Video: The History of the A-Button Challenge

It’s now been some years since pannenkoek2012’s “A-button challenge” videos hit the scene, introducing the internet to hyper-obscure Super Mario 64 glitch concepts like the HOLP and Parallel Universes. For the record, those videos can be seen here and here, and if you haven’t seen them before, you are in for a ride. Videos like the Walls, Floors, and Ceilings series (37 minutes, 32 minutes and 37 minutes) are not only interesting in their own right (to people of a certain mindset) but are a good introduction to concepts for writing your own 3D platforming engine.

These videos are all ultimately in service to the A Button Challenge, a long-running quest to try to complete Super Mario 64 with a few presses of the A button as possible. What may seem like a completely spurious pastime, it turns out, has been an obsession with some players since not long after the game first came out!

The origins and history of the A Button Challenge are explained by a surprisingly long and deep series by YouTube user Bismuth, totaling over four hours of video and, as I write this, isn’t even complete. I’m not sure how many people would be interested in watching so much on such a niche endeavor, but pannenkoek’s videos have been popular enough that I figure they must be out there, and some of them may even read this blog, so here goes!

Scott Adams Q&A and Adventureland XL

One of the earliest companies that made a go of making and selling software for home computers was Scott Adams’ Adventure International, which was started based off of the success of his first game, Adventureland, way back in 1978, almost 45 years ago. Just to be clear, this is not the Dilbert Scott Adams! Adventureland predates Infocom and Zork, although not the original Dungeon written for the PDP-10. Adventure International would go on to make thirteen more games before going out of business in 1986 due to a declining market. Their old work is available for both download and immediate play via browser-based emulation from the Internet Archive.

The Q&A (about an hour long).

Recently Scott did a video Q&A over Zoom, the record of which is up on YouTube (listen for a certain familiar name to come up near the end-I was one of the spectators of the Q&A). One of the things revealed is that there is a modern remake of Adventureland, called Adventureland XL, on Steam for a mere $5! It’s in Early Access, and has been for some time, but they’re geared towards finishing it up for full release soon.

Adventureland XL is described as a “Conversational Adventure” game, which is to say, it’s driven by a text parser (although a better one than the old Adventure International games) and has text descriptions. But, like the original, it also has included illustrations.

Promo video for Adventureland XL

Scott works for a company called Clopas, which has a Kickstarter going for another new game called Stereotypical, to be made for iOS and Android platforms. It’s just getting started and has a month to go. They have a very charming pitch video! Please consider it, won’t you?

Another couple of items of interest came up in the Q&A. Scott Adams did games based on several Marvel properties at the time, which are Marvel’s very first computer game adaptations. They also made a graphic adventure version of cult movie The Adventures of Buckaroo Banzai Across The 8th Dimension, which The Retroist discussed here, and links a quick playthrough here.

A couple of other related items:

Mike Taylor has made available tools for using Ruby to compile your own adventure games using the old Adventure International engine, which you can find on GitHub.

And also mentioned at the Q&A is FujiNet, which is a line of network adapters (and other useful tools) that work with 8-bit computers. They work by handling all the actual networking within the device so it doesn’t strain the resources of their old processors. They can even emulate printers (so as to produce PDFs of output by the machine) and storage devices like disk drives, making for a nice all-in-one device.

During the talk someone mentioned what I think was a version for the Atari Lynx portable console, and even talked about using it to play Lynx Rampart with others over the internet, and since I am the biggest Rampart fan in the entire world, it felt like they were pressing my buttons specifically.

Sundry Sunday: Take Me Home, Mario

Well, it’s Sunday again. The world around us is burning down in flames. As I write this [warning: U.S. politics rant], the overturning of Roe v Wade is fresh in memory, with the obstructionism of two particularly terrible Democrats, as well as every single Republican in the Senate, and the traditionally hard road to climb for the incumbent party during midterms, making it seems like nothing will be done about it for a while in the future. It’s pretty bleak, and it was all done by thoughtless, horrible people thinking they’re in the right. This is going to ruin tens of thousands of lives.

Well for a moment at least, let’s try to console ourselves with a silly remix of a small part of Take Me Home Country Road with Mario in it.

Running DOOM on an IBM RS/6000 Under AIX

I’ve been rather taken by NCommander’s YouTube channel lately, in which he regularly tries to build and run old versions of Unix and software for it. He’s run an old boxed version of Debian 2.1, Internet Explorer 5 for Unix, the first Linux live CD (Yggdrasil), and–get this–even a version of System V made for the Commodore Amiga that was officially published by Commodore! It comes out of the box with NetHack 3.0! (Warning: that one’s a seven hour live stream.)

A highlight of the channel that falls under our jurisdiction is him trying to get DOOM running on an old IBM machine running old IBM Unix. Over an hour long, the video is a long sequence of sadness, involving misconfiguring hostnames, getting X running, discovering that IBM’s C compiler costs about $2,500, running into basic C functions IBM didn’t implement, building OSS for AIX (and buying a $10 license for that), and then the issues with building and running the game itself. So yes, add it to the long list of devices that run DOOM, but at what cost?

Well, to NCommander, $10 plus several days of time. To you, about an hour of entertaining (somewhat) learning about obscure computing esoterica!

NCommander at YouTube: What Does It Take To Runu DOOM On A $10,000 IBM RS/6000 From 2001?

Sundry Sunday: Mario Frustration

Sunday! Sunday! Sunday! We’re turning the blog floor into a giant MUD PIT.

It’s your reward for sticking with us (the blog, and the world) for another week. And the monster truck of content we have for you? The video Big Foot? A blast from early in the last decade, Mario Frustration, a humorous voice-over of a play through of one of those absurdly difficult Mario romhacks, back before Ninendo co-opted that whole genre with the Super Mario Maker series.

This video went viral a while back, but it’s actually a voice over of an earlier video. I have a URL for it (it’s http://www.quixoticals.com/2007/04/most-frustrating-super-mario-mod-ever.html) but I’m not linking to it. Firefox doesn’t like that site, probably related to outdated encryption, and I remember it looking a bit dodgy the last time I was there. YouTube is probably a better showcase for it.

There is some “adult” language in there, in the Modern Internet Style, and some salt, but overall it’s not nearly as ireful as the Angry Video Game Nerd could be in the day.

Tutankham Returns

Tutankham Returns (itch.io link, $0) is a port/expansion of the classic Konami/Stern arcade game Tutankham. While Tutankham had only three levels, this has seven, but otherwise is much the same kind of thing. Compare the above to the original. It matches the original’s sound, graphics, and presentation exactly! The games have especially good sound design.

Creator Luca Carminati has a number of other recreations of classic games in itch.io, some, like a version of Tutankham Returns, for the Commodore 64. (Yes, it’s another Commodore post!) Of particular note is Bagman Comes Back (video, C64), a port of another neglected classic, with 24 different maps, compared to the original’s single three-screen board. Luca has been in this for a long time; he has a collection of Amiga games on itch that he made starting back in 1995!

Video: Classic Game Repairs

The YouTube channel Classic Game Repairs fixes and restores old arcade units, especially those from the classic age and before. There’s a number of such things out there, but this is a whole channel of nothing but! Many of the units are really old too, like from the 70s. Those are a whole slew of games that are much in need of current-day love.

The video linked above is of Universal’s Mr. Do!, which is kind of like more-awesome Dig Dug. Most of these videos, I should make it clear, are not of gameplay footage, but of circuit boards and soldering irons, but that kind of thing is like ASMR to me. Maybe it will be to you too?

Arcade Mermaid: Pepper II

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Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at.

Released in 1982, a couple of years after a little game called Pac-Man, Pepper II is a maze game set in a four-screen world. You’re a blobby angel thing called Pepper, obeying an edict from the Powers Above: zip up four screens’ worth of boxes. The box borders are made of un-zipped zippers, and by zooming around each one it’s zipped up and captured, filled with a pattern.

Opposing your efforts are a bunch of roving eyes and a weird pink creature callled “the Whippersnapper.” It was the golden age of arcades, and realistic scenarios were on the outs for a time.

Its box-surrounding play looks similar to Amidar at first, but it’s really quite a different game. Amidar‘s enemies move according to a set and inviolate plan, but the eyes of Pepper II rove mostly randomly, with a slight bias towards chasing you. Amidar only lets you attack your enemies once per board, after you’ve surrounded all four corners, but Pepper gets this power after capturing just one of the corners, or the box in the center, up to five times per maze. This means that you’re invincible a lot of the time! Play carefully and you’re almost always invincible, which is important because you’re really vulnerable when you’re not. There are up to three more enemies after you at a time than in Pac-Man, and their unpredictable meandering means you often get caught right as you’re finishing a box.

Pepper’s world isn’t a single screen, but consists of four interconnected mazes. The arcade manual calls them cubes, and when you clear one you get a little cube icon in the bottom-right corner of the screen, but it isn’t a cube really; there’s only four sides. The game world is more like a horizontal strip. When you go off-screen to the left or right, you enter the next screen in the strip, but if you go up or down you skip ahead/behind one screen. From Screen 1, left goes to 4, right goes to 2, but both up and down go to 3. Enemies don’t have an off-screen existence beyond a few seconds after you change mazes, but your progress on other screens is remembered, so you can solve each maze a bit at a time if you choose.

The best thing Pepper II has going for it is its speed. It is incredibly fast! It makes Pac-Man feel creaky by comparison! Surrounding an energizer box gets you only four seconds of invincibility, but it’s long enough to surround multiple other boxes.

Pepper likes to overshoot intersections, and even with attention you’ll still probably miss them sometimes. When you enter a new maze, enemies enter from the four sides randomly after only a second, and at the game’s speeds this makes them very dangerous at that time. You could start capturing a box, and by the time you’re all the way around it a roving pair of eyes have both entered and moved over into your path. The eyes are not focused pursuers, but their large number and randomness make them plenty deadly enough.

The Whippersnapper is a little special. When you activate an energizer you can destroy the eyes for points, but will just pass through the Whippersnapper. The Whippersnapper exists to prevent you from zipping up tracks randomly. It undoes your work as it moves through the maze! Once you’ve completely captured a box it’s safe and cannot be unzipped, but until then it’s easy for it to mess up your work. It also moves much faster than the eyes.

There’s a couple more nuances to play. If you go back over your own trail you’ll unzip it. There are bonus items you can surround for ever-increasing bonuses as the game continues. The energizer in the center of the board flips between a stronger version that also kills all the enemies on the screen. These play quirks don’t really amount to all that much. Pepper II is a game about careening at full tilt around a board, clearing it piece by piece, and frantically racing between energizers to keep your invincibility going, and the other details tend to get lost in the rush.

Extra lives are awarded at 40,000 and 80,000 points. A good early score is around 50,000. I can regularly break 200,000, clearing two cubes, but the difficulty goes up rapidly from there. Both as you continue in each board and as the game goes on the enemies speed up a lot, and starting with the second cube the unzipped trails turn invisible for short periods.

About Exidy

Exidy was founded by in the very early days of arcade gaming. Some of their better known games include Star Fire, Mouse Trap, and Venture. They were never known for their graphics, although some of their products were among the earliest arcade games to use digitized sound. Many of Exidy’s games made up for their lack of visual flair with strong gameplay fundamentals. Venture, particularly, is a minor classic. Exidy was known to court controversy at times, with games like Death Race, in which the player runs down pedestrians, and the excessively-gory Chiller, where the player uses a light gun to dismember helpless victims in a torture room. Chiller received an unlicensed port to the NES by AGC (“American Game Cartridges”).

Coleco ported Mouse Trap, Pepper II, and Venture to the Colecovision console, where they were met by an appreciative audience. Their port of Pepper II is especially good. It’s very much like the arcade game, just a little slower.

Exidy games from the time of Pepper II tend to have a visual look akin to DOS games played through a CGA card. Pepper II is like this, but it certainly can’t be called slow. It takes sharp reflexes just to get around its mazes.

Sundry Sunday: Summarizing Kingdom Hearts

You made it through another week! As a reward, we’re going to watch a few people attempt to explain possibly the most confusing game series of all time: KINGDOM HEARTS. Prepare for several embedded videos!

EXPLANATION THE FIRST: LONG MODE

Barry Kramer, A Good Enough Summary of Kingdom Hearts, up to 3 (33 minutes):

Then, his A Good Enough Summary of Kingdom Hearts 3 (12 minutes):


EXPLANATION THE SECOND: SHORT AND SNARKY

JelloApocalypse’s So This Is Basically Kingdom Hearts (5 minutes):


EXPLANATION THE THIRD: VIDEOGAMEDUNKEY

vgd “explained” it in four minutes:

As a followup, his “explanation” of Metal Gear Solid (about 7 minutes):


EXPLANATION THE FOURTH: REALLY REALLY LONG

Dialing down the snark, NovaZone did a more reverent explainer in about three-and-a-half hours:


EXPLANATION THE FIFTH: BRYAN DAVID GILBERT

Part of the Escapist’s Unraveled series, Bryan not only promises to explain Kingdom Hearts, but all narrative, even including those that don’t contain Donald Duck, at least if you consider “all stories” as being the standard hero’s journey thing we’ve seen over and over and over and over and over and over and over and over and over again by now. (15 minutes)

AND, MISCELLANEOUS

Honest Game Trailers (4 minutes):

And Loading Ready Run (7 minutes):

SORA, DONALD, AND GOOFY (2 1/2 minutes):

And that is just about enough of that. So, so long, from me, Mickey Mouse, and They Might Be Giants (1 minute).

SGDQ 2022: Silly Block Review

A highlight of the Games Done Quick speedrunning marathons at roughly six months apart each year is AGDQ’s “Awful Block,” of memorably bad games, and SGDQ’s “Silly Block,” of extremely weird, mostly-indie games. SGDQ has just wrapped up, so let’s take a look back at Silly Block this year.

DEEEER Simulator (video is 42 minutes long):

Of the Goat Simulator school of weirdness, “DEEEER Simulator: Your Average Everyday Deer Game” is mostly a delivery mechanism for ludicrous visuals.

Mi Scusi (29 minutes):

The plot hangs together slightly better than DEEEER Simulator, but it’s largely the same kind of thing, bizarre settings and happenings within a physics engine, only this time you’re a drunken Italian man instead of a “deer.”

Turnip Boy Commits Tax Evasion (52 minutes):

A bit more of an actual game than the previous two polygonbombs, Turnip Boy has a somewhat drier sense of humor.

Jimmie Johnson’s Anything With An Engine (28 minutes):

This one is actually a race between two players, in a cart racing game made with silly carts, in a mode where half the racers are driving one way around the track, and the rest drive the other way. (The race isn’t directly between them on the same tracks; they’re both playing their own systems. They’re racing in more of a speedrun fashion.)

Gourmet Warriors (39 minutes):

A side-scrolling brawler where you beat up weird thugs and robots that drop food, which you then make meals with. The ingredients you choose determines which stat boosts you receive! It’s less zany than the previous games, if that’s the way your tastes (heh) lead.

Thunder in Paradise (55 minutes but starts about 5m in):

“Imagine a game in the Baywatch extended universe where there’s a talking boat and Hulk Hogan is deus ex machina.” Actually the last episode of the 1994 TV show Thunder in Paradise converted, kind of, into a game for the Phillips CD-i. Most of the run is just video footage, but it was a really goofy TV show.

Incredible Crisis (1 hour 10 minutes):

Ah, this one is, somehow, not an indie title! Published by Titus for the original PlayStation, and with music from the Tokyo Ska Paradise Orchestra, Incredible Crisis is a minigame collection where success at the games helps to avert ridiculous dangers to one of four members of a family.

Sundry Sunday: Pixel Orson Welles Disses Game Characters

It’s Sunday once again! You crossed, not a finish line, but a significant leg of the race. You deserve a reward. Here is one.

Orson Welles’ hilarious high-brow yet earthy tone, presented both as actual quotes and adapted, twice, have made the rounds lately. (Note: Welles had wide-ranging opinions of various degrees of cultural suitability, and so his posthumous imitators imagine he would now.) Here is a video of a pixel Orson Welles (no word on if he is also pixelated) trash talking various game characters. He is especially dismissive of Cool Spot.

SGDQ 2022: Zelda Beta Cartridge “Triforce% run,” explained

Friday night at SGDQ 2022 the TAS Block show demonstrated something special. After a recording of a Portal 2 run that predictably demolished that game, they moved on to a rather more esoteric show.

In past shows, TAS Bot has some off some pretty ridiculous sights, using something called Arbitrary Code Execution (ACE). Essentially, using certain well-understood exploits, the runner (usually, but not always, a set of scripted inputs) writes a sequence of instructions into the machine’s RAM, and then transfers the code execution to that sequence, allowing for “arbitrary behavior,” meaning, almost anything that can be written into that RAM. TAS Bot at AGDQ 2014 wrote Pong into memory during a run of Super Mario World and ran it (6 minutes):

This technique has also been used to run a variant of Flappy Bird, and even a bona fide hex editor into the save RAM of Super Mario World, without even needing scripts, entirely by a human player. But this is beside the point.

In 2017, TASbot demolished the NES Classic, NES games and pulled off other very weird shenanigans (59 minutes).

There’s several of these videos, which I leave it to you to search out. They’re pretty easy to find on YouTube with the search terms “games done quick” and “tasbot”.

The point of this post is to bring you news of how players finally “obtained” the Triforce in Ocarina of Time after 23 years. The video of the show has yet to be uploaded to YouTube (it has been since I wrote this! scroll to the end), but until it shows up, Retro Game Mechanics EX has a video explaining how it was done (34 minutes):

SwankyBox has his own explainer video that’s 22 minutes. Of course, it’s all an elaborate show, but it runs on the Ocarina of Time beta cartridge found back in January of last year.


EDIT: Here it is, the whole 1-hour 13-minute epic!