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!
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!
“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 Pokémon Scarlet and Violet. Here is the original plea, from Dr. Erica Kaye. They have gotten a response from Pokémon 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.
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, née 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?
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‘ 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.
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.
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!
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.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Back in the NES days Nintendo of Australia sponsored this commercial to put players in their place. I especially like the voice of the Duck Hunt Dog, and the Mario castle music used as a background soundtrack.
The Indie game showcases highlight the many developer-submitted games and game demos we play here on the channel. If you would like to submit a game for a future stream please get in touch.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
By now many of you are no doubt familiar with Alvi Tekari’s Baba Is You (itch.io, Steam, Switch, Android, iOS). The premise is simple. In a Sokoban-style world composed of discrete blocks aligned with a grid, you try to get a figure (usually the sheep Baba) to a goal (usually a flag). But nearly everything about this game world is malleable, according to special word blocks in each level. If a set of three blocks is arranged in a horizontal (reading left to right) or vertical (reading top to bottom) line, then that statement becomes true throughout the level. In fact, every level comes with certain statements already in effect: it is only because somewhere it says BABA IS YOU that you can control Baba, and if something else IS YOU, then you can move it too. And you can make new rules by moving the words to make new sentences.
Baba Is You became an indie darling from its game jam release in 2017, and in 2019 it absolutely exploded, being featured on several game stores including Nintendo’s eShop picks page. Its rules are simple, yet their implications becoming diabolically complex later on. Not to give away some absolutely amazing secrets, but there are very few games that get as hilariously weird as Baba Is You-or as difficult. Baba Is You is a challenge that will keep you going for weeks, but eventually pays it all off with one of the best end game sequences anywhere. If you haven’t played it yet, you really should. I did a Q&A with Alvi Tekari for Game Developer about the creation of Baba Is You, and I think it’s one of the best interviews we’ve done.
This is all to make sure we’re on the same page when I mention the sublimely ridiculous Baba Is You XTREME, a free parody of Baba Is You made by Baba Is You‘s own creator!
Baba Is You XTREME seems just like the original at first, right until you press the first key and discover: the game now has a completely spurious physics engine! Baba no longer snaps a step at a time centered in the cells of a Sokoban grid, but now moves around freely, with acceleration and friction. The same is true with all the other objects on the screen that are IS PUSH. Objects that ARE STOP are locked in place, though.
The addition of physics makes the execution of any move into a challenge to itself. The rule system is still in place, some old words have much weirder implications, and there are even some new words to explore. There’s only 11 levels (it is a free game, after all), but around level seven you’ll be scratching your head. But one implication of the physics is that words that are in a corner aren’t completely impossible to shift like they were in a grid setting, so with some dedicated pushing it’s possible to break some troublesome sentences here that would be impossible in Baba Is You‘s Cartesian cosmos.
It’s completely free, so if you’re a fan of BIY it’s worth checking out. And if you haven’t tried Baba Is You yet, it is worth a look too!
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Its crossover fighting game edition!
Zack Zwiezen, Nintendo Life: Character voices and items coming to Nickelodeon All-Star Brawl. Yes! Catdog fighting Stimpy fighting Reptar! More, I say! Let’s cross everything with everything else! Why should we deny ourselves, let’s mix all pop culture together into a clumpy grey fluid!
Alex Santa Maria, comingsoon.net: Leaks of possible characters coming to MultiVersus, including Ted Lasso and Samurai Jack. Oh yes my little ploppies, breakdown all walls between universes! Realistic people fighting Tom & Jerry! Bugs Bunny fighting Arya Stark! It’d be a ridiculous parody if it weren’t all too real! Stir up that fanboy gruel and pour it into my unwashed bowl!
Kite Stenbuck at SiliconEra: SNK: All Star Fight set to release in Japan in the Fall. Karateguys against shootypeople! Let’s settle all those dumb schoolyard arguments now! Who wins in a fight between a Contra guy and Johnny Cage? The answer is you, the viewers at home, or at least that’s what I have been told.
Darryn Bonthuys, Gamespot: Capcom confirms Street Fighter 6 roster leak is real. What? Is it crossing over with anyone? No Spider-Man? No Optimus Prime? That’s not how you do it! Could someone check with Capcom and make sure they’re all right? (Note: I have been assured that there is a reference to Final Fight’s mayor Mike Haggar in the game, so there is at least some mixing going on, thank blob.)
After so much forbidden property scrambling, the rest of this post can only be slowly-dimming afterglow.
We like the work of indie game designer Keith Burgun here, and he has a new essay up about Diablo: Immortal, comparing it to other free2play and gatcha-style games. Diablo: Immortal, as has been noted previously by our intrepid alien newscaster Kent Drebnar, has been outright banned in two countries for its unusually rapacious loot system.
The piece begins with a long quote from the Diablo: Immortal subreddit that really tears into the game. It states that the game is worst than the standard f2p, calling it the worst example of play-to-win, and liking it to slot machines at the nearby gas station. (A condition that, here in the state of Georgia, is not far from reality. There are video poker machines here all over the place.)
Keith uses it to launch into the damage that gatcha patterns have done to game design in general, that its assumptions have soaked into gaming in ways beyond mere monetization. This include:
mechanisms like random drops
drop odds made explicit in the game’s UI
star ratings for items
repetitive gameplay designed to entice players to grind away at it to increase the number of drops they get
overuse of crafting
making quests into a kind of progress treadmill, with explicit UI, requirements and rewards given as a cost/benefit exchange, and
having many things in the game “level up” in some manner.
To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs. What is a star rating for an item but another form of a colored rarity loot system?
I would even argue that loot itself has become a degraded concept. All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. If you are thinking like this, please reconsider why you’re making games.
There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time.
For this cast, I sat down with Jonathan White who is the developer of the Last Sunshine and the recent re-release The Last Sunshine Rekindled. We spoke about his background and developing a combination of a shooter and a roguelite.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Kyle Orland at Ars Technica, who always does good work, has a long piece up about scandals in PC game collecting. It’s a close-knit subculture where members trust each other implicitly, but as the value of old games has gone up, it has recently been awash in forgeries.
A prime culprit in their distribution was Enrico Ricciardi, a prominent figure in the community who many members trusted. He is known for writing books on the history of the Ultima games and the early days of Ultima publisher Origin Systems. It’s not known that he was actually forging the copies of the games, but the fakes are known to have passed through his hands, and it’s considered by the group that he should have been able to spot fakes.
It’s a fascinating article that involves prominent Apple II disk imaging expert 4am doing forensics on a supposedly-legitimate disk of The Chambers of Xenobia and finding it was a cracked copy.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greets my Earth peeps! That is how you say it down there, is it not? Cultural differences are quite extreme between our worlds, I assure you, up here we cannot even get our Hot Pockets in a Pepperoni variety. Well let us get down directly to the tacks that are comprised of brass:
Megan Farokhmanesh at Wired Magazine proclaims the end of an era for Pokemon. Yet, I feel fine! The article claims that open world games are in store for that series. But no word about the shameful factory farming conditions under which Miltanks are kept!
HotHardware mentions, as well as other sites, the new Sega Mega Drive Mini 2 that is in the works. Two of the games for it appear to be Sonic CD and Popful Mail! It appears to be a nice device! I’m sure it’ll be even nice once it has inevitably been hacked, drebnar!
Nintendo Life shows up a lot in these webbéd pages. I am still not even sure if their name is stylized with a space drebnar! Well we have two missives from them today:
Chris Moyse at Destructoid sings songs of the Arcade Archives release of Tower of Druaga. It’s one of the most purposely obtuse arcade games ever created, and you’re now able to bash your own head silly against its maddening puzzles, which are less puzzles as a load of secret tricks you must discover for yourself in order to complete it. At least you won’t have to spend your own 100-yen coins on each failed attempt!