Indie Dev Showcase 6/18/22

Each indie showcase highlights the demos and developer submitted games we play here, if you would like to submit a game for a future piece please reach out.

Fixing E.T.

It’s nine years old, but I’m amazed by how few seem to know of these old projects that litter the internet, and this is one that’s definitely worth revisiting.

When people talk about reasons for the Great Game Crash of 1983 (which, it should be remembered, was mostly a crash in the U.S., other countries didn’t suffer much loss in popularity), one reason sometimes given was the lack of quality of one specific game: Howard Scott Warshaw’s E.T. The Extra-Terrestrial, for the Atari VCS/2600. (That’s not really the point of this post. For more of this, seen the Addendum, below.)

I should emphasize that it was easy to get frustrated by E.T. Its development was rushed so that it could be in stores in time for the 1982 Christmas season. Warshaw’s previous work Yars’ Revenge was a huge hit for Atari, but its successor, Raiders of the Lost Ark, is possibly a bit too experimental. I think E.T. is a better game than Raiders, it’s easier to learn certainly, but it has some definite issues that make it very frustrating to play.

There were a number of issues, but the biggest by far was that it was extremely easy to fall into the many pits that dotted the landscape of the game’s version of Earth, and after floating up out of one, it was just as easy to immediately fall back into one again. You could fall into a pit merely from changing screens in the wrong location.

Back in 2013, a user in the AtariAge forums using the handle recompile produced a hack to fix the game’s problems, including this one. They made a page that the hack from which could be downloaded, and explained, in great technical detail, how it had been made. The result has slightly worse graphics than the original, but is much more playable, and reveals that there is a very interesting game hidden beneath the rushed product mandated by Atari’s managers. Not only is the page and his work still up now, nine years later, but so is the AtariAge thread he made.

Remember: a delayed game is eventually good, but a bad game is bad until someone with enough time, energy and technical know-how takes it upon themselves to fix it, which in E.T.‘s case was about 31 years from its release.

Addendum

Was E.T. the real reason for the U.S. crash? Honestly, I’m dubious. It’s likely a contributing factor, but a slight one. But the fact that it can’t be ruled out, and probably helped a little, makes it something that many writers can point to without much fear of contradiction. It’s the way many narratives are built.

But there were plenty of good games, by the standards of the time, to offset the fortunes of any single title. A more likely explanation was a deluge of bad games, and a market oversaturated by them produced by companies looking for a quick buck, so that unless a consumer had done their research, it was difficult to separate the worthwhile purchases from the cash grabs.

Video games had, almost overnight, turned into a billion-dollar business. For a few years, specifically 1978 to 1982, the success of arcades, and of the Atari VCS and a number of excellent games for it, tantalized a nation. For a brief period, almost everyone sold game cartridges. I remember seeing them on the racks of drug stores during that time.

Then, almost as suddenly as it had risen, it collapsed. No one knew which games were good and which were bad. Even the good ones were pretty expensive: a $30 game in 1982 was nearly $90 in today’s (2022) money. All of those stores that had jumped on the bandwagon were left with piles of unsold inventory. Console gaming died out almost completely for a few years, until the arrival of the NES, and some canny moves by Nintendo of America, resurrected the industry in the land of its birth.

News 5/7/22: Diablo Immortal, Toy Story pinball, Metroid music takedown

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Paul Tassi at Forbes (really? wow) mentions that it’s been discovered that not only does Diablow Immortal have significant pay-to-win aspects, but also contains measures that drastically decrease drop rates if you get too many rare items in a day.

Anthony Culinas over at The Beta Network reviews cute platformer Grapple Dog! Verdict: he likes it, mostly!

At Rock Paper Shotgun, C.J. Wheeler talks about Obsidian’s murder mystery game Pentient, which is illustrated in a style akin to medieval manuscripts! It’s always nice to see a game eschew the boring push towards photographic realism.

Gizmodo’s Andre Liszewski brings up a new controller from 8BitDo that puts all its buttons on the face. No shoulder buttons remain! It’s intended for accessibility purposes, although that doesn’t mean anyone can’t use it. And it’s only $35! Sadly it only works with the Switch and Android devices, although I don’t see why it couldn’t be put to use on PCs too? Is it blocked from working on PCs somehow, and for some reason?

Lauren Morton at PC Gamer mentions Backfirewall, a puzzle game set inside a smartphone with an outdated OS. It’s mentioned that it has a demo on Steam.

Samuel Claiborn at IGN brings information about Jersey Jack’s upcoming Toy Story 4 pinball machine, designed by Addams Family and Twilight Zone designer Pat Lawlor! I have a friend who’s really jazzed up to get their hands on it, and has preordered it, despite it selling out in three minutes and costing $15,000!

Under our new policy of one link to a major news site per news post, we have Ollie Reynolds covering Nintendo’s typically hamhanded takedown of fan content, this time of fan remixes of Metroid music. Sheesh, N!

Upscaling Classic Sierra On-Line Adventures

Hackaday’s Matthew Carlson points to an effort to make the graphics in old Sierra On-Line Adventure games better. The graphics in the games in question weren’t stores as raster images, but rather drawn with vector commands, so theoretically it should be easy. But as the video demonstrates, the resolution of their coordinate system didn’t take into account the possibility that someone might come in later and draw the art into a canvas with higher resolution, which causes some weird glitches that had to be accounted for.

Hackaday: Upscaling the Sierraseviltrout: How classic Sierra game graphics worked (and an attempt to upscale them)

Indie Game Showcase 6/16/22

With Steam Next Fest 2022 going on, I’m dedicating the indie showcases each day to cover my favorite demos of the night prior, let me know what you think about this in the comments below.

Digitiser

I’m a bit fuzzy on all this and open to correction, but….

In the UK, as far back is 1978, there was an electronic text service called Oracle, of no relation to the current-day owner of Java, OpenOffice, and VirtualBox. It was launched as a competitor to the even-older BBC service Ceefax that launched in 1974. In 1993 Oracle turned into Teletext, Inc. Teletext lasted for a good long while, up until 2009.

There is much more to that story, but we’re getting into the weeds. Our subject is the early teletype video game magazine Digitizer, a service provided on Teletext. Digitizer lasted from 1993 to 2003, a solid ten years full of typically cheeky 90’s British video game news content, delivered through the medium of ASCII text and artwork.

It’s a whole world of gaming enthusiasm from a lost era, and in it one can see the birth of a whole subculture. Some of these people are still writing today over on the site digitizer2000, although sporadically it seems. The site Super Page 58 has worked hard to archive as much of their content as they can, including a voluminous, yet still incomplete, listing of reviews.

And they liked the SNES port of Atari’s Rampart almost as much as I did!

The History of Digitizer, and Digitizer today.

News Roundup 6/15/2022

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

The gaming internet has been abuzz with the Wholesome Games Direct presentation, a huge collection of low-key and adorable amusements that only want your love! Please adopt one today!

The most notable thing I noticed about Patrick Arellano’s article for CBR.com about 10 games that inspired copycats is, Rogue isn’t one of them!

Boone Ashworth at Wired Magazine says Meta, the company formerly known as Facebook, is slowing its hardware plans. I also hear from its parents that it’s putting away its leather jacket and sunglasses, but still plans to get that tattoo.

At Rock Paper Shotfun, Katharine Castle tells us about Stray, a game where you play as a cat in a post-apocalyptic world full of robots. Some are mean, but some are friendly, including one your kitty protagonist wears as a cute backpack! It mentions that the platforming involved is unique in that it prevents you from upsetting notions of feline grace by just not allowing you to make bad jumps. I mean, that’s okay most of the time, but what if I wanted to play as a kitty klutz? Believe me, they exist.

Interesting news from Muhammad Ali Bari at Twisted Voxel on Crash Bandicoot 5, being developed by the always-wonderful Toys For Bob!

We post a lot of articles from Nintendo Life here, we have noticed, to the degree that we are considering a limit to the number of times a single site can be featured in a single news post. Well, we haven’t done that yet, so the three Nintendo Life posts this time out:

Brian at Nintendo Everything presents a translation of some text from Nintendo’s recruitment site, talking about the creation of all the furniture in Animal Crossing New Horizons, much of it done by outsourced labor.

Video Games Chronicle notes, through the auspices of Jordan Middler, that Diablo Immortal has the lowest user Metacritic score in history: 0.2! It seems to be a huge pushback against its play-to-win aspects. There might be a bit of a pile-on effect going on there, but it’s a significant sign of how public reaction to it has turned.

CBR.com’s Patrick Arellano presents a list of ten mistakes that still haunt Sega. Many times these lists are pretty light, but this one makes some significant points, especially about the rancor between the Japan and U.S. branches of the company around the Genesis through Dreamcast era.

And Popkin at Boing Boing presents the Game Boy that survived a bombing. They don’t make ’em like that anymore.

Apotris

Via MNeko on Twitter, Apotris (itch.io, $0) is nothing more than a really sharp and responsive clone of a certain tetromino-stacking puzzle game. It just feels good to play! It’s Game Boy Advance homebrew, and I can personally vouch that it’s particularly nice if you have the means to play it on a jailbroken 2 or 3DS.

Matt Sephton’s Blog, “Get Info”

Us remaining (or even new!) blogs in the distant future year 2022 have to stick together, so I feel it’s important to point you to the blog of Matt Sephton, which is on a variety of tech and tech-adjacent topics, including sometimes games!

The particular item of interest there that I want to point you to today is on the obscure Japanese handheld P/ECE, released in 2001, which is a lot like a foreshadowing of Panic’s quirky elite gamer fixation/lust object, the Playdate. It too was a purposely-monochrome device in an age of color, and it also hosts a range of quirky homebrew games. It even still has a website!

Re:

f special note is that it was a place that notable and prolific small-game homebrew design genius Kenta Cho, a.k.a. ABA (Twitter), released their wondrous work even way back then! And where else can you find a demake of Rez that pits you against a malevolent Microsoft Outlook icon?

Please, check out all of these far-flung and varied links!

Matt Sephton’s blog, Get Info, and its article on P/ECE.

News Roundup 6/13/2022

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Hey all you blobs, it’s Kent Drebnar again to bring you the latest Earth gaming news relayed back to your planet from the depths of space. We’d respond faster but it takes time for light to make the round trip, you know, to do these any faster would break causation!

We often have stories from Nintendo Life, and this installment is no different. Ollie Reynolds notes that Twitter has organized a campaign to get a kid with terminal cancer an early copy of PokĂ©mon Scarlet and Violet. Here is the original plea, from Dr. Erica Kaye. They have gotten a response from PokĂ©mon Company Vice President Eric Neustadter, stating that while early access to the games may not be possible, they are considering doing something special for the young fan. It is the job of any real journalist to aim a critical eye at stories like this, and honestly, when it comes down to it, these kinds of pieces are feel-good filler, but they do make one feel good! Here is hoping they can help the kid’s dreams become a reality.

Also from Nintendo Life this time out. Kate Gray: a sequel to Cozy Grove is in the works. And, Ollie Reynolds again: Intellivision says they have significantly cut staff to help complete production of the Amico. Wait, is that how it works?

Dwarf Fortress – image from Bay 12 Games

Two items from Kotaku. John Walker notes that the Dwarf Fortress brothers are in steadily-worsening financial straits in the home stretch before the Steam release. Dwarf Fortress is a venerable project by this time, and main developer Tarn Adams has one of the most amazing minds and work ethics around, and lately has been devoted to improving the game’s legendarily-complex interface. Blogmate John Harris has done two pieces with Tarn Adams for Game Developer, nĂ©e Gamasutra, one in 2019 and one way back in 2008. It’s been years since DF memes regularly let the most prominent gaming news sites, but that doesn’t mean the game isn’t still amazing, and continually being made more amazing. Won’t you please consider contributing to their well-being, and help make the horror of 2022 slightly less horrible?

Sorry! No waifus in the previews! Otherwise they wouldn’t be as able to charge (checks price) oh blob, $90 for it.

The second Kotaku item is Ian Walker letting us know that preorder sales for the Special Edition of Xenoblade Chronicles 3 were so heavy that they brought down the My Nintendo storefront. It is possible that one of the reasons was an included printed image collection that one fan referred to as a “waifu artbook.” I guess that answers the question of whether there’ll be another hot pants-wearing magic sword girl in this one. Monolith Soft knows their audience too well.

Kimberly Wallace of Game Informer notes the mobile platformer-slash-dungeon-crawler Lucky Luna will be free for Netflix subscribers.

Ryan Lambie in issue 64 of Wireframe brings us a long piece on the joy of modding handheld consoles!

Finally, we try to keep our focus here focused strictly on video and computer games (when was the last time you saw someone distinguish between those two categories?), but that means technology in general, so I figured it was worth nothing Andrew Cunningham’s note on Ars Technica that Microsoft is considering making an SSD a requirement for OEM licensing for future versions of Windows. Even though most computers, except very low-end models, these days already come with SSDs, it’s worth noting that this is still a major change. SSDs are much faster than physical platter hard disks, but they are also much smaller at a given price point, and Windows installs are still as bulky as ever. Something to be aware of! Drebnar out!

@Play: Omega, Character Creation and Inventory

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

We’re continuing our look at the classic late-80s and early-90s roguelike Omega! Here are parts one and two.

Omega is a cool game with a variety of RPG adventuring to be had, but it also has a slightly steeper learning curve than a Hack-like. So, under the principle of getting the broccoli out of the way so we can get to dessert after, let’s go over a couple of the more mechanical parts of the game: character creation, and the game’s unusual inventory system.

A note: It is the year 2022, we are all busy people, and Omega is an open source game. Thus I have availed myself of reading the source code to get some details of how Omega does things internally. This might be considered to be cheating, but honestly? Omega doesn’t play fair in some areas, so I feel no guilt about reading the code. One of the virtues of roguelike games is that often one can source dive and still find the game very challenging to play, and that’s definitely the case with Omega.

Character Creation

The first thing Omega asks you is if you want to [c]reate a character, or [p]lay as yourself.

If you choose to “create a character,” the game generates stats in D&D style, rolling virtual dice to produce a set of stats in the range of 4 to 18. You’re given ten re-rolls to try to get the best stats you can. (Under the pre-alpha, development version, you get 30 re-rolls. That version has been pre-alpha since 2001.) The system used is similar to the Dungeons & Dragons tradition of summing three six-sided dice for each stat, but there’s two departures:

  • You’re spotted one point on each stat: it’s impossible to roll a stat less than 4 by this method. You still can’t roll more than 18: one of the dice is essentially five-sided.
  • When the game rolls Intelligence, it saves the two six-sided dice that were rolled, and also uses those two die values for your Power, Agility and Constitution. Meaning, a lucky character in Intelligence will probably be lucky in several more things. I don’t know why it was designed this way, but it explains some trends in stat rolling I’ve seen.
When rolling character statistics, two of the dice are shared between four stats!

If you run out of re-rolls, the game throws you into play with the last set you rolled. There is absolutely nothing saying you can’t immediately quit (Shift-Q) and start over with a fresh set of re-rolls.

If you choose to “play as yourself,” the game will give you a series of questions and ask that you answer them honestly. They include things like how many pounds can you bench press, how many miles you can run, and can you shuffle a deck of cards with one hand.

It does not ask if you can juggle. Omega characters cannot juggle.

If you’re asked a number and answer higher than a certain amount, the program will print a message expressing incredulity, but accept it anyway. A few of the questions ask if the player has some supernatural abilities, like “Do you have ESP?” and “Can you see auras?” A bit of a spoiler: if you answer these in the negative, your character probably won’t have much Power, and Power is important. You definitely should lie about this.

At one point the game asks if you’re “physically handicapped,” which seems insensitive to me. If you’re in a wheelchair, why should you be expected to carry that over into the computer games you play? But again, everyone lies here anyway.

The last question asks if you’re Irish, which is worth a couple of extra points of Power, so here, too, you should apply a bit of the old blarney.

By lying, you can use the quiz to get yourself a character with 18s in everything without difficulty. You could think of it as an easy mode, in that you can still die pretty easily. After you take the quiz, you’re given the option to save your answers to easily get those stats again. I use the roller system when I play, to add additional variety, but it’s up to you.

Whichever method you use, you’re then asked for your character’s name, then whether you’re interested sexually in [m]ales or [f]emales. Ahem. Poly and asexual players might feel snubbed by this, but secretly, the game also lets you answer ‘y‘ or ‘n‘! Answering ‘y‘ for yes means your character will be considered interested in both; answering ‘n‘ for no means neither. This doesn’t have a huge effect on the game, but it does matter for brothel visits: if you answer ‘n‘, you have a chance of gaining an Intelligence point for a visit. If you answer something else, the point you might gain is in Constitution.

What Do These Numbers Mean?

If you’re familiar with Dungeons & Dragons-style attribute scores you probably already have a good intuitive sense of what the game’s stats do, many of which are the same as in D&D. But not everyone knows those, and even old-schoolers might miss some of Omega’s nuances.

In D&D, these are relatively set in stone except for the occasional gain upon gaining a level. In contrast, Omega has several ways for stats to increase, and a few ways for them to go down.

  • Strength helps determine the damage done by heavy weapons. If your Strength is high, you should look into a smashing or a two-handed weapon. Just as important, Strength determines your maximum carry weight. Even if you’re not carrying anywhere close to your maximum, being weighed down even a little reduces your speed, which is dangerous in a roguelike world! It also helps you join the Mercenaries and the Gladiators.
  • Constitution affects your maximum hit points. It doesn’t seem to give you resistance to poison or disease. You need at least average Constitution to join the Mercenaries.
  • A high Dexterity makes it easier to hit monsters, and also affects damage done with light weapons missile weapons. It reduces the cost of joining the Thieves’ Guild.
  • Agility determines your base movement speed, which affects how often you act and how easily you can run away from monsters. Since Agility factors into speed, it’s really nice to have. You need good Agility to join the Gladiators.
  • Intelligence affects the chance to learn spells from random sources. You need an Intelligence of at least 13 to join the Collegium Magii. If your Intelligence is 18, joining it is free! It also helps you cast a couple of high-level spells, but day-to-day, it doesn’t seem to affect much.
  • Power directly affects your maximum mana (that is, magic) points, making it very nice to have for spellcasters. High Power reduces the cost to join the Sorcerors’ Guild.

During the game, there’s a few more, derived from your level, the above statistics, your equipment, and the whims of fate:

  • Hit Points (HP), of course, are your character’s healthiness. If you run out you die, but that’s far from the only way.
  • Mana Points are your character’s immediate magic strength. Your maximum is your Power times your character’s level plus one. (Remember: Omega starts counting levels from zero!) Spells cast come out of this total. A subtle thing about Omega is that your Mana also counts as a protective factor. Some spells that monsters cast will be automatically countered if you have enough mana left.
  • Hit is your chance to hit, given a general situation.
  • Dmg is a measure of the amount of damage you might do. Luck matters for a lot; I’ve had a character with a Dmg of over 40 take several whacks to dispose of a lowly sewer rat.
  • Def is how easily you can dodge blows. Pluses on magic armor go to decrease this.
  • Arm is what D&D players would call “damage reduction,” it’s a property of heavier armor that reduces the hurt you take that gets through your Def.
  • And finally there’s Spd, or Speed, measured as a decimal value. A Speed of 1.0 means you act as often as an average monster. High Agility, low carry weight, riding a horse, and Boots of Speed can improve this. I’ve seen as high as 2.50. Carrying a lot of things can save your bacon, and being a little under 1.0 can be okay. I try to keep it above 0.70, preferably 0.80. Your ability in battle decreases sharply below that.

There is also a weird system in Omega that confuses some players, the “combat maneuver sequence.” This system was intended to be transparent to players who don’t care about it, so you don’t need to know about this to play, but you do need to know it exists, because of a bug that manifests sometimes.

When you walk into a monster to attack it, it’s not considered a single hit as in other roguelike games. Instead, your character can automatically perform as many as eight separate moves! Each move can be an Attack, a Block, a Lunge, or a Riposte, and each of these moves can be either High, Center or Low.

By default, your combat maneuver sequence is Attack Center, Block Center, and that suffices in many cases. But some enemies like to attack at certain heights (rats tend to bite at your feet, for example). Intelligent monsters are known to watch for when you attack at a given height, and to then block more often at that height, so changing your combat string sometimes can be helpful.

Higher levels, higher speeds, and being a Gladiator all can give you extra maneuver points, and they’ll go unused if you don’t acknowledge them. You change your combat sequence by pressing Shift-F. There’s subtleties to the system that I’m not covering here, but the game does a good job of explaining it in the help for that function.

The thing you need to know is: there’s a bug in Omega that, once in a while, causes it to forget your combat string. And if your Speed drops too low, it might reset your string to the default. If you’re fighting and you notice that you aren’t seeing any messages from your side, no hits, no blocks, not even misses, you might want to hit Shift-F and at least choose a default string (press ‘!‘).


Keyboard Reminders

I mentioned the main keys back in part two. If you need to be reminded of them, you can get a complete list in-game by pressing ‘?‘ (the traditional roguelike Help key) and then hitting ‘l‘.

Many of the keys are roguelike standard, but there are a few that are different: the pick-up-an-item key is ‘g‘, on DOS the recall-message key is Ctrl-O, and to zap wands you use ‘a‘, I guess for ‘a’pply. To use miscellaneous items, it’s Shift-A; it’ll ask if you want to use an item or an artifact. Artifacts are powerful and rare items, and you usually won’t find any of those until much later.

Omega uses both number pad and the vi keys, with added diagonals, for movement. In case they’re useful (maybe you don’t have a numpad), the vi keys with diagonals are hjkl and yubn.

One of the keys, the letter ‘i‘, is your gateway to your most formidable challenge to learning Omega: its inventory system. Prepare yourself!


Oh Boy, It’s Time To Explain Omega’s Inventory

Probably its inventory has dissuaded more players than anything else from playing Omega. I think it’s really not hard to understand! It’s just different, so it takes a little getting used to. Please try to bear with me, and try to consider what Omega’s creator Laurence Brothers was trying to do with it.

The first thing you have to know is your character has two inventories. The most obvious one consists of the equipped items, the ones your character wears on their person; the other is the character’s pack, which is just a bag for loose things.

Most of the time you’ll want to deal with your character’s equipment items, and just store extra stuff in your pack. There is an array of item slots around your character’s body. If this were Ultima VII or Eye of the Beholder or some other 90s CRPG you’d probably have a paper doll display to drag item icons into, but this is a terminal-screen roguelike, so your equipment slots are all represented by letters of the alphabet.

In most roguelike games, you use the ‘w’ key to Wield a weapon, Shift-W to Wear armor, Shift-T to Take off armor, and a couple other keys like that. Not so in Omega. Instead, you move the item you want to use into the proper slot, and it’s automatically utilized. So to wield a weapon, you put it into your weapon-hand slot, which is slot b. To use a shield, you put it into your shield slot, h. (Unlike D&D characters, Omega characters have figured out they can attach a shield to their arm!)

Omega’s item system generalizes the idea of wielding weapons, wearing protective gear and magic items, and having a few items at-hand for immediate use. Instead of having special commands for these things, they’re all put to use using the same process. If you put items where they’re supposed to go, your character will use them.

Gym Class Movie: Your Body Slots And You

So, you have a plethora of slots in which you can place the various fantasy accouterments that are necessary to successful exploration. Here is a list of these slots. When playing, you might want to keep a list of these until you’ve internalized them all:

*: “up in air”
a: ready hand (for general items, like maybe a torch)
b: weapon hand (for what you use to bash things)
c: left shoulder (a place to store generic items)
d: right shoulder (likewise)
e-g: belt (more generic item slots; I’ve kept a goblin corpse in one before!)
h: shield (used automatically in combat situations)
i: armor (put a piece of body armor here to wear it)
j: boots (like above but goes on your feet)
k: cloak (goes over armor)
l-o: fingers (slots for up to four magic rings)

I hope that’s easy enough to understand. Note, if you’re playing 0.90, these letters will be a bit different. They were rearranged a bit to avoid confusion with the inventory management keys.

The most vexing, yet most used, of these slots is the “up in air” item. This is a special slot used as a crossroads between all the other slots and your pack. Whenever you obtain a new item, it goes up in the air, and throws up an inventory prompt so you can communicate to the game what you want to do with it.

A Romp Through The Prompts

When you press the ‘i‘ key (that’s lowercase: in Omega, capital letters are always shifted), you’re shown the list of your item slots and their contents, and the cryptic line:

d, e, l, p, s, t, x, >, <, ?, ESCAPE

If you pick up an item you’ll get a very similar line, except with a tilde in it, and without the list of item slots! This is the short prompt. From the short prompt, if you just press tilde (~), you’ll get to the usual inventory list.

Pressing ‘?‘ describes what these keys all do, and offers to show you full help, but I’ll give you an overview here. They’re all pretty important.

One of the slots will be highlighted with a >> cursor in front of it. That’s the “current item.” You can move the arrow to point to other items with ‘>‘ and ‘<‘ to move up and down. (> and < are the standard roguelike keys for Down and Up. Why don’t the arrow keys work? That’s a good question.) Most of the other commands make use of either this current item, or the “up in air” item.

The ‘e‘ and ‘x‘ keys are your main tools for getting items where they need to be. ‘e‘ exchanges an item from the up-in-air slot with the current slot. ‘x‘ does the same thing, but it also automatically closes the inventory display if the operation ends with the up-in-air slot empty.

If you leave the inventory screen with an item up in the air, that item will fall to the ground! It’s not a place to keep things indefinitely. As I said before, Omega characters can’t juggle.

If you’re at the short prompt, there will be no visible item slot list, and no cursor. Instead, the ‘e‘ and ‘x‘ keys will ask you the letter of the slot you want to move the item to. When you’ve played enough to have memorized what the slot letters are, you can use those and play much faster. Before you get to that point, you can just press ~ to get to the list. There is no game advantage to using one over the other.

Another important inventory operation involves getting stuff into and out of your pack. Your pack also has slots, but they’re all generic.

Pack operations take time. Omega actually simulates your pack like a stack. While you can get items out no matter where they are in it, items deeper in the pack take more time to dig out. Items you want available for instant access are best kept in your main inventory slots, if not in your ready hand (a), then maybe on your shoulder (c, d) or belt (e-g). These slots all can contain any item; slots like shield (h) and armor (i) can only contain those kinds of items.

Items deeper in your pack take more time to reach.
Ideally though, you won’t keep immediate emergency items in your pack at all.

The ‘s‘ key shows the contents of your pack; ‘p‘ puts the up-in-air item or pointed-at item into your pack; ‘t‘ takes something out of your pack. The ‘t‘ key also offers to show you pack contents if you press ‘?‘. Another thing to note: for some reason, pack letters are all capitals. If you try to get something out of the pack, but don’t press shift, it won’t work.

Remaining functions: ‘d‘ drops the up-in-air or current item immediately; ‘l‘ gives you a text description of the current item, ‘?‘ gives you a reminder of all these keypresses, and ESCAPE transports you out of Inventory Land, and back to the game world proper.

The Inventory System In Practice

So how does this work in play? Well, at the start of the game you have no food. So enter buildings until you find one that tells you:

Commandant Sonder’s Rampart-fried Lyzzard parts. Open 24 hrs. Buy a bucket! Only 5 Au. Make a purchase? [yn]

Answer ‘y‘ to use some of that starting money to obtain some sustenance. It asks “How many?”, so let’s say 10, a good amount for the start of the game.

A passel of Lyzzard Buckets, for your pleasure. *** MORE ***

Omega’s *** MORE *** prompts work like NetHack’s, but appear at the right edge of the screen for some reason. Press the space bar to clear it. You’ll then be thrown into the inventory short prompt:

Action [d,e,l,p,s,t,x,~,?,ESCAPE] ‘Up in air’: 10x red and white striped bucket

You have an item, the new-bought buckets, in the up in air slot, so if you just pressed escape you’d drop your newly-acquired food. What you might want to do is press ‘p‘, to put the item in your pack for later. But if you want to eat immediately, you could press either ‘e‘ or ‘x‘, to move it, to ‘a‘, your ready hand slot. If you do any of these things, you’ll keep the Buckets O’ Lyzzard, and not drop them.

If you put them in your ready hand, or somewhere else on your person, then now you can eat! Exit inventory (if it didn’t happen automatically) and press ‘e‘, the Eat key:

Eat — Select an item [a,?]

Even if you have other items on your person, the food is the only thing that can be called edible, so it’s the only letter listed. You can press ‘a‘ now to chow down.

Your mouth feels like it is growing hair!

Well, it is fast food after all.

If there was already something in the ‘a’ ready hand slot, then the food will go into that slot and whatever had been there will be moved up in the air. You only have so many suitable body slots. You can usually stash anything into your pack, with ‘p’, if you don’t want to be fussed. But your pack has limited space too. If all your suitable body slots and your whole pack are full, you’ll probably have to drop an item.


Ah, that was a lot of broccoli. Are you still with me? Next time, we’ll actually be able to go into game strategy!

Indie Game Showcase 6/12/22

For each showcase I highlight the many developer submitted games and demos we check out here. If you would like to submit a game for a future piece please reach out.