I’ve posted about the great Youtube walkthrough channel U Can Beat Video Games several times in the past, so I try not to report on every video they do. And lately, as they’ve been tackling bigger projects that take a lot more time to finish, there haven’t been as many to post about.
But now they’ve completed their four-part series, each at three-plus hours, on one of the most iconic JRPGs from the era, Final Fantasy IV, which of course got released in Western markets as Final Fantasy II. It goes over everything in the game, every secret, every step of the story, a lot of cool tricks and strategies, and more.
I understand some people use this as background for doing other things, or as their adult replacement for Saturday morning cartoons (look them up). In any case, it makes for a lot of viewing, so block off a fair amount of time for this.
Hardcore Gaming 101 is one of the most important game history sites on the internet, and site creator Kurt Kalata writes on a wide variety of games for consoles and computers alike. Recently they’ve been on a Metal Gear kick, and that means covering the black sheep of the series, Snake’s Revenge.
Snake’s Revenge is the forgotten Metal Gear game, an NES sequel made without Hideo Kojima input, to the NES port of Metal Gear that he also had nothing to do with. It has a reputation for being terrible, but that’s really unmerited. As Kurt Kalata notes, while it has its flaws, is ignored by later Metal Gear games, and it has a story based on the manual scenario for Metal Gear written by Konami’s crazy American writing staff*, it’s technically proficient and has good music.
* The American manual for NES Life Force says that the evil planet-eating monster Zelos was the proud progeny of “Ma and Pa Deltoid.” In the description of Dracula’s Heart in the manual for Castlevania II, it warns: “Careful! The heart attacks.” These were not means isolated occurrences from Konami’s US staff.
Youtuber Sharopolis has a 20-minute video up examining several specific NES games and how some unexpected tricks were pulled off in each: Rescue: The Embassy Mission, Crash and the Boys Street Challenge, Castlevania III and Jurassic Park. I love learning about how developers overcame hardware limitations, and if you’re reading this, I’d wager there’s a good chance you do too!
Dragon’s Lair was the original laserdisc arcade game, and a big hit at the time. It immediately caused a large part of the ailing arcade sector to swing around to doing laserdisc games, a trend that will seem very familiar to people who have been following NFTs, overwhelming the market and ultimately further contributing to the downfall of the golden era of U.S. arcades instead of saving it. Dragon’s Lair, and its sequel Dragon’s Lair II: Time Warp and spinoff Space Ace, were by many accounts among the best of the era, with excellent cel-drawn animation provided by the studio of former Disney animator Don Bluth.
Now that I have properly introduced the concept to those who might not have known, I can now introduce this video (14 minutes), put together by the Youtube channel Broken Arcade, which demonstrates how to complete Dragon’s Lair. It’s not a perfect playthrough, but it is done on one credit, and while it plays the player explains what movements he’s doing on the joystick and button, along with notes on timing and tips for getting each scene right. The directions and button presses needed to finish each scene (which are presented randomly in the game) are also listed in the description to the video.
Even if you’ve never heard of Dragon’s Lair before, it’s worth it to watch the lush animation! Here it is embedded:
The URL makes it seem like it’s going to be entirely devoted to that specific classic arcade game, but lately it’s concerned itself with two other topics, both pretty interesting. Here’s a link to the site, for ease of access.
Most of the posts by weight recently have concerned the lawsuit by Billy Mitchell to force Twin Galaxies to retain his scores in Donkey Kong, which as the evidence mounts up against him, much of it recounted on the blog, became increasingly unlikely to prevail. According to the blog, there are several major discrepancies in the footage he provided of his scores, that made it evident that they were produced in MAME, which for various reasons disqualifies them for the category he was aiming for. That evidence is recounted on this subpage, but among the most telling is that Donkey Kong’s software draws its levels in a way that interacts with the CRT redraw to produce, on arcade hardware, a couple of frames where the boards are incompletely drawn in a distinctive way, that is not evident in Mitchell’s tapes.
By this point Mitchell’s name seems to be mud in classic gaming circles, so presumably coverage of this topic is nearing its end on their blog. That’s probably for the best, as their other major beat is covering gaming challenges that Twin Galaxies offers bounties on, like escaping Midgar in FFVII without using Materia, or getting as many Gold Skulltulas as a player can in Ocarina of Time without taking damage. That’s the kind of gaming geekery we can get behind!
Displaced Gamers’ excellent Being The Code series on Youtube looks into what causes Nintendo’s NES Tetris to crash at really really high levels, over level 150. In the process, it goes through how that game displays and adds scores together. Have a look (22 minutes)!
Just a quick post today, last year user PacManPlus made available free downloads of some of their Atari 7800 remakes of arcade games. For people who aren’t in the scene this might be of limited interest, but these games were formerly sold commercially on AtariAge’s website and not generally available for free. Atari 7800 emulation is, of course, easily available in RetroArch, but this page on the EmuGen Wiki lists some standalone emulators.
One of the included games is a game that is very rarely ported, Baby Pac-Man, because it contains a significant pinball component. The pinball physics in the remake are uncommonly good! The Youtube account The Atari Network reviewed it with gameplay video so you can see for yourself:
Baby Pac-Man isn’t the only game in the collection, but its especially notable. I haven’t even had a chance to look at the others yet, but there’s some interesting titles in there.
The remakes were originally sold commercially on cartridges, but they were recently delisted and removed from sale, so PacManPlus was kind enough to make them available for anyone to download and play. I for one appreciate his kind generosity!
The Nintendo 64 broke ground for Nintendo in many ways, but arguably the worst part of that was the controller.
I’m not one of the people who complains about not understanding the controller or how to hold it. That part’s pretty easy to understand: you hold it one way, with the central prong in your left hand and the right handle in your right, for games that use the control stick like Super Mario 64; you hold it with one handle in each hand for games that instead use the Control Pad. It makes sense that Nintendo still wanted to feature the Pad prominently since it was one of the defining characteristics of the NES and SNES era.
The Control Pad is durable and easy to use, even if it does result in bruised thumbs when pressed with force, as can happen in challenging games. What’s not so durable is the N64’s signature control device: the Analog Stick. A special design that didn’t see much update after the Nintendo 64, because of the “white dust of death,” a mysterious fine powder that emerges from the inner workings of the stick after heavy use. Along with the powder always came degraded control performance: the stick would lose some of its tight feel, wobbling when shaken, and would no longer recognize the full extend of its range. All official N64 control sticks would succumb to the dreaded dust with time.
During the console’s life the source of the powder wasn’t common knowledge. It turns out it’s the result of the control stick grinding against its housing and actually rubbing itself in a fine dust. The looseness came from the powder getting into the tight confines of the stick’s mechanism, and from the pivot chamber getting looser as it was ground away by the joystick.
Some games were notorious for decreasing a controller’s working life. The Mario Party series was infamous for demanding rapid spins of the control stick, that could produce the dreaded dust and wobble after surprisingly few games. But with use, it seemed that all the official joysticks would succumb to it eventually. Third-party sticks, such as the then-ubiquitious MadCatz sticks, didn’t suffer from the problem, but their control sticks weren’t as sensitive, and required a smidge more force to push. For demanding play, the official sticks are a must.
This has resulted in a big problem. Since all the Nintendo-made N64 sticks degrade eventually with use, and Nintendo isn’t making them any more, speedrunners playing on original hardware have few options for playing games the way they were intended by their designers. Some jealously hoard pristine sticks, which have become expensive, while others work to make replacements.
Retromeister on Youtube has made a 24-minute video explaining the problem, and the lengths to which runners have resorted to keep themselves playing. And this, following, is that very thing:
GeoCities has been gone for fifteen years now, about as long as it was alive, and it’s still sorely missed. It was shut down by Yahoo, which seems to exist purely to kill good things during downturns. (See also: Yahoo Directory.) It’s just a “brand” now; the company formerly known as that changed its name to “Altaba,” and then itself died.
GeoCities was a place where anyone could make a static website, for free (although with frames and ads). This isn’t the place to recount the full story, but at the time it had kind of a reputation. Since anyone could make a site there, and having a site was a big thing in those heady early World Wide Web days, a lot of people did make them. It was their first site in a lot of cases; in many cases, it was their only site. And before social media and Google’s decay, you could even reasonably expect to find GeoCities sites, if they were good.
So a lot of web newbies made sites, and they perpetrated all kinds of design atrocities in the process. Back then we rolled our eyes and held our noses, but now that time is remembered with fondness.
There are multiple places where you can go back and explore old GeoCities sites, although with varying degrees of stability. Try checking Restorativland or Oocities. Or the Internet Archive’s GeoCities collection.
One of the most egregious of the many sins made by GeoCities users was the overuse of animated GIFs. GIFs themselves are their own throwback to the early era, and actually predate the World Wide Web. The image format was created at Compuserve in 1987, while the first web browser was released on Christmas Day, 1990. Now Compuserve is long gone, although their website, amazingly, is still up, offering an early 2000’s style web portal experience, and while it’s likely no one human is curating its links, some one, or thing, is still updating its copyright date.
I seem to be discursing a lot today, but I am actually closing in on today’s true subject, just with a flight plan best described as a wide, lazy spiral. Here we go. GIFs, that relic of ancient Compuserve, once the subject of an infamous software patent owned by even older pre-web tech company Unisys that threatened to strike the format from the internet, is the only thing of Compuserve that really thrives today.
There are other animation file formats. There’s MP4 and its progeny, of course. Google has a version of webp that has animation, but people don’t trust Google so much anymore. GIFs are also limited: it’s an indexed graphics format that maxes out at 256 colors. But there are many ways to make them, all the major browsers support them, many social media sites support them, and they doesn’t have Google’s sterile, chlorine-like stink about them, so they survive. Improbably, awesomely, people still make, use and view GIFs today.
Google Meetup, or whatever the hell they call it now, has an interface for searching for GIFs to use, and Discord does too. There’s a site, the slightly-incorrectly named GIPHY, that hosts them and lets you search for them. Arguably GIFs are more popular than ever. But the acknowledged Golden (well, maybe Tarnished Bronze) Age of GIFs was the Geocitiene Era.
Well, now the Internet Archive has an amusingly-styled site, GifCities, where you can search through an archives of the GeoCities site collection.
It doesn’t seem to have a lot to go by when doing its text search? My “Nethack” search only turned up two GIFs, both found from the term’s inclusion in their origin URLs. These are them:
I don’t get that eye one, but the second one’s kind of snazzy, if not really that useful. Still-someone worked to construct each of them, and I like that their work is commemorated, and even available for others to use today. Most of the Old Web, by weight, is lost now, so let’s cherish what remains.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
While there are examples of excellent music from the classic era of arcades (Frogger comes immediately to mind), I don’t think there is much that can equal that of Gyruss’ arrangement of Bach’s Tocatta and Fugue in D Minor. Here it is, isolated from the rest of the game’s soundtrack, from Youtube uploader StyleK226 (1 1/2 minues):
Wikipedia tells us that the arcade arrangement is reminiscent of a version of the song from the British band Sky, titled just “Toccata” (4 1/2 minutes):
If you only know Gyruss from the NES port, you might be surprised that it’s an almost entirely different arrangement from the arcade version! Maybe it was changed because of the similarity to Sky’s version. Some people prefer that one, it’s got a bit more variety, although I think the arcade’s is a bit better. Judge for yourself (3 minutes):
The Toccata is only used for the intro and the first warp on each planet, which is a bit of a shame, the rest of the music isn’t bad, but it’s not Bach. In Japan, Gyruss was a Famicom Disk System game. The FDS had extra sound hardware, and the result is an upgraded version of the NES soundtrack (14 minutes in all):
There’s been a number of fan versions of the Gyruss soundtrack, although most of them seem to be inspired by the NES port rather than the arcade original. Here’s a metal medley of that particular musical mutation (3 minutes):
As commenter @Fordi says, “What I love is that Intro / Stage 1 is a genre cover (metal) of a game’s adaptation (Gyruss) of a genre cover (Sky – Toccata) of classical music (Toccata and Fugue in Dm).”
There’s many kinds of entertainment you can get from computers. Nominally we’re about games here, but what is a game? There are games implemented in Microsoft Excel. You can have fun at a command line. And you can enjoy making WordArt in Microsoft Word.
Thing about that. WordArt exists in “modern” Word, but it’s not the version that existed in earlier Windows versions. (I can’t bring myself to use the word modern without qualification for Office since they introduced that damn Ribbon and no I won’t let that die.) How to get to it? I don’t know, because Ribbon, but if you search for it in Word’s feature search interface it’ll pop it up for you, not show you where it is in Word’s UI, but just provide it, so if you want to use it again in future you’ll have to search for it again.
Yes, I I recognize this is already turning into a diatribe. But it goes to back up my point that Word is deep into its dotage, and the degradation of WordArt is just another symptom of that.
But as it turns out, the code for classic WordArt is still in Office, it calls out to us despite all the efforts of current-day Office’s hellish UI, and how fitting is it that that other relic of happier times, Popular Science, should be the publication to tell us how to reach out to it.
Pot’s piece is good, but does slightly imply that the main interest of old WordArt is kitsh. That is a factor sure, but the old style of WordArt is intrinsically more powerful than the watered-down version. You can just do a lot more with it! Just look at that example! It is just a tool; what matters is what use you put into it, and I feel like Microsoft tamed the feature’s power mostly because it speaks of fun, and that is something they have made a conscious effort of stomping completely out of MS Office, the same reason they haven’t included easter eggs in “serious software for well over a decade now.
Anyway, to get the old WordArt back, you have to save your document in “Compatibility Mode,” which in this case means in the format of Microsoft Word from 97-03, as a .doc file. I wonder what other aspects of old Word remain in the software? Could it be that the classic menu bar is still in there somewhere? Oh be still my rapidly-beating heart!
A new website about retro games! Both new to this blog, but also new in general, its first digest dated to October of last year! Bobbins’ Olde Tomb of Videogames covers much of the same kinds of things that we do on our Retro beat in a weekly digest format. The site is laid out like an email newsletter archive, but to subscribe link is way down the archive page, so if you want to subscribe to that particular type of content emission, that is where you can breathe it in. Aaaah!
So if you enjoy those kinds of posts here you might want to look into them, there! Their main focus seems to be Eurogaming, but items in the most recent issue also include a link to an interview with Kenta Cho and a Pico-8 remake of Amidar! It is worth brief yet intensive investigation, much like that of a dog finding a sudden biscuit. That’s a good thing, BTW.