Link Roundup 4/24/22

Patrick Klepek for Vice, about Melon Han-Tani releasing the player movement code for his game Sephone.

Sam Machkovech for for Ars Technica, reviewing geometry puzzle game Tandis.

Alana Hauges of NintendoLife on the forthcoming Zero Tolerance Collection, which includes an unreleased sequel to the original Mega Drive/Genesis game.

Alana Hauges also informs us of preorders for a vinyl release of Ace Attorney music.

Keema Waterfield for Wired writing about playing The Legend of Zelda: Breath of the Wild with her five-year-old daughter.

Arto

Ryan McCaffrey on IGN tells us about an upcoming RPG, Arto, with a very interesting look to it.

Stephen Totilo, Axios, on the return of Ken and Rebecca Williams, founders of Sierra On-Line from years ago, and their attempt at a comeback.

Sundry Sunday: Neil Voss, and The New Tetris, Africa theme

“Dah da di da dah move to Canada!”

It’s Sunday again, so it’s time to let down our various hair and relax! So now, a little tidbit from the PS1 era.

Back in the days of the Nintendo 64, two competing versions of Tetris were being developed, one for the N64, the other for the Sony PlayStation*. Even through (or, perhaps, because) they were published by different companies, they were given confusingly similar names. PlayStation got “The Next Tetris,” while the N64 got “The New Tetris.” I still have to check to make sure I haven’t confused them.

The internet was a much younger place then, and a lot of Nintendo fandom at the time was centered on IGN’s N64 site. So, the things their writers and editors liked tended to get outside representation, resulting in some weird early memes like “Eye Tat boy.” (“A GoldenEye is an eye tat is golden.”) Wow, I’m really dating myself with that one.

Well, one of the things that IGN liked was the musical work of Neil Voss, who composed the excellent soundtrack to early N64 puzzler Tetrisphere, from H2O Entertainment. The success of Tetrisphere got H2O the license to make The New Tetris, and Neil Voss the job of composing its excellent music. IGN did a two-part interview with Voss way back then: Part 1Part 2.

The above title is a particularly memorable tune from The New Tetris. Me and my roommates back in college would play TNT for hours (generally it’s a good rendition), and every time the Africa theme came up, we couldn’t resist, when the music reached the refrain, singing along with our best English approximation: “Move to Canada!” No actual moving to Canada was intended or implied, it’s just what it sounded like, to us.

* To this day, I rebel every time I’m asked to capitalize the S in PlayStation. I also twitch every time I’m asked to write Xbox instead of X-box. I have an English degree, dammit.

A Double Indie Review of The Last Cube and Refactor

With all the indie games I get to play, sometimes the easiest ways to talk about them are in video form. And that’s what I did for these reviews of The Last Cube and Refactor.

Video: Chrontendo and related

The third and last of the chronological platform cataloguing efforts is the longest-lived and most complete, Dr. Sparkle’s wonderful Chrontendo, going through the entire library of the Famicom and NES, along with sister projects Chronsega (Mark III/Master System and Mega Drive/Genesis) and Chronturbo (PC Engine/TurboGrafx-16).

Each of the projects I’ve presented have had a different style. Atari Archive does one game at a time, devoting from 8 to 20 minutes to it. Video Works tends to cover two or three times per video. Well, the various Chrons go for the omnibus approach: each entry shows from a dozen to 20 or more games. It also emphasizes gameplay footage, and also sometimes some side bits amidst the many games.

Chrontendo has been going since a while before 2010, and so there is a whole lot of material to catch up on. It also has the slowest rate of updating, with sometimes whole years between episodes. But each episode is its own little wonder, containing a solid mass of retro gaming information, including many games you probably won’t ever hear about anywhere else.

Helping Developers With Their Steam Store Pages

I do a lot when it comes to covering and supporting the indie dev scene, and one feature that I’m bringing back are my store page review shows or “indie inquiries.” For each episode, I, and my friend Rob, review a steam store page on its thumbnail, images, trailer, about this game, and tags, to give it a grade on how well it markets the game. If you would like me to cover your game in the future, please reach out to me. For this one, I reviewed the page for a friend of mine who is working on the game Buluk: Mayan Warfare

Video: Jeremy Parish’s Video Works

I figured I’d post all three of the major platform compilation projects I’ve been following. The second is Jeremy Parish’s Video Works, which is a collection of a number of mostly-ongoing subprojects: NES Works (1985, 1986, 1987, 1988, “Gaiden”), Game Boy Works (1989, 1990, Color 1998, Advance 2001, and Gaiden), SEGAiden, SNES Works (1991, Extra and Gaiden), and Virtual Boy Works (which is complete). The first link up there has everything; the others are in various states of completion.

What I appreciate most about Jeremy’s many series is how they’re informative without being dry (he knows his stuff!), interesting without being pedantic, and lively and entertaining without being obnoxious, obnoxiousness being a sin that I charge against many many gaming YouTube channels. If your videos whisk cut-out elements around the screen, their passage marked by swooping sound effects, then you are not going to get a link from me if I can in any way help it, so states the doom of rodneylives, and of Set Side B too if I have something to say.

Link Roundup 4/21/22

Slope’s Game Room has a video about the history of Golden Axe.

The Verge’s Ash Parrish writes about a revival of Lucasfilm’s 8-bit virtual world (which is not quite the same thing as a MMORPG) Habitat, something I know a little about I suppose.

Marcus Richert writing for Techradar has a provocative article suggesting that Nintendo might be either slightly younger than the company claims, by a few years, or alternatively might be much older.

Shmuplations translates three interviews from magazines with various people connected with quirky Sega action-puzzle game Chu Chu Rocket.

And Marc Normandin for Paste Magazine has an article suggesting 10 retro games that should be revived, and you know what, it’s actually a pretty great list! It’s got For The Frog The Bell Tolls, Dragon Slayer, and Terranigma on it, so it’s definitely got JRPG cred!

Indie Dev Showcase

I’m back with another six indie games I’ve played on my channel that I wanted to show off here. If you would like me to cover your game in a future video, please reach out to me.

Video: Atari Archive

Atari Archive is one of those projects that seeks to document every game released for some platform. In this case, it’s for the Atari VCS. That’s the original one, the real one, CX2600, not the one made by the company that currently wears the skin of the old Atari like a gruesome shroud.

The Atari VCS/2600 wasn’t the first programmable video game console, but it was certainly the most popular early console. (I had my own look at a few interesting examples of its software in a book of my own.)

Atari Archive is currently up to Episode 57, on Kaboom! Episodes tend to be in the 10-15 minute range, making it easy to find out about specific games in a timely fashion. Here are a few popular games to get you started:

#56: Warlords#54: Missile Command#33: Adventure#32: Space Invaders – and, of course, #1: Combat

A Map Randomizer Denounces Map Randomization

Keith’s Gem Wizards Tactics

I’ve known and spoken with Keith Burgun for over a decade now, and his early hit 100 Rogues for iOS was featured back on @Play. (It’s sadly now unplayable because of a combination of rights issues and Apple’s upgrade policy that makes old iOS software impossible to use.)

Many of Keith’s games made heavy use of randomization. 100 Rogues was a roguelike, Auro was a single-character puzzle/tactics game with randomized maps, and his current Gem Wizards Tactics (Steam, Switch, Xbox, Android) uses random maps.

But Keith is always reexamining his ideas. A while back he decided he didn’t want to keep making roguelikes, taking the ideas from it he liked and leaving the rest behind. And now he’s questioning his use of randomization as well.

He’s written an essay on his blog, titled “Space Narratives: A Map Randomizer Denounces Map Randomization.” It’s got some very interesting points, and he draws in the awesome Ocarina of Time Randomizer project in his discussion, as a way to have benefits of randomness without having to randomize the map itself. It’s good food for thought for developers interested in procedural content!

Examining the Indie Hit Vampire Survivors

One of the most surprising hits of 2022 so far is the game Vampire Survivors, a game that is reminiscent of the hit arcade game Crimsonland. In this episode of my series known as “Dissecting Design” I wanted to look at how this game managed to succeed with a well thought out, and easy to learn, gameplay loop.

@Play: Alphaman, Part 1

@Play is a continuation of a column on roguelikes that I did back on GameSetWatch. At the moment it is monthly, so please look out for it! GameSetWatch no longer exists on the living web, but it can still be found in the Wayback Machine. (Many of its best articles are also preserved in the book Exploring Roguelike Games, published by CRC Press.)

Yeah, I’ve been ekeing a living out of these wastes for years, even since The Bomb ended life as we knew it. Life back then was simple. You might have had a soul-crushing office job, but you didn’t have to face off against vampiric warthogs or psychic blue jays. Just on the way here I was set upon by a stalk of asparagus with a chip on its shoulder and deadly radiation coming out of its leafy head. I had to run up close to it and whack it to death to make it stop zapping me. At least, I think it was dead. It wasn’t moving no more, but the same thing’s the case with normal asparagus. Maybe it’s just resting.

I’m on a mission here from out of state to find the source of a deadly nerve toxin with the power to destroy the rest of life on Earth. First I have to find my informant, Elvis Presley. Yes, that Elvis. The world’s always been a weird place, the nuclear war just made it a whole bunch weirder. But before I can find him, I’ve got to get to his castle. No, not Graceland, the one here in New York. I don’t got time to fill you in on how much you been lied to.

Look over there, it’s a gazelle! Looks harmless, doesn’t it? You see that laser gun on its back? DUCK YOU FOOL, get down behind this rock! Okay, here’s what we do. You run over there to distract it, and I’ll get up close and poke it to death with my pitchfork. We’ve only got once chance at this, we either take down this antisocial ungulate or the whole world, such as it is, is toast. It might suck, but at least we’ve got all these cans of Spam littering the ground to survive off of. You don’t like Spam you say? What do you think this is, a convenience store?

Nuclear weapons have destroyed civilization. You’re a mutated human living in a valley in central New York. This looks like the end.

But maybe it’s not. The world is in bad shape, but life continues, in its way. But maybe not for much longer. An outside group has sent you in as its agent to investigate rumors of some entity that’s obtained a deadly and virulent nerve toxin that could wipe out what remains of life on the planet. You don’t have much information on this being or its location at the outset of your quest. Only that it’s some creature known only as the Grinch….

Alphaman Basics

Alphaman is a console-based roguelike computer game released for DOS in 1995. This means it doesn’t qualify as an early roguelike, but it’s still pretty old.

1995 was the year of Windows 95, and at last the beginning of Microsoft’s push to eliminate MS-DOS. DOS wasn’t dead yet though, which was fortuitous for Alphaman, since it’s a DOS console program and can run in Windows 95’s DOS compatibility layer. Nowadays if one doesn’t have access to a PC from that era, they’ll probably have to run it on the emulation platform DOSbox.

It’s been a while since I’ve done an @Play, it might be worth it to go over some really basic basics of both it and classic roguelikes generally.

The smiley-face is you. Letters of the alphabet are monsters, most of which are trying to kill you. Walk into a monster to hit it with your currently equipped weapon.

The large green punctuation symbols (not the periods) represent foliage; you usually want to go around these things, but sometimes you might be able to break through.

Other colored punctuation and symbols are usually items you can collect. When you walk on an item, you automatically collect it. This might burden you a lot, if you are carrying many heavy items. When you’re burdened (check the Encumberance status), you tire more easily and get hungry faster.

The red border is the edge of the current section of the world map. Walking into it will give you a brief glimpse of the world around you, then you’ll appear in the next screen over.

You might find a purple symbol in the wilderness. These are lairs. You can go down, into the lair, with the < (Lesser-Than) key. (Note: This is the opposite from other games! In most classic roguelike games, > goes down and < goes up.)

You might find a large blue rectangle with an opening in one side. These are ruins or castles. Walk into the opening to enter and explore. These usually extend both up and down. You can find nice items and tough monsters there. To win the game, you will have to find and explore several castles.

If you press the Question Mark key, you’ll be shown this very helpful screen telling what the various keys do. A capital letter means to hold down Shift while pressing it. Especially note these keys:

  • u: Use an item, including wearing armor and wielding weapons
  • U: “Unuse” an item, taking armor off and cease wielding a weapon. This also gets items out of a backpack.
  • d: Drop an item (use this to become less encumbered)
  • f: Try to figure out a device
  • e: Eat food (Cans of Spam and Beef-A-Roni, mostly). Also press ‘e’ to eat berries.
  • . (period): Rest (to remove fatigue)
  • s: Search, checking the eight squares around you for hidden passages, useful in ruins and castles
  • p: Use your physical mutation
  • m: Use your mental mutation (the u key can also use these)
  • t: Throw an item. Use this with darts, shuriken and other missile weapons. You’ll be asked to pick a spot to throw at.
  • Z: Sleep. When the sun goes down you must find a quiet place and sleep through the night. Inside a cleared level of a structure or lair is good for this.
  • F1-F7: Changes the display to show more information. F2 brings up your inventory, F3 lists items you have identified, F4 shows a summary of your condition, F5 shows the overworld map, and F7 shows a list of symbols relevant to your current location.

As you play, you’ll eventually find better weapons and armor. For armor, Unuse the one you’re currently wearing with Shift-U (items in use are marked with an asterisk in the item list), then use the new one by pressing U. The effectiveness of your current armor is represented by your “Armor Class” in your stats. Armor Class affects how easily monsters can hit you with physical attacks. The game will seem a fair bit easier if you’re wearing good armor.

Alphaman uses the old D&D paradigm for Armor Class, in which lower numbers are better! It starts at 10 and goes down. Negative numbers are especially good! Leather and Hide Armor are weak, Ring and Chain Mail are better, Plate Mail is very good. How are you supposed to know that if you haven’t played a lot of D&D, or aren’t a member of the Society for Creative Anachronism? It’s just one of those little things that all RPG players must absorb, eventually. Some of it you have to figure out as you go. It’s part of the game.

Note, in Alphaman, protective equipment tends to wear out with use. Eventually as you take blows, you’ll be told that your armor is damaged, and then, destroyed. It would be good to have backup armor to put on when that happens.

Up, Down, and Around

As mentioned, Alphaman is set in the future, after a nuclear war that ended civilization, instead of the usual D&D-inspired fantasy scenario. This puts it in the ballpark of D&D’s neglected sister game Gamma World, and its ancestor Metamorphosis Alpha. Instead of magic spells there’s advanced technology and weird mutations, and replacing the monsters from myth and folklore there are deranged versions of animals and plants. Because the setting is on Earth, just in the future, it is less anachronistic to include places, devices and even people from our planet’s history. Alphaman really carries this aspect to extremes with its many pop culture references, as we’ll see later.

A glimpse of the “overworld,” the large-scale map of the landscape that connects the areas.

The most popular roguelikes from the time had a “vertical” structure. They were made of a series of single-screen dungeon levels extending deeper and deeper into the earth. Rogue, Hack, NetHack and Larn all do this. ADOM was also like this in its original form, before it got an overworld. Moria and Angband have vertical dungeons, but each dungeon level took up multiple screens, and those games flip between them when the player gets near one of the edges of the viewable area.

Alphaman has vertical dungeon areas, that extend conceptually either down into the ground, or up into above-ground buildings, or both. But it also has an “overworld”: a wide above-ground region that sprawls out many screens north, south, east, and west. There is both an overworld screen that reveals the large-scale lay of the land, and individual screens contained within it, each representing one square of the overworld. At the start you’re shown the overworld and your location within it, but you’re immediately taken down into your current screen. When your character moves to an edge of that screen, the overworld map and your location are again shown for a moment, then it’s replaced by the map of the new screen your character has entered.

In most roguelikes it is standard practice, in vertical dungeons, that the game stops counting the actions of creatures off of your current level. If you’re adjacent to a monster on the previous level it might be given a chance to follow you, but otherwise it cools its heels while you’re away, assuming you’re not playing one of those games where dungeon levels you leave behind aren’t forgotten about completely.

A swarm of irate critters intent on mischief.

Alphaman works like that when you’re in a location that plays by vertical dungeon rules, but on the overworld, monsters on screens that you leave are not forgotten about. They continue to receive turns, even while they’re out of sight of your character, and can follow you across a substantial portion of the overworld map. It is very likely, as you flee, that the new screens you enter will contain monsters of their own who will happily join in the chase, until you’re leading a whole cloud of angry letters across the leafy landscape of post-apocalyptic New York.

A Funny Thing Happened On The Way To The Apocalypse

Anybody got any butter?

As you might have picked up from the introduction, Alphaman has a lot more pop culture references than the typical roguelike. NetHack, a game that some consider to be excessively burdened by jokes, is reserved compared to Alphaman. In addition to ultimately fighting the Grinch:

  • Your first major destination is a castle of Elvis Impersonators where you must find the real one,
  • You may visit castles belonging to the Castaways of Gilligan’s Island and the Munsters, and could even end up exploring a Trump casino,
  • A lot of miscellaneous monsters may be found throughout the game, like the inhabitants of the castles, as well as: Mr. Potato Head, a “Bush,” who if defeated summons a “Quayle” (this game was published long before the era of Bush 45), an “Algore” that plants grow around, King Kong and Godzilla, “the Blob,” and others.
  • A wide variety of wacky devices and objects, some of which are useless, including (just a few) a Chia Pet, a Cheese Grater, and a mask of former Democratic Speaker of the US House of Representatives Tip O’Neill, which blinds you but scares off monsters.

As the Bush/Quayle and Tip O’Neill jokes suggest, the humor of Alphaman is of a distinctly 90’s flavor, and so as time passes the jokes age further and further out of currency. Some people reading this may not even have been alive during the reign of the first George Bush. On the other hand, slaughtering your way through a castle-like Trump Casino carries a special vicarious thrill that people from the 90s probably wouldn’t feel nearly so deeply as today. An important item to collect there is Trump’s “Presidential ID Card.” Did Jeffrey Olson know something then that we didn’t…?

We have so much to tell you about Alphaman, and its creator Jeffrey Olson, that we’re saving more of it for next month. See you then!

Links

The site with the last remaining original mirror of Alphaman is ftp.funet.fi. Alphaman there is alpman11.zip. It can also be found on Abandonia. Alphaman was not the kind of game to get a physical release, and the end screen requests that you distribute it far and wide, so there are no legal issues there.

To play Alphaman now, you’ll need a means of running MS-DOS. You could spin up a virtual machine that runs DOS, but most people will just want to use DOSbox. DOSbox requires a little configuration, but can be used in many different platforms, including Windows, Mac and Linux.

Here is the source code to Alphaman, on GitHub.

Here is The Alphaman FAQ, on Usenet (1995) via Google Groups, which, amazingly, Google hasn’t shut down yet.