posted that site’s gone dark, but being a text site it’s pretty well preserved on the Wayback Machine, and has lots of good information. They also mention video on the high score site scoreground.com, but sadly it’s also defunct, and the mentioned video that was hosted there is probably lost. If there’s one good thing about Google, I guess, it’s that they let Youtube videos persist on their site for decades without culling them too much.