Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Another interesting game-related video he’s made is about the beloved old pinball game that was included with Windows during the XP days, but vanished with Vista. The game’s exclusion was the subject of a blog post by former Microsoft developer Raymond Chen, who mentioned that he had trouble getting the game to work correctly under 64-bit Windows. The ball kept clipping through objects, and sometimes falling through the plunger and out of the table. NCommander’s examination indicates that the problem was probably related to floating point precision as Chen had said, but that the cause was probably more complicated than that, and may have had to do with issues getting the game to run correctly on Intel’s ill-fated Itanium architecture, their first attempt at a 64-bit processor.
NCommander’s explorations were made possible by the discovery that, although there was no way to get the installer to offer it, the 3D Pinball game files are on the CD for the various editions of XP for Itanium. For more information, I refer you to the video, embedded above.
Notably, Chen has responded to NCommander’s video with more details about the game’s removal, which make the story even more interesting, bringing in Alpha AXP, a second obscure 64-bit architecture that could run Windows XP.
It should be said that all of this is much more technical than the usual post here. Please don’t freak out too badly if this makes little or no sense to you. We’ll have something marginally more comprehensible for you tomorrow.
It’s Sunday! You’ve crossed the finish line (which is not a Finnish line) of another week. You deserve a short and funny video something for your dogged persistence against entropy.
In making these posts, I’m aided by there being a nearly 20-year history of weird and fun video game related things on the internet. According to the excellent Homestar Runner Wiki, Strong Bad Email 94 originally went up on January 12, 2004, over 18 years ago. It immediately became iconic and soaked its way into the soul of the web. If you ever see someone on the internet say hat their HEAD A SPLODE, this is where that came from.
They even made playable versions of the games in the animation, although they don’t work without Flash (Ruffle may work, but its compatibility isn’t 100% yet): Rhino Feeder, Secret Collect, Strongbadzone, and the Thy Dungeonman trilogy, one, two and three.
Here it is on homestarrunner.com, in case you somehow have a way to watch Flash. (The alternative web player Ruffle is an up-and-coming solution! There are even browser extensions available that make its use almost seamless!)
We mostly try to stick with games here, but just about everyone in the Windows ecosystem uses ZIP archive files. They’ve long become a de facto standard, with tools for working with them in Windows supplied by Microsoft as early as the Windows 95 Powertoys Plus! Pack. Nowadays, support for them is built right into Windows Explorer, and you can even open them like folders, which felt like some kind of magic when that feature debuted.
The ZIP format was once one of several competing compression and archiving formats, with others being LHA/LZH, ARC, ARJ, CAB, and of course on the Unix/Linux side of things Tar, Gzip and GZ. Other than the Unix types, those others are mostly dead now. There are some relative newcomers, RAR and 7Z, but most people just stick with ZIP without even caring to know of the format’s origins.
ZIP was the format produced by the shareware PKZip compression tools, named for its co-creator Phil Katz. Katz created it in response to a lawsuit from the company behind the (now obscure) SEA format. Rather than fight it, he and Gary Conway designed their own format and made tools to work with it. Then as now, the world loves an underdog, and many people flocked to the format. In 1989 they released the format to the public domain.
Phil Katz’s later life was ruined by alcoholism, which the above video from the Dave’s Garage YouTube channel is about. A sad end to someone who popularized a piece of technology that still sees use millions of times a day.
ZIP is so ubiquitous now that lots of people use it without even realizing. DOCX, ODF, EPUB, and JAR are all secret ZIP files under the hood.
Katz’s company PKWare remains to this day, although they’re now focused on data security, and as you can see from their website they now look exactly like the kind of faceless monolith that all tech companies eventually mutate into. They still steward the format, and in that tonedeaf way of corporations, now hold a forbidding number of patents, and claim, “The free license grant offered in prior APPNOTE publications has been discontinued.” Presumably people just use the last public domain version, since once something is in the public domain, it’s there forever, thank frog.
(EDIT: xot on Twitter mentions that Windows ZIP support first appeared in the Win95 Plus! Pack, correction made above.)
Data East Pinball, later Sega Pinball, currently Stern Pinball, is the oldest pinball manufacturer still in business. I remember in the early 90s they had a tough time against the real powerhouse of that era, Bally/Williams, but they did release some fondly remembered games, including Jurassic Park, the table that has a T-Rex eat a pinball.
Nowadays Williams is owned by “Light and Wonder,” formerly Scientific Games, a company that seems only interested in gambling devices, which in its multivariate insidious forms are the antithesis of video gaming. Still, Stern continues rolling along. Pinball now looks in pretty good shape with several companies in the sector, making unique games that incorporate video monitors. I still prefer the late 80s/early 90s machines myself, of which Jurassic Park is an example.
The people at VPcabs in the video above found, back in 2019, what may have been the last new, unopened, Jurassic Park pinball machine in existence, and, willfully ending an era, opened it up for us on camera. It was mostly as it would have been opening one up back in 1993. The AA batteries were dead but not leaking, and playfield rubber wasn’t in the best shape but not decrepit either.
Among the finds inside the crate is a poster promoting the release of the movie, reading at the bottom: “Opens June 11th.”
Welcome to a new week! You swam through tyrannical employers, terrible social media, and a generally-appalling political situation. To help make up for it, let’s watch an old commercial for the Atari VCS game Pitfall!, and if that kid at the front looks slightly familiar, that’s only because it’s Jack Black.
The other actors in this video are also pretty interesting. Video games were considered interesting to general audiences in the U.S. before the crash. We’re still not entirely sure what changed. A lot of people point to a glut of awful games for the Atari VCS/2600, but it affected arcades too, as well as the Intellivision and ColecoVision. Video games suddenly just seemed uncool to most demographics, for some reason. In Japan, Nintendo was known to be concerned that a similar kind of thing might have happened when the Super Nintendo Entertainment System hit the U.S. market. Thankfully it didn’t.
For this perceptive podcast, I spoke with Brian Cronin to catch up and talk about his next project: Business Challenges at the End of the World and using an AI to generate the art for the game.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The always terrific 8-Bit Show And Tell shows us some secret codes for old cartridge-based C64 games that reveal they were developed by Andy Finkel. These are recent finds! I had the C64 port of Lazarian growing up, and much later I was surprised to find out I prefer it to the arcade version, the C64 version feels more polished and has better music!
Along the way we’re also taught about the super-obscure Commodore product the Max Machine, which is like a severely stripped-down C64 with a bad keyboard, no ports for storage devices, and only 2K of RAM, but including the C64’s iconic VIC-II and SID chips. It was designed solely to run cartridge software. The Max is mentioned on the C64 Programmer’s Reference Guide, where I saw it long ago and had to wonder what the heck that was about. Turns out the Commodore 64 has a compatibility mode that lets it run Max Machine carts!
The Max Machine only saw release in Japan, where it was very obscure. Just think, if Commodore had put a full 64K into that, maybe it could have supplanted the MSX? Well maybe not, but it’s interesting to think about!
We previously offered Lore’s first video Alt Text piece for Wired Magazine, where he rated Legend of Zelda weapons, so as your reward for making it through another week of the unbridled horror of 2022, here’s another game-related bit he did, about his picks for the five most guilt-inducing games.
It’s interesting that, with video games being such an imfamously fast-moving field and all, three of the picks are just as relevant today: Animal Crossing, The Sims and World of Warcraft, and, holy cats, this was made 14 years ago. The other two are Nintendogs and Lemmings, both series that could stand to be revived.
So thanks Lore for your video, and thanks Wired Magazine for not taking these down, and thanks to you for caring enough to watch a video about video games that’s nearly old enough to qualify for a learner’s permit!
My favorite shooter of all time is Zanac on the NES/Famicom, with The Guardian Legend following not far behind. I have a softspot for the Gradius series, but Zanac is really something special. I think you can get a sense for how someone feels about shooters as a genre in general by what they think about Zanac, its powerup system, its adaptive difficulty, and above all its blistering speed. Zanac presents a lot of Compile’s greatest strengths as a maker of shooters unalloyed. It’s a great shame that its Playstation-only sequel ZANACxZANAC was never brought to the US.
It was just a couple of minutes into Shmup Junkie’s video that I realized that he gets it. He knows these are amazing games, hugely foundational and inspirational. Without Zanac the whole history of shooters would have gone in a different direction. Plenty of arcade shooters, especially the Raiden series, are obviously iterations on ideas first found in Zanac.
(BTW, my favorite shooters? Besides Compile shooters and the Gradius series in general, I also like Twinbee and 1943. I generally don’t like the modern ilk of bullet hell games, which seem to me to be more about responding to patterns than dynamically-arising situations. This is all just me, of course, but it is me, that means something I reckon.)
Welcome, and congratulations! You’ve made it to another Sunday. Your reward this week is… well, it’s something.
Classics of Game is the premiere contextless video game WTF channel. It’s a curated sequence of game clips, every one the cause of compulsive head-scratching. The embed above is a playlist of all (currently) 174 clips. Even if you know a lot of games, the chances are great you won’t know more than 10% of these. Good luck!
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!