Trailer: New Homestar Runner Dangeresque Games!

They’re not out yet, but the Brothers Chaps, creators, maintainers, and sometimes even makers of Homestar Runner stuff, have some remakes of their old Dangeresque Flash games in the works, now with updated (in some cases completed in the first place) content, and full voice acting! Have some strong & bad Strong Bad:

Nothing says awesome earlyweb goodness like Homestar Runner, even though technically he’da say “awesome eallyweb goodness,” because he doesn’t do Rs too well. Here’s the itch.io page, where it’s still listed as only “in development.” Looks like (we’re gonna have to jump) it’s set for Steam as well!

A Double Indie Review of Dungeons of Aether and Wallworld

This is a double review of Dungeons of Aether and Wall World, played with a gift key and press key respectively.

@Play: Highest-Rated Games of 7DRL 2023, Part One

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

It’s been a while since we had a look at the roguelike space. I’ve been waiting to make @Play’s return a review of some of the games of 7DRL 2023. Scoring is finally done, so we have a solid top-ten, or rather top 11, since there’s a three-way tie for 9th place.

7DRL stands for Seven-Day Roguelike, a game jam where people try to complete a roguelike game in one week’s time. While you don’t have to participate strictly during a specific week, people who participated this year from March 3rd to March 13th, and made their projects available through the popular and wonderful indie game distribution platform itch.io, could have their games rated by the community and included in the 7DRL 2023 itch collection.

Long ago when @Play was on GameSetWatch (R.I.P.), one year we reviewed every game that completed 7DRL. That I think was in 2011 or 2012? There were a bit over 60 games that year, and doing it nearly broke my silly head. This year there are 235 games in the itch.io collection, so I won’t be doing that. Also, since the jam doesn’t forbid the use of libraries that take a lot of the grunt work out of making a roguelike out of the process, there are entries from all across the game development and design skill spectrum, and the dregs of that barrel…. I won’t speak ill of them, since making any game is an accomplishment, let alone in a week’s time. But it isn’t always easy to find something to write about them that’d be interesting to read.

So I figured though that it might be interesting to have a look at the games that were rated mostly highly. This time, we’ll look at the three games that were tied for 9th place: Animal Party, Snapdragon and Totem of Seeding. I checked these games out on May 23rd, and they may not be in the state they were at the end of 7DRL’s challenge period. I’m more interested in telling you about fun things to look at and play than strict observation of the 7DRL time period.

9th Place tie: Animal Party

Animal Party, by Ethan’s Byproducts, with music by Kai Keys.
For Windows and HTML5 (playable in-browser). Made with Gamemaker Studio.

The definition of a roguelike game has drifted a lot since the days when the term was coined, as an umbrella term for discussions, on Usenet, for a variety of games that were playable on terminals. It was fairly obvious what a roguelike was then. Now, it often gets used for any game with a procedural element in its level generation, and a vaguely arcadey setup where losing means failure, forcing the player to start again if they wish to keep playing.

I use the term roguelite to refer to games that aren’t strict turn-and-grid-based tactical games, but that’s mostly my usage. 7DRL casts a wide net in their entries. Animal Party, for example, is mostly just a puzzle game sort of along the lines of the old Adult Swim-sponsored Girls Like Robots. Your task is to place a collection of friendly animals on the empty spaces of a grid, to defeat as many “evil” animals that are already there, while losing as few animals yourself. It’s not a tactics game at all, and so ranks very low in “Roguelikeness” (116th place), but high enough to tie for ninth in overall quality for the jam.

The rules are: Wolves attack Geese, Geese attack Frogs, Frogs attack Spiders, Spiders attack Hookworms (how?), and Hookworms attack Wolves (obviously through parasitazation). For every evil animal you destroy, you earn one ghost, which you can use as currency in a between-level shop where you can earn special powers to use to make later boards easier. For every friendly animal you lose, you lose one point of morale. Lose too much morale and the Animal Party is over, and I guess everyone goes home sad.

Complicating things is, while you don’t have to eat all the evil animals, you must place every animal you’re able. Earlier this means just placing one of each, but later it means filling every empty space on the grid. Your group gets bigger at two places along the way, and the grid sizes also increase. Eventually you’ll have more animals than spaces, which affords you a bit of leniency since you can choose which animals go in the spaces. You’ll notice pretty soon that, when your own animals get eaten, you don’t really lose them. Nothing decreases your party’s size, it only gets bigger.

In later boards you’ll probably have to sacrifice a few animals to fill each grid. Your animals are friendly to you but not to each other, and they’ll happily munch on their colleagues, so keep in that mind. Some of the evil beasts get random modifiers as the game continues. To find out what a given animal’s deal is, press the Tab key while hovering the mouse over it. There are animals that take two hits to defeat, animals that sate their attacker so that attacker can’t attack other animals after they’re eaten, animals that attack diagonally instead of in the cardinal directions, animals that attack two spaces away, and animals that explode when defeated, taking out all animals adjacent whether friend or foe. It must be something in the water.

One thing that may turn out to be important to playing well: animals get their turns in a process that goes row by row, with each animal being resolved on a row from left to right. You can take advantage of this to defeat an enemy animal from above, and depriving it of its own turns when the resolution order gets to it.

Most of the powers you buy in the between-level Ghost Shop, it should be remarked, are not one-time-use ever, but can be reused once per purchase on every level, so the things you buy early on have a great influence upon the whole game. My recommendations are the one that lets you move one enemy animal one space, and morale boosts, which give you a big five extra points. Using them, I was able to finish this game on my first attempt.

It’s a fun use of a few minutes of your time! It’s also browser-playable on its itch project page, and has chill music to jam to while you play.

9th Place tie: Snapdragon

Snapdragon, by sarn, vaalentines, Duckonaut and Oroshibu.
For Windows and HTML5 (playable in browser). Made with Gamemaker Studio.

Another game with really nice music! Maybe that’s going to be a theme this year. A good soundtrack adds so much to a game, even if it’s not a traditional roguelike feature.

From the screenshots it looks a lot like the classic game Snake, but running into your own tail doesn’t result in losing. You can shrink your length down to two spaces at any time by “Snapping,” with the C key, and you can also switch your head and tail with the X key, and dash by pressing Z before you move in a direction. All of these acts take one turn, so your enemies get to respond after each.

This is a lot more like a traditional roguelike than Animal Party was, following the classic rules of one move per turn, then the enemies all get to act. The enemies all have different movement patterns, with many of them able to move multiple spaces in a turn. It takes a while to learn their movement patterns and health. As a player aid, the game provides a warning of what each enemy will do, by showing its planned movement in yellow, then red on the turn before it moves.

Attacks are roguelike standard: you attack enemies by moving into them, and they attack you by moving into you. The enemies all seem to be various animals, including the likes of squirrels and crabs. You get three health units, but they’re all replenished at the start of every level.

Each level also has at least one key (you can only carry one at a time) and a treasure chest. If you can get the key to the chest, you’re given a special item. You can only have one item at once, so you should use it before you get another one. An unused key can be carried between levels.

Snapping slows you down by one turn, but if you’re not fleeing enemies you could probably just do it every turn. If you can evade enemies without worrying about them attacking your tail (you’re vulnerable all the way down), it’s a good idea to just get away, there are no experience points, or other game benefit to attacking enemies other than increased safety.

The description page says the game was actually finished in just two days, which was accomplished by narrowing its scope. I’d like to know what had been planned before, because Snapdragon is rather complex even in this feature-limited form, with multiple regions each with different monsters, graphics and gimmicks.

The verdict? It’s really nice! It’ll probably take you a few plays to get far into it, it rewards patience and careful planning, but isn’t greatly taxing.

9th Place tie: Totem of Seeding

Totem of Seeding, by anttihaavikko
For Windows, Mac, Linux and HTML5 (playable in browser). Made with Unity.

It is easily possible to play this game, in some ways a pretty standard random dungeon shooting action game that relies heavily on its loot system, without even encountering the feature referred to by its title. If you never interact with the titular totem in the first room, it’ll look a lot like the kind of game that’s been made since at least Binding of Isaac, which came out in 2011, and with a quirky art style where all of the characters and items are @-signs and letters, an unusual choice for an action game.

And I mean, that’s okay. It’s the Seven Day Roguelike challenge! No one expects greatness in seven days. The fun of Totem of Seeding comes from the fact that it’s one of those few Rogue-inspired games to use its letters for something other than representation: the game expects you to spell words with them.

The best use of this idea of which I’m aware is roguelike design wizard Jeff Lait’s Letter Hunt. Jeff has made all kinds of brilliant roguelikes over the years, many of them for 7DRL. In addition to making the popular game POWDER, he made Jacob’s Matrix, a non-Euclidian roguelike that still amazes me, and it’s far from the only astonishing variation on the roguelike theme he’s made. But to talk too much about Jeff in a review of a different game, that is not his equal, sounds like I’m trying to tear down Totem of Seeding. It’s a perfectly fine game in itself.

In overview, your character (an actual animated @-sign) explores a series of one-screen dungeon rooms, not unlike those from the original Legend of Zelda. They fight monsters with firearms, melee weapons and the odd magical item, most of which they find in treasure boxes in the dungeon. This is one of those games where your success is strongly tied to the items you find. It’s not a case where everything is good in some way or other: there are definitely some items that are better than others, and whether you have a good game or not depends on whether the roulette wheel lands on your numbers this time.

Good items? Shotguns, magic weapons, and anything that gives you a plus health or plus damage bonus. (Lots of things give you percentage bonuses, but as with a lot of games I’ve noticed, their effects are barely noticeable. You definitely want plus health bonuses, not percentage bonuses, the difference is huge.) Bad items? Most other things, but especially melee weapons, which for interface reasons only the enemies can make good use of.

Your camp is in the first room, where you can rest at the campfire to refill your health or visit the Totem. We’ll get back to the Totem, don’t forget about it.

There is an exit from the room, and when you go through it, you’ll be in the first room of a dungeon with a random, three-letter name. You can, at any time, go back to this first room and to your camp. That will end the dungeon run; the next time you go through the exit from the camp room, you’ll be in a different three-letter-named dungeon, with a different map, different enemies and different loot.

There will be times when it wil be best to abort a run and go rest at the campfire, but it’s important not to make too much use of this resource. Every time you start a new dungeon, the day number advances, and the higher the number, the harder the monsters will be. The game generates more monsters, they’ll have more health, and they’ll be more in each room. It also seems there will be fewer treasure chests. Day 1 is laughably easy, and Day 2 usually not too much of a bother, but they get much harder from there.

Before too many days the enemies will severely outclass the items you probably have, turning into damage sponges. Totem of Seeding calls itself a bullethellish roguelike, and while it’s only a few enemies that force you to dodge to that extent, you’ll run into them pretty soon, and much more often as the days advance.

The worst enemies are Skeletons, who have guns of their own; Orcs, who not only have guns but fire lots of shots; and Kobold Warriors, who often dual-wield melee weapons and rush you as soon as you enter the room. The room generator sometimes puts enemies right next to you as you enter, and there’s times when a Kobold Warrior will be right in striking distance as you walk in. This usually ends your run immediately. The play balance could use a little more work, is what I’m saying.

Sometimes you’ll find traders, NPCs who will offer to give you a randomly-chosen item if you give them a different randomly-chosen item, that you’re probably not carrying. Sometimes you’ll find blacksmith NPCs, who will offer to improve a randomly-chosen item you’re currently carrying. Because of this, you’ll often find yourself wielding an upgraded version of the pitiful Pistol you start with. Blacksmiths, in practice, never improve an item in a way that’s noticeable. Once, for me, it made an item much worse, in that it replaced a plus-health bonus it had with a different bonus. Way to help, @-person.

When you explore the last room in a dungeon (the game helpfully provides a map, viewable with the Tab key and with a portion shown in the upper-right corner) you’re told about it, and it tells you then to go back to camp. You still have to walk all the way back for some reason, through the deserted halls. Fortunately travel is pretty quick, and dungeons tend not to be very large.

That’s the shell of the game, a kind of game that’s been iterated upon by many people over 12 years. Now we come back to that Totem.

By interacting with the Totem, back at camp, you can pick a seed for the next dungeon you explore. This is the standard kind of random number generator seed that many other randomized games use to let you decide what dungeon you’ll explore. This has been going on since at least Dreamforge’s Dungeon Hack, back on DOS.

There are two complications to the way Totem of Seeding works. First, you can’t use just any numbers or letters in your seed value. You have to use the letters representing the items you’ve found in the dungeon so far the current play. This means your first day of exploration will always be a random dungeon. That three-letter dungeon name I mentioned above, that the game gives to each dungeon you explore, is a freebie seed the game gives you. And using the items for their letters consumes the items. Fortunately, as said before, the game gives you lots of useless items.

The second complication is rather unusual: the dungeon seed you enter must be an actual word. The game doesn’t let you enter just any sequence of characters, even though to an RNG’s stomach they all taste just the same. The game enforces the real-world word requirement regardless.

To encourage players to make longer words, the game’s generator artificially juices the generator the more letters you use in the seed. Seeds must be a minimum of three letters long; if you can’t make a word of that least that length, you’ll have to settle for the standard, anemic generator you’d usually get. You’ll get some items out of it, but unless you’re still on the first couple of days, they’ll probably be useful only for collecting letters for later seeds.

Each additional letter in the seed has a great effect on the next dungeon. A four-letter word gets you rather better items. A five-letter seed got me some items that increased my health to nearly ten times the pitiful 10 health I began with! Longer seeds also generate longer dungeons, so, a better chance you’ll find items with the features you want, and more letters to use in seeds on later days.

One issue with this system is that it makes vowels very important! And as far as item gen goes, not all items are lettered equal. Apples, frequently-appearing consumables that give you a paltry 3 HP when eaten, are the letter ‘o’. The common English vowels ‘e’ and ‘a’, conversely, are not common letters in the dungeon chests.

Because of the way the game monkeys with the loot generation when you seed with longer words, it drives home the fact that the loot generator is being used against you. Its favors are only bestowed on those who appease it with the proper lexical sacrifice. If you don’t feed it good words, it won’t feed you the tools you need to survive. And yet it was that loot generator itself that gave you the letters you have to work with. Due to this fact, some games you’ll just be screwed over. Sometimes you don’t find any vowels in the first dungeon, or not even three letters. A deficit like that will cause your power level to fall behind the advancing difficulty, and it’s unlikely you’ll catch up.

This is a definite flaw. The game could use a little more balancing in its item generation to account for it. But it’s the kind of flaw that I’d find, typically, in a big game, something I’d find on Steam. For a 7DRL, to make too much of a problem like this is grossly uncharitable. It’s a game made in seven days. And by a single person too! Treat it for what it is and you’ll still have a decent amount of fun with it, more than you’d have thought possible under such a design constraint. I look forward to seeing what its developer does with the idea from here.

SGDQ 2023 Upcoming (and Past) Highlights

As noted yesterday, I forgot about SGDQ this year and we’re already underway. But there’s still five-and-a-half days of it left, so here’s some projected highlights and notes. Nearly every day of the weeklong charity speedrunning marathon this year has a Legend of Zelda game. I’ve boldfaced them below to point them out! All times US Eastern. For the full rundown, check the schedule page. And you can watch the marathon in progress here!

I’m pushing the next @Play to tomorrow since this one’s pretty time sensitive. See you with that tomorrow!

Past, Sunday

These should be on Youtube soon, if they aren’t already by the time this is published.

Sonic Frontiers, Any%

Bugsnax, All Bosses Co-Op

Mega Man Maker, Any% – hey, we recently linked to that! I have no idea what “Any %” means for a level construction program.

F-Zero X Expansion Kit, All Tracks (should be interesting, this didn’t get a release outside of Japan!)

The Legend of Zelda: The Minish Cap, Any%

Luigi’s Mansion 100% Race, on Wii

Past, Monday

Banjo-Kazooie, 110% no FFM (FFM stands for “Furnace Fun Moves,” it’s a way to get the moves from a different save file unlocked on a current save, they’re saying they won’t do that, even though it’s possible)

Loom, Any% (always nice to see a Lucasarts classic here)

Michael Jackson’s Moonwalker, Any%, on the Sega Genesis (not the even-more-bizarre arcade game)

Metal Slug XX, Normal Difficulty, Any %

Present, Monday

Here begin the runs that you might still have a chance to catch-

9:58 AM: PHOGS!, Solo Any% (this is an indie release with a bizarre premise, the character is a stretchy dog with a head on both ends, huh)

12:55 PM: Crisis Core: Final Fantasy VII – Reunion, Any% Race

2:24 PM: Peggle Deluxe, Any% (yes, Peggle)

5:18 PM: Sly Cooper and the Thievius Raccoonus, All Keys

6:42 PM: The Legend of Zelda: A Link Between Worlds, Any% (given the success of BotW and TotK, probably the last “traditional” Zelda game we’ll see for awhile)

8:29 PM: Igavania sequence! Bloodstained: Curse of the Moon, its sequel, and as a possible bonus game Symphony of the Night

11:33 PM: StepMania DX, Game Showcase, Arcade

Tuesday

1:39 AM: Hearthstone: Knights of the Frozen Throne, Solo Adventures

5:50 AM: SNOLF, Any% No Coordinate Warp (it’s a hack of Sonic 2 where you play golf with Sonic)

6:40 AM: Marathon Infinity, All Main Levels on Kindergarten Difficulty (sadly it’s a PC port, not on a classic Macintosh)

8:00 AM: Maniac Mansion, Any%, NES (only eight minutes is blocked for this, so don’t blink!)

4:16 PM: The Elder Scrolls Anthology, Main Series

8:00 PM: Halo 3, Legendary Difficulty, as a bonus game

Wednesday

5:25 AM: Dead Rising 2, Time Skip NG

9:19 AM: Gauntlet, Any% Co-Op, NES (only 20 minutes for this)

11:55 AM: Touhou 14.3: Impossible Spell Card, All Scenes No Items (I’d make a joke about this being for the kids out there, but Touhou’s been around for quite a while now, I’m just old)

1:32 PM: Shatterhand, Any% on NES (24 minutes, it’d be nice to have another NES game in a GDQ that’s not over in half an hour or less)

3:06 PM: Trine Enchanted Edition, Any% NG+

3:41 PM: N++, Co-op Legacy X-row (remember when this was just a Flash game? remember when there were Flash games?)

5:08 PM: Shadow the Hedgehog, Glitchless Bidwar (oooh edgy)

5:58 PM: Sonic Adventure DX, All Stories Relay

8:00 PM: The Legend of Zelda: Majoras Mask, Blitz Randomizer (randomizer runs are always fun!)

10:42 PM: Super Mario Odyssey, Any% as a bonus game

Thursday

12:16 AM: Paper Mario, Any% no ACE (“ace” stands for Arbitrary Code Execution, it’s one of those sneaky ways to glitch a game out to get to the end immediately, they’re saying they aren’t doing that)

3:46 AM: Golf It!, Classic First 5 Maps 100% Race (Golf It, which according to nearly the entire first page of Google hits for it is “a multiplayer Minigolf game with focus on a dynamic, fun and creative multiplayer experience,” blergh, is one of those silly golf games along the lines of What The Golf)

4:26 PM: Hobo Cat Adventures, Any%

5:51 AM: Give Me Toilet Paper!, Hand% (maybe we’re in Awful Block, because the next game is….)

6:14 AM: Pepsiman, Any% (yep)

8:54 AM: Pocky & Rocky Reshrined, Any% with Uzumi

9:39 AM: The Curse of Monkey Island, Any% Mega-Monkey (increases the number of puzzles!)

10:13 AM: Grand Theft Auto: San Andreas, Any%

2:45 PM: Darkest Dungeon

4:45 PM: The Legend of Zelda: Twilight Princess, Any% (nice to see a Zelda game that hasn’t been compressed into nothing, three hours is blocked off for this which is a lot longer than for Breath of the Wild)

7:57 PM: Pizza Tower, Any% (yay!)

Friday

12:13 AM: Crash Bandicoot: N. Sane Trilogy, Full Trilogy Any%

4:17 AM: Shantae and the Pirate’s Curse, All Dark Magic, Pirate Mode, No OOB

5:47 AM: Klonoa Phantasy Reverie Series, Klonoa 1 Any% Easy Support Mode

6:52 AM: VVVVVV, Any% Glitchless

7:24 AM: SaGa Frontier, Story Bidwar

8:39 AM: Final Fight 3, Co-Op Any% (Easy), on SNES

There’s a lot of short games around here….

11:24 AM: X-Men Arcade, 2-player 1CC attempt (there should be more arcade games at GDQ)

12:45 PM: The Legend of Zelda: Four Swords, Any% Co-op, on GBA (one of the least Zelda-like Zeldas)

1:25 PM: Metroid Prime Remastered, Any%

3:42 PM: Pokémon Colosseum, Any% Race (four hours for this one, it’s the traditional very long Pokemon playthrough, although this time it’s for one of the side-series battlers, a sequel to Pokemon Stadium)

8:09 PM: Kaizo Monkey Ball, Story Mode (this is a hack of a Super Monkey Ball game to make it even harder)

Saturday

12:16 AM: Celeste, TAS True Ending

1:02 AM: Super Mario 64, Randomizer- 70 Star Non-Stop

1:59 AM: Kingdom Hearts Final Mix, Any% Proud Race

6:09 AM: Neopets: The Darkest Faerie, Any% (Neopets!)

7:14 AM: Tony Hawk’s Underground, Beginner Any%

8:04 AM: Spelunky 2, Spelunker Trials Any%

9:19 AM: Billy Hatcher and the Giant Egg, Any% (while it has its flaws, this is an underrated game)

10:41 AM: Final Fantasy IV Pixel Remaster, Any%

2:56 PM: Super Mario Bros., Any% Warpless (20 minutes blocked for this, which is surprising to me)

5:01 PM: Pokemon Violet/Scarlet, Victory Road (a relatively traditional style of Pokemon play in this open world game)

7:46 PM: Elden Ring, Any% Glitchless

11:26 PM: The Legend of Zelda: Breath of the Wild, Any% Blindfolded as a bonus game

Sunday

3:14 AM: Super Metroid, Co-Op Any% (Super Metroid is a traditional GDQ marathon ender. save the animals!)

Sundry Sunday: Eggpo #1, “New Job”

A few years ago the Homestar Runner guys got a sweet gig for a while making content for Disney. I think some of it was broadcast on Actual Television, but all of it, I think, is currently on Youtube, minus one video that seems like it was taken down for some reason. (I don’t know which one that was.)

None of the characters from the Homestariverse appear there, and because they’re all owned by The Mouse none of the many Two More Eggs characters are likely to get cameos on those few future occasions that HR updates in the future. But in the series there’s still around 90-or-so fun short videos to watch there of a very Homestar-ish kind of humor. Among them are Eggpo, the story of a couple of alternate-universe Goomba-like enemy minions just trying to do their simplistic jobs in a video game world.

We at Set Side B are in it for the long haul, so I feel there’s no reason to stuff all the Eggpo shorts (around seven) in one post. So here is just the first chapter… of the saga… of Eggpo.

Chrontendo 62!

Dr. Sparkle’s epic, Sisyphean journey through the entire library of the Nintendo Famicom/NES, Chrontendo is back! This episode has the subtitle, “The games will get worse until morale improves,” and is it ever fitting. Here it is, more about it beneath:

This episode presents ten games from June of 1990, well into the glut of NES games when many companies with no business being in the games business dipped in their toes, much as they did at the end of the Atari 2600’s reign. Even though Nintendo was supposedly guiding the library with their benevolent white-gloved hand, those of us who were alive then and lived through it know better.

The games:

  • Bandit Kings of Ancient China (a.k.a.. Suikoden): Dr. S has some fun with the opening of this one, where he confuses it with a different, much later, much prettier game called Suikoden. This one is another of Koei’s many historical sim strategy games, ports of computer games. These games aren’t actually bad, but they are definitely an acquired taste, and they’ll destroy you if you aren’t prepared. I wonder how these games look internally? There doesn’t exactly seem to be a huge Koei historical strategy sim romhacking scene. Internally I imagine them being a giant maze of 8-bit math routines and text tables. If NES-era JRPGs are anything to go by, lots of menu-based games like this are riddled with subtle bugs. Someone should look into that. Someone other than me.
  • Kickle Cubicle: Also not that bad a game, a fairly charming port of an arcade puzzle game. Someone should have told Irem that no one was making good NES games around this time, because this is a highlight of the episode. Sadly it’s not to Dr. Sparkle’s tastes, but he admits it’s not really that bad. (Apparently he got beat up by Koke the Eyepatch-Wearing Chicken.)
  • Moero!! Judo Warriors: A judo sim from Jaleco’s “Moero” series (which doesn’t contain Moero Twinbee as one might think or hope). Many of the Moero sports games got localized to the US under different names (the baseball one became Bases Loaded). It’s largely a redo of an earlier Jaleco judo simulation.
  • Jeopardy! 25th Anniversary Edition: Agh, another of the avalanche of Rare-developed game show adaptions from the NES era. At least Jeopardy still exists today so you roughly know what’s going on, as opposed to the hates of Double Dare or Remote Control. No great shakes, no, but at least look at the spinning words “Anniversary Edition” on the title screen. Rare would often put that bit of unnecessary polish into their work. Despite their efforts though, this is not a game that plays well with a gamepad.
  • Heavy Shreddin’: A snowboarding game from Imagineering, it’s pretty basic.
  • Cabal: an adaption of an arcade game, programmed by Rare. (But remember, there is no cabal!) You might call it an Operation Wolf-like, but with destructible terrain. On the NES it’s not a lightgun game, even though it looks like it wishes it were one.
  • Silk Worm: Another arcade port, on the NES is lacklustre side-scrolling shooter where you can play as a helicopter or a jeep. Keep in mind, as you watch the footage of this, that Super Mario Bros. 3 came out the year before in Japan.
  • Arkista’s Ring: the cover seems to promise at last the Zelda where you play as Zelda, but no, it’s not an exploration game at all. Not really bad, but not a system highlight. As Dr. Sparkle says, the game pulls a Ghosts ‘n Goblins on you, making you compete all the levels four times at higher difficulties. Hm.
  • Rad Racer II: Pretty much a track update of the original Nasir-developed Rad Racer, and Square’s last non-RPG game for a long time, as well as their last Famicom game. Rad Racer was a modest hit when Nintendo published it for the NES, so Square probably sought to capitalize on that with this US-only release.
  • Rocket Ranger: A port of the Cinemaware computer game. Cinemaware’s gimmick was making games that mimicked the experience of movies, and this one’s no different. In actual play it’s just a minigame collection within a simple strategy framework.

And as an extra, Dr. Sparkle presents his 1990 arcade round-up. Games covered are Sega’s Alien Storm, Moonwalker, GP Rider and Columns, Atari’s Batman, Race Drivin’ and Pit Fighter, Capcom’s Mercs, 1941 Counter Attack and Super Buster Bros., Konami’s Aliens and Parodius Da!, Namco’s Final Lap 2, Irem’s Air Duel, Williams’ Smash T.V., SNK’s Beast Busters, and-oh wow!-Seibu Kaihatsu’s Raiden!

Chrontendo 68 (Youtube, one hour 28 minutes)

Indie Game Showcase 161

Each indie showcase highlights the many indie games we play here on the channel. If you would like to submit a game for a future showcase, please reach out.

0:00 Intro
00:14 Astral Ascent
2:52 The Last Sunshine Rekindled
5:49 Lila’s Sky Ark
8:30 LootRiver
11:31 Beneath Oresa
14:53 Riftbound

Simon Tatham’s Puzzle Collection

This is Slant. I could tell you so much about Slant, but I think a lot of the fun of these puzzles is figuring out a good process for solving them yourself.
Loopy

I got a treat for you people today, a genuine treasure of the internet, a collection of forty computer-generated puzzles of wide-ranging types, from Sudoku (called “Solo” because of trademarks) to Minesweeper. And they’re not only all open source and free, they’re free for many platforms. Not all the puzzles are yet available for all platforms, but it’s continually being worked on, with new puzzles added from time to time. It has been for nineteen years; when it got started it only had five puzzle types. It’s one of the best things out there, and I’m amazed it’s not better known generally.

Galaxies

I can’t overstate what a wonder this collection is. All the puzzles are their own executable, if you don’t just play them on the web anyway. Each one of these puzzles offers many hours of happy puzzling. My own favorites are Loopy, Slant, Bridges, Dominosa, Galaxies, Net and Untangle. Most of the puzzles are of a type that should be familiar to fans of the Japanese puzzle magazine Nikoli, but they’re all randomly generated, and playable on multiple difficulty levels.

If the name Simon Tatham sounds familiar, he’s the guy who also created and maintains the popular networking tool PuTTY.

Here’s the links, all of these are free:

Simon Tatham’s Portable Puzzle Collection main site, which has implementations for Java, Javascript and Windows

Here’s some other HTML implementations

Dominosa

For Android on the Play Store

For iOS on the Apple App Store

On the Windows Store

In the Debian and Ubuntu package repositories (and it should be available in your own distribution’s repository, too)

Flathub

And here it is for Windows again, but distributed through Chocolatey

Time Extension talks to the programmer of Crusader of Centy

Been looking through the RSS feeds and found another item from Time Extension, a fairly lengthy piece where they talked with lead programmer of overlooked Mega Drive/Genesis classic Crusader of Centy, Yikihiko Tani, a.k.a. Bugtarou.

There’s something about this style of promo art that really appeals to me. Images from the article at timeextension.com.

Crusader of Centy’s generic name caused me to pass on it back then, but it has a lot of interesting elements, including a surprisingly dark story, a system where you can collect up to 16 animal companions and use them two at a time, an animation style for its main character where it was composed of several individual pieces that were animated separately (while avoiding the problems that system had in Ernest Evans) and generally Zelda-like gameplay.

Of particular interest in the article is that the game was at one point pitched to be an entry in the Shining series, with the working title Shining Rogue. That turns out to also have been a WIP title for Landstalker.

Soleil/Crusader of Centy, Sega’s Answer To Zelda (timeextension.com)

Total Replay 5.0

Apple II preservationist and awesome human 4am (Mastodon) has released the latest version of Total Replay, a collection of Apple II games that can be played both in emulators and on real systems (provided you have a way to read the hard drive image from your Apple). It can even be played directly over the web on its Internet Archive page.

An important note if you try to load its torrent from the page: that torrent contains a complete history of the project, weighing in at 22 gigabytes, even though Total Replay itself is just 32 megabytes big. If you choose to download that torrent for offline play and are just interested in playing, make sure to uncheck the history folder so you don’t end up downloading a huge amount of files you don’t need.

Total Replay 5.0 archive page (Apple II hard drive image, ProDOS mountable, 32MB), Mastodon post

A Store Page Review of Spellbook Demonslayers

This is a store page review of Spellbook Demonslayers for our show Indie Inquiries. If you would like us to review your store page in a future show, please reach out.

  • 0:00 Intro and Capsule Review
  • 4:24 Trailer Review
  • 9:16 Screenshot Review
  • 11:31 About this Game Review
  • 16:05 Title Card Review
  • 18:53 Final Grade