Set Side B https://setsideb.com The Flipside of Gaming Mon, 27 Apr 2026 05:16:48 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://setsideb.com/wp-content/uploads/2022/04/cropped-mascot512-32x32.png Set Side B https://setsideb.com 32 32 Freeride Review https://setsideb.com/freeride-review/ https://setsideb.com/freeride-review/#respond Mon, 27 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12037

This is a review of Freeride played with a press key provided by the developer.

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Sundry Sunday: Birdhouse In Your Soul Using Mario 64 Instruments https://setsideb.com/sundry-sunday-birdhouse-in-your-soul-using-mario-64-instruments/ https://setsideb.com/sundry-sunday-birdhouse-in-your-soul-using-mario-64-instruments/#respond Sun, 26 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12097 Continue reading "Sundry Sunday: Birdhouse In Your Soul Using Mario 64 Instruments"]]>

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

A comment says, Fludd was their favorite They Might Be Giants album, but that doesn’t quite work; Fludd’s from Super Mario Sunshine, the 3D Mario game after Super Mario 64.

Even so, Seanathan S has made quite the recreation. (3 minutes) No vocals, but if you know the song you can recognize the track that’s duplicating the syllables of the singing and sing along with the. Everything is intact, even down to Flansberg’s counterpoint chorus at the end.

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Favorite Switch Games: April 2026 https://setsideb.com/favorite-switch-games-april-2026/ https://setsideb.com/favorite-switch-games-april-2026/#respond Sat, 25 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12093 Continue reading "Favorite Switch Games: April 2026"]]> I’ve said it more than once: what’s the use in having a blog if you don’t use it to tell people the things you like?

Here’s what I’ve been enjoying lately on my Switch 2. These are store links, but we get no affiliate or advertising dollars from them, they’re provided just out of convenience.

Cruise Elroy’s great retro-styled action platformer Annalynn (Switch, Steam, itch.io)

Tomodachi Life: Living the Dream (Switch), a social sim abounding in quirkiness

UFO 50, for many things but especially for the addictive Party House (homepage, Switch, Steam)

Caves of Qud, the terrific true roguelike, filled with equal parts, with atmosphere almost as great as its challenge, but also two accessible easy modes (homepage, Steam, GoG, itch.io)

Chibi-Robo, the sleeper hit for Gamecube where you help a tiny housekeeping robot save a fractured family and also discover the secret of the house’s living toys (Nintendo Gamecube Classics)

Kirby Air Riders, Masahiro Sakurai’s remake of the Gamecube cult classic, with even deeper gameplay, robust online multiplayer and so much fun that it oozes out of the system’s USB-C ports (Switch 2)

Dragon Quest I+II HD-2D Remake, not just a conversion but a redesign, not always for the better but still great (Square-Enix page, Switch)

Blippo+, Yacht and Panic’s sci-fi tale of interplanetary communication told through the medium of an exacting recreation of 90s satellite television (homepage, Switch, Steam, Playdate; currently on sale for Switch and on Steam)

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Nintendo’s Custom Playing Card Service https://setsideb.com/nintendos-custom-playing-card-service/ https://setsideb.com/nintendos-custom-playing-card-service/#respond Fri, 24 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12083 Continue reading "Nintendo’s Custom Playing Card Service"]]> Nintendo got its start making playing cards, and, incredibly, still makes playing cards to this day. I guess there’s always money in the banana stand.

A service Nintendo offered, and even more incredibly still offers, is to make customized playing cards for people, anyone, although the stated purpose is to promote products. The blog beforemario tells all about the service, and even links to Nintendo’s page where you too can order custom playing cards, and all you have to do is order them in a batch of at least 3,000 decks, oh and also navigate through the entirely-Japanese order site. Or you could just buy non-customized cards, some with Nintendo character art.

Lest the domain name not convince you that this is the same Nintendo, one of the example decks pictured uses Pikachu in its art (along with the appropriate copyright notices, as Nintendo doesn’t actually own the Pokémon characters).

beforemario has mentioned before that Nintendo still runs a large sideline in making traditional Japanese gaming equipment like Go and Shogi sets, or Chinese Mah Jong sets.

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TheZZAZZGitch Explains Mystery Dungeon Generation https://setsideb.com/thezzazzgitch-explains-mystery-dungeon-generation/ https://setsideb.com/thezzazzgitch-explains-mystery-dungeon-generation/#respond Thu, 23 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12073 Continue reading "TheZZAZZGitch Explains Mystery Dungeon Generation"]]> We’ve linked to TheZZAZZGlitch’s videos before, their obsession with the Pokémon and Pokémon Mystery Dungeon games is both admirable and somewhat worrying.

The video I’d like to point out today is this one on the dungeon generation in the first Pokémon Mystery Dungeon game (19 minutes), which basically lays bare the entire scheme by which nearly all Mystery Dungeons construct their procedural death labyrinths.

I’ve played quite a few Mystery Dungeon games, including nearly all of the many versions of Shiren the Wanderer (Rainbow Labyrinth is the only one I’m missing), and these dungeon level types keep coming up again and again. I’d be very surprised if essentially the same code, or close to it, wasn’t used in all of them. The beginning of the dungeon generation explainer is at 5:03.

One interesting thing is that the dungeons generated by the various routines often create maps that can be seen as variations upon the dungeons from the original roguelike, Rogue itself. Rogue used a distinctive 3×3 grid of rooms. Sometimes a “room” might be a winding corridor, a dead-end or a dark maze, but it doesn’t take much playing to see the patterns used, and the Mystery Dungeon games obviously use a similar system for most of its floors, using differently-sized grids. Sometimes extra dead-ends are generated, and there are a few extra styles, but in its overall plan it’s Rogue-standard. It’s what the video calls the “standard generator.”

This isn’t all that the video explains, for just one example it goes over the details of how the game’s random number generators work, and also how they can be abused (the dungeon RNG is seeded to 1 at boot, which can be used to ensure dungeons generate the same way). I think it’s essential viewing for any Mystery Dungeon enthusiast.

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John Romero & id Software Founders Explain Catacomb 3D https://setsideb.com/john-romero-id-software-founders-explains-catacomb-3d/ https://setsideb.com/john-romero-id-software-founders-explains-catacomb-3d/#respond Wed, 22 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12067 Continue reading "John Romero & id Software Founders Explain Catacomb 3D"]]> Quick post today, just a pointer to a video John Romero posted on his Youtube channel a couple of months ago (17 minutes), where he gathered (well, edited together Zoom video of) the other founders of id Software (back before it was just another cubicle within Bethesda’s, and then Microsoft’s box), explain the creation of their first 3D game, Catacomb 3D.

Interesting thing to notice? The word “Softdisk,” publisher of Gamer’s Edge and former workplace of the id Software founders, doesn’t appear anywhere in this video. There’s at least one screenshot that has part of its name, but it’s covered up with a different graphic.

(I’ve been trying to track down as many old issues of Softdisk’s publications as I can; it seems the only public place where they survive at all is in collections of Loadstar, including my own. Even the Internet Archive only has a smattering. They deserve to be preserved, dammit, both these guys’ previous work and that of everyone else who made software for that company.)

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Nintendo’s Stupid Tomodachi Life Media Policy https://setsideb.com/nintendos-stupid-tomodachi-life-media-policy/ https://setsideb.com/nintendos-stupid-tomodachi-life-media-policy/#comments Tue, 21 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12051 Continue reading "Nintendo’s Stupid Tomodachi Life Media Policy"]]> EDIT: As multiple people have reminded me of by now, there are other ways to get images off the system, though they’re annoying. Going through a smartphone app is annoying too. Everything involves getting out some bit of kit and plugging it in. It feels like a maze, so I think my issue that Nintendo is preposterously obstructionist over getting pictures off of their device stands.

Tomodachi Life is a big release from Nintendo, its first real use of their once-starring Mii characters since the quirky and underappreciated Miitopia, which basically puts your little pseudo-people through a D&D campaign, an idea so cool that I had it myself over a decade ago, though of course no one listened to me way back then, or really ever.

Let’s remember what Miis are. The name itself is a reference to the characters’ origin system, the Wii. You see, you just flip the W. The Wii was extremely popular, and opened up video gaming to hitherto unserved demographics, but because most “gamers” are entitled jerks they spread bad vibes about the system despite its popularity (remember “waggle?”), taking its sequel system entirely. Nowadays, Nintendo Switch Sports and Miis are probably its sole remaining legacy, regardless of how many other cool ideas it had. (A version of Opera made for it! News and Weather Channels! In Japan you could order pizza using it! I haven’t even gotten to Check Mii Out and Everybody Votes yet.)

This is the third game in the Tomodachi Life series. The first one was 14 years ago, the original Tomodachi Life for 3DS, got a cult following. It’s kind of Nintendo’s version of The Sims, if the Sims had (very) slightly more self-motivation, no mandatory biological need to fulfil, and an emphasis on weirdness. The second game, the sorely-missed Miitomo, was a free-to-play mobile game that also served as an instant messenger, but it hit sadly at a time when the old style of instant messenger apps were dying out, and lasted just over two years. It was dead in the water long before it closed.

What all the Tomodachi Life games really are is an elaboration of the old game of Mad Libs. “Hey _name_, I’m going to _place_! Should I pick up a _noun_ while I’m there?” Except it’s not just with words, but people too, your Mii characters fill in the role of actors in the many silly little vignettes built into the software. The game includes no characters on its own: you create everyone in the whole damn town, name them, pick how they look, and rate their personalities in five categories, then plop them onto the island and watch them bounce off each other.

Sometimes when they meet you’ll be asked to give the system a word or phrase for them to talk about, and that’s where the more explicit Mad Lib connection kicks in. Just like official Mad Libs*, Maybe nine times out of ten the jokes will fall flat, but that tenth time is comedy gold. Of course what everyone did, and still does, is make Miis of every celebrity and comic character they can fit into Nintendo’s limited yet oddly useful tools. In my game, I have a Mr. T character, downloaded from the Mii Channel on the Wii so very long ago, laboriously schlepped over to Wii-U (via system import) to Switch (via Amiibos) to Switch 2 (via another system import). Mr. T had a dream his first night in my game, on the isle of Yendor, in which he met three other Miis all with Mr. T’s face.

I’d love to show you the video of his dream, but I forgot to record it. Also, though, Tomodachi Life: Live the Dream has a fatal flaw. It’s a meme gold mine, sure, but Nintendo has disabled all media sharing from it. You can make all the great Miis you want, but no one else will ever see them! Its drawing tools are pretty darn impressive, but nothing you make with them can be shared on the internet! You can’t upload them to the Nintendo Switch smartphone app, or even transfer them to your cell phone using Nintendo’s stupid Wi-Fi system! I don’t know if you can get them right off an SD card, but ha ha, on the Switch 2 it doesn’t matter because it uses incompatible SD Express cards!

NINTENDO, ARE YOU LISTENING? WHY CAN YOU EVEN TAKE SCREENSHOTS OR VIDEO AT ALL IN TOMODACHI LIFE IF YOU CAN’T SHARE THEM? Nintendo is a company used to doing things its own way, which sometimes results in moments of brilliance, but at least as often means they do amazingly stupid things like this.

Because of this, you will have to live with potato-quality screen photos, taken with my very own smartpotato. I plant them below. Imagine how much better these would be if Nintendo actually officially supported the use their software was obviously made for. (Note: I’ve been told since writing this that you can still get images off using an SD card… although if you have a Switch 2 like I do you’re probably just as out of luck as it uses SD Express cards. I’ve yet to confirm cross compatibility with those, I don’t think I have the right kind of adapter.)

Hint: try alcohol next time. BTW, that’s the official Shigeru Miyamoto Mii on the right, as distributed through the 3DS’ online functionality. I also have a Masahiro Sakurai.
Lego Larry is one of the more beloved Miis in my collection.
This is exactly how this meeting would go down in real life.
Another great thing about Miis is how far you can break them. “Edwin Tea” there is one of the several I scavanged from the Mii Channel and Check Mii Out, way back on the Wii.

Below is my absolute favorite of all the Mii interactions I’ve seen so far. Poor Patricia’s got it bad, and truthfully, I felt much the same way back in 2008. I kind of feel that way now, but sadly both his terms are up.

* BTW, did you know Mad Libs was co-created by Leonard Stern, who wrote many scripts for The Honeymooners, and wrote for and executive produced Get Smart?

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Indie Dev Interview with Jake Houston https://setsideb.com/indie-dev-interview-with-jake-houston/ https://setsideb.com/indie-dev-interview-with-jake-houston/#respond Mon, 20 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12022

For this episode of the perceptive podcast, I spoke with Jake Houston who is a solo developer working on his rhythmic RPG Game Over. We spoke about working on the game, RPG design and more.

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Sundry Sunday: Louie Zong’s Tribute to the Mii Channel https://setsideb.com/sundry-sunday-louie-zongs-tribute-to-the-mii-channel/ https://setsideb.com/sundry-sunday-louie-zongs-tribute-to-the-mii-channel/#respond Sun, 19 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12045 Continue reading "Sundry Sunday: Louie Zong’s Tribute to the Mii Channel"]]>

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

Nintendo’s latest attempt to do something with their Mii characters just hit the Switch (and along with it, the Switch 2). The game is Tomodachi Life, and while, like its real-time counterpart game Animal Crossing, it’ll take time before we really know everything it has in store, whether it’ll blow all of its content on the first couple of days of play or if it has new scenes, conversations and items that it’ll unlock over time.

Miis originated on the Nintendo Wii game system, an extraordinarily popular game that, now, seems almost forgotten. Besides the odd Wii Sports sequel and Miis, it seems like there’s not a lot of the Wii’s innovations that have persisted into later systems. Maybe games with motion controls? We know the Switch and Switch 2 are capable of them, but not a lot of games are as enthusiastic about them as the Wii.

We can set aside the question of whether that’s a good thing or not, but to interject my own opinion, Miis, one of the defining features of the Wii, really should be utilized more. Remember when the whole internet was abuzz about them? Social media would be full of everyone’s takes on recreating celebrities or comic characters with Nintendo’s limited yet oddly expressive tools. The Wii showed them off in a number of ways. The Mii Channel downloaded random Miis from other users Wii systems, and the Check Mii Out Channel provided a way to show your creations off to other users. Both of these sharing methods are defunct now, even if you have an operational Wii. They could well stand to make a come back, but who knows if Nintendo will ever think to do so.

Beyond that, there was a secret code that let you upload Miis into a Wii Remote. And now, on the Wii-U and Switch systems, you can upload single Mii into an Amiibo figure at a time, a trick I used to rescue our entire Mii collection from my Wii-U… but more on that story later.

Louie Zong, Youtube musician and comedy creator, posted a tribute to the Mii Channel a couple of weeks ago. (3 minutes) If you had a Wii, it’s certain to bring back memories. Maybe even fond ones.

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Displaced Gamers on Final Fantasy I Combat & Bugs https://setsideb.com/displaced-gamers-on-final-fantasy-combat-bugs/ https://setsideb.com/displaced-gamers-on-final-fantasy-combat-bugs/#respond Sat, 18 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12041 Continue reading "Displaced Gamers on Final Fantasy I Combat & Bugs"]]> Displaced Gamers has yet another fascinating “Behind the Code” dive into the workings of an NES game, this time the original Final Fantasy. (30 minutes)

We’ve linked videos in this series many times before, but it’s wuite a doozy this time. Final Fantasy is known to have a number of combat bugs. Critical Hit chances are determined by the index of the weapon in the weapon table, not the stat in that table; weapon special properties just don’t work, regardless of what the Nintendo Power Strategy Guide says; and more.

This isn’t just an explication of those bugs though, it goes through all of how basic (non-magic) combat works in the game, explaining the value of all the stats. That’s one of the things about RPGs: you’re told items are “+4 better,” but often those values don’t match up to what they’d mean in D&D, where a plus is usually either a one-point increase in damage, a 5% improvement on odds for something, or both. Final Fantasy’s attack roll turns out to be a 1-in-200 die, so, a mere +1 is negligible to attack odds.

They probably didn’t elaborate on what these numbers mean in the manual because, at the time, Square and Nintendo were keen to get players hooked on Final Fantasy and other JRPGs, and nothing would dissuade them from picking up the game than to be confronted with battle formulae in the manual. Looks too much like school work! But they could have at least mentioned something about relative chances?

If you really want to know what the numbers mean, the video is there waiting for you. You can just let your eyes glaze over during the math if you want. I won’t tell the teacher!

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Gamefinds: Return to Castle Monkey Ball https://setsideb.com/gamefinds-return-to-castle-monkey-ball/ https://setsideb.com/gamefinds-return-to-castle-monkey-ball/#respond Fri, 17 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12026 Continue reading "Gamefinds: Return to Castle Monkey Ball"]]>

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Some time back, I don’t remember how long, I made a Metafilter post about Nickireda’s weird and fun mixup game Return to Castle Monkey Ball, free on itch.io.

In a place like Metafilter, it’s not always obvious what will work and what won’t. Presentation matters for a whole lot, and there is also a random aspect to it. While no one said anything negative about it, I remember it being one of the least favorited-posts I’d ever made on the site. (Favorites are one measure I use to see if people liked a post or not. Sometimes comments just don’t tell the whole story.)

A point of similarity between Sgt. B.J. Blazkowicz and Donkey Kong: a fondness for bananas.

It’s a shame because the game is a perfect mixture. Not as punishing as either original game, its levels are procedural generated so a lot of rolling on your feet is required. You get a time bonus for defeating a guard. While you don’t have a weapon, you do just enough damage at full tilt to take one out in a single hit, and it feels great to do it.

Why is B.J. so much smaller than the guards now? I realize it’s a concession to melding the styles, but he’s so tiny!

There’s only eight levels (at least in the first “episode”) so it doesn’t take long to get through either. In the first version they kept Wolfenstein 3D’s graphics unchanged, meaning unfortunate reminders of Bad Person and his Stupid Symbol. Those have been removed since, which makes it less accurate to Wolf3D but also less saddening to play.

I was reminded of EFCMB by Vinesauce having recently streamed it. (13½ minutes) I don’t often return to a Gamefinds game, but given that I had made an attempt at telling people about it before I feel a slight bit of ownership here, and my previous attempts at spreading the word slightly predated Set Side B, so please go enjoy if you think you’d like it. It really is brilliant, and it runs in a web browser, even on my Raspberry Pi 5.

Escape From Castle Monkey Ball (by Nickireda on itch.io, $0)

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Get Info on TV’s TV and TV Games Encyclopedia https://setsideb.com/get-info-on-tvs-tv/ https://setsideb.com/get-info-on-tvs-tv/#respond Thu, 16 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12017 Continue reading "Get Info on TV’s TV and TV Games Encyclopedia"]]> Get Info made a substantial post on a couple of significant pieces of Japanese gaming ephemera, a four hour long program that aired overnight on March 14, 1987 that was basically 100 segments on a variety of games (and other things really), and a book that was released later that was an encyclopedia of gaming from around that time. A lot of it is as inexplicabe as Japanese media can be to non-Japanese speakers, but it’s very interesting as a gaming time capsule from the era. Clips are presented not just from Japanese properties but also games from around the world.

Nearly the whole program (with minor edits for copyright) is on Youtube (4 hours), with a table of contents with links in its description. Although, unless you have an insatiable hunger for random gaming clips, you’ll probably want to go through the TOC.

This post is mostly intended to point you to Get Info’s much more substantive piece, but here are links to a few of the more recognizable clips these days: Ballblazer, Space Invaders, Out Run, Flight Simulator, Super Mario Bros., Eliza, Zanac, Little Computer People, Fantasy Zone, Karateka, Pinball Construction Set, Marble Madness, Rescue on Fractalus, Wizardry and Galaxian. All 100 clips are also on Youtube separated out into individual videos (and with better image quality overall).

The book that followed contains Denshi Yuugi Taizen : TV Games,” presents 40 interviews with a who’s-who of game creation at the time, including Nolan Bushnell, Ed Logg, Steve Cartwright, Fukio “MTJ” Mitsuji, Trip Hawkins, Freefall Associates, Timothy Leary, Shigeru Miyamoto, Yuji Horii, Toru Iwatani, Sir-Tech, Shigesato Itoi and many more. A full scan of the book is on the Internet Archive.

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Formatting a C64 Disk In 15 Seconds https://setsideb.com/formatting-a-c64-disk-in-15-seconds/ https://setsideb.com/formatting-a-c64-disk-in-15-seconds/#respond Wed, 15 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12011 Continue reading "Formatting a C64 Disk In 15 Seconds"]]> Recently Commodore History investigated just how Commodore 1541 disk drives format disks, and why it took them over a minute. It was also an explanation of just what it means to format a floppy disk. We linked that last week.

Well, yesterday they posted a second video on matters involving formatting disks. (16½ minutes) This time they went over a routine written, for the same drives, that can format a disk in 15 seconds.

So, how can this new formatting method be more than four times faster? In a few ways. The drive’s normal format routine writes 1 bits throughout each entire track; the 15 second formatter doesn’t do anything like that. The stock routine attempts to size the between-sector zones differently depending on how far from the center the track is, and to make that work better it performs a measurement of how fast the drive motor runs. The quick format just uses a same-sized gap throughout the disk. It still reads okay because the drive uses the sync marks to find sectors, it doesn’t try to time the length of gaps when reading, it just looks for a sequence of 10 1 bits in a row. And Commodore’s format routine verifies each track as it’s recorded to the drive; the 15 second format simply moves on, assuming everything worked out.

The result is, the quick formatter does a worse job of setting up the disk, skipping some of the niceties of Commodore’s routine. I wonder if there are some cases where the quick format produces a non-working disk? The video notes that, because there could have been data on the disk before, it could result in cases where the drive gets confused when that leftover data resembles a sync mark or other essential drive structure. Commodore History mentioned at the end of the video that they tried to create such a disk, to see if it caused issues, but was unable to make it happen.

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Gamefinds: Trees Hate You https://setsideb.com/gamefinds-trees-hate-you/ https://setsideb.com/gamefinds-trees-hate-you/#respond Tue, 14 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=12000 Continue reading "Gamefinds: Trees Hate You"]]>

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Another one, so soon! I feel like I should post these as I find out about them, or else they’ll fade in memory, and in importance. I want to get them out to you immediately, while the bytes are hot.

Yet also, with this one, I sort of want you to discover what it’s about, the promise of that title, Trees Hate You, for yourself. That’s not how these descriptions work though. If I just say “play it, trust me,” some of you will, but most won’t, which will be something of a shame for this very silly game.

Basically, you’re trying to find your way home after a picnic, but for some reason (littering maybe?), the trees on the way back have decided to stop you. The ways in which they display their vegetative ire are the humor of the game. The ways you must discover to evade it are the game of the humor.

This is just a free demo, a preview of what developer tykenn hopes will be a longer game. I’m not sure how long they can sustain the joke honestly, but at least the demo is entertaining, if you can handle a bit of frustration. I look forward to seeing if they can sustain the premise.

No spoilers, but… be prepared to be stuck at this checkpoint for a long time.

Trees Hate You (itch.io demo by tykenn, $0)

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Gamefinds: Snekburd https://setsideb.com/gamefinds-snekburd/ Mon, 13 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11992 Continue reading "Gamefinds: Snekburd"]]>

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

One of the best puzzle games out there is Noumenon Games’ colorful, fun, and challenging Snakebird, its easier sequel Snakebird Primer, and their combined version on Switch Snakebird Complete.

But even Snakebird Complete costs $15. What if you just want to dip your toe in and find out why the snakebirds are the snakeword(s)?

Try Snekburd, on itch.io.

Created by a Pico-8 dev called Werxzy, they’ve made a “demake” of Snakebird that is essentially just the original but with different levels and pixel graphics, which can even be tried out on the web. And if you’re already a certified serpent-falconeer, it even has some new tricks for you to learn.

The first level. Even this one is challenging!

You control up to four colorful adorable snakebirds, who you can switch between freely. Their mission is to consume all of the fruit on each level, and then escape to the next island. They all move, one turn at a time, like the snake in Snake, but in a side-view, gravity-burdened world with unexpected implications.

It’s a good idea to spend some time at the start getting used to how the SBs operate. Despite being nominal birds they cannot fly. It’s easy to get a longer one trapped against a wall, but you’re allowed infinite undo levels, and you’ll need all of them.

An early level with multiple birds. Your first instinct may be to share the fruit, but sometimes the greed of one bird is necessary if they all are to escape.

A snakebird that eats a piece of fruit grows one space longer. In multibird levels it doesn’t matter to completion which feathery slitherer eachs which fruit, but sometimes the design of a level means a specific bird will ultimately need to be a certain length.

Some levels have no fruit, and reaching the exit is all you have to do. “All” you have to do.

To complete a level, not only must all the fruit be eaten, but all birds must make it to the goal portal. This will often be the hardest part of the puzzle. The ease with which one birdbrain can get stranded unless their snavian colleagues help them to the exit will confound you, but they should be applauded for not leaving anyone behind. (They can’t applaud themselves—no hands.)

Hey kids, it’s your favorite, Big [Snake] Bird, just arrived from Snesame Sneet!

There’s even a level editor for making puzzles to challenge your friends, or maybe even yourself if you’re really forgetful. Progress is saved between sessions on the same browser. And it’s a good thing, for the game lives up to the original’s reputation for difficulty.

So please, give these fluffy beakworms a place in your heart. I’m told that as parasites they’re completely benign!

Snekburd (from Werxzy on itch.io, $0, based on Noumenon Games’ Snakebird series)

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Sundry Sunday: WANDA WANDA (from Katamari Damacy) Animation https://setsideb.com/sundry-sunday-wanda-wanda-katamari-damacy-animation/ Sun, 12 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11986 Continue reading "Sundry Sunday: WANDA WANDA (from Katamari Damacy) Animation"]]>

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

The Katamari Damacy games have such a wonderful soundtrack, every tune in each of them is (adjusts glasses, looks at Urban Dictionary page) “a banger.”

One of these numerous and multifarious bangers, from the first game but sadly absent from its Reroll remake, is WANDA WANDA, the music from its tutorial.

Giving it some overdue recognition is nathorz, in this 2½ minute animation that interprets its title as referring to a grandmother drafted into saving a bunch of aliens. Here ’tis:

We linked to multiple videos made by nathorz in the past, our favorite being a cartoon based on a Splatoon 3 song called Bang Bing.

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The KIM-1 Programmer’s Guide to the MOS 6502 https://setsideb.com/the-kim-1-programmers-guide-to-the-mos-6502/ Sat, 11 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11979 Continue reading "The KIM-1 Programmer’s Guide to the MOS 6502"]]> The KIM-1, 50 years old as of 2026, was the first 6502-based home computer, designed by the legendary Chuck Peddle and sold by MOS Technologies themselves. (Well, we’re not sure if the Apple I or the KIM-1 was first. Or maybe it was the JOLT? As I’ve said before, there’s always something you’ve never heard of before out there, waiting to make you look like a fool.)

Someone on Mastodon (I can’t find the post now) mentioned that the KIM-1 had excellent programming guides, as it rightfully must have had, considering a freshly-assembled KIM had to have been programmed in raw machine code, and coming from an era before the World Wide Web. I had a look and, lo, it did!

Have a look for yourself, from a copy hosted by Rich’s Classic Computer Pages (PDF). Explained in an early chapter is how to properly add together numbers of arbitrary sizes, something that I had to find out from random sources. I wish I had this book when I was programming on the Commodore 64; I did have the famous Programmer’s Reference Guide, but that’s just it. It’s a reference work, and very difficult to learn the principles of assembly coding through it directly. (That said, there are pages in the C64 PRG that will look very familiar to someone flipping through the KIM-1 Programmer’s Guide.)

The cover of the Book itself

If you sat down and read this all the way through, and it’s quite readable for a programming manual, you’d be well placed to write code for, not just the KIM-1, but any 6502 computer. While for other machines you would need more information, like memory maps and hardware documentation, and you might like to have an assembler too, you’d still have a great foundation for whatever crazy programming adventure you were about to embark upon. I love it.

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The Video Game History Foundation Examines a Famicom Punch-Out Prototype https://setsideb.com/the-video-game-history-foundation-examines-a-famicom-punch-out-prototype/ Fri, 10 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11976 Continue reading "The Video Game History Foundation Examines a Famicom Punch-Out Prototype"]]> Frank Cifaldi presents a look at a mysterious prototype of NES Punch-Out!! that’s turned up. It’s only got four working boxers, with Bald Bull missing key moves, but it also has quite a few working features, including the password system. It’s completely silent though. The game that is, not the video (5 minutes).

The weirdnesses continue…. The cartridge has mock-up art on it that looks like the “black-box” trade dress early NES games had. The chips on the cart are mask ROMs, not EPROMs. In the attract more scroll, arcade names are used for some of the fighters, like Pizza Pasta, Piston Hurricane and Vodka Drunkinski.

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The Bard’s Tale Diaries https://setsideb.com/the-bards-tale-diaries/ Thu, 09 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11973 Continue reading "The Bard’s Tale Diaries"]]> Have you ever wondered what the appeal of a rock-hard, old-school, Wizardry-style, first-person, overly-hyphenated classic CRPG is?

The original Bard’s Tale, not the PS2 action RPG reboot, and not the more-recent continuation either, created by Michael Cranford, is not as harsh as Wizardry, but is still a tough game, and one that demands that you map it out as you go. Instead of a menu-based town like in Wizardry, you have to actually explore the town of Skara Brae to find important locations within it like Garth’s Equipment Shop, Roscoe’s Magic Emporium or even the Review Board where you gain experience levels, and surviving the town’s random monsters long enough to do those things is your first major challenge. Yet despite, or maybe because of, that difficulty, the series sold more than a million copies, and was an important early hit for both developer Interplay and publisher Electronic Arts.

The C64 Appreciation Society is working through the original Bard’s Tale in an in-progress series of videos, ranging from 10 to 15 minutes in length, and they’re excellent both for an introduction to the classic series, and for understanding what made the game so popular.

The playlist is in reversed order, so if you watched it from that you’d start with the episode 4 and then watch 3, 2 then 1, and it’s really for the best to watch them in the correct sequence, so here those are: Episode 1Episode 2Episode 3Episode 4. Embedded here is the first of those episodes:

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Identifying Samples From Sonic CD’s Soundtrack https://setsideb.com/identifying-samples-from-sonic-cds-soundtrack/ Wed, 08 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11963 Continue reading "Identifying Samples From Sonic CD’s Soundtrack"]]> With the exception of two or three musicians (They Might Be Giants among them), for the most part I’ve agreed with what Marge Simpson once said: “Music is none of my business.” (Not counting that one episode where it was revealed she had been fangirl at the height of Beatlemania.)

Because of this, I just have to assume that this 16½-minute video from Cat’s Eye and Cybershell finding many (although they admit not all) of the songs that the musicians behind the Japanese version of Sonic CD drew samples from is on the up and up. The Japanese version’s soundtrack was by (looking up spelling on Sonic Retro) Naofumi Hataya and Masafumi Ogata. They mostly don’t seem to touch the US version, which had mostly different music by Spencer Nilsen and David Young, maybe because of those many musical references. Whichever you prefer is mostly a matter of taste, and how well you can handle an intro track for a game about a cartoon hedgehog with lyrics about “leather and lace” and “toot toot sonic warrior.” (Didn’t I make a post about that at one time? A search suggests no, but I was sure I had….)

Lots of names and bands that I’ve never heard of, and songs that I’ve never heard! Look, I know, it’s a huge area to be ignorant of, but at this point I don’t feel like I could possibly do it any justice, so I guess I’ll just go back to my CD of Flood. (Starts absentmindedly singing the lyrics to Particle Man for the hundredth time….)

Extra: this Sonic Retro forum post where The Sunshine Feeler dove into figuring out who did the vocals on the Japanese version, which reveals the amazing fact that the artist who did the rap portion of the intro song, Casey Rankin, also sang the remix of the DK Rap for Smash Bros. Melee!

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Weird CC Values in Mario Kart 7 https://setsideb.com/weird-cc-values-in-mario-kart-7/ Tue, 07 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11952 Continue reading "Weird CC Values in Mario Kart 7"]]> Interesting fact about Mario Kart 7 (the one for 3DS). You might expect the CC values for the traditional three speeds/difficulties in Mario Kart games to be more of a name than a value the game tries to actually simulate, and usually you’d be right.

But MK7 actually means them. The vehicle speeds are actually derived from the CC number in that game. 100 CC is actually twice as fast as 50 CC, because the acceleration multiplier is double, and 150 CC is triple.

Meaning, if you hacked the game, or else made a mod, like CTGP-7, that let you set the CC number, by changing that one value you could affect the whole game, and try ridiculously fast, or slow, game speeds never intended by the designers.

But there is no need to stop there. CC is just a float. PabloMK7 hacked the hack and tried weird floating-point values for CC that shouldn’t rightfully work, like infinity, and NaN (“Not A Number”) , just to see what would happen. (5½ minutes) And then very high finite CC values, and infinitesimally small CC values, like point-lots-of-zeros-then-one CC, causing the engine to break in amusing, and somewhat frightening, ways.

So then, what would happen? Take a look for yourself:

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How the C64’s Disk Drives Formatted Disks https://setsideb.com/how-the-c64s-disk-drives-formatted-disks/ Mon, 06 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11949 Continue reading "How the C64’s Disk Drives Formatted Disks"]]> The 1541 disk drive was infamously slow, probably the slowest of the 8-bit floppy disk drives, the result of a VIC-20 Kernal bug that was inexplicably kept in the C64 for the sake of backwards compatibility. The problem could be fixed by writing your own disk routines, which is why so many games used fastloaders.

But the bug isn’t always at fault. The 1541 disk drive takes over a minute and a half to format a disk, but as it turns out it had good reason to, and the time consumed had nothing to do with the C64’s code because the drive does all the work itself; the Commodore 64 just waits throughout the process.

Commodore History goes into considerable detail on the process here (16½ minutes). During formatting the drive wipes out all the data that had been on the disk, lays down syncing structures, writes the disk ID to every sector, puts down the directory track and sets up the Block Allocation Map (BAM), and more. It’s an interesting, if not too useful these days, exploration of what disk drives at the time had to do to make the disk’s magnetic surface usable for data storage.

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Set Side B is Four Years Old https://setsideb.com/set-side-b-is-four-years-old/ https://setsideb.com/set-side-b-is-four-years-old/#comments Sun, 05 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11926 Continue reading "Set Side B is Four Years Old"]]> Set Side B began on April 5th, 2022, a new daily text blog in a world where pivot to video had come and gone, a blog that supports RSS and posts to Mastodon, a blog that serves the most catered (not to mention pandered) to subcultures of all, the video game player person, and is thus one among thousands. Yikes!

How are we different? Although we’re given to the occasional frivolity, we’ve never tried to insult your intelligence here. If it seems like we post randomly from across the whole breadth of gaming (notably excepting the standard AAA production) that is not an accident, even if we do, admittedly, veer off to Nintendo-related topics frequently.

We already did a 2025 recap post, and a full blog recap should wait another year for the 5th anniversary, but I figured it was worth looking back on how far we’ve come, and where we are now in terms of visitor stats. All of these figures are from WP Statistics.

On the average, Set Side B gets about 435 visitors a day. Our most frequent search referral is still Google at 27,954 over the last month. We got 1,108 from DuckDuckGo, and 750 from the poor saps using Bing. Speaking of saps, Brave search brought us 93 links. Facebook brought 36, odd considering I don’t think I’ve ever mentioned SSB on Facebook. I try to avoid it generally when I can.

Device usage breakdown: Desktops at 10.4K (hooray!), Smartphones at 3.5K (eh), Tablets at 137 (huh), “Phablets” at 14 (wha), and “other” at 6. What is other supposed to mean? Game consoles? Fones? Wristtops? Cyberglasses? Compuhats? Supposiputers?

OSes. Windows at 8.8K; Android at 1.9K; iOS at 1.7K; Mac at 1.2K and others at 531. I’d like to think the Wii’s and 3DS’s old versions of Opera are in there somewhere. (The Wii-U’s browser is hopelessly modern by our standards.)

WP Statistic’s map-of-the-world showing visitor ranks through color. Gray must be places that have never visited us at all whenever. That’s us. Set Side B: unknown in Greenland!

Most visits from countries are, in order: U.S., Viet Nam (second place somehow), China (third place, I’m guessing from AI training), then Brazil (we really need to do that retrospective on the Sega Master System and the Monica games eventually), the UK, India, Singapore, Canada (why so low, canucks?), Iraq(??) and Germany rounding out the top ten. The top city, inexplicably, is Hanoi in Viet Nam. Tokyo is 4th place. The top US city for visits is Ashburn, Virginia, down in 8th place.

Four years is a long time to do anything, but we don’t plan on quitting in the near future. Of course, as happened with our friend Matthew Green and Press The Buttons, all blogs fall silent someday. I hope that, when my day comes, if Set Side B is still around, that someone will take it over and keep it going as long as possible, so long as it stays true to its three categories of Retro, Niche and Indie gaming. So long as it’s true to those focii I think it won’t soon lose its way.

We love you! Please love us back, and spread the word about us! And of course, thanks for reading.

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Gamefinds: Conservation of Bass https://setsideb.com/gamefinds-conservation-of-bass/ Sat, 04 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11932 Continue reading "Gamefinds: Conservation of Bass"]]>

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

There are tens, if not hundreds, of thousands of quirky little games and things on itch.io. Lots of them are worthless, some are mere cash-ins, and a few are really nice, but good luck finding them with the towering piles of meh blocking view of the horizon, or indeed anything else.

So it’s nice when you find something through the browse feature that’s a joy to play, and such a game is Emlise’s Conservation of Bass. At first glance it looks like it’s going to be another game of the type that bitsy makes it easy to construct. Nothing against bitsy or its games, but most of them are pretty simple, leaning more into the fun of exploring a little world than offering challenging gameplay.

Here’s an early example level, that relies on the fact you can swap both horizontally and vertically.

But as it turns out Conservation of Bass only looks like it’ll be an exercise in pure exploration. It’s actually a completely linear platform-puzzler, and it requires a surprising amount of skill to get far into it. Your walking fish protagonist can only jump one space high, and can’t move very quickly, so sharp jukes in the air won’t save you. As is the custom for these kinds of puzzle games now there’s no penalty for failure, it immediately resets the puzzle for another try.

The fish’s special trick is, it can swap spaces with blocks exactly two spaces away from it with the X button, if they’re the same size as it. It can do this in all for cardinal directions, by pressing that arrow key. These are the same keys that move the fish, and allow it to jump, and it can even do this in mid-air. That’s where the control skill comes in, even if you have a solid plan for how to solve the puzzle, putting it into effect may take you a few tries, as the timing window for swapping a falling fish with a block over safe ground is pretty demanding.

This one is very tricky! The fish can only jump one space high, and it can only swap with blocks two spaces away. To get a block into a place where you can use it to get up to the glass of water goal, it has to come from the bottom layer of the starting platform, but that’s directly over the void. How to solve it….

Helping out is a special property of that X button that’s unveiled to you a short way in: holding it down freezes time, and lets you then use the arrow keys to decide which direction you want to swap in at a bit without needing split-second accuracy, so long as you pressed X with that same accuracy to begin with.

This is another of those games where you’re introduced to its elements slowly, which is great because the puzzles get hard fast. I got to the early levels of Chapter 3 before my pending deadline forced me to set it aside and write it up. See if you can get beyond that.

This is the last level I got to before posting.

Conservation of Bass (itch.io, $0, playable on the web with optional download)

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Jeremy Parish on The Wizard https://setsideb.com/jeremy-parish-on-the-wizard/ Fri, 03 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11922 Continue reading "Jeremy Parish on The Wizard"]]> Jeremy Parish, formerly of 1UP.com, currently of Retronauts and Video Works on Youtube, made an April Fool’s video, but because he’s Jeremy Parish it took the form of an interesting backgrounder on The Wizard, that big-budget Hollywood movie that’s like a feature-length advertisement for the NES and Super Mario 3. (18 minutes)

The Wizard stars Fred Savage of The Wonder Years, a popular show that you barely hear anything about any more. Like thirtysomething, remember that? I don’t either.

Many of my nights lately have been consumed with trying to play enough Caves of Qud so that I don’t embarrass myself too badly when I finally decide to talk about it. Most of my early explorations were in permadeath Classic Mode, but I have come to realize that playing it that way would mean I would need several years to finish it. I may not actually finish it before I write on it. On Nethack I had the advantage of being obsessed with it for years, had read many spoilers on it and participated on the Nethack Usenet group. These days much discussion of that nature has moved onto Reddit, which I have strong moral qualms about visiting now, not to mention that its app sucks on toast.

Well, back at it. Send fresh water.

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I’m on Roguelike Radio Talking About Omega Labyrinth Life https://setsideb.com/im-on-roguelike-radio-talking-about-omega-labyrinth-life/ Thu, 02 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11918 Continue reading "I’m on Roguelike Radio Talking About Omega Labyrinth Life"]]> AH I had forgotten that I did do something for April 1st, I talked with Darren Grey on Roguelike Radio on ultra-pervy Japanese roguelike Omega Labyrinth Life!

My play time for this game on Switch is 30 hours. I do not recommend it.

For most of the episode we try to treat the game as if all that skeevy stuff doesn’t exist, but don’t close it when it seems like it’s over….

As for the skeeve, the game’s official website has a section marked OPPAI, which I do not link to directly from here, in case it gets Set Side B on some kind of list.

I don’t make many @Play posts these days, and I’m sad that I have to drag out the tag for something like this. I am working on a lot of discussion about Caves of Qud (if I can link to Omega Labyrinth Life here I can certainly call out Qud), but the game is so blasted huge! Hopefully I can bring you something on that front soon.

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The Game Display Shows Off Super Mario 3’s Most Secret 1-Up Mushroom https://setsideb.com/super-mario-3s-most-secret-1-up-mushroom/ Wed, 01 Apr 2026 14:00:00 +0000 https://setsideb.com/?p=11909 Continue reading "The Game Display Shows Off Super Mario 3’s Most Secret 1-Up Mushroom"]]> It is April 1st, but I already made my silly fake post for the year a month ago. Here it is. Are we good then? Let’s move on.

I’m not happy with the clickbait title The Game Display chose for this video, claiming they found a “golden mushroom” in Super Mario Bros. 3 like it’s some actual thing. What it is is a 1-Up mushroom with a weird palette. But it’s still a video worth linking (11 minutes), and seeing, because to find it you have to learn about an unlikely secret mechanic in Mario 3 involving the map screen and the wandering Hammer Bros. You can watch it, but I’ll give you the gist down below.

Remember those map Hammer Bros. in Mario 3? They walk around after you finish a level or lose a life, adding a bit of extra uncertainty to the map screen, and giving you a stored powerup if you beat them.

But did you ever notice that sometimes the blocks in the battle arena where you fight the Hammer Bros. have powerups in them too, but only sometimes? And it isn’t something to do with the Hammer Bros. themselves, the same fight might have a powerup one time, but no powerup another. What determines whether it’ll be there or not? Is it random?

The diabolical thing is that it turns out the map intersection spaces, the little coin-like locations that Mario/Luigi can stand on but don’t contain levels, Toad Houses or anything that can normally be entered, are actually valid gameplay locations! They’re only loaded as battle arenas when you fight enemies encountered on the map screen on that spot. Although most of those locations look the same on each world, some of them have powerups in a specific block, and some don’t. The qualification for whether you can find it or not is where you fight the Hammer Bros., not which one you fight.

In the sky portion of World 5, there is one specific map screen spot where, if you can lure that area’s lone Hammer Bros. onto it and fight it there, you can find that 1-Up mushroom with the weird palette. It requires a lot of tricky actions to find it, since the Hammer Bros. icon can’t travel up one of the only two ways to that spot, and you also have to avoid clearing a couple of levels using Jugem’s Cloud, because if you clear a level normally, the M or L space that is produced blocks the movement of map screen enemies. You also have to avoid fighting and defeating the Hammer Bros. early of course, and you have to avoid turning the enemy into a Treasure Ship. That might seem like an unlikely thing to have to watch for, but it is a issue encountered in the video. Watch it and you’ll see.

It’s so cryptic and precise that it seems like it must be an intentional secret, the one non-level map screen spot with a 1-Up in it. Given how many infinite life tricks Super Mario Bros. 3 has, I can’t say that it’s particularly useful, but that isn’t the point. It’s a little nod by the developers to the obsessed player, a way of saying, we see what you did there.

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Variable Screen Position on the Commodore 64 https://setsideb.com/variable-screen-position-on-the-commodore-64/ Tue, 31 Mar 2026 14:00:00 +0000 https://setsideb.com/?p=11903 Continue reading "Variable Screen Position on the Commodore 64"]]> I keep forgetting what this trick is called so even though I’ve mentioned it here before, I’m hoping this will cause it to stick.

Variable Screen Position, or VSP, is basically an abuse of the C64 hardware, a way to make its VIC-II graphics chip do something it’s really not meant to do, a way to get it to get its graphics data from memory in such a way that it does rest on the bedrock of 1K memory boundaries. Perhaps best known for its use in the 1993 classic Mayhem in Monsterland (video, 59 minutes), and more recently the homebrew C64 port of Super Mario Bros.

Without VSP, scrolling on the C64 beyond an eight pixel range is extremely processor intensive, and in fact cannot be done for the full screen in a video frame’s time on unmodified original hardware if moving color RAM is required too. Here is a page that describes it, and how to do it safely, that is, how to live with the memory corruption it causes on some hardware. I had mentioned before that it had to do with messing with the VIC-II memory refresh timing, but this page claims that it’s actually due to the VIC trying to access memory at a time when a read hasn’t stabilized.

Well anyway, here’s video of that C64 port of Super Mario Bros., so you can marvel as the system doing something that’s much easier on the NES.

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Classic Mac Gaming’s History of Dark Castle https://setsideb.com/classic-mac-gamings-history-of-dark-castle/ Mon, 30 Mar 2026 14:00:00 +0000 https://setsideb.com/?p=11899 Continue reading "Classic Mac Gaming’s History of Dark Castle"]]> MARCHintosh is almost over, so here’s a short doc (13 minutes) on one of the most misunderstood games for pre-OS/X Macs, Dark Castle.

Why is it misunderstood? Because it received several ports to other platforms around the time it was popular, they all lacked the special something of the original game, and in more recent times the game has been unfairly derided on the strength of those ports.

What is it that makes Dark Castle great on original Macs? It’s a combination of super-sharp art, responsive and unique controls (it’s a platformer but you attack enemies by throwing rocks at them with the Macin-mouse) and character. The game has gotten more worthy remakes in the current era, but still faces difficulties. One of the best modern versions sadly became unplayable on later-day macOSes when Apple decided to no longer support 32-bit software, a decision that I can’t possibly attribute to Steve Jobs, but somehow it still feels like it has to be his fault, somehow.

Now, as the video tells us, there’s a new remake programmed in Unity, released on the Mac App Store but also Steam, and is finally playable in a decent port for non-Apple platforms. It even got a whole episode of Retronauts about it, which I can’t link because, ha ha, it’s paywalled. I’m sure this video will give you enough information to decide if it’s worth your time, and even if it isn’t, it’ll fill you in one one of those many secret little corners of video game history that Set Side B exists to point out to you.

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Sundry Sunday: Mortal Kombat Theme, Accompanied by a Speedbag https://setsideb.com/sundry-sunday-mortal-kombat-theme-accompanied-by-a-speedbag/ Sun, 29 Mar 2026 14:00:00 +0000 https://setsideb.com/?p=11894 Continue reading "Sundry Sunday: Mortal Kombat Theme, Accompanied by a Speedbag"]]>

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

This is the kind a strange and pointless thing that Sundry Sunday was envisioned as hosting, a guy, account name Speedbag Bard sure why not, punching a bag in time with the Mortal Kombat-themed song “Techno Syndrome.” I don’t know if I’d call it a theme song; I’m not sure Mortal Kombat has a theme song. Maybe the movie has one.

Oh, the video! It’s here (3½ minutes), uncovered by Faintdreams over on Metafilter. I like his Buc-ee’s shirt!

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