The First Four

Maybe it’s the holidays, but I was recently hit by a random streak of nostalgia around my family’s first ever computer, the Commodore VIC-20. I’m guessing it was sometime around 1985 or 1986 that my dad, almost certainly inspired by another family that we became friends with, the father being a huge Commodore 64 nerd, brought us home a VIC-20. We quickly amassed some game cartridges, a tape deck and a couple of tapes filled with demos and games, a joystick, and soon enough a Zenith ZVM-123 monochrome monitor so my brother and I weren’t tying up the family TV. I thought it would be fun to go back and revisit those first four cartridge-based games. This is where it all started for me!

Fast Eddie Commodore VIC-20

Fast Eddie is a single screen side-perspective platformer similar to more well-known titles like Lode Runner, Jumpman, and Donkey Kong. Your objective is to avoid these little mushroom looking “Sneaker” dudes while you climb ladders up and down multiple levels collecting “prizes” that appear at random. There’s a really tall Sneaker on the top level (called the “High-Top”) who will shrink in height with each prize you collect, eventually getting short enough for Eddie to jump over, which completes the stage. It’s pretty simple, but even on the VIC-20 it feels reasonably fast and responsive. The challenge is in timing your movements with the fast moving Sneakers, which is easy to do, but the faster you try to clear a level, the more likely you are to make a mistake and lose a life. I also checked out the Commodore 64 version while I was at it, which despite being more colorful with higher resolution, well, everything, doesn’t have quite the same charm as the VIC-20 version to me. Still, the more responsive and smoother feeling controls make it the superior version.

Despite the fact that I recall liking Fast Eddie as a kid, it wasn’t my favorite, nor did it get a ton of playtime in my house. I think that’s likely because, like so many early arcade style games, the formula is almost immediately obvious and doesn’t deviate much from what is established at the start in anything but difficulty. Once you “figure it out” the only real drive to keep playing is to push yourself to further levels and higher scores. That said, it is fairly addictive, and when I replayed it for the first time in preparation for writing this article, I ended up playing it for a lot longer than originally planned. Not bad!

Star Trek Strategic Operations Simulator Commodore VIC-20

I never got into this next game as a kid, likely confused by its multiple perspectives and chaotic action, but I have fond memories of my brother camping out in front of this game for hours, filling little notepads up with diagrams and drawings. Having put a fair amount of time into the game while revisiting it for this post, I’m guessing these were simply sketches of ships and maybe a log of how far he made it and his scores, because an RPG or adventure game this is not; there’s really nothing to map nor clues to jot down.

Despite its title, Star Trek: Strategic Operations Simulator is purely an arcade action game, but one that crams a fair amount of ingenuity into its simple concept. On the top left of the screen you have indicators showing your health, photon torpedoes, and warp power. On the top right, you see an overhead view of your ship and the space around it in a style very similar to Asteroids. On the bottom of the screen, you see a first person perspective from the viewscreen of your ship (I assume the USS Enterprise?) which is synchronized with the action in the top down view. Pretty nifty. You fly around these little “sectors” shooting Klingon battlecruisers who are either attacking you, or focused on attacking your starbases. You can fly to a starbase to get a small bump in health, torpedoes, and warp. Your normal attack is an unlimited, rapid fire blast that is supposed to represent your ship’s phasers, but you can also launch a torpedo which has a devastating area of effect, and warping is simply a speed boost which I actually never found all that much use for. Once you dispatch all of the enemies, hopefully saving your starbases in the process, your score is tallied up and you move to the next sector map. There are some simple boss stages every 4 or 5 sectors as well. All in all, it didn’t really hook me, but it was fun, and I can imagine some people really enjoying it.

I tried out the Commodore 64 port of the game as well, and as with most games that exist on both platforms, while the gameplay is more or less identical, the graphics and sound are greatly improved (you can actually tell what the ships are supposed to be!) and control is a little more responsive, although it’s not bad in the VIC-20 port. The experience was so much more enjoyable that I ended up playing for quite awhile, far surpassing my previous high score on the VIC-20 version. Interestingly, the original game both of these ports are based on is a 1982 Sega arcade game. The arcade game looks vaguely familiar, but I don’t think I ever played growing up. Boasting impressive hi-res vector graphics and some digitized sound samples, it looks damn cool, although the gameplay is basically the same as what is presented in the home computer versions.

Congo Bongo Commodore VIC-20

Out of the four of these games, there’s only one I had almost zero recollection of and that’s because, well, we barely played it, and we barely played it because it fucking sucked. Congo Bongo is a platformer that plays like a sloppy combination of Donkey Kong, Pitfall!, and Frogger, depending on which level you play. That is, the first level has much more of a Donkey Kong vibe, while the second brings in those Frogger elements. The key difference is that the levels are shown from something of a skewed isometric perspective. Different enough to keep the lawyers away, I guess. The wacky perspective, terrible, jumpy animations which make dodging coconuts and hopping onto moving platforms feel excruciatingly inaccurate, and the less than responsive joystick controls made a game that probably already relied a bit too much on memorization just one big bum out. I ended up beating the first stage (a feat I don’t recall if I ever managed as a kid) after about a billion tries but, running out of patience, abused TheC64’s save states to get through the second. That was it though, that’s the game! In theory, those two levels repeat with a higher difficulty 4 more times, but there’s no way I was going to go any further, at least not with this version.

This game was ported all over the place, however, and morbidly curious, I decided to check out the very similar Commodore 64 version of the game. I’m happy to report that while it looks quite close, it has more colors, better sprites, better animations, slightly better sound, and vastly superior controls. The monkeys even properly harass you in this version! Still only two levels though. Interestingly, the Commodore 64 actually had a second port released a couple of years later in 1985 which had much nicer graphics sporting a much better take on the arcade version’s isometric perspective, all 4 levels from arcade, and a lot of other original elements intact. Unfortunately the cracked dump I played glitched out on the last level so I couldn’t legitimately beat it, but hey, not too shabby! In either case, I’d have been a lot more satisfied with the Commodore 64 versions of the game than I was with this awful VIC-20 one. Honestly, the best part was the awesome box with its colorful cartoony characters and massive Sega logo.

Oh, and yes, believe it or not this game was based on an arcade game. The arcade Congo Bongo actually had beautiful graphics for the time and, while I’m sure it was still a quarter sucking kick in the balls, the gameplay looks a lot smoother. As a kid I had no idea it was ever in the arcade, and I didn’t know until researching the game for this replay that there’s actually an interesting story behind the game being something of a troll of Nintendo over a lawsuit related to Donkey Kong. I’ve never seen that event referenced before, but I wonder if that’s where the Sega and Nintendo beef all started?

Spider City Commodore VIC-20

My favorite of these games as a kid was Spider City, AKA Flash Gordon. Spider City was a side-scrolling shooter, likely influenced by the arcade classic Defender. On the top half of the screen is a view of your ship, and on the bottom a sort of mini-map showing you the tunnel system you’re navigating. The map was crucial for locating your objective, the hordes of hatching spider warriors you needed to murder. Of course, you also need to avoid debris, patrol ships, and other hazards, as well as rescue captured spacemen. I remember thinking the game looked good as a kid, but… eh? Still, of these four games it does the most with the VIC’s meager sound capabilities by a longshot.

In retrospect, dazzling graphics aside, I don’t know why it appealed to me quite so much back then, other than I remember wanting to ape my brother’s deep fascination with Star Trek: Strategic Operations Simulator by diving deep into and mastering a game of my own. That said, like Star Trek: SOS, there wasn’t actually all that much to master. Fly through the map avoiding and/or shooting everything on the screen (except for spacemen, which you could fly over to rescue) and seek out the hatching pods, mow down the hatching spiders which would hopefully grant your ship a temporary shield, then rinse and repeat until the entire map is clear. There were also these “disruptor” zones which moved around the map and would fill your screen with debris when you entered one, though you could shoot the generator inside of them to freeze them temporarily if you couldn’t simply avoid them. Of course, all of these details are fairly obtuse and unintuitive, and I’m mostly only able to talk about them clearly because I read the manual.

Unlike the rest of these games, Spider City didn’t have a Commodore 64 port. In fact, the only other place it appeared was the Atari 8-bit computers. Odd, given that it’s actually fairly fun.

These days I think I probably prefer Fast Eddie to Spider City, but I still have to give Spider City major credit for being the first video game I ever loved. Additional takeaways? While I’m endlessly grateful to my dad for bringing home my first ever personal computer, I mean, I have multiple hobbies and a career to thank for my interest in computers, I definitely wish it was a Commodore 64 instead of a VIC-20. Oh well. As an aside, I’d love to make a part two to this if I can ever figure out exactly what those cassette tapes I mentioned having were. I have no idea if they were commercial releases or otherwise widely distributed, or if some dude at whatever local computer shop my dad got this stuff from cobbled them together himself. A mystery for another day. *shrug*

Apologies for the poor quality pictures – there are some major color inaccuracies, for instance. These were photos from my TV (usually at night, even) rather than actual screenshots. Box art stolen from LaunchBox’s games database.


1. Short of being able to squash Sneakers Mario style, Fast Eddie plays exactly how you might imagine from this picture.
2. Despite the silly colors, killing Klingons is serious business.
3. Frogger with a weird perspective and terrible controls? Sign me up!
4. Actually, I guess Spider City doesn’t look half bad when compared to these other games.

New Releases – November 2023

Announcing a largely overdue batch of new Demonic Productions releases for November, 2023.

Starting with the latest and working our way backwards, XQTR hits us up with another innovative release, the Inter BBS Database mod for Mystic. This Mystic Python-based mod allows users to browse a lightbar driven database of other connected BBSes, categorizing them by echo networks, BBS software, OSes, location, and more, but more interestingly, it gathers all of this information dynamically based on echomail origin lines as well as special “ping” packets it can send across echomail networks that support data exchange echos. Very cool, and it should be even cooler once more people install it and start exchanging data!

Browsing BBSes with XQTR's Inter BBS Database

Also released in November, I’ve (Jack Phlash) released another update to my REF scripting engine door, REFDoor. Previously REFDoor was released without any sort of group affiliation, and while nothing else has changed, I’m now considering REFDoor a Demonic release.

REFDoor 1.3 mostly contains a small selection of new feature ideas I had and fixes to bugs I found when working on REF scripts for my new Instinct BBS. Most of them center around ANSI parsing and other output issues, including a new “NOCODE” parameter to several commands to allow script authors to disable parsing of codes when outputting files using DISPLAY, DISPLAYFILE, and SHOW SCROLL. Other notable changes include bumping the number of available string variables up from 10 to 20, and the addition of the “READFILE IN

v1.3.0 - Released 11/1/23
---
 ! Fixed a bug in "DISPLAY" in which label/header names are case sensitive.
   This has likely been there since the beginning but was never caught since
   the typical "style" for defining and calling labels is to write them in all
   uppercase.
 + Changed behavior of the way "DISPLAY" handles labels/headers - previously
   REFDoor would only match the first word of the label and output any text
   found after it on the same line (though it always assumed there wouldn't be
   any.) Now "DISPLAY" matches the entire line, which means any comments or
   extra text after a label definition will cause the label not to be found.
   While less flexible, this brings REFDoor's behavior more inline with
   RTReader's, as well as the behavior of normal labels/headers and "DO GOTO".
 ! Fixed a longstanding bug in REFDoor's ANSI parser's handling of of SethCodes
   which could rarely cause some parsing issues, most notably parsing a
   SethCode at the very end of a file resulting in a missing final CR. These
   changes would directly impact "SHOWFILE" and "SHOWLIBFILE" but of course
   parsing output is fundentmental to REFDoor, so fingers crossed that no
   new bugs were introduced.
 ! Fixed minor asthethic bug where "DO READYESNO" would display a black block
   after the yes/no string, which would look pretty bad when displayed against
   a background color other than black. This was originally done to hide the
   blinking cursor in certain terminals. I've left it in, but now the colors
   are dynamically based on the current background color.
 + Added "READFILE  IN 

With some of these fixes in mind, I’ve also released updates to my two previous Demonic-released REF scripts to fix bugs I found when originally developing them. Neither of these new releases has any major functional changes, they simply remove the weird workarounds I used in lieu of the originally intended implementations, which I felt was worthwhile since these scripts are largely intended as examples for would-be REF script authors. Instinct Rumors v2.1 and TCEGraff/2.1. Both of these releases were completed in late July.

I’ve also released a new REFDoor script, BBS Pimp 1.0. While working on my new BBS, The Cursed Earth, I decided I wanted to display a random BBS ad screen at logoff. Since I’ve done most of the ASCII artwork on TCE myself, and I’ve drawn a lot of art for other boards over the years, I decided to compile all of the art I’ve done for BBSes that are still around as a basis for these ads. Wanting to avoid having to manually manage a bunch of random display files, I then decided to make it a more easily managed setup using REFDoor. It’s a fairly simple script, but I hope will serve as another good practical example of how REFDoor can be used. This was completed in late July and further tweaked right before this post to add some additional variables for easily adjusting output.

BBS Pimp pimpin' Another Droid

Last but definitely not least, way back in May, XQTR completed BBS Mail Demon. Quite an interesting release, this Python 3 script allows you to interact with your BBS via email. You can do things such as see your last callers, your oneliners, list message areas, and even post messages to those areas all via simple email messages with a syntax similar to AreaFix requests. The intention is to allow SysOps to have some ability to interact with their systems when direct access is otherwise difficult, such as when working in a heavily locked down corporate environment or a location with poor Internet connectivity. I know I would have personally loved something like this when working out of IBM’s tech support cubicle farms back in the 90s. This mod was largely developed for Mystic BBS, but also has support for Enigma½, and future releases may see expanded support for other BBS software as well.

Stay tuned for another Demonic Newsletter in the (relative) not too distant future!

September 2023 Update

It’s been disturbingly quiet around here, on all of my usual message networks, Discord servers, and the other scene related spots I frequent for a while now, so I thought I might give a quick update on what I’m currently working on just to let you all know I’m not, in fact, dead.

First and foremost, I’m very close to releasing some new stuff with Demonic: version 1.3 of REFDoor, which fixes several bugs and adds a couple of new features, along with a new REFDoor script and updates to my two previously released ones to take advantage of some of the changes in 1.3. Additionally, I’ve also been sitting on a cool new mod by Xqtr that is overdue for a release. I probably won’t follow these releases up with another Demonic newsletter until we’ve got a few more new releases out there, however.

After that, I plan on reviving two long overdue efforts. The first, directly related to my REFDoor work, will be finally completing and standing up my modded Instinct 3.0 board, The Cursed Earth, as well as releasing an ASCII colly devoted to it, and a series of articles and releases around Instinct BBS. Second, a much bigger project and perhaps the only thing on this list anyone is actually anticipating, is that I’m hoping to dive back into Darkness 2.1 soon. I’ve gotten changes to facilitate built-in, traditional InterBBS support approximately 60% done and working great, but beyond finishing that, there are a lot more features, fixes, and content planned.

Changing gears, I’m in the midst of dusting off my Getting Into Amiga series of articles with the addition of what will be numerous posts on my current efforts to finally build my “daily driver” Amiga 500, as well as trying to go back and back-fill everything that has happened since my last post way back in 2020, and then move on to some of the many other cool Amiga related projects I have planned.

Similarly, I’m planning on a couple of posts about some recent PC builds I’ve been working on. I picked up another 1990s DEC PC earlier in the year which turned into a pretty nice little Windows 95 box. I’ve also dusted off an old planned project of mine, another 90s DEC PC which I’m partially upgrading to be a fairly nice, 3D capable Windows 98SE machine not too dissimilar to what I was running in the early 2000s. I have a few other posts related to 90s PC hardware planned too.

I’ve recently started a new, stupidly ambitious effort to attempt to sort and organize all of my scene related files into one huge, cataloged archive. A lot of you know I’ve been something of an archivist (or at least, a collector and a hoarder) since the old days, but lately I’ve been frustrated by not being able to find certain files friends have been searching for since, apart from what is on my BBS, I can’t easily search more than filenames. Between that and a lot of recent unsorted additions to my collection, discovering I didn’t have things I felt sure I did, etc. it felt like something I’ve needed to do. I don’t know what articles might come from these efforts, but it is something I’m sure I’ll want to talk about. While I’ve already added a lot of my old backed up collections from the 1990s, adding EVERYTHING I have will likely take years, and after that I’ll start hunting and adding anything and everything I don’t have. Like I said, stupidly ambitious! That said, I’ve found reading through text and checking out old BBS ads from all kinds of random old files to be quite an unexpected nostalgia trip.

There’s also Zer0net. Apart from occasional bursts of activity, the network has been pretty dead lately and I’ve been tossing around revising it in some big ways for the last year or more. I think it’s almost time to pull the trigger on those changes to hopefully breathe some life back into it, though I still haven’t nailed down exactly what those changes will entail, but I fully acknowledge I’ve sat on the fence too long and need to act. Whatever happens, I’ll definitely be posting about it.

Finally, I have numerous other interesting articles planned for this blog related to specific BBS software, specific BBSes, and some more semi-autobiographical stuff – a lot of the stuff I optimistically mentioned back in my 2022 update – and while I want to share more details about them, I don’t want to promise anything I’m not confident I’ll eventually deliver. I really, really want to work on some of these ideas, but many of them are massive time sinks which means I ultimately keep de-prioritizing them. I’m sure at least a few of these will slip out over time though!

Hopefully some of this is interesting to at least a portion of my visitors and you’ll keep checking back despite the sporadic nature of my posts here. Later!