Demoscene: La Linea

The demoscene is a rich source of awesome, and at times ridiculous, imagery and sounds. Once in a while we sift through it to find things to entertain you with.

Demos aren’t necessarily out to wow you by pushing a computer’s hardware to its absolute limits. Sometimes one will just present something that was obviously (to people who understand the platform) challenging to do, but is fun for its own sake.

La Linea is a series of short films made for television created by Italian animator Osvaldo Cavandoli. They may be familiar to 80s kids who watched a show called The Great Space Coaster, as they were in regular rotation as segments on that show. They feature an expressive and excitable character, known as “Mr. Linea,” who speaks gibberish and has a variety of adventures, despite the fact that he and his world are represented (with some cheating) as contortions of a single horizontal line. The character often speaks to the off-screen animator, asking for various items, devices and, occasionally, other characters to interact with. Every cartoon ends with the main character falling off or through the line in some way. Some of them are collected on Youtube. Here is an example (2 1/2 minutes):

In 2002, the demogroup Breeze made a tribute to Cavandoli’s work in the form of a full-length La Linea cartoon running on a Commodore 64. It doesn’t have the distinctive music or the gibberish, and there’s no photorealistic hand that reaches in to draw parts of the scene, but the style is otherwise faithful to the original. It is a remake of La Linea #10. Please, enjoy (3 1/2 minutes)!

Sundry Sunday: The “Ending” to 7 Grand Dad

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

How surprising is it that nothing related to Silvagunner has yet appeared in these electric pages? Their reaction to “7 Grand Dad,” a Chinese bootleg of The Flintstones: The Rescue of Dino and Hoppy that replaces Fred Flintstone’s face with that of Mario brought the fanbase a lot of joy that, truthfully, I cannot say much about, because I am not a regular follower of Silvagunner.

But a number of people did collaborate to create this “ending” to the game, which is amazingly full of references.

Behind the Code: Why Does Nintendo’s Tetris Crash At Extremely High Levels?

Displaced Gamers’ excellent Being The Code series on Youtube looks into what causes Nintendo’s NES Tetris to crash at really really high levels, over level 150. In the process, it goes through how that game displays and adds scores together. Have a look (22 minutes)!

Sundry Sunday: Professor Item Explains How To Care For Peepy

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

This one comes from a fairly deep subculture that I can’t completely explain here, partly because I don’t understand it all myself. I feel like there is something in the origin of creator/website/video maker/memester/online shop itemLabel, some necessary context, that I don’t yet know. But they make fun videos, one of them intrudes upon our territory, and I need something for today’s post. Full steam ahead!

Here is what I can tell you. Peepy is a heavily memeable plush toy, that its makers insist, probably for safety and legal reasons, is a piece of art not a plush toy. It looks kind of like a fluffy peanut with googly eyes and a round beak. Like this:

There are a variety of style of Peepys (Peepies?). Peepy is one of a number of character toys artworks sold by itemLabel that are kind of friends to each other? Or not? The videos seem to indicate that they are part of a shared universe, but don’t actually create much of a shared lore. Explanations I’ve seen say that they’re written to suggest a shared lore without there actually being one, in a sense that people familiar with the Cthulhu Mythos will immediately understand: any solid connections are left for the viewer to invent.

Peepy and acquaintances are the subject of posts on itemLabel’s Youtube account, TikTok account, Instagram account, and Twitter account (link purposely omitted). The only two solid things we know about Peepy’s place, within the greater Peepiverse, are that Peepy loves to eat peanuts (makes sense, they are what they eat) and to commit crimes (wait what?). Its description on the characters page of itemLabel’s website reads: “A peepy thrives in the shadows, using its wit to stun enemies. Its ability to steal may surprise you. It loves peanuts and will commit any heinous act to get them.” This description belongs to a creature that, I remind you, looks like this:

But let’s set all of this aside and concern ourselves with the burning question: how does one care for a Peepy? To our rescue comes Professor Item! Professor Item tells us about Peepy’s habits and feeding through a video where he lives in what seems to be a portable gaming system like a Nintendo DS. In fact, he looks a fair bit like a 3D version of the Professor from the cult classic game Contact by Grasshopper Interactive, and has a similar kind of personality.

Without further ado, here is Professor Item to explain how Peepies are to be provided for:

Don’t have enough Peepy in your life? It’s not game-related, but let’s relax the rules slightly this once. Here is their theme song, written and sung by Japanese musician Emamouse:

And here is the incredibly trippy animation Peepy’s Secret, which features several other of itemLabel’s characters. If you can understand the words you have better ears than me.

How Speedrunners Get N64 Control Sticks

The Nintendo 64 broke ground for Nintendo in many ways, but arguably the worst part of that was the controller.

I’m not one of the people who complains about not understanding the controller or how to hold it. That part’s pretty easy to understand: you hold it one way, with the central prong in your left hand and the right handle in your right, for games that use the control stick like Super Mario 64; you hold it with one handle in each hand for games that instead use the Control Pad. It makes sense that Nintendo still wanted to feature the Pad prominently since it was one of the defining characteristics of the NES and SNES era.

The Control Pad is durable and easy to use, even if it does result in bruised thumbs when pressed with force, as can happen in challenging games. What’s not so durable is the N64’s signature control device: the Analog Stick. A special design that didn’t see much update after the Nintendo 64, because of the “white dust of death,” a mysterious fine powder that emerges from the inner workings of the stick after heavy use. Along with the powder always came degraded control performance: the stick would lose some of its tight feel, wobbling when shaken, and would no longer recognize the full extend of its range. All official N64 control sticks would succumb to the dreaded dust with time.

During the console’s life the source of the powder wasn’t common knowledge. It turns out it’s the result of the control stick grinding against its housing and actually rubbing itself in a fine dust. The looseness came from the powder getting into the tight confines of the stick’s mechanism, and from the pivot chamber getting looser as it was ground away by the joystick.

Some games were notorious for decreasing a controller’s working life. The Mario Party series was infamous for demanding rapid spins of the control stick, that could produce the dreaded dust and wobble after surprisingly few games. But with use, it seemed that all the official joysticks would succumb to it eventually. Third-party sticks, such as the then-ubiquitious MadCatz sticks, didn’t suffer from the problem, but their control sticks weren’t as sensitive, and required a smidge more force to push. For demanding play, the official sticks are a must.

This has resulted in a big problem. Since all the Nintendo-made N64 sticks degrade eventually with use, and Nintendo isn’t making them any more, speedrunners playing on original hardware have few options for playing games the way they were intended by their designers. Some jealously hoard pristine sticks, which have become expensive, while others work to make replacements.

Retromeister on Youtube has made a 24-minute video explaining the problem, and the lengths to which runners have resorted to keep themselves playing. And this, following, is that very thing:

Garfield+

I posted links to this elsewhere to so-so-reception, but darn it the idea is amusing enough to me: take an old 3D game that got really poor reviews, hack it to make it better (not to mention playable on current Windows), and post the hack online.

The game involved is a Garfield game for PS2 and PC that I hadn’t even heard of before. The person who did this objectively silly thing is a Youtuber, and they uploaded a 20 minute video on the game and their modifications. You can even download their modification to play yourself.

No one was clamoring that they do this. They themselves admit the game isn’t really that great. But they love it, for irrational reasons, and that’s fine by me. It’s not really terrible, they surmise that the egregiously poor reviews (0/10!) were part of the Internet Pile-On Effect, where the reviewer finds something it’s okay to hate, and proceeds to do so as much as they can. In this case, the game’s greatest sin is being a licensed game, and those are always the absolute worst, aren’t they?

Anyway, here’s their video in an embed. Again, it’s 20 minutes long, so it might not fit into your schedule. That’s okay.

Sundry Sunday: The President’s Story

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

Youtube animator Wooden Turtle has done Pikmin animations before, and we’ve linked some of them here: The Groovy Long Legs Experience, and Cooking With Louie #1 and #2. They’re fun riffs on Pikmin’s lore and backstory, and this week’s video is another of those.

In Pikmin, the game’s backstory was communicated mostly through Olimar’s Log, which was a situational message given at the end of each game day that reminded and expanded on its events. Pikmin 2 kept the idea but changed the messages to emails from Olimar’s employer, called Sacho. In the opening, it’s revealed that the freight company that he owned and Olimar works for undertook a gigantic debt due to the loss of a cargo of highly-expensive Pikpik carrots that he was responsible for. (To find out what happened to them, you have to finish Pikmin 2 to 100% completion.)

In Pikmin, you have a strict 30 day time limit to get enough parts of your ship to return home. Pikmin 2 has no time limit. You can take as many days as you want to collect treasures, and the number of days it requires is more like a score. To keep the pressure on the player, as the days reel off, you receive a series of increasingly frantic email messages from Sacho, who as it turns out unwisely covered the debt with an organization called “All-Consuming Black Hole Loan Sharks.” Their means to insure repayment are ruthless, but in fairness to them, you should know what you’re getting into from their name.

Sacho is forced to go on the lam to escape their wrath, and for a time lives beneath a bridge and befriends the animals there. But you don’t need me to tell you of those events: they’re animated in Wooden Turtle’s latest production! It’s eight minutes long:

Sundry Sunday: Gyruss Themes

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

While there are examples of excellent music from the classic era of arcades (Frogger comes immediately to mind), I don’t think there is much that can equal that of Gyruss’ arrangement of Bach’s Tocatta and Fugue in D Minor. Here it is, isolated from the rest of the game’s soundtrack, from Youtube uploader StyleK226 (1 1/2 minues):

Wikipedia tells us that the arcade arrangement is reminiscent of a version of the song from the British band Sky, titled just “Toccata” (4 1/2 minutes):

If you only know Gyruss from the NES port, you might be surprised that it’s an almost entirely different arrangement from the arcade version! Maybe it was changed because of the similarity to Sky’s version. Some people prefer that one, it’s got a bit more variety, although I think the arcade’s is a bit better. Judge for yourself (3 minutes):

The Toccata is only used for the intro and the first warp on each planet, which is a bit of a shame, the rest of the music isn’t bad, but it’s not Bach. In Japan, Gyruss was a Famicom Disk System game. The FDS had extra sound hardware, and the result is an upgraded version of the NES soundtrack (14 minutes in all):

There’s been a number of fan versions of the Gyruss soundtrack, although most of them seem to be inspired by the NES port rather than the arcade original. Here’s a metal medley of that particular musical mutation (3 minutes):

As commenter @Fordi says, “What I love is that Intro / Stage 1 is a genre cover (metal) of a game’s adaptation (Gyruss) of a genre cover (Sky – Toccata) of classical music (Toccata and Fugue in Dm).”

Chrontendo 64

Dr. Sparkle is back with the 64th installment (Youtube, 55 minutes) of his quest to review every NES and Famicom game. He’s pretty far in! In about ten episodes, he figures he’ll reach the launch of the Super Famicom, which won’t be the end of his journey but will probably mean he’s in the home stretch.

In the meantime, ten games from 1990 are in this episode. They are:

Puss ‘n’ Boots: Pero’s Great Adventure – Technically a retread of a previously-covered Japanese game, this version has substantial differences so Dr. Sparkle decided to cover its U.S. version separately. A very easy game until the last stage where it jumps in difficulty, and then the final boss is absurdly hard. Dr. S expresses confusion why a game made to be so easy that it’s obviously intended for young children would become nearly impossible right at the last second. Personally, I suspect it was done because NES game publishers were terrified of the game rental market.

Wit’s: A Japan-only release, this is basically a de-luxe version of Snake, where your enemies have special abilities that you have to account for. Suprisingly, it’s an arcade port!

Captain Tsubasa Vol. II: Super Striker: A weird RPG take on Soccer, published by Tecmo and based on a manga and anime series. Instead of controlling a player or players completely in real time, the action pauses frequently and asks you what to do. The main screen is mostly animations down on the soccer field. It’s a unique take on soccer, but it’s not the only one: this is the second game to play like this on the Famicom. The Captain Tsubasa game series continues even today: the most recent releases, Dr. Sparkle tells us, are on PS4 and Nintendo Switch, although I don’t know if they take the menu-based RPG approach.

Jyuouki: This is simply a licensed Famicom port of Sega’s Altered Beast, and a pretty bad one at that.

Mahjong G-Men: Nichibutsu Mahjong III: Yet another Mahjong game, although with some interesting features, if you’re into Mahjong. That’s not Mahjong Solitaire, a.k.a. Shanghai, the Activision (and formerly PLATO) computer game where you remove tiles in matching pairs from a tableaux, but the Chinese Rummy-like game using tiles instead of cards. It also has a weird Tetris-like subgame involving Mahjong tiles.

The Pennant League: Home Run Nighter ’90: Yet another Famicom baseball game.

Dr. Mario: The classic Nintendo puzzle game! I always thought it was a bit inferior to Tetris, but then most games are, and that didn’t stop me from playing a ton of it long ago.

Pictionary: Based on the board game, and coming from infamous American NES publisher LJN. Dr. Sparkle is a bit harsh on developer Software Creations, but I think this effort looks pretty well-made to me. It’s not a classic, and it’s actually not really so much Pictionary as a kind of variation on the theme, where players play mini-games to reveal parts of a drawing and then try to guess what the drawing is of. It looks much like one of Rare’s many game show and board game adaptations and creations, and in fact if it weren’t for the Software Creations credit I’d have assumed that Rare made it.

Bigfoot: From Acclaim and developed by Beam Software. It’s fairly well polished for a Beam Software title, but has some weird ideas to it, including a weird control scheme for the events that involves tapping left and right on the control pad. I think the idea has a bit of merit, but that it was probably the wrong place to use it. A Bigfoot game would mostly be bought or given to kids, who would be the absolute last demographic you should expect to master a non-standard control scheme. I’m not one of those people who thinks making a game that goes about its play differently than most other games is always a terrible idea (see: most of what I’ve ever written about roguelikes), and I can kind of see why they did it, trying to make a race game that’s more than just holding to the right. It probably could have used a bit more iteration though.

Snake Rattle ‘n’ Roll: A game from Rare that they actually put a lot of effort into, and it shows. And some people really like it, it’s definitely got a cult following. Dr. S isn’t part of it, due to the difficulty of getting used to SRnR’s isometric style. I think what happened was, they had these routines laying around that they used in implementing NES Marble Madness, and decided to do another game that controlled in that kind of way. I think the game was poorly suited to a digital control pad; if it were controlled with an analog stick, or at least a digital control where diagonal movement is easier, I think it’s possible that some people who hate Snake Rattle ‘n’ Roll might be able to enjoy it better.

Anyway, here is the whole episode, start to finish:

A Guided Tour of the NES

This tab has been open on my browser for literally months, so I’m finally excising it from the bar….

A while back the site HackADay did a teardown of the NES, going through how to take it apart and reassemble it, and going through some of the elements of its assembly. It doesn’t go into a lot of detail, but that lets it be fairly short, at only nine minutes.

NES Hardware Explained (HackADay post, Youtube video)

Sundry Sunday: Megalixir

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

A really recent one this time! BitFinity, a.k.a. Matthew Taranto, who made Brawl in the Family and a fair amount of Waluigi music, animated and wrote this terrific little song about item hording in Final Fantasy VI, sung by Taylor Robinson.