How the AI Works in Pokemon Mystery Dungeon Rescue Team Red and Blue

Despite the words’ lack in the title, the two videos linked here, both made by Some Body, are all about roguelike behavior, and likely have implications for Chunsoft’s Mystery Dungeon engine generally, from which the Rescue Games derive.

In terms of depth, this post is rated 4 out of 5: highly detailed information for obsessed fans and game designers.

The first (28m):

And, the second (44m), it goes further into the weeds and is longer:

So, here’s a tl;dw overview of the first video. Despite the length, this is really only a brief summary! Some Body got their information by reverse engineering the games’ code, so it should be considered authoritative.

PMD has three times of actions, moving, attacking and using items. First they try to use an item–if there is no item to use, or the situation isn’t appropriate, or there’s a random component and they choose not to, they fall through to attacking. If there’s no one appropriate to attack, they fall through to moving or wandering. If they’re not pursuing a target and aren’t wandering, they wait in place.

Awake Pokemon try to reach a target: team members try to reach the leader (you)*, enemies try to reach a party member of yours. If they are following someone, they try to reach the target by default moving diagonally before moving orthogonally. This is good to know, and an effective strategy, since it’s harder to escape a cardinal-adjacent Pokemon than a diagonal-adjacent one. If a Pokemon has a target in sight but can’t move towards towards it, it doesn’t move.

(* Note: for teammates, this assumes the “Let’s Go Together” tactic is in effect. Generally, tactics settings are covered in the second video.)

No Pokemon can move towards a target they can’t see. Sight in Blue & Red Rescue Team is two spaces around them, or throughout a lit room they are in plus one space into corridors. Of course, invisible targets can’t be seen, even if they’re nearby. Note, a quirk of the Mystery Dungeon series generally: when standing in the first space of a corridor, you can only see slightly into the room, but everyone in the room can see you. While your default sight range in darkness is two spaces in the PMD1 games, instead of MD’s standard 1 space, you’re still a bit blind when moving into rooms. Notably, that two space distance around you is a square, so in corridors with bends in them you get a bit extra sight distance.

Now comes the interesting part (to people who are as obsessed with roguelikes as I am): what happens if a Pokemon loses sight of its target? In PMD1, it considers the last four locations the Pokemon was in, and tries to go to the one it was visible in most recently. Note in bent corridors, it becomes harder for a character to lose its target.

If the target is four turns outside of the follower’s sight, it has lost track of it, and the follower begins wandering randomly. This can happen if the Pokemon has never had a target (none has come into sight), or the target or follower teleports, the target moves over terrain the follower cannot cross, or the target moves away when the follower is occupied, or, due to the variety of events that can happen in the Mystery Dungeons, other ways.

Followers without targets wander randomly. When they spot a target, they cease moving randomly and pursue it. But if still wandering, in rooms, they pick a random exit, go to it and go down the corridor. In a corridor, they follow it until they reach a room (then entering it), or they reach an intersection. At an intersection, we see an interesting behavior: PMD1 occured before Chunsoft switched over to making wanderering monsters pick random directions at corridor intersections! In later Mystery Dungeon games, including later Pokemon Mystery Dungeons, wandering monsters go straight in intersections if they can. This is behavior that can be relied upon, but not in PMD1.

Outmatched Pokemon can decide to flee, essentially, moving away from their targets instead of towards. In rooms, they pick the exit furthermost from their pursuer, unless they moves them towards that pursuer; then they just try to get away as best they can, likely remaining in the room. A quirk of this: sometimes a fleeing monster breaks for an an exit that is more distant from the target, but not away from at attacker, giving it a free hit. The circumstances around this are complicated: the explanation begins at 7:16 in the first video.

For attacking, Pokemon have up to four moves, and a normal “attack.” This generic attack is not part of the main Pokemon game series. It was present in the first two PMD games, but after that became less effective. In the fourth and fifth PMD games, the normal attack only does five points of damage, and in the Switch remake of Rescue Team, it does no damage at all; it’s only a tool for passing time. But we’re still in the realm of PMD1, where “normal attacks” are not only useful but frequently used, because they don’t consume any PP.

Attacks are chosen based on a weighted average of all the usable moves. Each move has its own weight value; the normal attack weight’s varies according to the number of other moves available.

Ranged attacks are an interesting case. If a Pokemon has a ranged attack, and an enemy that can be attacked at a distance, it triggers the attack routine, where it picks a move from those available, but then only actually performs the move if the attack can reach its target. This can result in an attacker passing up opportunities to attack while an opponent approaches it. Out of fairness, room-range attack moves are only used by the AI when adjacent to an enemy.

Items have a bunch of minutiae associated with their use by the AI, but a lot of it is pretty ordinary. A few highlights: teammates can throw held negative status equipment at enemies, wild Pokemon start using items at Level 16, and there is only one Orb that wild Pokemon can use, and teammates can’t use it: the Rollcall Orb, for them, summons a number of other wild Pokemon into adjacency with them.

Nintendo’s Unusual Structure

Over on Bluesky there’s an extremely interesting thread by Max Nichols, that reveals a number of groups that are often thought of as divisions of Nintendo are, in fact, separate companies!

A LOT of the companies that we think of as "Nintendo companies" were actually external studios that happened to work closely with Nintendo.SRD, despite programming basically all of Nintendo's flagship games and being physically located inside Nintendo's offices, was independent until 2022.

Max Nichols (@maxnichols.bsky.social) 2024-12-13T18:25:40.072Z

It’s a good idea to click through and read the whole thread, and there’s a number of people among the respondents, as well as Max Nichols himself, who are likely worth following if you’re on that platform. One of them, Hyrule Interviews, has this quote from old Nintendo of America employee, and idol of millions of preteen NES addicts, Howard Phillips:

SRD is such a strange case. When Phillips talks about working with external programming teams to develop arcade games, they’re talking about companies like Ikegami Tsushinki, who programmed Donkey Kong for them based off of Shigeru Miyamoto’s design. Brought into context with Nintendo’s “independent subsidiaries,” it becomes evident that they never really stopped doing that, but became more careful that they had the rights over whatever was produced.

It’s also interesting to put this into context with:

  • Rare, who came to work very closely with Nintendo for Donkey Kong Country and all during the N64 era, but then parted ways and was bought out entire by Microsoft. Rare still made games for other platforms during the 16-bit era, releasing Championship Pro-Am for the Genesis and versions of Battletoads for SNES, Genesis, and even for arcades.
  • Argonaut Software, who worked with Nintendo to make the 1st party release Star Fox and then-unreleased Star Fox 2.
  • Intelligent Systems, developers of Advance Wars, Fire Emblem and Paper Mario, among other games.
  • HAL and Game Freak, which are other companies Nintendo has close relationships with but are technically separate. HAL has released mobile games like Part-Time UFO; Game Freak made Drill Dozer and Pocket Card Jockey.
  • And as pointed out in the thread, Masahiro Sakurai, creator of Nintendo’s megahit series Kirby and Super Smash Bros., has never been a Nintendo employee! He created both series while working for HAL, then broke away and worked as a freelance game director.

It causes one to wonder: is Nintendo’s reluctance to staff up on the people who actually construct their games old-fashioned, very modern, or just idiosyncratic of them?

Sundry Sunday: Microcomputers: An Introduction

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

From Periscope Films, a video preservation group that rescues niche short subjects from destruction and obscurity to be enjoyed by all. Many of their videos are of old army training videos or newsreels or the like, but there’s a deeper variety of subject there, waiting to be found. And one of them was a cartoon fro 1982, to introduce kids to the idea of microcomputers.

A microcomputer is an old name for small (compared to mainframes, and desktop-size minicomputers) computing devices made for home use in the 70s and 80s. You still see it once in a while, but it’s given way to just the term “computer,” especially since even some gigantic information companies mostly use clusters of consumer-class PCs, or else pay Amazon to use simulated computing power of that type. The word “microcomputer” was most often applied to machines like the Apple II, the Commodore PET or the like.

In this cartoon (17m), Jennifer is a girl living on a farm and has a gigantic chunk of microcomputer sitting on her desk, and introduces its use to her technologically-clueless visiting city cousin Jack.

It’s amazingly cringey, and perfect to show to friends and acquaintances, both students of what the Subgeniuses call badfilm, and more normal types who have been suitably psychologically altered.

Jack has bigger problems than scoffing at technology, like getting his eyes to focus.
Jack would grow up to become Jon Arbuckle
“Keep looking! It’s back there somewhere!” Jennifer then sneaks off to smoke weed.

In addition to Jennifer helping Jack learn how to use a computer that has 64K of RAM, tops, they also use it to catch a bank robber, by trapping her in their completely automated dairy barn (that contains no cows).

A Youtuber Scraped Info From The Entire Steam Catalog

It’s been up for five days now but is at over 300,000 views, the owner of the Youtube account Newbie Indie Game Dev performed a six-day scrape of the Steam catalog back in October, and not only made a video of interesting observations, but even opened a Github project where you can download CSV files of their data. I predict that certain people will find this information very useful, or interesting, or valuable. Maybe you’re one of them?

The video (11 minutes):

Caves of Qud Intro Videos

Caves of Qud, after over a decade of development, finally reached a 1.0 release and has, for now at least, become the toast of the more-enlightened gaming internet. Of course there will people who will look at its time-based graphics and look down on it, and go back to their games of Call of World of Fortnight Among Us Craft Duty League. But if you’re here, then there’s a good chance that you get what’s special about roguelikes. And not just roguelikes, but classic roguelikes: heavily randomized, turn- and tile-based, and challenging. Hence, Caves of Qud.

Honestly, the roguelike scene is so large now that no one person could reasonably be expected to keep track of all of it. But there is no need to; others hold aloft that particular torch. Here’s a couple of videos, then, on getting started in Caves of Qud.

Publisher Kitfox Games (who also publish the Steam release of Dwarf Fortress) sponsored a video with “Getting Started” right in its title. Here it is (18 minutes):

It contains information on the different modes, the best starting location for beginners (Joppa), basic controls, navigating around the starting town, how to get around the world map (reminiscent of Alphaman!), how to spend kill points, how to read things, how to examine Artifacts, how to experiment with things (even if it gets you killed sometimes), how to steal things, performing the water ritual, and some combat tips.

Another, slightly longer at 24 minutes, intro video is by Rogue Rat:

It covers ranged weapons, the town of Joppa, Truekin, what to do when you get lost, some different skills to learn, gaining levels from giving books to a specific NPC, using its Crawl-type Autoexplore feature and other topics. Rogue Rat did a longer, more basic, intro video (34m) last year that went over many of the same topics as the first video here.

Kit & Krysta Explore a Secret Game Dev Hangout in Tokyo

I am SO ENVIOUS. Kit & Krysta, formerly of the official Switch video podcast Nintendo Minute, currently of their own projects and Youtube channel, got cell phone video of an amazing place, a location in Tokyo somewhere that gamedevs sometimes meet at, and is crammed tightly with game memorabilia. It’s almost a museum all to itself, and unlike the Nintendo Museum, seems like they don’t mind video footage escaping their confines, although on the other hand this doesn’t seem to be open to the public. It doesn’t look like a lot of people could fit in there at once, anyway!

I usually steer well clear of the hard sell, or “prompt for engagement,” when it comes to asking you to follow links and view videos from here. I figure if you’re interested you’ll click through, and if you’re not, then maybe tomorrow. But I’m breaking through that reserve just this once, as this place is amazing. You really have to see this if you have any interest in Nintendo, APE, Pokemon, Dragon Quest or their histories (12 minutes):

Our Private Tour of the Top Secret Nintendo Game Developer Hangout in Tokyo (Youtube, 12m)

Funko vs Itch Update

Liam at Gaming On Linux has some further news about Funko taking down itch.io with a spurious request. Here’s a summary.

  1. Some user created a fanpage for the upcoming Funko Fusion massive crossover game.
  2. Whatever was on it, it triggered some “brand protection” function on a service Funko uses.
  3. It send out complaints to both Itch’s host and DNS registrar.
  4. Itch founder Leaf disabled the account and removed the page and notified both entities. The host nodded and closed the matter; the DNS company, however, never replied.
  5. After a time, the registrar automatically disabled Itch’s domain name, making it impossible to load the site unless you knew its IP address, and who uses those anymore amirite?
  6. Itch, unable to get their registrar to respond to them, posted about the matter on social media, which turned up the heat enough that the problem got fixed pretty quickly after that.

Two weird things. First, Leaf’s mother got social media messages about the problem, for unknown reasons. And Funko posted an artfully-worded statement that claimed it was a mistake without actually apologizing.

The message that Leaf’s Mom sent to Leaf about the issue. She seems like a pretty cool lady. (Image from Gaming on Linux)

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itch.io is Down

EDIT: It appears that itch.io is back up now! It should never have been taken down, but that was still fairly quick response, I suppose.

Disappointing internet news. According to their Bluesky feed, itch.io, beloved indie gaming sales and distribution site, host to countless games both free and paid, and constantly linked to from this site and many others, is down, and the reason is Funko Pops.

These! These horrible dead-eyed non-biodegradable landfill-destined things, littering stores across the US! They’re why we can’t have itch.io! (Image from Amazon)

The text of the thing I refuse to call a “skeet”:

@itch.io has been taken down by Funko of “Funko Pop” because they use some trash “AI Powered” Brand Protection Software called Brand Shield that created some bogus Phishing report to our registrar, iwantmyname, who ignored our response and just disabled the domain

So not only do we have Funko to blame for their DNS record not resolving, but also the relentless scourge of AI! Sure, the world sucks right now. But how does it feel, knowing that if you bought one of these creepy pseudo-cute bits of pop cultural detritus, that you indirectly supported this action?

This is late-breaking news as of this writing, so the situation might change rapidly. Or, it may not. It’s a good reason not to buy Funko items in any case!

Sundry Sunday: The Animations of WiggleWood

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

WiggleWood is a Youtube channel that produces humorous short videos with an old-school computer vibe. They could be cutscenes from an old Sierra adventure. None are very long (the longest us under two minutes), but are entertaining enough to have a look at. Here are all five to date:

The Wizard’s Gummy (43s), what is the nature of his system of divination?

Magician’s Brick (31s), who is “Wormdal?” Later videos imply that he’s a wizard too.

The Dark Summoning (45s), here’s Wormdal. He doesn’t seem to be exceptionally evil though, just lonely.

The Magic Lamp (1m43s): The barbarian and the wizard again. It’s best to watch your tongue in matters concerning genies.

And the last one currently, The Cursed Throne (1m47s). Wormdal and the demon lady seem to have reached an accord of sorts. It’s nice to see old enchanters making new friends.

Gamefinds: Alphabet Soup For Picky Eaters

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

I found it through Metafilter (here), but it’s simple and fun enough that I felt I could extend its reach by a few more players. Alphabet Soup For Picky Eaters is a logic game, by Daniel Linssen, where you have to find some bit of text that satisfies six different hungry blobs.

In this example, four of the blobs accept the answer. The green one looks upset, but they’re just as satisfied as their friends, they just have Resting Angry Face. The who who aren’t satisfied with this example, are the Blue and Orange blobs.

It’s a very simple game. There’s no randomness; each blob is looking for a specific criteria, and most of the game is figuring out what those are. There is no penalty for wrong guesses, and you’ll have to make some to figure out what the rules are. While there are multiple possible solutions, there is one that is very apt. It’ll probably take you just a few minutes to deduce the requirements then fulfill them.

Alphabet Soup for Picky Eaters (Daniel Linssen, for browsers, $0)

GB Studio & BB Studio

GB Studio, by Chris Maltby, is fairly well-known now, isn’t it? It’s a free and open source solution to fairly easily making Gameboy roms on your own, that are properly termed not romhacks but homebrew. It has its own website and it’s available on itch.io. It was what Grimace’s Birthday, which we linked to last year, was made with.

GB Studio, from its platformer template

Now there’s a heavily-modified version of GB Studio, called BB Studio, that produces NES roms in a similar manner! It’s made by Michel Iwaniec, and can be gotten from Github here. It’s recommended that you be familiar with GB Studio first, and to read the list of caveats on the page. Particularly, the NES supports fewer sprites per scanline than the Gameboy hardware does, and runs at a slower clock speed. BB Studio is also “early alpha software,” meaning, it might or might not work well for you at the moment.

While we’re on the topic I should also mention NES Maker, which isn’t free, but it also isn’t “early alpha software,” and at $36 isn’t expensive either, and is custom-built for generating runnable NES games.