Sundry Sunday: Snailchan Adventure

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

Under the category of lushly-produced silly game-related things, from four years ago, there’s Snailchan’s Adventure. It’s not very serious at all, but it’s a fun use of four minutes of your time. The comments mention that there was an actual game based on this animation planned, but I’m not aware of anything having ever come of it. Still, this is nice in and of and by and through itself. I don’t know if it actually was on Newgrounds at some point, but it seems like exactly the kind of thing that would have been featured there at some point, and it was right after a bit of exploration there that Youtube’s recommendation algorithm decided to show it to me, so it probably had been there, in the past-past.

The Lost Sound Code of Sinistar

Sinistar was a game that had quite an impressive sound design. It borrowed a bunch of its sound effects from earlier Williams games, with which it shared common hardware that was originally design for pinball machines. A cockpit version of Sinistar, of which only around 200 units were made, was the first arcade game to have stereo sound. And of course all versions of the game have the Sinistar’s famous digitized threats and taunts.

While Sinistar’s main program source code was found and made available on Github, the source of the code that drove its sound hardware has long been lost. Youtube user SynaMax has done the best he could at recreating that code, and has made a video talking about the process, the sound design of Sinistar and other early Williams games, and even found unused sounds in the code.

Contained within the code is the revelation that the sound chip that drove the rear speakers in the cockpit version ran slightly different code than contained within the main sound ROM. The data from that version of the game was only dumped this year, meaning that the game running in MAME was somewhat incorrect.

Now that the right version of the chip has been dumped, the cockpit version of Sinistar now sounds properly in MAME. Although this does mean that users running up-to-date MAME have to refresh their romset for this version of the game. Such are the tradeoffs of MAME emulation.

Another revelation of the video was that the parametric sound generators used by Williams arcade games from that time often produced interesting noises if it was fed with random data. Sound programmers sought out different sets of numbers to give them, including by asking passers-by for numbers off the top of their heads and garbage values found in RAM when dev systems were powered up, in order to produce strange sound effects.

Devs using more recent parametric generators like bfxr, LabChrip, ChipTone, sfxia, rFXGen, wafxr and jfxr can produce noises by similar means using those programs’ Mutate or Randomize buttons!

I feel like I should warn however, near the end of the video is mention of a bit of drama concerning the MAME developers, in getting code supporting the change integrated into the software. I’m not weighing in on this, not the least reason being I don’t know enough about it. But I feel like you should know it’s coming, ahead of time, before embarking on the 51-minute journey.

Rescuing the Lost Code and Stereo Sound to Sinistar (Youtube, 51 minutes)

U Can Beat Video Games Tackles Super Metroid

It’s yet another Youtube video post, but the subject is pretty notable, U Can Beat Video Games at last tackling the highlight of the Metroid series, Super Metroid for SNES, in an epic-length episode. Often big games get split up into multiple parts, but this time the whole game is covered at once. These videos can’t be easy to put together, and I appreciate the effort that goes into them!

As usual UCBVG covers the entire game, including all items and known cheats, and alternate endings. If you’ve ever wondered why GDQ players, hosts and audience ever shout “Kill the animals” or “Save the animals,” the ending to this video should fill in the blanks to an acceptable degree.

U Can Beat Video Games: Super Metroid (3 hours 37 minutes)

PatmanQC on Atari’s Escape From the Planet of the Robot Monsters

Escape From the Plant of the Robot Monsters (I’m just going to call it Escape Etc. from here) is a game I’ve always been curious about.

It’s weird to think now about the time frame of Atari arcade games. 1972 saw Pong; 1979 was Asteroids, signalling a new direction for Atari in arcades; 1984 was Marble Madness, their first post-crash hit; then, 1991 was Street Fighter II and the start of the fighting game craze, forcing Atari to change direction yet again. They would have some hits from there (like Primal Rage and Area 51), but nothing with real cultural staying power until the era of Gauntlet Legends and San Francisco Rush.

Escape Etc. I don’t think did badly, but it wasn’t a huge hit. You can kind of get an idea of the popularity of one of Atari’s arcade games by how many ports it got. APB, for example, Dave Theurer’s last game at Atari, only got Lynx and European home computer ports, while Rampart (John Salwitz and Dave Ralston’s last game, if we’re noting such things) got a ton of ports to lots of platforms. Escape Etc. didn’t even get a Lynx port, although one had been planned.

This isn’t an Arcade Mermaid post, just another link to a Youtube video review. It’s done in an old style, without a lot of flash, but there’s good things about that too, and the information is both interesting and thorough.

More information on Escape Etc. can be found in this post from Vintage Arcade Gal. It’s text!

The History of Escape from the Planet of the Robot Monsters – Arcade documentary (Youtube, 27 minutes)

Sundry Sunday: Sonic History Lesson for Future Aliens

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

From Newgrounds, that hotbed of gaming stuff for twenty-eight years now, which suggests to me that it might be better called Oldgrounds by now, but that is not here, there, nor anywhere. This video, from user PoultrygeistGame (I have not checked if that is on their driver’s license, if they have one), is about Sonic the Hedgehog fandom, and how difficult it is to properly deduce the general opinion of that fandom of its series just from the content. Here is the video, for which I have to try using a new form of embed in order to present here, since Newgrounds embedding isn’t as automated as is with the Tube of You. Note: contains profanity, if that is of concern. Also alludes to certain unhealthy aspects of online culture. You’ll see.

AsumSaus Relates the Story of aMSa, Player of Yoshi

Yep, we link a lot of videos. Sadly a lot of gaming stuff now takes the form of videos. Text is my preference, but it’s where the content is right now.

And this isn’t the first time we’ve linked to AsumSaus, whose beat is the competitive Smash Melee scene. There’s lots of Youpotatoes out there, but AsumSaus appeals to me greatly. His videos aren’t edited into a confusing mess, they don’t sound like morning zoo radio hosts on crack, there aren’t lots of swishy objects moving around. It’s surprising how many Youtubers spend so much effort making their videos unwatchable, but AsumSaus isn’t one of them. They’re accessible, entertaining, interesting, and sane. All around, great.

Most of AsumSaus’ videos are around 10 minutes long, but this time we have a long-form video, at 54 minutes it’s almost movie-length, but it’s worth it. It’s the story of aMSa, a Japanese player of Super Smash Bros Melee. It turns out Japan is not a great scene for competitive Smash Melee, the best players are widely considered to be in the US and Europe. Not only that, but for much of his career professional Melee was only a side-gig for him, he held down a demanding day job in his home country, and had to travel to tournament events when he could.

But none of those things are the most surprising thing about aMSa. The most surprising thing is that aMSa plays Yoshi. He’s the only top-tier Melee player who does.

When he began, Yoshi was considered F-Tier. To explain to those not familiar with competitive fighting game terminology, the community around games tends to sort the characters into “tiers,” each containing characters considered to be of roughly equivalent strength. Usually these are rated alphabetically, with “S” given an honorary place at the top of the list, according to gaming custom. So, S-tier characters are the best, A-tier characters are second best, and so on down. Usually the worst at F-tier, or even a little lower. Sometimes, if one character really rules, they might be rated SS-tier, or even potentially SSS-tier.

In 2010, the tier list for Smash Melee characters was considered to be this:

At the top of the heap are Fox, whose positive Melee attributes have been a meme for many years now, Falco (who plays very similarly to Fox), Jigglypuff (the best floater in Melee, and who also has Pound for extra saves and Rest for instant kills), and Sheik, who is almost as fast as Fox. In Melee, Sheik could turn into Zelda with a move. No one does this though, because Zelda is way down in Tier F. Tier F characters are widely considered to suck. But, another character in tier F is Yoshi.

Why is Yoshi rated so badly? The obvious reasons (well, obvious to people familiar with Smash Bros) are: Yoshi doesn’t have an up+B save move (it throws an egg instead of serving as a third jump); and, Yoshi’s shield is unusual, encasing them in an egg instead of providing the usual bubble-shield, and Yoshi can’t jump immediately out of it. Yoshi has positive aspects too, but those two are pretty huge.

More recent tier lists for Melee all rate Yoshi much more highly. But it’s not because a lot of players have achieved a good rate of success with Yoshi. It’s entirely because of aMSa. One player, out of hundreds, is the reason Yoshi was rated at B+ tier in 2021, and that’s aMSa.

I don’t want to give away the ending of AsumSaus’ video. aMSa doesn’t win every match, in fact they lose a great many, because in tournaments they play against the very best in the world. But they do experience a lot of success, and beyond that, they seem to be genuinely a good person. aMSa is almost always smiling after a match, win or lose, because they’re having a great time. They’re always gracious to their opponent. It’s easy to get on their side. Crowds love them too.

Here, then, is the journey of aMSa, and their red Yoshi. A top-level professional Smash Melee player, with the least likely character. And be sure to stick around for the very end, as AsumSaus picked the best-possible ending music for the video.

aMSa: The Only Yoshi (who could do it) (Youtube, 54 minutes)

A Video on Nintendo Manga

I’m working on something big for you all, but it’ll take some time to get ready. So to free up time for working on that, here’s something I’ve been saving, a Youtube video exploring manga based on Nintendo characters, from the account of S Class Anime. Enjoy!

Exploring the World of Nintendo Manga (Youtube, 20 minutes)

More on the Terribleness of NES Strider’s Programming

A while ago Displaced Gamers, as part of their great Behind The Code series, did a video about how awful NES Strider’s sprite updating was. Arcade Strider was huge hit and outright masterpiece, a great arcade platformer released right before fighting games took over game rooms around the world, but NES Strider was a wretched thing, full of big ideas but with code woefully unable to live up to them. Imagine a puppy trying to do your taxes. It might put up an adorable effort, but it’s just not going to get the job done.

We linked to their last video examining its malformed construction. Well, Strider is the well of crap that keeps on gushing, and so Displaced Gamers has another video on the subject of the flaws in its programming, this time about its player physics. Walking into walls causes Strider Hiryu to shudder in place; jumping beneath a low ceiling causes him to bump his head repeatedly as his jump continues even though there’s no room to ascent; and his infamous “triangle” wall jump is so wonky that it literally requires a frame-perfect input to pull off, and not even the right frame. You have to jump the frame before you contact the wall!

Here is the new video, which explicates the entire cruddy system. It goes into exquisite/excruciating detail, including tracing the code and examining Hiryu’s X and Y coordinates on a frame-by-frame basis. It’s the kind of deep geekery that I just know you love/hate! Enjoy/despair!

The Physics Nightmare and Bizarre Jumping of Strider (NES) – Behind The Code (19 minutes)

Sundry Sunday: Remade Opening to Grim Fandango

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

Over on Newgrounds, Yespeace1 remade the opening to the classic 3D Lucasarts adventure game Grim Fandango in Blender. They adhered to nearly everything about the original, so don’t expect a tremendous amount of improvement, but when the first version was so great anyway that hardly matters. The Youtube version is linked below, since it’ll embed here cleanly.

Grim Fandango Resurrected, on Youtube and Newgrounds (3 minutes)

A Double Indie Review of Batboy and Strayed Lights

This is a double indie game review of Batboy and Strayed Lights done with press keys provided by the developers. If you would like me to look at your game for a future review, please reach out.

0:00 Intro
00:14 Batboy
5:18 Strayed Lights

Atari Archives Covers VCS Pac-Man

This is a big one. Youtube channel Atari Archives usually makes videos that average around 16 minutes in length, with the occasional entry that goes up to twenty or, once in a while, even thirty minutes. Their entry on Atari VCS/2600 Pac-Man, the infamous title that many claim destroyed the video game market in the US in 1983, goes for 38 minutes. (Their side episode on the Bally Astrocade is 48 minutes long, but it covers the history of an entire platform.)

The video’s states a thing that I have long suspected: Atari 2600 Pac-Man did not itself destroy the game console industry. I also don’t think the other prime suspect, Atari E.T., did it.

If you pressed me, I’d think that both may have been contributing factors, but only as part of a larger trend: stores shelves were inundated with a flood of games at the time, as lots of companies jumped heedlessly into the software market. The opportunity created by Activision, which was famously founded by Atari programmers upset by how they were treated there, which established in court that it was legal for competitors to make their own software for a company’s system, was soon taken advantage of by dozens of other outfits. For every Activision and Imagic, however, there were a bevy of Apollos and Froggos, whose mostly terrible games, in that pre-Internet era, looked about as good to a typical buyer.

Plus, I think there was an element of the bursting of a fad at that time. The success of the Atari 2600 was possibly unsustainable. Even the widely ridiculed VCS port of Pac-Man sold over seven million copies, a sales record that wouldn’t be matched until the middle of the NES’s life.

For more information on the game, and its many other contemporary ports, I refer you to the video.

Atari Archives: Episode 66, Pac-Man (38 minutes)