Chrontendo 63!

Dr. Sparkle has come through once again with the 63rd edition of Chrontendo! It’s the third we’ve linked to from Set Side B (even if, for a while, we incorrectly labeled the previous one as #68, oops).

The games covered by this one are:

Knight Move (Japan only): A puzzle game involving landing a chess knight trying to land on a target square. Apparently this got a later release on PC by Spectrum Holobyte. Wikipedia tells us that the “A. Pazhitonov” listed as the creator on the Famicom version’s title screen is Alexey Pajitnov, the creator of Tetris. I cannot speak to that fact’s veracity, but it seems plausible enough. Pajitnov later would be hired by Microsoft to make puzzle games for them around the Windows XP era.

Lamentable US cover art of The Mafat Conspiracy (image from MobyGames)

The Mafat Conspiracy: the sequel to Golgo 13! The US release does its Japanese manga source material a great disservice by not having the grim face of protagonist Duke Togo visible anywhere on the front of the box, instead using extremely generic cover art. In play, it’s very similar to a slightly more competent version of the original, just with a different scenario.

Disney Adventures in the Magic Kingdom: Another of those Capcom Disney games, a glorified minigame collection, and probably the worst of the bunch! We’re a mile away from Ducktales here. As if to confirm the player’s low expectations, trivia questions are part of the game.

Solstice: Isometric platformer of the style well-known around that time in the UK, a very difficult yet respectable exploration game, and probably the best game in this episode. I prefer its SNES sequel Equinox, programmed by the Pickford Brothers, which has a highly distinctive look.

The vibe of Solstice’s print ad is like “we’re gonna make a porno”

The Last Starfighter: This is secretly a renamed port of the Commodore 64 classic Uridium! A little of the bloom is off the rose here, if only because high speed scrolling of the kind you see here is so common on the NES, yet so difficult to accomplish on the Commie. The C64’s distinctive look was heavily influenced by that system’s limitations: it takes some serious programming effort to get the C64 to be able to scroll significant screen data in a frame, enough so that, to do it, you basically have to leave color memory unchanged, since it can’t be relocated like tile definitions can. The NES can do scrolling much more easily than the Commodore 64, and had been doing very colorful fast-scrolling games like the Super Mario series for years, yet the game kept the same nearly-monochrome look as the C64 game. That’s why Uridium got such acclaim in the UK, because scrolling games like it were unknown on the system at the time, while the NES had support for it in the hardware, so it didn’t have nearly the same impact.

Captain Skyhawk: The main things I remember about this, a game which I’ve played and beaten, is it was made by Rare, and that Dave Barry once wrote a column about how much his kid dearly wanted a copy of this game. Dr. Sparkle is pretty hard on this one too, and I think for good reason. This is clearly a game intended to be in the River Raid style, but with elevation. It could have been done as a quasi-flight sim, with targets you have to duck beneath or fly over, but in its design the elevation barely matters, and instead it’s a lot more like a standard vertical shooter. The enemies don’t even cast shadows! Helicopters or ground vehicles alike can be shot if if they were on the same plane. It would have done better if it had either gone all-in on the elevation, maybe tying it to the player’s speed, and having fewer yet smarter enemies that also had elevation; either that, or taking out the elevation completely and making it into a 2D shooter more like Zanac or Raiden. Rare at that time understood the NES hardware better than most developers, and was more than capable technically of going with either approach. But they didn’t.

Then after you have Afterburner-style dogfighting levels, then the point where most players threw down the controller in disgust, when they’re asked to align and dock with a rotating space station. It all resembles a tech demo at Rare that Milton Bradley decided to try to make a few bucks off of selling as a game.

This even made it into the US release

Mechanized Attack: It’s another military-themed SNK action game, like Ikari Warriors, Guerilla War, Iron Tank or P.O.W. This one’s a light gun shooter. The game is most notable for having a debug mode, accessible by a code, with pixelated female nudity. This connects with reports of sexism in the Japanese game industry at the time (link found on Kid Fenris’ blog). The full salacious details of the cheat are up at The Cutting Room Floor.

Horrifying Palamedes box art (image from Wikipedia)

Hatris: Another game designed by Tetris creator Alexey Pajitnov, it’s also nowhere near as iconic as Tetris was, but as time has shown us, very little else is. I get the play mixed up with that of Nintendo’s Yoshi puzzle game, perhaps for good reason. Turns out there was an arcade version of this!

Palamedes: Another Tetris-ish generative piece-laying puzzle game, this one with a dice theme. And there was an arcade version of this too!

Hiryu No Ken III: 5 Nin No Ryuu Senshi: Only released in Japan. Dr. Sparkle is quick to let us know right off this isn’t the “Fist of the North Star” Ken, but the Flying Dragon: The Secret Scroll Ken. These games are a bit more simulationist (in a sense) in their depiction of martial arts than most beat ’em ups.

SD Hero Soukessen: Taose! Aku No Gundan: Also Japan-only, second in a long series of “super deformed” (basically meaning big headed, small bodied humanoid figures depicted in a cutesy kind of way) robot fighting games. The robots (and tokusatsu characters) are licensed from a variety of media, making this a massive crossover media series that could be seen as an inspiration for the hulking monstrosity that Super Smash Bros. has become. Properties that I recognized from the video are Kamen Raider, Gundam and Ultraman. This one has a fan translation patch.

Chrontendo 63 (Youtube, 1 hour 18 minutes)

Playing Fortnite As A Pacifist & As A Friend

In many kinds of games, one of the most difficult playstyles to pull off successfully is the pacifist: a character who either (according to its community) doesn’t harm, or doesn’t kill, any other character in the game. Lots of games have some form of violence as their primary verb, so eschewing all of that is choosing to make (your own) life harder.

A game in which pacifism is particularly difficult, yet possible, is Nethack. It’s a “tracked conduct” in that game, meaning, when your game ends, you’re informed as to if you played that way. There’s a page on the Nethack wiki all about it. Back on GameSetWatch I related a story, from a Usenet post, where a player won as a pacifist. Since then, many people have ascended (Nethack’s term for winning) as a pacifist. It’s hard, possibly the hardest single conduct, but there’s still lots of ways to take care of opponents without killing them, including let your pet do it. Nethack gives players ludicrously many possible actions, and there’s almost always a way.

There is another conduct, “never hit with a wielded weapon,” but it’s not necessarily much harder, since you can kill things with it, you just have to use other tools, or your fist. Monks, who fight best with martial arts, find that the best way to play anyway.

This is all a digression, because it’s hard to shut me up about Nethack, but it also serves as a segue. How about Fortnite? It’s a game where 100 people are dumped into a space and the only way to win is to be the last survivor. By definition, you can only win at it if everyone else dies, so they have to have an accident. Not a mafia-style “accident,” but a genuine one.

As it turns out, Fortnite even has an achievement for it, although its reward is laughably small. And it’s not so much that it’s hard, but relies heavily on chance. The video that follows then expands the subject a bit: it is possible to befriend another player, whose main objective is to kill you?

Searching for Humanity in Fortnite (Youtube, 30 minutes)

Sundry Sunday: Pirhana Plants On Parade With Fan-Made Lyrics

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:

Pirhana Plants on Parade With Lyrics (Youtube, one minute)

Jeremy Parish Covers NES Friday the 13th

Few games for the NES have been better treated by hindsight than Friday the 13th. At the time it was regarded as a terrible game with difficult play and nearly impossible to win.

But even then there were things about it that indicated that there might be a little more going on then than was first apparent. Publisher LJN was known for making terrible games, but they outsourced their work to different companies that often weren’t actually that bad, just given weird properties for video games (The Karate Kid? Jaws? T&C Surf Designs??) and approaching them with experimental gameplay. And for their part, all of LJN’s games are technically sound, and manage to hit their 60fps frame rate targets, which is much more than you can say for many other NES games, including some from big manufacturers like Capcom, like Ghosts & Goblins and 1942, both implemented by Micronics, or Strider, which as we’ve noted before is a mess.

The critical reappraisal for Friday the 13th began with TripleZeroFilms made a well-produced 76-page PDF strategy guide for it, that exalted its good qualities. There is a Metafilter thread, from user Pope Guilty, on it that may also be of interest.

It has come time, as we all knew it must, for Jeremy Parish to collide with Jason’s axe, and as befits the game’s redemption, his video is divided in half, first about its reception at the time, then later now that it’s appreciated a little better. Just don’t turn it off after the 8 minute mark, there’s still more than half of it to go!

The masked axe-slinger: Friday the 13th, NES Works 113 (Youtube, 18 minutes)

Sundry Sunday: Wolf Reacts to Team Star Fox’s Halloween Costumes

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We haven’t covered anything of the exquisitely-made Youtube animation series A Fox In Space yet. Probably someday. But as it was just released and it’s really timely, here is Wolf O’Donnell reacting to Fox and crew’s costumes. CW: bleeped profanity.

Peppy is Beetlejuice? What?

A Fox In Space: Are You Guys Trick or Treating? (Youtube, 36 seconds)

Sundry Sunday: Eggpo, Waiting

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

It’s been a while since we checked in with Eggpo, from “Two More Eggs,” that series the Brothers Chaps (creators of Homestar Runner) made for Disney XD or sommin like that. In case you forgot, Eggpo is the species of these eggplant people, whose job it is to attack the “good guy,” a.k.a. Dooble, who features in other TME videos.

Here, two Eggpos engage in the basic repetitive patterns entailed by their employment, without much success.

Eggpo: Waiting (Youtube, one minute)

Super Mario Wonder: Pirhana Plants on Parade

There was apparently a leak of the upcoming Super Mario Bros Wonder game (the first hour of gameplay is here), and it has a terrific little sequence that makes me think it’s going to become highly memeable. The part that really makes it for me is the flowers’ comments. Here it is, edited down to just that sequence. Note that this is a spoiler, but it’s for only the second level of the a whole long game.

Because of the danger it’ll be taken down, I’m not uploading this to Youtube. Please enjoy, it’s about a minute long.

Much much later, in a secret world, there is a reprise of this idea, and it’s much harder. Warning you now, It’s a more significant spoiler, not for story reasons, but just for existing. It’s fun, but looks pretty hard! I got the video out of a much longer video, at 4 1/2 hours and showing off all of that secret world, here. This is just that level, at two minutes long:

Sundry Sunday: There’s Something About The Typing of the Dead

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

I’m going to be honest, I vary in my appreciation for TerminalMontage’s gaming-related Youtube animations. Sometimes I think they’re brilliant, other times I think they really try too hard to be edgy. At their best they use the purposely-janky animation to make a point about the subject. Previously I’ve linked to their Breath of the Wild “speedrun” animation, where some of the things that would ordinarily be kind of lolrandom inclusions were actually, amazingly, references to things players do in actual speedruns.

I think the pinnacle of their output has to be their depiction of the events of The Typing of the Dead, Sega’s side-sequel to The House of the Dead 2, which took that lightgun zombie-shooting arcade game and grafted a typing trainer onto it. It was one of the most memorable game experiences I’ve ever seen, not just for the crazy premise that entirely works, not for the ludicrous power of its word list, but because the boss fights were each reworked to fit into the style, and forced players to answer questions with the keyboard, or type ludicrous sentences to try to mess them up.

There’s Something About The Typing of the Dead takes the game’s premise and reworks it as if villain Goldman was a 4chan-style vomiter of memes, right down to having an Anonymous mask, and as such makes for a more effective villain than the actual game had. The computer-synthesized voices for the characters are on a par with the terrible voice acting in the game. Most of all, I’m pleased for the unexpected use of Whomst’d’ve at the end.

Now that I’ve finally managed to squeeze this video into Sundry Sunday, I look forward to never mentioning memes here ever ever again.

Something About the Typing of the Dead [Loud Sound Warning] (Youtube, 4 1/2 minutes)

Romhack Thursday: Snooplax Explains the History of Mario 64 Hacks

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

It’s another video! And it’s Nintendo related! I bet you’re just thrilled!

This is one, however, is far from something the Big N would approve of. Snooplax goes into great detail in explaining the history of hacking Super Mario 64, the first 3D game to really have a substantial hacking scene–I don’t count things like DOOM, since to a degree it was made to be extensible. Nintendo never dreamed that people would do the things to the Mario 64 engine that they have, which has included optimizing it to the extent that it can run at 60 fps on original hardware!

Seeing all these hacks together in one video is rather inspiring. There’s been not one, but at least three, major Super Mario 64 level editors, with different degrees of flexibility and detail. What enthusiasts have done with the engine over the years is surprising, and there’s no end in sight, so please enjoy this look back at this prolific scene.

History of SM64 Rom Hacks (Youtube, 37 minutes)

Retro Game Mechanics Explains Mario 3’s Minigames

Let’s get the video embed out of the way first. Pow!

Super Mario Bros. 3 has two significant minigames (outside of two-player mode), and the inner workings of both are explained in this video.

In most worlds there are “Space Panels,” which provide a slot machine minigame for extra lives. If you’ve ever tried them, you might have noticed that it’s extremely difficult to win anything at it. Well, the video explains why that is: there’s a significant random element to stopping the wheels. In particular, the last wheel has so much randomness in when it actually stops that it’s actually completely random what it’ll stop on! So much for timing!

I have a theory (which I explain in a comment on that video) that the slot machine game was made so random because of the quality of the reward (it’s possible to earn up to five extra lives at it), and because they had played around with life-granting minigames before. Doki Doki Panic, which got reskinned for overseas markets at Super Mario Bros. 2, has a slot machine game, “Bonus Chance,” that appears after every level. With good timing and practice Bonus Chance can be mastered, earning up to five extra lives for every coin plucked in the level. I have managed to abuse that game to earn so many extra lives that the game ran out of numbers for the tens’ digit of the life counter, sending it into letters of the alphabet. There’s certainly no danger of that in Super Mario Bros. 3.

The second minigame has the player match cards from a grid of 24. Each pair of cards found earns a modest prize, from as little as 10 coins up to a single extra life. Most of the awards are powerups for the player’s inventory. The player gets two tries, but if they don’t clear the board it’ll carry over to the next time they play. Attempts at the card matching board appear every 80,000 points the player earns, making it the only Super Mario game to actually reward scoring lots of points.

The card matching game is one of the most interesting minigames in all of the Mario series. There’s only eight layouts for the cards, the second and fifth cards of the middle row are frequently both the 1UP card, and the last three cards on the bottom row are always Mushroom, Flower and Star, in that order. This means the minigame can be mastered, and even if you don’t memorize all eight layouts to deduce where the prizes are, knowing the three cards that never change usually means it won’t take more than two or three attempts to clear the board, netting lots of powerups.

Retro Game Mechanics Explained looks into why the card matching game works the way it does, and discovered some interesting things. There’s actually code in the game to do a much more thorough randomization of the cards, but it goes unutilized. The full details are in the video, but in summary:

  • The board always begins in the same state,
  • the last three cards on the bottom row are left unchanged, probably on purpose,
  • the first way the other cards are scrambled shifts them one space in sequence, and is only done one or three times, three times in total,
  • and the other method of scrambling them, which involves swapping around three specific cards, is done exactly once between each shift.

The only variation in the steps is from the choice of whether to shift once or thrice, each of those three times. Thus, there are only 23 possible layouts, that is, 8. There is a loop in there to potentially vary the number of times the cards are swapped (the second way to scramble the cards), but the way it’s written the loop is never used, and the cards are swapped only once each time.

All of the layouts for Maro 3’s card matching minigame, from the Nintendo Power guide. “The key is concentration” alludes to the traditional card game “Concentration,” which is played in a similar manner.

What I also find interesting is, this isn’t the only Nintendo to use a minigame that involves mixing up hidden prizes. Kid Icarus’ Treasure Rooms also have a limited number of layouts, which vary for each of the game’s three worlds. The player can open pots in the room to collect minor items, but if they open the wrong pot early, before opening all the others, they find the God of Poverty, and lose everything they’ve found. If they can save that pot for last, though, the final pot will instead contain a pretty good prize, which can even be a Credit Card item that cannot be obtained otherwise.

The way they’re designed, both Mario 3’s card-matching game and Kid Icarus’s Treasure Rooms have tells, specific spots that can be revealed to identify which of the limited number of boards that version of the game is using, and that the player can use to get all the prizes. Also, there are Nintendo-published guides that reveal all the layouts, in Nintendo Power for Kid Icarus (recounted on this charmingly old-school webpage), and the Nintendo Power guide for Super Mario Bros. 3 (on page 10), so Nintendo had to have been aware of the limited nature of the board layouts, and may have actually intended them to be defeated with a good strategy.

SMB3 Roulette & Card Matching Games Explained (Youtube, 20 minutes)

Basement Brothers Xanatalks About Xanadu

Falcom is possibly the greatest Japanese game publisher that’s barely known in the US. Recently Ys sequels have changed this a bit, but their earlier titles are still a hole in the knowledge of even some Western RPG fanatics. At least, I never had much of a chance to learn about them, other than through Hardcore Gaming 101’s as-usual excellent descriptions of the Dragon Slayer series.

Xanadu is a Dragon Slayer game. It’s actually Dragon Slayer II, but it plays nothing like the original. Dragon Slayer IV: Drasle Family, is one of the very few Dragon Slayer titles to get a release over the geographic and cultural divide, as Legacy of the Wizard on NES. It doesn’t play like the other games either. It was a tradition to make every Dragon Slayer game play very unlike the others. The way I see it, the series was as much about coming up with a new system to explore and master as it was about having new scenarios and locations.

Xanadu is also a ridiculously obtuse game, which is in keeping with the original. Lots of the Dragon Slayer line expected you to do obtuse things, things not explained to you, to proceed. I’ve played through Legacy of the Wizard, and can verify that it was hard, but compared to Xanadu it seems like a model of straightforward play. In Xanadu, right near the start, there is a place where you fall down a hole, walk left five steps, then double-back right to scroll a secret shop onto the screen, the only place in the entire game where you can buy and sell magic items. Its inventory system doesn’t use words, it’s just a sequence of numbers, indicating quantities, and you’re just supposed to know the order of the items they represent.

Xanadu, like some other prominent RPGs, is secretly about resource management. Each monster you find on the world map screens (which are side-view!) can only be defeated and looted a limited number of times. If you run them out, and are left without the items needed to finish the game, you’re just stuck. You can also get stuck in some areas if you just move the wrong direction. You can save and load the game, but doing so carries costs in gold pieces! The only way to escape this temporal-economic trap is to make a backup of your game disk, and restore your copy from it. I like this idea, I’ve always found the grind-until-you-win nature of many present-day RPGs a bit unappealing. I kind of wish more games now would take inspiration from some of these early efforts, where each game could have a radically different play style, and require the player apply some real strategy to win, but maybe without being quite so user-hostile.

Youtube channel Basement Brothers made a nice retrospective of Xanadu, and managed to complete the whole game, although by following a video walkthrough. It’s an essential window into a whole universe of RPGs we were denied at the time.

Xanadu (PC-88 Paradise) Falcom’s original classic, and Japan’s must-have 8-bit action RPG of 1985 (Youtube, 39 minutes)

Sundry Sunday: Very Short Pizza Tower Cartoon

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

This is a very short animation with a couple of Pizza Tower characters. It’s a mere triffle, and the joke’s pretty silly,but it’s spot on, of the game’s style, and in the appearance of an early 90s cartoon show, of the type that the game’s animation itself seeks to emulate. It’s gotten an absurd number of views, like nearly half a million, in six days. Now, maybe it will get a few more.

“Four feet! Get it? Get it??”

Pizza Tower Cartoon (Youtube, 25 seconds)