Loadstar!

Now is the beginning of a fantastic journey!

Aah that’s a screen I haven’t seen in a long long time.

1982 saw the founding of the Apple II computer magazine-on-disk Softdisk. Soon after Softdisk Publishing produced disks for other home computers too. One of them, Big Blue Disk, has gone down in history as previous employer of some of the original principals of id Software, especially John Carmack and John Romero. But another of Softdisk’s legacies was their Commodore 64 product, Loadstar, probably the longest-lived Commodore 64 software publisher. They published C64 software from 1984 to 2007. And most, if not all, of it is available online!

Loadstar is yet another of those computer gaming stories that must be told, and I’m in a pretty good place to tell some of it, because I beta tested for them for many of those years, and sold programs to them as well. Yes, several of their releases bear the programmer name John “The Mad Gamer” Harris. You have to understand, this was long before the word gamer reached common usage. In fact, as someone who may have primacy over the use of the term, I hereby forbid its use by anyone with misogynistic, anti-trans or racist intent. It is so decreed, hey-nonny-nonny!

Loadstar was lots of fun. Every month they’d send you two disks in the mail with several new pieces of Commodore 64 software on it. Under the watchful eyes of Fender Tucker and Jeff Jones, and later on Dave Moorman, it’s not that they grew an empire of Commodore programs, but they did manage to sustain that platform for a small but avid userbase for far longer than you’d have thought possible.

I plan to start doing Loadstar reviews eventually, but in the meantime, you can try out some of the later issues of this important piece of computing history at the site linked below. Note that you’ll have to have a means of running C64 software to use them, of course. The emulator VICE is known to work well. And if you want to hear the words of Fender, Jeff or Dave yourself, all three are on Facebook.

The LOADSTAR Library

Romhack Thursday: Final Fantasy for MSX, in English

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

There was a period during the 8-bit era where games best known for being on the NES could get ports to other machines. Most of the ports we got in the US and Europe were not that great. There were a fair number of classic NES games with lackluster home computer adaptions. Even the best of these, like Mighty Bomb Jack, Castlevania and Life Force for the Commodore 64, usually paled compared to their NES counterparts.

I put the blame for this on the cartridge format. While a much more expensive media for releasing software than disks or tapes, it had the great advantage of being enormously flexible. The whole phenomena of mapper chips and other in-cart add-on hardware on the NES had no counterpart on the C64 during its heyday, even though there was really no reason the ’64 couldn’t use the same kinds of chips that the NES used.

Things were a little different in Japan on their native microcomputer platforms. While anemic ports were certainly possible there (like the infamous Super Mario Bros. Special) a fair number of console games got pretty good computer ports. Many of the best of these were for the Sharp X68000, a system I really must cover in detail soon, but the MSX platform got a fair number, many due to the efforts of Konami.

Both Dragon Quest and Final Fantasy for MSX ports with their own unique properties. Today’s post is about Final Fantasy, which recently got an English translation, and which in play and structure resembles its NES original to a large degree. It’s even a slight upgrade, with more colors in its characters and able to make use of an MSX sound expansion cartridge for improved music.

The game was reimplemented from the ground up, so it’s even missing many of the bugs that the Famicom original, forged out of raw bytecode as it was by consummate hacker Nasir Gebelli, is known to have. It would probably be the definitive early version of Final Fantasy if it didn’t play painfully slowly. You can’t see it in these screenshots, but instead of the world sliding smoothly across the screen as on the NES the terrain snaps by in eight pixel steps, and your party also walks more slowly than on Nintendo’s machine. And while it’s not as bad as loading times in the Playstation 1 Final Fantasy games, the game still lingers on a blank screen for several seconds when fights begin and end, which will drive you nuts before long.

The English translation patch that FCandChill put together basically just uses the NES game’s script, so no surprises there. These days games in the style of those early JRPGs are quite out of style, but if you still have a hankering to play a game that basically demands that you grind out levels to have a chance and where you will almost certainly total party wipe at least once during your run, you could do worse.

English translation patch of Final Fantasy for the MSX2 (romhacking.net)

PannenKoek2012 Returns: Crashing Super Mario 64 With Pendulums

PannenKoel2012 is the Super Mario 64 enthusiast (that’s the only word I can think of that matches) who has been working on reducing the number of A button presses needed to finish the game. They haven’t gotten it down to zero yet, and likely never will, but by resorting to increasingly extreme measures they continue to figure out ways to get it down. I think they’ve been working at this project for over 12 years; the oldest video on their Youtube account is that old.

Of arguably more interest than their quest, though, is its interesting byproducts, which is a series of Youtube videos, on both their main channel and alternate channel UncommentatedPannen, which not only explain how their many subtle and effective stratagems work, but also a number of aspects of how Super Mario 64’s engine works, and even basic principles of computer science. These videos are so in-depth that they have their own wiki to track the concepts they use, to explain turns like Parallel Universe (PU) and Pedro Spot.

When I say they return, it’s not that they ever left, but it’d been a while since they had a solid explainer. Now they have one, it has spoken narration instead of the text that marks many of the best videos, and the production values have even increased a bit:

In this video, a clever way to manipulate the pendulums in Tick Tock Clock to crash the game after 39 1/2 days of playing also takes into its sweep an excellent explanation of many of the systems compilers use to represent numbers and their limitations.

And here are a number of those interesting videos (by no means complete) that they’ve posted in the past: The Art of Cloning (17m29s) – Walls, Floors and Ceilings parts One (37m23s), Two (32m5s) and Three (37m26s, all three together being a pretty through explanation of how Mario 64’s platforming system works) – Blinking (eyes, 8m40s) – Floats (9m23s) – Pause Buffering (8m7s) – Pitch Conversation and Yaw Velocity Conservation (15m15s) – Sleeping (Mario, 7m25s) – Random Number Generation (12m37s) – Wall Hitboxes (6m50s) – Releasing Objects (5m18s) – How Holding Objects Really Works (12m1s) – Units, Speed and Sense of Scale (4m41s)

How to Crash SM64 Using a Pendulum (Youtube, one hour 12 minutes)

Daytona USA 2001 for Dreamcast Online Functionality Being Restored

Some exciting news for people who have set up their Dreamcasts for online play. While official servers for Dreamcast games have all been taken down long ago, fans have worked towards making their own fan-run versions, and word from Dreamcast Junkyard is that they’re close to getting one working for Daytona USA 2001! While the game was released with online play, the servers for that game went down very quickly, staying up for just 18 months. Dreamcast Junkyard has an interview with ioncannon, the person responsible for this wondrous event.

Images from the article, ultimately from ioncannon

If you have a Dreamcast and the game, you won’t have to edit anything to get it working, but the Dreamcast Broadband Adapter does not work with it. You’ll have to use the built-in Dreamcast Modem in conjunction with DreamPi, a method for using a Raspberry Pi to connect a Dreamcast to the internet.

All the details are in the interview, so if you’re interested in trying this or just want to learn more, there the info be.

The Dreamcast Junkyard: Daytona USA 2001 is due to be Playable Online on the Dreamcast for the First Time in 21 Years

Chrontendo 61!

Does it seem to you like there’s been a lot of Youtube videos here lately? It’s an unfortunate fact that a lot of the information and articles that once would have been in informative and quick-reading blog posts are now presented to the internet in a format that requires video editing software to create and 15+ minutes of your time to watch.

However, with Chrontendo it’s worth it. Dr. Sparkle’s epic-length tour through the entire run of the Famicom’s and NES’s libraries. Most episodes are an hour or longer, but you definitely get your time’s worth by watching them. And like U Can Beat Video Games, it’s nice just to have running in the background while you do other things.

We linked to Chrontendo #60 last June, titled “The Most Perverted Episode.” Sadly Chrontendo #61 doesn’t come with any titillation factor; it’s title is “Not really worth the wait.” It’s a series of games ranging from pretty bland to outright terrible. Covered are the months of May and June 1990, plus one game that’s a holdover from April. Within the video is footage and commentary on:

  • Castle Quest, which is not the same game as Castlequest in the U.S., which was a renamed localization of a game called Castle Excellent in Japan. It’s a turn-based strategy game that’s like Chess against a computer opponent, but with a random factor.
  • Ys II: Ancient Ys Vanished: The Final Chapter, which isn’t so bad, but was greatly overshadowed by the must more impressive Turbografx CD version released around the same time.
  • Baken Hissou Gaku: Gate In, yet another horse racing sim, this one with an extremely bland presentation.
  • Jajamaru Gekimaden: Maboroshi no Kinmajou, a so-so ninja adventure/Zelda clone.
  • Snake’s Revenge, the disowned sequel to Metal Gear that Hideo Kojima didn’t work on, a game that some people like but Dr. Sparkle doesn’t. I’ll say it’s more polished than NES Metal Gear, at least.
  • Remote Control, a video version of a nearly forgotten MTV game show that couldn’t use any of the celebrity likenesses from the show.
  • Chip ‘n Dale: Rescue Rangers, another of the Disney Afternoon tie-in games. Dr. Sparkle admits it’s not bad, and it’s probably the best game of the episode, but is only really interesting when played co-op with two players. There’s a fairly scandalous piece of Gadget fanart here, scavenged from the aptly-named halls of DeviantArt.
  • Rally Bike, a port of a Taito arcade motorcycle game with much less polish than the original. I note that this game was ported by one of my un-favorite developers, Visco.
  • Battle Fleet, another turn-based strategy game, with a naval theme.
  • And S.C.A.T.: Special Cybernetic Attack Team, a game that plays a bit like Capcom’s Forgotten Worlds, but without that game’s hallucinatory visuals.

Chrontendo #61 (Youtube, 1 hour and 1 minute) – archivespreviously

Arcade Gradius II Compared to PC Engine CD Version

These days, if you’re playing a game with multiple versions, there’s usually one specific version you want. For pre-Crash games, if there’s an arcade version, most of the time, it’s the one you want. After the Crash it becomes less definite. Super Mario Bros. at home is a much more playable game that the arcade version. Vs. Super Mario Bros., which is hungry for those quarters. For games like Smash T.V. though you still usually want to play the arcade version.

The arcade and PC Engine CD version of Gradius II though are a much closer call. In a couple of places this home version is actually slightly better, or slightly harder, than the arcade original. It also contains an extra level that’s missing from the arcade.

Inglebard Gaming on Youtube has played through both games entirely and shows them to you side by side, so you can decide for yourself!

Gradius II Arcade vs PC Engine Super CD (Youtube)

Editorial: Where Are Retro Games Going?

This editorial doesn’t necessarily reflect the views of this blog. However, blogs don’t have views anyway, so what would that even mean?

I was sitting and watching some Zelda: Breath of the Wild videos in a Metafilter post by Fizz, from streamer PointCrow. I was going through the usual generation shock–I the hyper-frenetic editing, zooming visuals with added sound effects, slow zooms, constant cues telling me how they want me to feel, combined with his constant state of hype and excitement, they were wearing on me. But that’s probably just my age? As much as it pains me to admit it I’m not young anymore, having just turned fifty last month. Maybe it’s just the style of popular youth media now Somehow I don’t think it is, I don’t see everyone doing that. I suspect it’s really Youtube’s algorithm that prioritizes engagement really really hard, that pushes some people to those lengths. Anyway, I don’t intend to make this into a screed against PointCrow, who obviously works very hard to succeed, and does have some interesting videos. By all means watch a few if you want. That’s not the point of this post anyway.

Movie notwithstanding, does anyone care about Super Mario Bros. anymore, for its own sake?

It was while watching it that I started to realize how insular these kinds of video can be? If you don’t know anything about Breath of the Wild, a lot of it will be impenetrable to you. That may be why there’s so many videos about this game in particular. There’s like a while little genre of BotW videos that show off tricks, odd corners of the game, and amazing feats in it. I post about them here sometimes even.

My worry has to do with the phenomenon of retro (from our perspective) gaming in general. We often hear people talk about games like Super Mario Bros. and the original Legend of Zelda as if there were some kind of timeless classics, which is a bold statement to make even approaching 40 years out from the Famicom’s launch. Timeless is timeless, and in centuries will anyone know or even care about it? The jury is still out of course on whether humans will still be around in that time, but let’s presume they will be.

It’s a tricky and devious game for people not prepare for it, but the original Legend of Zelda is surprisingly playable now.

In fact, let’s restrict out scope to the relatively near future, maybe 20 years from now. Will people still care about the 8-bit era of games around that time?

We have some reason to believe that they aren’t played as much now as they used to be. NES-era games, on the Switch, are no longer sold individually, like they were on the Wii and Wii-U, but in bulk, as part of a subscription. That seems to indicate, I think, that they haven’t turned out to be as much of a selling point individually as before.

My hope is that they will, and I think games like Super Mario Bros. do have some qualities that don’t just expire like the milk left in the fridge for a month. But they don’t exist in a vacuum, and what gives me cause for concern is the ways in which these games are experienced now.

I think that retro games still fill a useful niche, in that they’re solidly-made and challenging games, with a distinctive look and sound, that don’t have gigantic playtimes. Super Mario Bros. will not claim weeks of your life. Even the longer ones don’t demand as much of your attention and times as a AAA-title Square Bethesda WA Microsoft Co Inc. And indie games, while often worthy, are often a risk to spend money on. Many NES-era games are well known to be playable and interesting, which is how they got to be popular in the first place.

My concern, though, is that as the people who grew up with these games age, their original context is being increasingly lost. Less and less often, the people who play and think about these games didn’t come to them from mostly personal, pre-internet perspectives, but as something brought to them by other people, meaning, not just hearing about them, but being pre-spoiled regarding their gameplay, and especially from watching streamers and speedrunners.

What, I wonder, is the ratio between people playing games as intended, and those purposely trying to break them in a variety of ways, and do superplays? Are new game players inundated by streaming culture? Do they get the sense that 8-bit games are only interesting if one tries to blow them up? And in the future, will people continue to find their way to games like Super Mario Bros. and The Legend of Zelda, and appreciate them for what they are?

Is there perhaps space out there for people just doing normal runs of retro games? I wonder if I should give it a shot.

Type-in Games in Magazines

This is another huge topic that I should come back to later, but in the meantime here’s an article, mostly about the British type-in scene, from Wireframe Magazinne last year. It mentions the longest type-in game ever, Axys: The Last Battle (Youtube), an Amstrad program that had to be printed in five successive issues, and what it calls the best type-in game of all, Crossroads from COMPUTE!, although I’m dubious about that claim, there were lots of type-ins. It’s definitely great, though. It’s worth a read if you have the time, although who has enough of that these days?

This is Crossroads, yet another thing to add to the stack of future topics. If you like this, you might be interested in Forget-Me-Not, for iOS and Google Play and Windows (on itch.io)

The Rise and Fall of Type-In Games Listings (Wireframe)

Romhack Thursday: Race Drivin’ using the SA-1

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

Edit the Frog is back, with a new romhack! And this one’s really amazing.

We’ve mentioned before Vitor Vilela’s hacks that retro a SA-1 (“Super Accelerator”) into SNES games that suffered from slowdown. So far he’s done it with five games: Super Mario World, Gradius III (which really needed it), Contra III: The Alien Wars and Super R-Type. The fifth is the most amazing so far: Race Drivin’.

When the original Hard Drivin’ came to arcades it was pretty incredible, the first 3D racing game that didn’t use scanline tricks to display its track, that rendered it using an actual polygonal 3D engine. It used special custom hardware to make its track and physics possible. Race Drivin’ was less revolutionary, but only because the ground had been broken for it.

It was exactly the worst kind of game to be ported to the Super Nintendo’s infamously underpowered hardware, a 16-bit variant of the venerable 6502 running at about 3.5 mHz, just a bit over twice the speed of the NES. Even from the start, the SNES used in-card accelerators and co-processors to help complex games run: even though launch title Pilotwings made heavy use of the SNES’s “mode 7” graphics to display the game world, it still needed a DSP chip to help it with calculation.

https://github.com/VitorVilela7/SA1-Root/tree/master/Race-DrivinRace Drivin’ doesn’t use any accelerator, despite being one of the games most sorely in need of one. Asking a SNES to perform up to the custom mathbox chips in the arcade game was ludicrous, and so SNES Race Drivin’ is looked down upon by many, and probably unjustly: the coding is perfectly all right, it was just asking too much of the system.

Even with a SA-1 you’d think that Race Drivin’ on SNES couldn’t measure up, but Vitor’s hack does quite a respectable job! The SA-1 is essentially a second of the same kind of chip that runs the SNES, with a number of extra features bundled in. It also has some faster memory included on-die, and runs at triple the frame rate. Imagine if this had come out at the time: the SNES game is less than two years older than the arcade version! An SA-1-powered version that matched the arcade so closely back then would have astounded. I see that in a few places on the Super Stunt Track, it drops to 12 FPS instead of the 30 it holds at elsewhere, but it’s still damn slick.

Here is one of Vitor’s side-by-side comparison videos, demonstrating the old version (on the left) and the upgraded hack (on the right):

SA-1 Root: Race Drivin’ (github)

Now, on the Sharp X68000

The SuperGrafx is a failed system that had only five games, only three of which seem to be worth playing. The Sharp X68000 series of high-end personal computers, which were only released in Japan, on the other hand, is probably the popular gaming system Westerners have heard the least about.

As I said yesterday, the X68000 cost three grand, and that was just for the base system. If you thought the NeoGeo was expensive, hah. It’s price was justified in that it was a computer, indeed a workstation, and had a variety of software other than games. But it did still have a lot of games, including some of the best arcade conversions, including excellent ports of Rygar, After Burner, Strider, Final Fight, Street Fighter II and Detana! Twinbee, and a well-remembered recreation of the original Castlevania up to then-current aural and visual ideals. The X68000 even got conversions of Atari arcade games like Marble Madness, and even KLAX, that would I would have loved to have played back then.

The X68000 also worked a lot like a MS-DOS machine from the time. It ran mostly HUMAN68K as its OS, a DOS clone made by HudsonSoft, although it also had windowing OSes. Despite how it seemed in use though, it used Motorola 680X0-family processors, like original iteration of the Macintosh. But while it has a DOS-style OS, it’s a home computer with a dedicated sprite chip!

At times it feels like this blog is a recap of my gaming-related Youtube explorations, but I have no qualms about it when they’re as excellent as the two I have this time. One is a review of the “pro” version system from four years ago, from someone who went and obtained one:

Three years later, RMC returned with a more thorough exploration of a different machine of the line:

And this one is about emulating it, which is probably the closest most of us will ever come to trying out any of its software:

On the SuperGrafx

What is the SuperGrafx? Why don’t we remember it as well as its predecessor, the PC Engine/TurboGrafx 16, with which it was backwards compatible?

Sharopolis on Youtube digs into the system and its capabilities (17 minutes):

As you can tell by the video’s cover image: Amazing Power, No games. The SuperGrafx only had five games released for it throughout its lifetime, pretty harsh for a system that cost around $300 by today’s money. That cost, relative to that of the PC Engine CD, which was also expensive but could play CD games with vastly greater storage, was probably what doomed it. For those really seeking an arcade experience in Japan there was the Sharp x68000, famous at the time as the true enthusiast’s system with a good number of nearly exact arcade ports. It also cost around $6,000 in today’s money, and still $3,000 in then-money.

The system used the same chip as the PC Engine before it, a 6502 variant running at 7 mHz, meaning it was only a 8-bit system. But was that really so bad? The major 16-bit competition for it was the Motorola 68000, another venerable chip at the time that was used in the original Apple Mac, the Sega Mega Drive/Genesis, the Commodore Amiga and the Atari ST. Yet the 68000 also had some more overhead. Many instructions on the 6502 completed in from two to four cycles, whereas the minimum cycle count of a 68000 instruction was four, with some taking up to 20. This, of course, is offset by the 68000’s greater number of registers and ability to work with two bytes at once for many instructions.

Its graphics were essentially two of the PC Engine’s graphics chip, with some circuitry to interface their outputs together. This description brings uncomfortable reminders of people deriding the Wii’s graphics as “two Gamecubes taped together,” but it’s a much closer description of the SuperGrafx’s graphics. But in practice this meant twice the sprites, dual-plane backgrounds, and double the potential colors on-screen at once, while the MegaDrive/Genesis infamously was still stuck with 64.

The SuperGrafx’s failure in the market was one of those inflection points of the growth of video gaming. If it had succeeded then NEC might still be a player in gaming today, and maybe Hudson Soft would still be an independent entity, instead of just another property for Konami to mine for nostalgiabucks.

Metroid Planets

Edit the Frog is still taking a break from covering romhacks, there’s thousands to sift through on romhacking.net, but in the meantime, here’s a fan-made, browser-playable version of Metroid! Although it looks a lot like the NES game, it’s no hack, but a from-the-ground-up reimplementation.

We all know what Zebes looks like by now, right? All of the screenshots in this post are from the early areas of “Novus,” the new world to explore in Metroid Planets.

It was made specifically to help overcome the limitations of the NES platform, so Samus animates much more smoothly, there’s particle effects, multi-directional scrolling areas, built-in mapping, and the music uses later, more orchestral versions of the original’s music, although with an option to switch to the 8-bit originals. (I find that the music is a bit reluctant to play in the current version, though.) There’s other interesting features new features to find as well.

Freed of the NES’s dire memory limitations, Novus’s world can be a lot more colorful.

Most interesting is a built-in randomizer mode, and a second, alternate planet to explore! It’s designed along the lines of the original Zebes (here called “Zebeth,” a nod to the on-screen Romanization of Zebes in the NES game), but has some new elements, including areas that scroll in all directions, and new bosses!

Metroid is approaching 37 years old, and it was looking a bit long in the tooth three decades ago. Yet it’s still remarkably atmospheric for its age, and I find there’s something evocative about how the game’s world doesn’t feel designed like a challenging obstacle course for the player, like it just exists on its own and doesn’t particularly show any care for the player. There are some item gates, but like the original NES Legend of Zelda, many fewer than you’d expect, especially compared to their SNES sequels.

Just another day… IN SPAAAACE.

Screed time! Will Metroid still be played 20 years from now? I think so, although I find that most of the internet energy around these classic NES games now is focused on speedrunning, randomization and romhacks, and two of these three things Nintendo is actively fighting against. It’s a good example of how copyright law and corporate control has the potential to hold back both fan interest and property longevity. The rights to these games should be released to the public, while there is still a public that cares about them. Nintendo would probably get more money out of it, in the long run, from making sequels anyway.

Novus has much more item gating than Zebeth. A place like that, where I’ve fallen (and I can’t get up), and can’t go down either because of a low passage… I wonder if the Maru Mari, a.k.a. “Morphing Ball,” is somewhere close? It would be a fan-made Metroid world if the designer didn’t try to be a bit tricky with hiding it, now would it?
Freed of the NES’s limited tile space, areas can be a lot more varied. The elevators on Novus are a lot more interesting! The lava here is animated, and it hurts to move through those flows!

Metroid Planets