Street Fighter 6
PlayStation 5 2023@3650
Final Fight
PlayStation 5 2023@3676
Hyper Dyne Side Arms
PlayStation 5 2023@3684
Street Fighter II: The World Warrior
PlayStation 5 2023@3683
Darius Plus
PC Engine 1990@3682
G-Darius
PlayStation 1998@1407
The final campfire rotating disc puzzle was too annoying to solve, so I employed brute force Ruby scripting:
# Final camp puzzle # Positions are triples [inner, middle, outer] # - adjusting left is negative, right is positive start_pos = [0,0,0] target_pos = [2,3,4] # relative to start_pos moves = [ [" in ->", 1, 0,-3], ["mid ->", 0, 1,-4], ["out ->",-1, 1, 1], [" in <-",-1, 0, 3], ["mid <- ", 0,-1, 4], ["out <-", 1,-1,-1] ] puts "Moveset:" moves.each do |m| puts m.inspect end def do_move(pos, move) # rotate 'pos' as specified by 'move' [(pos[0]+move[1])%10, (pos[1]+move[2])%10, (pos[2]+move[3])%10] end (1..5).each do |move_count| print "." (0..10000).each do |t| # retries pos = start_pos movelist = [] (0..move_count).each do |m| # try 'move_count' random moves move = moves[rand(6)] movelist.push(move) pos = do_move(pos, move) if (pos == target_pos) then # solution found! # Moves correspond to vector *addition*, order of moves doesn't matter movelist.sort!{|a,b| a[0] <=> b[0]} puts "\nsolved in #{move_count} moves after #{t} retries. " + "pos:#{pos} target_pos:#{target_pos}" puts "start #{start_pos.inspect}" pos = start_pos movelist.each do |solution_move| pos = do_move(pos, solution_move) puts "#{solution_move[0]} #{pos.inspect}" end exit end end end end # solved in 5 moves after 1110 retries. pos:[2, 3, 4] target_pos:[2, 3, 4] # start [0, 0, 0] # in -> [1, 0, 7] # in -> [2, 0, 4] # in -> [3, 0, 1] # mid -> [3, 1, 7] # mid -> [3, 2, 3] # out -> [2, 3, 4]
I received my no-name NES controller, which according to the packaging is '100% Quality'. It actually feels good, I played a bit of Mega Man, and it works as expected.
For the first time, we used AI to help us solve a puzzle. The game had a puzzle that included solving the (very simple) equation:
x-100+10+1=1810
I asked ChatGPT to solve it:
x-100+10+1=1810, solve for x
and it gave me the correct answer, 1899.
I received the Retro Bit SEGA Mega Drive 6-B - my first official Genesis hardware, new in box - and set it up on the MiSTer. The controller feels exactly like my old 6-button Genesis controller, it feels good and responsive, and the cable is nice and long.
I'm setting an Everdrive-style shortcut Down+Start for the OSD.
I considered using the MODE button for OSD. This button was added to the 6-button controller to be able to switch the controller to a backwards compatible 3-button mode during game startup in the few games that didn't support the 6-button controller, but as it turns out, the MODE button is a normal button, and several games use it for in-game functionality, so it should be mapped correctly on the Retro Bit.
I got my Joy-iT gamepad in the mail, and tested it out on the MiSTer. It kind of feels like a SNES controller, but the D-pad is really mushy and it doesn't feel good. The original controller has the same problem, but I think it's even worse in this clone controller.
I also realized that it's quite annoying to not have a OSD button on the controller (opens the MiSTer menu to select a new core/game). In the MiSTer menu, you can set up a button combo for OSD, and I want to use an Everdrive-style shortcut Down+Start for the OSD.
I ordered a bunch of USB retro controllers for playing MiSTer games. I don't know if they are good quality or not.
I hope they work, but if they don't, they weren't that expensive.
After having recorded a lot of games for YouTube, including games from 50 years ago, and even VR games, it feels almost strange that I can't capture the experience of playing Doom in 120 FPS at all. Right now, Doom can only be seen in 120 FPS if you are physically in front of the appropriate hardware. I guess that's the way it always was before the 2000s.
The company bought a PlayStation VR2, and I tried going through the setup process. The eye tracking was amazing to try for the first time. The calibration tool has little dots that you can look at to trigger sounds of different pitches. For the first time in my life, I felt like I was playing an instrument with my eyes, a fascinating experience. I played a bit of Resident Evil, it plays more or less like RE7 in VR. The 3D audio was very effective, I clearly heard the direction of the blinking light from the car. In the first house with the spooky werewolf sounds, I noticed another PSVR2 feature - the headset rumble, which was used very efficiently to anticipate a loud sound.
I played a little bit on RetroArch on my phone and got a few RetroAchievements. I might be addicted to RetroAchievements.
I'm not proud of this. Easy RetroAchievements, though.
This ... game ... fits right into my current interests of getting RetroAchievements and games with cool dinosaurs. Mindlessly buttoning through and selecting white for every surface is probably the quickest way of getting all the RetroAchievements.
I colored all dinosaurs and got all RetroAchievements.
I played both the Japanese and Western releases of this for RetroAchievements. It's fun, except that I can't get the 'play without doing X'-style achievements to work. The Japanese version is much easier to deal with, because you can spam the punches extremely quickly compared to the Western version.
Controls from page 4 of the manual:
I learned that you can emulate a joypad on the MiSTer by setting up keyboard keys in the system menu and then pressing ScrollLock
or NumLock
to switch modes when a core is loaded. I set up the keys like I normally do, ASDF
for directions, JKL;
for face buttons, and UI
for shoulder buttons. Thus, key mappings for console games will work like I expect them to. However, for mapping this to an 6-button arcade system is less obvious. I ended up setting up the same mapping I would have on Super Street Fighter II on SNES, which I think of as the canonical fighting game console port.
This game doesn't have a CPU or ROM memory, and the rocket graphics is actually represented directly on the board as diodes. The art for the space ship are clearly visible in both the schematics and the physical board:
Thanks to the Retrogame Deconstruction Zone for finding this example.
This is a test of my new text rendering, SylteMarkup, based on Markdown. For now, you can make references:
Game links: [Fire Power](@746)
Fire Power
Year links: [1987](year:1987)
1987
Images: 
Apart from these special links, it has the usual Markdown stuff, such as bullet lists:
In MiSTer OSD: Mount disk 0: NEWDOS*.DSK Mount disk 1: [game disk] List game files: DIR 1 Example files: APSHAI/JCL <- chain file (script, like a BAT file) SWAMP/CMD <- binary STUFF/BAS <- BASIC program Starting APSHAI/JCL: chain apshai Starting SWAMP/CMD: swamp Starting STUFF/BAS: basic runstuff/bas
I immensely enjoy playing and recording the game. This is turning into a problem.
In the last 22 days, I have recorded over 33 hours of elden ring, which ends up around 1.5 hour / day. While I'm slowly uploading edited videos to YouTube and waiting for them to process, I have currently a nightmarish 1.2 TB of raw Elden Ring footage on my SSD, slowly filling up the 2 TB.
I have 3 options:
As the PSX MiSTer core is maturing rapidly, I started looking at the prospect of having a complete collection of PlayStation games on it. PlayStation games are on CDs, up to 700 MB and there are almost 8000 games for it. A complete collection is not practical yet, so I had to find a reasonable subset.
The 'Redump' collection of US-released PlayStation games is 500 GB, packed with 7-zip. Extracted, it will take up maybe 25% more, around 630 GB. My old MiSTer SD card has 256 GB total. I needed some new hardware.
I bought a SanDisk Ultra microSDXC UHS-I 1 TB for 1000 DKK and did a clean MiSTer install. I can copy the games from the old SD card, and will still have plenty of space for all the US PSX games and even a few Japanese and PAL exlusives.
After 30 years of playing RTS games, I have realized something about myself: I don't like story-based RTS campaigns.
To be clear, I love many elements of the RTS genre:
However, what I don't like are campaign missions where a story is told through scripted events on an RTS map, where you move a small group of units around, learning to use their abilities, defending bases, rescuing units.
I don't like that many of the missions will have sequences where the gameplay boils down to moving a single unit or small group of units around and activate their abilities once in a while. When I realized that this is the part I don't like, a question came to mind: Moving a unit using a mouse cursor and activating timed abilities is exactly the gameplay of action RPGs like Diablo. I like Diablo. So why is this type of gameplay fun in Diablo-likes and not in RTSes?
Firstly, the production time spent by a developer on a single hero unit is obviously going to be limited by the number of other units in an RTS. Thus, we wouldn't expect the controls, abilities, and animation to be as sofisticated as those of a Diablo character. Usually the RTS unit will have less refined controls, less abilities, and less detailed animation. So, from the facts of game development, the part of an RTS that plays like Diablo is going to be less refined than Diablo, where this part is the entire game. The Diablo-part of an RTS is going to seem like a 'cheaper' version of Diablo.
Secondly, I think games like Diablo keep your attention by leveling up your character and making them more powerful as you play, making earlier enemies easier to defeat, and enabling using new loot. These elements are rarely present in RTSes, and even if they are, they will be pretty shallow. The progression in these sequences are then mostly based on getting through a mission, rather than empowering your character.
Most story-based RTS campaigns don't reinvent the wheel, but fall back on these types of missions pioneered by games like StarCraft. Many players seemed to enjoy this type of campaign in 1998, and RTS developers retained these tropes since.
I don't enjoy playing this type of campaign anymore, and I might resign to just focusing on skirmish modes, where you just play matches against AI enemies.
I wish that RTS developers would focus on making a simple but effective metagame such as conquering world maps or leveling up your units. The missions themselves should be based on the core gameplay that make RTSes unique: building bases and commanding groups of units.
I recently published the 1000th video on the OCDgamer YouTube channel, an account that I created in 2006. I was fascinated with the idea of recording videos of games and putting them online, and the first game video uploaded to my channel was from the weird PS3 game Noby Noby Boy, which had built-in YouTube upload support. I recorded 50 seconds of weird snake creature tangled around a rotating thing from a friend's PS3, and uploaded the video on March 28th, 2009. I looked at the metadata for the video, and learned that the filename uploaded from the game is
o----o.mp4, an adorable little ASCII Noby Noby Boy worm.
The second video I uploaded was more exciting, it was an input recording from March 2010 of me beating the original Mega Man for NES. The final 10 minutes of the game included a difficult boss rush and a final boss fight. The emulator supported recording my key presses, and I could replay the input and record an .AVI after having beaten the game. I uploaded the result to YouTube.
These kinds of videos were fun, but I didn't have a good general way of recording from Xbox 360 and PS3 games. However, that didn't stop me, and in 2011 and 2012, I recorded a bunch of videos with a laptop camera pointed towards the TV. The games I have horrible quality videos of include Uncharted 2, Gatling Gears, Transformers: War for Cybertron, and Gears of War 2.
December 2013 I bought myself a PlayStation 4, and a few months later I used the built-in video recording and uploaded a difficult boss fight in glorious 720p 30 FPS of the PS4 Strider game. This was the future of game recording: built-in recording in the console, with a button for capturing a video of a number of minutes of gameplay back in time.
When the genre of text adventures was at its peak, I was about 10 years old and not a native english speaker, and this type of game seemed completely impenetrable. Also, I was always very focused on graphics and sound, and having the choice between a text adventure and, say, Marble Madness or Hybris, the game with no graphics or music would never win. I did use to read Fighting Fantasy books, which were like text adventures, except with fixed choice instead of a text parser, and later on, I would make a short Warhammer 40K text adventure myself for the Amiga.
Hybrid text adventures had existed for a while, games such as Mindshadow, a text adventure with accompanying still images, originally written in 1984 for the Apple II by Ayman Adham, co-founder of Silicon & Synapse, programmer on Battle Chess and The Lost Vikings, and lead designer of World of Warcraft. The game was released by Activision, and the 1985 Amiga port is one of the earliest games to come out for the Amiga 1000. However, as this point, the genre was evolving into different styles of adventure games: there were the Sierra-style adventures games such as Space Quest and Leisure Suit Larry, which still used a text parser, but were fully graphical and animated with a controllable third person character, there were first person mouse-controlled adventure games such as Uninvited and Deja Vu, and finally the third person point 'n click adventures that ended up being very popular in the 1990's such as Maniac Mansion and The Secret of Monkey Island. All of these flavours of adventure games had graphics and sound, and seemed much more appealing to me at the time.
30 years and thousands of video games later, I felt curious about text adventures. This was a very unique genre - could there possibly have been a unique experience that I had missed completely? I decided to try playing through a real text adventure by the prolific text adventure game company Infocom. The Lurking Horror from 1987 was supposedly one of the best of its kind. In the game you play as a university freshman just enrolled at a university, and everything takes place in the university location in a single night. The Lurking Horror is set in 'present day', which in this case means the 1980s, and it is very inspired by the weird tales of H. P. Lovecraft.
I completed the game in 2018, and it was a pretty interesting experience. The Lurking Horror is far from perfect, and it actually had a lot of frustrating moments, many of which could be solved using modern design ideas adapted for the text adventure genre. But it did one thing right - it had one of the most intricate mechanical puzzles I have encountered in a game: The elevator puzzle. Here is a quote from my game log:
I made sure that the elevator was on the first floor, pryed open the elevator door, put the crowbar in the door to keep it open, climbed down, attached a chain I found to a rod using the padlock from the Tomb, climbed up and attached the other end of the chain to a hook on the bottom of the elevator, removed the crowbar, went up and called the elevator on a higher floor, ripping the rod out of the wall and opening a passage to the Steam Tunnels. Now this was a pretty sofisticated puzzle that made mechanical sense, and was pretty easy to figure out. Very nice.
Games without graphics generate visuals in your mind as you play them, and these visuals are strong in your memory after playing the game. One of the first times I noticed this was playing Moria back in the 90s, a classic roguelike. I have a vivid memory of walking through dank tunnels with torches on the walls, hearing my footsteps echo against the stone walls. None of that is in the game, all of that is something I made up myself. The Lurking Horror had a similar effect, I can see G.U.E. Tech in my mind, the walkways, stairs, elevators, the snow storm outside, and something I haven't tried before: a clear layout of the whole place in my head, something rare for someone with no sense of direction such as myself.
Text adventures have the potential to be more immersive than most games, even games that deliberately avoid showing or hearing your own character, such as first person RPGs. In 'The Lurking Horror', I felt I completely inhabited the character, and it reminded me of playing a pen and paper RPG, without the social aspect. When a Call of Cthulhu pen and paper RPG 1990s campaign was started at the office where I work, I decided to transplant my character from 'The Lurking Horror' to this game. I took the backstory and decided that my character would be traumatized and antisocial after the events of the game, and played him like that.
Please check out my playthrough on YouTube.
The classic arcade puzzle Tetris and cyberpunk techno rail shooter Rez are some of my favorite games of all time. Tetris Effect has been presented as a Tetris game by Tetsuya Mizuguchi, producer of Rez, making it a strange dream come true for me.
The notion that this is 'a Tetris game by Tetsuya Mizuguchi' requires a little more refinement. Tetris Effect was developed by Japanese developer Resonair and directed by Takashi Ishihara. Resonair also ported Rez to modern consoles and VR under the name 'Rez Infinite', and Ishihara designed the new 'Area X' for Rez Infinte. Similarly, Lumines, a game that Mizuguchi originally directed, and a game that is very similar to Tetris Effect in almost every way, was remastered for modern consoles by Resonair. Tetris Effect was co-produced by Mizuguchi and Mark MacDonald, and like the aforementioned remastered games, published by Enhance Inc., a company Mizuguchi founded after leaving Q Entertainment, developer of Lumines. Apart from production and publishing, Mizuguchi has 'Game Concept' credits together with Ishihara. This could be interpreted as Mizuguchi being the one with the game ideas, with Resonair implementing them. Until recently he was listed as the game director on the Tetris Effect Wikipedia page, but this has been fixed.
More than anything else, Tetris Effect is a Tetris game. It's not derived from or inspiried by Tetris like Lumines was, this is a modern Tetris game with the metagame structure of Lumines, the new agy visual and musical aesthetics of Child of Eden (a game directed by Mizuguchi), and a great implementation of the musical integration ideas of Rez, which was seminal for its musical integration, but not technically well implemented (possibly due to limitations of the hardware, I'm not sure).
The game has a campaign-like mode, called JOURNEY MODE, and a list of EFFECT MODES, with different rule variations.
In JOURNEY MODE, you are playing a Tetris game accompanied by beautiful visuals and uplifting music, and every move you make is accompanied by musical sounds that are quantized to fit the rest of the music. The progression and feeling is very reminiscent of Lumines. At times, I wished for this game to be more Rez and less Child of Eden. I don't mind the new age aesthetics of this game, but I can't help dreaming of a brutal techno cyberpunk version of Tetris Effect.
The visuals are mostly very well implemented, save for a few minor frame drops (on the regular old PS4), e.g. going above water in the dolphin level. The frame drops are rare, but are frustrating in a Tetris game, where you need all the frames you can get to make split second decisions.
The audio boldly blends musical elements and sound design, with unusually tight integration between your actions as a player and the sound. When you realize just how much of the music and sound is created by you moving and dropping tetrominos, you are filled with childish joy. Both music and visuals react to level progression, which is very satisfying. The only let-down in the musical integration is that almost every level ends with the same style of build-up and break, which comes of as a bit cheesy and unimaginative.
The way the Tetris gameplay is integrated with the emotional experience and progression of levels in JOURNEY MODE seems to be through one parameter alone, as musical and visual climaxes are accompanied by sudden changes in game speed. These changes seem to invite using the one addition to Tetris in this mode, the ZONE mechanic, which can act as a life saving mechanic during the game speed changes.
I completed JOURNEY MODE without ever using the ZONE mechanic, because I didn't know it was there. That's what you get for skipping the tutorial. So, when I played through JOURNEY MODE, the speed changes were extremely jarring, forcing me to snap out of the typical Tetris mental flow state and go into full on panic mode, dropping tetrominos all over the place, desperately trying to survive. I believe the changes in game speed are based on lines cleared in a level, but it is not visually indicated in any obvious way, and although it is connected to musical changes, it is not at all obvious which musical changes are accompanying changes in game speed, and which are not. So, the first time you play a level, the game speed changes can come as a total surprise, creating these jarring jumps in mental states. I tended to mess up badly when this happened.
Adding salt to the wound, the music seems to take on an almost mocking tone in these situations. The soundtrack accompanies the speed changes with crescendos and triumphant vocals, and at times, this almost felt like the game was celebrating its triumph over me! For the final level in JOURNEY MODE, you have to clear 90 lines. Without the ZONE mechanic, I failed many times when the speed changed along with the music swelling to epic levels, and I got so annoyed that I ended up turning the volume down on my TV. I'm sure my frustration to a large degree was due to me not knowing about the ZONE mechanic.
After finishing JOURNEY MODE, I started playing the EFFECT MODES, which are now my preferred way of playing the game. The CLASSIC mode has the same levels and music as JOURNEY MODE, but with a slower build, and none of the abrupt game speed changes. It feels much better, and because you play the same level for a longer time than in JOURNEY MODE, you may well end up completely entranced by the aesthetics.
As great as the EFFECT MODES are, I can't help but compare this game to Puyo Puyo Tetris, a superb Tetris / Puyo Puyo hybrid game that came out in 2014. Puyo Puyo Tetris has a wealth of innovative modes, many of them fusions of Tetris and Puyo Puyo, others cool new twists on each game separately. Tetris Effect lifts its ALL CLEAR mode directly from Puyo Puyo Tetris and both games borrow ideas from the awesome Super Famicom game Tetris Battle Gaiden, but I don't think Tetris Effect contributes with a new mode that is as interesting as these games.
All nitpicking aside, Tetris Effect is a wonderful experience for anyone who likes Tetris, and the musical integration should be experienced by anyone interested in audio technology and design. And be sure to check out the tutorial before starting JOURNEY MODE, or you'll be sorry!
Alt-c
and the game is frozen while you enter codes (including video recording).$00-$30
stored at address $04A6
. I wanted a cheat that set this value to $30
whenever it was accessed. In the cheat interface, I did this the following way:> 2 (Cheat Search...) > 1 (Add Cheat) Name: hits Type: S (Substitue on reads) Address: $4a6 Value: $30 Enable? Y
d,d,w,w,u,s,e,e,e,e,sThis is how you get from the second floor of the Computer Center (currently my base) to the Alchemy Lab.
# Castlevania: Lords of Shadow: Pan's Temple puzzle solver by schmid 2012-05-24 moves = [ [-1,+1,-1,"middle RT"], [+1,-1,0,"inner RT"], [0,-1,+1,"outer RT"] ] def apply(move, puzzle) (0..2).each do |n| puzzle[n] = (puzzle[n] + move[n]) % 4 end end random = Random.new 100000.times do puzzle = [1,1,1] # start position (0 is north, 1 is east, etc.) move_list = [] (1..5).each do |m| # shortest solution is 5 moves move = moves[ random.rand(0...moves.length) ] apply(move, puzzle) ; move_list += [ move ] if puzzle == [2,2,2] then # solution is all south puts "solution:" ; move_list.each { |move| puts move[3] } exit end end endSolution: outer RT x 2, middle RT, inner RT x 2
Around this time, I was practicing DonPachi with save states and modified game speed in MAME. MAME didn't allow save states for this game because of 'pending anonymous timers'. I ended up downloading the MAME source and compiled my own version where this check was disabled. The DonPachi save states seemed to work fine regardless. Playing in slow motion was rewarding to figure out safe zones and enemy behaviour, and I even practiced in faster speed, to try to learn some general movement patterns.