“Just Move a Colorful Bus From Here to There.”
It’s April Fool’s Day. You know what that means: It’s time for another one of our annual articles where we write in our standard format about a game that was never meant to be taken seriously! In past years, we’ve covered the likes of inside jokes that went on to be sold as part of retail products, running gags from games magazines brought to life, and cassette programs that were accidentally rendered impossible to play. But this year, we’re doing something a little different: We’re covering a developer’s tech demo that got way out of hand, when the Internet at large got a hold of it. You see, a simple demonstration program the likes of today’s subject would generally be ignored by most folk, outside of maybe a handful of fellow developers. And that was the state of the demo in question for roughly five years following its initial release, where it resided largely unseen — safely tucked away in the obscurity of a homebrew enthusiast forum. But when it ultimately escaped its containment, it broke out in a big way, to the point where it’s actually been printed and sold on proper cartridges (without the original developer’s involvement, as it turns out). How did such a simple little demo posted for a community of roughly a dozen people come to be known by literal millions across the world wide web? Did it accomplish some incredible technical feat that amazed the masses? Maybe its creator is a popular celebrity who folk discovered to have been a one-time game developer? Nah: It’s because it has random numbers implemented in place of properly-composed background music, and the game produces some truly unlistenable tones as a result. Why, if someone was forced to listen to this “soundtrack” for an extended length of time, I bet you they’d wind up going… Bonkers? Kooky? Nutty as a fruitcake? Man, there’s a specific word I’m looking for here, but the cat’s got my tongue at the moment.
Today, we’ll be attempting to document the history of Tom Maneiro’s CrazyBus: A Sega Genesis ROM developed as an experiment in programming — never intended to make its way outside of a small message board, buried in a deep corner of the net. And yet, here we are talking about it today, as it has become the stuff of bona fide legend. Truth be told, there isn’t much to say about the contents of the gameplay itself: You literally just move a bus left and right across the screen, without anything in the way of destinations to visit or passengers to pick up. (You can honk the horn if you so choose.) But the “gameplay” on offer isn’t what makes CrazyBus such an interesting title in the first place. It’s not the soundtrack either, as far as I’m concerned. No, the fascinating aspect here is how it came to be spread so far and wide across the world wide web, so many years after it was initially released. That’s the bit that’s gonna take the real work in writing up; between the history of the community it was borne from, the state of emulation and homebrew development in the early aughts, and the Internet’s sometimes frightening ability to preserve and proliferate some of the most obscure pieces of software. You’d figure that most of the details of this story would be lost to time — deprecated along with the decades-old websites where the game was first conceived. But nope: We can actually track this saga from beginning to end, with the benefit of the Wayback Machine and timestamps on archived forum posts! And in my humble opinion, it is absolutely an endeavor of archeology worth undertaking, and a piece of history worth chronicling… even if it feels a little perverse digging through twenty year-old forum posts in order to piece it all together.
Oh, there is one more bit of bookkeeping to get out of the way: In the spirit of motor transport, I’ll be writing the entirety of this article from the inside of a moving vehicle. (Namely, my own car.) It turns out that I have a number of errands to run, so it’s actually pretty handy that I’m able to multitask like this. Ain’t modern technology grand? Though, I’m realizing just now that I’m not exactly gonna be able to keep typing on my laptop and drive at the same time… Wait, I’ve got it! I’ll just rely on a speech-to-text app on my phone, and dictate the article as I’m driving! Testing, testing? One, two, three, testing? Eyup, looks like I’m coming through loud and clear! Haha, this kicks ass. Man, if this actually works out, maybe I’ll start writing all my articles like this? Time’ll tell, I reckon. For now, it’s time to shout “All aboard!”, as we get to covering Venezuela’s premiere 16-bit bus simulator.
CrazyBus [v2.00r030] for Genesis (Tom Maneiro, 2010) (🔊)