The wonderful podcast Keep Nintendo Weird (Podchaser – YouTube), which spotlights a lot of awesome and unusual games made for Nintendo systems, recently covered a doozy: Space Station Silicon Valley! One of a pair of games made for the Nintendo 64 by DMA Design before they became known as Rockstar North, SSSV is a clever and charming action puzzle game where you’re a microchip that can take control of robot animals in a rogue space station.
It’s notable for its trademark humor, its inventive gameplay, and a weird bug that, as I discovered personally soon after its release, actually makes it impossible to finish! While the main story can be completed, one of the optional trophies hidden in the levels won’t collect when you come into contact with it, and it was a couple of generations before software patches could be distributed after a game went live, so there is just no way to 100% the game without hacking either it or your save file somehow. Oops!
It’s awesome when a tile-based game uses huge letters like this.
Gaming Hell is great! It’s an obscure game investigation site with some serious Oldweb power. They recently had a look at the Japanese-only Game Boy title For The Frog The Bell Tolls, known in its home territory as Kaeru No Tame Ni Kane Wa Naru, the game whose engine went on to serve as the basis for Link’s Awakening. (EDIT: As the article points out and I skipped over, and discovered after I wrote the preceding, while Kaeru no Tame Ni Kane Wa Naru has a number of aesthetic and gameplay similarities to Link’s Awakening, under the hood people note that the engine does not seem to be similar!)
There is a whole world of Nintendo games that never made it out of their home country on release, and the company only acknowledges exist in other territories with reluctance. Games like Captain Rainbow, Doshin the Giant, and Nazo No Murasame Jo. Once in while one might get a Virtual Console release, or a mention in a Smash Bros. or Nintendo Land, but other that it seems like strict radio silence.
Ant Cooke of Gaming Hell speculates on why this game didn’t make it to the US, that it has to do with some difficult to localize content. There may be something to this, but if I might offer? Kaeru No Tame Ni Kane Wa Naru also only got one rerelease in Japan. Maybe Nintendo saw its not featuring one of their large stable of marketable characters as a weak point? Likely it’s a combination of many factors that edged the game over into possibly-unprofitable territory on some obscure spreadsheet, somewhere.
(Source) We in the US never get cool box art like this.
One could spend hours speculating on why Nintendo does or doesn’t do a thing. Ultimately they are a huge company, not a monolith but composed of hundreds of people, and many people could doom a project if they chose. It is a shame in For The Frog The Bell Toll’s case. It’s not just their loss, but all of ours.
“Master Blaster,” if that is their name, at Sora News 24, on Sega trying to bring eSports into Japanese high schools with a Puyo Puyo Boot Camp. “Listen up maggots, you’re going to spend the next hour setting up combos and fighting Draco Centauros until you get it right and I don’t want no backtalk or I’ll bust you down to facing Nohoho again!”
Luke Plunkett of Kotaku: Super Mario movie delayed, Miyamoto promises it’ll be worth the wait. Aww, it’s just like that apocryphal quote often attributed to him. This reporter is overjoyed, the last one ended on that cliffhanger, Daisy was back from Dinohattan and needed Mario and Luigi’s help again, no doubt because of some scheme hatched by Koopa. I wonder how they’ll manage to bring Dennis Hopper back from the dead to reprise his role?
The third and last of the chronological platform cataloguing efforts is the longest-lived and most complete, Dr. Sparkle’s wonderful Chrontendo, going through the entire library of the Famicom and NES, along with sister projects Chronsega (Mark III/Master System and Mega Drive/Genesis) and Chronturbo (PC Engine/TurboGrafx-16).
Each of the projects I’ve presented have had a different style. Atari Archive does one game at a time, devoting from 8 to 20 minutes to it. Video Works tends to cover two or three times per video. Well, the various Chrons go for the omnibus approach: each entry shows from a dozen to 20 or more games. It also emphasizes gameplay footage, and also sometimes some side bits amidst the many games.
Chrontendo has been going since a while before 2010, and so there is a whole lot of material to catch up on. It also has the slowest rate of updating, with sometimes whole years between episodes. But each episode is its own little wonder, containing a solid mass of retro gaming information, including many games you probably won’t ever hear about anywhere else.
What I appreciate most about Jeremy’s many series is how they’re informative without being dry (he knows his stuff!), interesting without being pedantic, and lively and entertaining without being obnoxious, obnoxiousness being a sin that I charge against many many gaming YouTube channels. If your videos whisk cut-out elements around the screen, their passage marked by swooping sound effects, then you are not going to get a link from me if I can in any way help it, so states the doom of rodneylives, and of Set Side B too if I have something to say.
And Marc Normandin for Paste Magazine has an article suggesting 10 retro games that should be revived, and you know what, it’s actually a pretty great list! It’s got For The Frog The Bell Tolls, Dragon Slayer, and Terranigma on it, so it’s definitely got JRPG cred!
Via 8bitnews.io, Vince Weaver has created a 10-level proof-of-concept of a port of Lemmings to the Apple II family of microcomputers. This would have blown a lot of minds back in 80s elementary school!
The framerate is pretty low, which isn’t uncommon for 8-bit ports of Lemmings, compare it to the Commodore 64 version. Most versions of Lemmings use some kind of hi-res mode on the hardware, and behind the scenes create levels out of large blocks of premade graphics like in a paint program.
From Cat Graffam on Twitter, the Game Boy Camera Art Gallery is a Game Boy rom image, in the form of an RPG-style walkaround, showing off photos taken with Nintendo’s crazy and awesome little heavily-dithered, 4-color foray into 90s digital photography. It can be viewed in-browser or as a downloadable rom, or you can purchase a cartridge with it for use on your own Game Boy or Game Boy-compatible hardware! Here are a few works from the compilation:
The always-wonderful retro gaming and hardware info site Nicole Express has a great post about the chips that Tengen (a subsidiary of Atari) used in their cartridges! Tengen is a special case among NES developers, in that while a Nintendo licensee they got to use their own mapper, from Namco, but went and manufactured their own ASICs when they split off from Nintendo’s licensing program. The deets are all in the article!
Nicole Express’ archives are well worth a look, which among other items hosts their article on Zaxxon and Future Spy. They have interesting games to play on their itch.io page too! Have I used enough exclamation points yet?!
pmorinerie (on Mastodon @pmorinerie@mastodon.xyz) has been working on a full disassembly of the fourth Legend of Zelda game, Link’s Awakening on the Game Boy, and has a series of articles they’ve written about interesting technical aspects they’ve found.
One of their discoveries is of a hidden structure to the overworld of that game. Their discussion of this is fascinating, and should be referred to if you have an interest in such things. I will give a broad summary here.
The Game Boy was not given much VRAM for storing graphics. To avoid bus conflicts, the CPU that runs the system only has access to VRAM, to store new background tile information, either during VBLANK, a specific time each frame when the PPU circuitry isn’t accessing memory, or by blanking the screen entirely, which is only really feasible during major transitions, like through a door or into a hole. So, the system is limited in how quickly it can store new tiles during play.
Link’s Awakening stores two kinds of tiles in its VRAM. Most of them are from a set that’s used throughout the overworld, but a small number are overwritten, used for different purposes as Link explores the landscape. The overworld is separated into 2×2 blocks, and each can have its own set of these customized tiles.
There is a problem with this setup, however. When Link changes screens, like in the original Legend of Zelda and A Link to the Past, the screen transition scrolls smoothly between the areas. During the scroll, briefly, it’s possible for elements from two different screens to be displayed at once. How does the program handle situations where the custom tiles have two different definitions between screens?
The answer is that the overworld is cleverly designed so that there aren’t adjacent screens with walkable passages between them that use different sets of custom tiles. There are screens in the game that only use tiles from the main overworld set, and all of the places with passages between the screens with custom tiles have one of them, as a kind of memory airlock, to prevent glitches during transitions. It’s pretty clever.
If this is interesting to you, I encourage you to read the whole article, especially for the exceptional cases where the system breaks down and they had to find other ways to keep the screen from glitching.