The Rise and Fall of the MSX

The MSX standard was something devised by Microsoft, a specification for a Z80-powered 8-bit microcomputer for the home market. In the style of CP/M machines, and later PC compatibles, any company could make their own MSX machine, and in Japan over 20 different companies did, along with succeeding standards like the MSX2 and MSX+. It made a bit of headway in Europe too, though not nearly as much. The US space had already been taken up by the Apple II line, the Atari 8-bit machines, and especially the Commodore 64. It causes me to wonder, if Jack Tramiel hadn’t made the C64 so inexpensive, selling for around $200 for most of its life, then the MSX could have easily come over here and become a thing.

Note that, despite the friendly play button circle, this is not an embed. Clicking on the image will take you off-site.

Information on the MSX and the wealth of games for it has become better known in the West in more recent years. Konami, especially, backed MSX machines heavily, and a number of games like Castlevania, Gradius and The Goonies had MSX versions, which often had substantial differences from their Famicom cousins.

Today’s find is a 54-minute video on the MSX’s history and legacy by re:enthused. It isn’t on Youtube this time though! This time it’s hosted on the Peertube instance fedi.video. So you won’t have to worry about ads this time. Still though, nearly an hour. There’s a lot of interesting information in there!

Peertube embedding doesn’t seem very viable in WordPress, so I’m going to scrreenshot the thumbnail and link it to the page. Here:

Why Is “Snowman’s Lost His Head” So Hard?

Super Mario 64 has 120 Stars to collect, 90 of them from individual named missions in the game’s 15 courses. Many players find that a fairly early one, Snowman’s Lost His Head in Course 4, Cool Cool Mountain, is among the most vexing. When I played it, I found it a illustrative example of what happens when the game gives you imprecise directions, and just asks you to try. I did try, time after time, until it just seemed to work, for some reason I couldn’t figure figure out, and by that point I was just happy to be done with it.

Cool Cool Mountain is a big area with sloped paths leading from the top leading to the bottom. For this Star, some ways up there’s a snowball that talks to you, asking if you could lead it to its body, a larger snowball, some ways down. As it rolls it grows in size. Ideally you stay ahead of it the whole way, and managed to get it to crash into its body. If this happens, it spawns a Star; if it doesn’t, then it doesn’t appear, leaving you to exit the course from the pause button or collect a different star before trying again.

Image from Mario Party Legacy

The problem is, you can do exactly what I explained and the snowhead still won’t collide with the snowbody. Sometimes the head seems to aim at your position near the end of its route, but sometimes it doesn’t, and even when it does, you have to be standing in a narrow region in order for it to produce the necessary impact.

As it turns out there’s three requirements. Kaze Emanuar broke them down in a two-minute Youtube video last year. It’s pretty short as far as these videos go!

The requirements are:

  • You must enter a single invisible sphere partway down, on the bridge along the route, before the snowball does on its trip. If you don’t, the snowball will continue, but it won’t even try to hit the body. You’ve already failed it.
  • At a specific spot towards the end of its route, it’ll check if you’re within a cone in front of its movement. If you aren’t, then it’ll just continue on and out off the course as if you hadn’t hit he sphere.
  • If you are within that cone, it will then direct its movement towards your location. If you aren’t standing so it’ll collide with the body, it can still miss it and you’ll fail the star.

The thing is, to a player, it looks like you’re only really needed at the end of the route. Why do you have to hit the sphere first? Even if you manage to stay ahead off the snowball the whole way, if you don’t touch the completely invisible sphere, the whole thing will break. And since it’s on a bridge, it looks like it should be fine to take a shortcut off onto the lower path.

Further, you have to be both within the cone and in a place where the snowball will collide with the body. There are many places you can stand that would direct the snowball to hit the body, but aren’t in the cone! The cone is also invisible, and the range off places you can stand to complete it is quite narrow.

Watch the video for the full details, it’s really short! Kaze does a good job of explaining it.

Sundry Sunday: The Amazing Digital Circus, Episodes 1-3

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

We try here to introduce people to things they may not have seen. This means having a certain mental model of our audience, a guess of what you have and haven’t seen before. And since you’re a bunch of people, a clowder of individuals, even the best guess I make could be wrong for many of you.

(Clowder is a term for a group of cats, not people, but it seemed appropriate in this case. Meow.)

I’d expect that today’s presentation is already known to some of you, it’s very popular on Youtube, with the pilot, from a year ago, having racked up a third of a billion views. But if I asked a random person on the street, “Hey, isn’t the Amazing Digital Circus great?” I’d get blank looks. But then, here in the US, I think certain political choices are beyond obvious, yet I personally know people who choose otherwise. We all have our intellectual ruts.

Let’s not veer too far from the subject. It should be enough to say that even very popular internet things may not be known to those who are not “very online.” So it is with the Amazing Digital Circus. Created by Gooseworx, who also created the animation Little Runmo (previously here, and again in playable game form), The Amazing Digital Circus is about human characters who get transported into a digital reality and are left stranded there. While it’s not explicitly a game, we do consider all forms of electronic entertainment within our sphere of discussion, and the A.D.C. is very game-like.

At first, the Amazing Digital Circus looks like it’s a crazy-fun kind of cartoon, but it doesn’t take long for the lore to set in, and reveal that there’s a lot more going on than there may seem at first. In the Circus, the humans have a whimsical representation that they didn’t choose, and none of them are much pleased to be stuck there. The circus is overseen by a ringmaster, Caine, who has godlike powers. Caine is an interesting figure, he creates adventure situations for the humans to overcome, and is antagonistic, but isn’t a evil figure. He’s not responsible for the humans being in there or stuck there. Humans in the Circus who give in to despair tend to become abstracted, becoming big and mindless glitchy eyeball monsters, so Caine tries to give the surviving humans things to do to preserve their sanity, even though he’s not really all that sane himself.

The main character though is Pomni, the Circus’ newest inhabitant, and the least content with her predicament. Will she find a way out, or will she eventually manage to make peace with being trapped in the Circus’s virtual world? My own theory is that the human characters aren’t really humans, but copies of humans, that think they’re the originals, so it doesn’t really make sense to “escape” the Circus. But that’s just a guess, and a really big guess at that. Let’s see where it goes.

So far, there are three episodes, each about 25 minutes long, so set a little time for each one.

The pilot is episode one, where Pomni enters the Circus and we meet the other characters:

Episode two is Candy Carrier Chaos, which focuses on an “NPC,” a character who isn’t a human:

Episode three, just a couple of days old as of this post, is The Mystery of Mildenhall Manor, which reveals some off the backstory of one of the human characters, Kinger:

A Walkthrough of Barbuta (UFO 50 #1)

We’re on UFO 50 kick here, there’s so many nice games in there, and of such a wide variety. And that starts right off with the first game in the set, Barbuta, a simple but mysterious platformer.

I suggest walking one tile to the right, then immediately restarting the game. You’ll see why.

Barbuta is made in an old school style, and it’s rough, although short. You get seven lives, instead of the one a really old game might give you, but there are no continues. The very first screen contains a death trap. It’s the kind that you won’t fall for more than once, but it teaches an important lesson: pay attention to the terrain. Anything that looks unusual, different from its surroundings, could be important, or deadly.

Rather than tell you of my findings, which might not be too useful since, while I’ve gotten some ways in, I haven’t finished it yet, I present a Youtube walkthrough from sylvie (32 minues). If you just need a nudge you could just watch a few minutes, until you find something that gets you unstuck. That’s my recommendation, anyway.

Ed Logg on Creating Gauntet

Recently I’ve been working on a getting-started guide on what I think is one of the most interesting games in UFO 50, Pilot Quest. (Other games I’ve really enjoyed, though I’ve by no means tried every game in the collection yet: Magic Garden, Waldorf’s Journey, Planet Zoldath, Attactics, Kick Club, Onion Delivery, Porgy, Valbrace, Grimstone and Mini & Max.)

Guides take time, so in the meantime here’s an hour-long talk by Ed Logg on the creation of Gauntlet, from GDC 2012!

Twinbeard Finishes Every Goal of Super Mario World

I had a car accident last night, and while it could have been much worse in retrospect, I’m still pretty shaken. So for today, let’s just relax and watch Twinbeard, who had been playing through every level and finding every goal, finally reach the end of Super Mario World. (18 minutes) Whew.

Sundry Sunday: The Untitled Goose Programme

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

It isn’t always easy finding things for this weekly feature. Sometimes it’s backed up a month, sometimes though something gets scheduled just a couple of days after it premieres, and I have to scrape the barrel a bit. But not this time. Oh no.

Remember Untitled Goose Game? Seven years ago I made a Metafilter post about the first WIP promo video, but the game itself is only five years old. Since its 2019 release, there’s been celebratory essays, philosophy essays, desktop toys, a very popular “review” from videogamedunkey, and more wonderful articles and reviews from, among other places, the New Yorker and The Guardian.

Back in 2021, developer House House considered making an animated series about the Goose and its village. Nothing came of it, but they did make a four-minute proof-of-concept animation, and it’s wonderful. Please allow your day to be brightened, and moistened, once again, by the Goose:

A Look At Beta Versions of the Wii Channels

An internal Nintendo metaphor for the Wii’s UI was “more channels for the TV.” It’s a particularly Old Dad idea for the Wii really, as even at that time broadcast TV was beginning to decline in popularity, but it may have made more sense in Nintendo’s home territory.

The experiences of these channels, the Mii Channel, the News Channel, the Weather Channel, the Shop Channel and the like, are receding in memory, although there are fan efforts to revive them and connect them to new information sources. But at the other end of their development life, of their pre-release development very little has ever been known. Early Wiis had stubs in their place, that only directed the user to installing a launch-day update. (I experienced this myself! I drove 140 miles in order to wait in a line for a Wii on its launch day, November 19, 2006. I’m objectively insane.)

Those stubs weren’t the true original versions of the Wii Channels, they had been in development within Nintendo for some time. Those development versions of the Wii software have never been leaked outside the company, but there exists footage of them from various sources. Bjohn on Youtube has compiled what we know about the development Wii Channels into a 21-minute video. Here it is:

There’s a fair amount there, including early versions of the Internet Channel and early evidence of plans to include DVD support. (The Wii has a fully-operational DVD drive, but to avoid playing a license fee to the DVD Consortium it cannot play DVDs without hacks.)

Beta Wii Channels! (Bjohn on Youtube, 21 minutes)

Sundry Sunday: Crash Bandicoot Carnival Japan-only Cutscenes

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

Crash Bash was Crash Bandicoot’s attempt to move into the Mario Party genre of minigame compilations. It was the first Crash game to be made by someone other than Naughty Dog, and the last to be released exclusively for Sony platforms. In Japan, the game was known as Crash Bandicoot Carnival. All of this comes from the Wikipedia page.

Japanese Crash, from “Bandipedia

Now we venture into weirder waters. For Crash had a weird ad campaign in Japan. In Japan, Crash had a slightly different character design, with rounder eyes and five fingers on his hands. (The Japanese market has a weird thing about four fingered hands.) And also, he had an extremely catchy theme song and associated dance, which which the series seems to have became associated. We linked to that song here before, almost exactly two years ago!

The theme song music video seems to have been an unlockable in some version of Crash Bandicoot or its sequels. CBC had some other little videos included, including live-action bits with a lady and someone in a Crash mascot costume. It seems to be a retrospective of the previous Crash games, including kart racers and a little handheld device virtual pet that I don’t know the name of, but they were missing something if they didn’t call it a Crashigatchi. You also get to hear the lady say “Arabian Nigh-toooo!” free of context.

They total sixteen minutes in all, and they’re this week’s offering for Sundry Sunday. Enjoy them, won’t you? Thank you. Crash Bandicoooot, Crash Bandicoo-OOoot! Crashi-bandi-bandicoot!

Have an extra, hidden cutscenes from the Japanese version of Crash Bandicoot 3 (13 minutes)!

The Chances of Unlikely Layouts in Minesweeper

I’ve saved this one up for a while. For those of you who remember when Minesweeper was distributed — for free?? — with every copy of Microsoft Windows. What are the odds that unlikely layouts, like 8s, or neighboring 7s, are possible in that game? Alternatively, is it possible to get a game that can be completed in one move? Find out here (16 minutes):

Balatro University’s Beginner’s Guide to Extremely High Scores

It’s a long one today folks. To mark the release of the mobile version of poker-based time sink Balatro, let’s sit back, for two hours and 42 minutes, and watch Balatro University plot their way through the first eight antes of a game:

The video says it’s part 1 of 2, and ends after the nominal win, but the game doesn’t end there. If you want to watch the rest of the game, it’ll take another two hours and 27 minutes of your time, to get to Ante 18.

Irrelevant note in passing: the Youtube ID for this video contains four consecutive lowercase ‘u’s.

High-level Balatro is a game of extremely big numbers, and Ante 18’s requirements are along the lines of 5.53130, which in regular notation is 5,531,000,000,000,000,000,000,000,000,000. Be still my beating heart! If you just want to jump to where the game starts to get insane, try this link to a moment a little into that video.

So if you don’t want to watch five hours of video but still wan to know something of what’s going on? First off they use a lot of Purple Seals. Every time a Purple Seal card is discarded you receive a random consumable Tarot card. Tarot cards have a bunch of uses. Two of them give you money, but most of them give you some way to modify your deck. Particularly, Strength lets you increase the rank of two cards, Hanged Man lets you destroy two cards, and Death lets you turn one card into a copy of a different one.

With enough Tarot cards you can perform potent crimes against power, like turning your entire deck into a single type of card! That not only makes some poker hands, like Four of a Kind, or the secret hand Flush Five, really easy to make, but it lets you exploit certain Jokers that operate on a different card each round. These Jokers always pick one of the cards in your deck at random, but if you only have one type of card, they have to pick that one!

The most valuable kind of Joker for the long haul is one that gives you multiple Mult Multipliers, and to retrigger those multipliers. A Glass card multiplies your Mult by 2; a Glass card with a Red Seal multiplies it by 2 twice; other Jokers that retrigger cards multiply it by 2 more times.

It sounds fairly simple written out here, but setting up this system is where the skill lies. While I observe that the real game of Balatro isn’t merely in performing these ludicrous offenses to mathematics, but in figuring our how to do them, watching a really high-level player smash through its strictures and rules might give you some ideas for improving your own game, even if you don’t follow Balatro University’s techniques exactly.

Hidden Flags in Earthbound, and the Mole Playing Rough

It’s a bit old, but Chaz on Youtube has a great video explaining some weird facts about Earthbound, including mysterious crashes, when the game registers the effects of statuses like Sunstroke, and why there’s a small number of places in the game where you can find an early enemy, the Mole Playing Rough, in regions where you usually find much stronger enemies. It’s ten minutes long:

Here’s the gist:

Earthbound maintains a flag that the video calls the Overworld Status Supression Flag. If this flag is on then your characters can’t get a number of statuses like Sunstroke, or take environmental damage. If this flag is on, though, and your party loses to a scripted (not random) battle, then a bug is triggered that’s popularly called the Game Over Glitch: the battle loss cutscene music plays, but the screen turns black and nothing appears to work. In fact, the game has not crashed: entering the Town Map screen, or feeling around for and entering a door, will display graphics again, although glitched out. The Game Over Glitch is best known for happening if the player loses to one of the Shattered Man fights in the Museum after the game has been won: during the ending, the Overworld Status Supression Flag is set on permanently, so getting into any scripted fight and losing will result in the glitch happening.

As it turns out, random encounters disable the flag. So there is a hard-to-avoid Mole Playing Rough at the entrances to areas with environmental damage, to make sure the flag is turned off. But the mole is just hard to avoid, not impossible, so if you can avoid it, and all other random enemies of course, and then reach a place with a scripted fight, then lose to it, the glitch will still happen.