Sonic 2 Boss Hit Box Bug

While we’re on the topic of 16-bit Sonic, revealed last year by Lapper on Twitter, and recently boosted by Classic Sonic Deconstructed, it turns out that, because of a misplaced hitbox, you’re completely immune to the bomb attacks of the boss of Chemical Plant in Sonic the Hedgehog 2 if you’re crouching.

This is the boss’s only attack. If you’re standing on the middle platform and just duck when he’s attacking, you’re completely safe.

Original tweet.

The Final Fantasy IV Door Stack Glitch

The Final Fantasy series is loaded with bugs throughout. A full recounting would be much more than a longpost’s worth, but here is a quick description of one specific example, from Final Fantasy IV (originally II in the US, but most people now will probably think of it by the Japanese numbering anyway).

The door to the pub is push-type, potentially causing Problems.
Image from mynockx’s guide on GameFAQs.

Some RPGs, instead of coding area transitions all as a sequence of doors and destinations, instead use a form of stack to record where the player was when they entered the door. “Stack” here is a term from computer science, a data structure consisting of a region of memory and a pointed within it. Data can be “pushed” onto the stack, which means putting some number of bytes onto it and advancing the stack pointed by that number. Stacks can “grow” either up or down, meaning when the pointer advances, it’ll go in that direction. When the data is needed again, it’s read off the top of the stack, then the pointer is pulled back to its original position.

So how the door stack works is, when a player enters a location, say enters a town from the overworld, their location before entering is “pushed” onto the stack and they are then moved into the town’s entrance. When they exit the town, their old location is “pulled” from the stack, leaving it empty. (Actually, the data is still there, but because the stack pointer has been decremented, it’ll be overwritten the next time the player enters an area.)

Why use a stack? Well mostly it’s a convenience thing for the programmers. A door’s location can either be “into” an area, or “out of” it. “In” doors have to know where they’re going, but “out” doors just have to know they’re going outside. But it helps in one particular instance; if a game has a spell or item like “Exit,” “Outside,” or “Warp,” it can work simply by pulling every location off the stack until it gets to the last one. This means the programmers don’t have to have every location “know” where a given area is on the World Map. Just rewind the door stack until you get to the last location on it, that must be it.

Well there’s a subtle bug in some locations in Final Fantasy IV where some transitions that push when they should pull. One such transition is the one to the pub in the Dwarven Castle. When you enter the pub, the way in is pushed onto the stack; when you exit, instead of pulling that location off, the way out is pushed onto the stack.

There’s only so much memory reserved in a stack, which for old games is usually implemented as a single page (256 bytes) of memory. The pointer into it is thus one byte long, and so if the stack fills up, it wraps around. If you find such a door, and go through it enough times, you can cause it to overflow on purpose, with unexpected results.

This can be taken advantage of in Final Fantasy IV by overflowing the stack, then going through a pull-door, which causes the game state to be read from unexpected memory. Speedrunners (you just knew they’d be involved) use this to flip rapidly to the end of the game. Most players will never notice this very subtle bug, since when you return to the world map the game knows enough to completely clear the stack.

Something I’ve noticed about the 8- and 16-bit Final Fantasy games is, if there is a potential for an obscure bug somewhere, there is almost certainly going to be an example of that bug somewhere in that code. A lot of these bugs are only visible to a player with obsessive observation or repetition. This results in spells with unexpected effects, stats with no function, features that don’t operate, and item duplication bugs. Truly, it was an age before unit testing.

Final Fantasy Wiki: 64 Door Hierarchy Glitch

1,000 Blank White Cards and Dvorak

We’re getting into some weird elements of electronic gaming here, in the form of games that are not actually electronic, but spread amongst the World Wide Web. These are two similar games that became semi-popular-ish, relatively speaking, in the naughts.

Sadly, Pikachulu’s (?) card is cut off in this archived version. Nice rendition of a playing card though.

To play either, you need a deck of blank index cards, practically-speaking at least two available friends (the more the better), writing implements for everyone, and some quantity of alcohol also helps. It technically can be played by only two people, but they’re both party games, and two people makes for a rather poor party.

1,000 Blank White Cards was one of the victims of the shutdown of Geocities (R.I.P. 1994-2009), that bastion of early web culture, or whatever substituted for it. These days Neocities is a useful replacement for it, and really deserves its own post, but that’s neither here nor at a spot roughly 30 feet from me that I’m going to call “there.”

An archive of the site in PDF form was saved by someone in academia and can be found here. Warning: contains edgy early-internet comedy. Content warning for mentions of tentacle rape, ass thorns, Hitler as a car mechanic, and a crude drawing of someone simultaneously experiencing diarrhea and vomiting. You had to have been there, but in retrospect, you’re better off for not being there. None of it is intended seriously at all. It’s exactly the kind of vibe Cards Against Humanity goes for, for whatever that’s worth, although crucially you don’t actually have to play it that way, and index cards tend to be cheaper.

The point of both 1,000 Blank White Cards and Dvorak is that you customize the game as you play, building a deck for your group that grows larger the more times you play one of them.

Dvorak example cards, from the website.

Both games involve people drawing upon their inner Magic: The Gathering designer, and both making up and illustrating cards. 1KBWC is the sillier of the two, but Dvorak seems only slightly more serious. Both games lend themselves to cross-referential cards, like the one in the first image that refers to other monkey cards. It’s possible to get really complex with cards (“All cards with an L in the name have all the numbers written on them effectively doubles for the rest of the game, if it’s a weekday.”) but that seems like it’s going against the spirit of the play. If a particular kind of card in the Permanent Deck turns out to be really powerful, it’s just begging for someone to take it down with a later card, so games like these tend to be self-correcting over time.

1,000 Blank White Cards (PDF archive) – Wayback LinkSurviving Mirror

Dvorak Wiki: Rules

Find The Spam

Find The Spam is an internet legend at this point, like zombo.com and Homestar Runner, although it’s much less well-known. It is a game, sort of. It is fun to play, for a couple of seconds at least. I won’t spoil any more, go see it now.

You could see it as a riff on hidden object games, although it predates them by two decades. While the Wayback Machine‘s earliest archive of the site is from 2001, it already had over 1.3 million views by that point. My own recollection is of seeing the site on a Windows 3.1 installation, meaning it may go as far back as 1994.

A recreation showing how the site would have been presented at the time.

The joke is slightly ruined on current machines. Viewed on older graphics cards (with resolutions of 800×600 or even less) the user would have to scroll down a little to see the image, and so would have time to read the intro text before it is revealed. Weirdly, on my Samsung tablet even more of the page is visible on first load, the screen seems positively anxious to spoil the joke for me.

By the way, can you tell I’ve been on an early web binge lately? You can expect more old-timey game sites in the near future….

Find The Spam

Zelda Classic & ZQuest

It’s hard to believe that Legend of Zelda fangame construction system Zelda Classic and ZQuest is 23 years old. Many such systems have fallen by the wayside during that time, but Zelda Classic continues on. Its first versions were made for DOS, but it continues to see improvements to this day.

ZQuest has this weird interface where they rolled their own controls for everything. The dev system seems to be rendered in Allegro.

Zelda Classic and ZQuest are made specifically to make overhead view action-adventures in the Legend of Zelda style, to the extent that it has graphic sets taken directly from the games and many items that work like their console counterparts.

It even simulates many of the quirks from the various Zelda series titles. And yet, it doesn’t require you to abide by them. Pretty much every technical or creative limitation of the 2D Zelda series has an option to disable it if you like, but if for some reason you consider it intrinsic to the experience you can keep it too.

The graphics can be completely changed out. With it, you can make a game that doesn’t look anything like a Zelda title, which I suspect is why it’s been able to survive 23 years in a legal landscape overseen by a Nintendo increasingly draconian in its approach to guarding its intellectual property. Still, it’s pretty heavily aimed at making Zelda fangames, right down to having pages and pages of checkboxes for every known quirk of Zelda engine behavior.

Look at that gloriously pedantic list of quirks! The ZQuest developers are awesome.

While it does offer a scripting facility (which it’s difficult to find documentation for), ZQuest is mostly a construction set type of program. You place tiles and enemies, lay out overworlds and dungeons, decide what items to include, and go. The program itself has little in the way of documentation but the site has a tutorial that should help one get started. I strongly suggest, if you are interested in creating for this system, that you read it.

Fan projects going on for this long suggests a kind of mania, but the ZQuest people are serious. They even forked Allegro to fix bugs and adapt it for their purposes. May they keep it going for another 23 years and beyond.

Zelda Classic & ZQuest

RenoProject.org: Documenting Habitat and its descendants

Long, long ago, three full ages before Zuckerberg’s doomed Metaverse, there was Lucasarts, formerly Lucasfilm Games, and Maniac Mansion, and the SCUMM engine.

Lucasarts went on to have a long legacy of adventure games, and while it’s gone now and most of its progeny is owned by some mouse creature, it survives in a number of forms, like the upcoming Monkey Island re-revival.

Another legacy of Lucasarts and SCUMM is what is possibly the first graphical MUD, called Habitat.

Even though it’s blurry, it deserves the head spot on a blog post, just one more time.

What? You don’t know what a MUD is, or a MOO or a MUCK? A lot of knowledge is in danger of being lost, but we don’t have time to remind you of rudiments here.

Habitat was an early experiment in online communities, a server-based virtual world whose clients were Commodore 64s. In appearance it looks a whole lot like a multiplayer version of Maniac Mansion.

It never went public, but did eventually become a paid feature, in modified form. on the C64 online service QuantumLink under the name Club Caribe. Then, with the wane of the Commodore 64 as a viable platform, QuantumLink closed their servers and rebranded as America On-Line, a.k.a. AOL. And that is not only history at this point, but ancient history. Read more about it here.

While there was still competition in the dial-up online service space, two creators of Habitat, Randy Farmer and Chip Morningstar, partnered with Fujitsu to have another go at a Habitat-style service, this time called WorldsAway. They partnered with AOL competitor CompuServe, and didn’t do badly for a while.

There’s all kinds of things to talk about here, and I have rather more knowledge than most because I was involved with this, I was volunteer staff at the flagship WorldsAway world, called Dreamscape. I was a participant in the CompuServe forum before the main service even opened, I spend an entire night on the phone as a teen, our old 486DX running Windows 3.11 downloading the client software.

WorldsAway was basically my life for a few years. It could be incredibly addicting, and spirits were high in the early days. There was a feeling of being at the forefront of something. The Internet was just starting to become really big. Who knew what it would become?

What happened to WorldsAway is a story, one that I’m probably not qualified to tell. I know there were problems with business management even from the start. The world staff was constantly said to be fighting with higher-ups, who wanted to cheapen or diminish the project. In size, certainly, the initial world Dreamscape never got anywhere as large as what we hoped for. Even compared to the size of its Commodore 64 predecessor Club Caribe, it was pretty small.

It’s said that they were a west coast operation, and many of their staffers were queer. One of the eventual spinoff worlds that WorldsAway would spawn was explicitly queer-friendly. Given the successes and continued struggles of queer-friendly media on the internet today, I feel like WA’s acceptance of alternate lifestyles should probably be better known.

I still have a couple of friends from those days. Others I’ve sadly lost touch with. A few friends from that time, notably Tiggles, Esme, and Rosaleah, have departed our physical world as well. Maybe some comfort could be had in the idea that maybe they’re users in some higher-order reality, who may have logged-off of our world, but are still out there in a more profound form. If they’re out there and somehow seeing this: please spare a thought for me. I’ll be back out there some day.

The Reno Project is a website devoted to preserving as much of those early projects, those ancient times, as possible. You could immerse yourself in the screenshots there, and dream of a past era that barely was. One of its competitors at the time, which is a bit better known today, is The Palace. One other service that still exists that competed with it is There, although good luck making an account (I tried). And Second Life of course continues to chug along. All of these things seem to me like more worthy projects than Zuckerberg’s latest progeny.

The MOS 7600/7601 Pong Chips

Now here’s a Commodore console I’d wager you haven’t heard of.
(Images from Old Vintage Computing Research.)

In a bygone age, the video game industry largely consisted of “dedicated” machines, that could play the games they were made to play and nothing else. Customers would buy devices costing $100 or more in 1970s dollars that could only play Pong and maybe a handful of other games, and that was it. It was a weird time.

There was a whole cottage industry of special chips devised by fabricators back then, that a manufacturer could buy from them, build a plastic shell around with AV connections, a few switches, and controllers (often hard-wired to the machine), and just like that have a console read to sell. The company General Instruments in particular sold a lot of these chips. Many of the details of this era can be read on the website Pong Story.

In addition to GI, Texas Instruments, National Semiconductor, and even MOS Technologies, makers of the 6502, got in on the dedicated video game chip business. MOS’s angle was to make customized chips that had a bit of built-in ROM that could run small programs without having to have a separate chip to store game code.

My, what big numbers you have.

This was a fairly brief in the history of video gaming, and only a few consoles were made using these chips, all of them very obscure today. The always great blog Old Vintage Computing Research recently hunted down some of these consoles and tried them out. It’s a big article, and it makes for fascinating reading, to those of a certain mind. Of those, I am one. I suspect that you might be one too!

@Play: Angband Version History

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

Back in the GameSetWatch era, I focused more on a general kind of audience for @Play. No, really! I notice that I’ve gotten a fair bit more detailed so far in the Set Side B era. That’s especially the case this time, which is a dive into the history of Angband. But there’s a purpose to this: after knowing where Angband’s been, it’ll help us when, next time, we finally look at its huge number of variants. That should be a lot of fun, and I’m looking forward to it. I hope it’ll make up for all the time I had to spend building this one.

Angband has a long and somewhat convoluted history. There aren’t many open source games with its longevity. It’s managed to keep going by changing ownership somewhat regularly, with each maintainer adding their own stamp to its play.

The Release section of the current Angband homepage rephial.org goes into exacting detail over what was introduced when, but it’s a lot to sift through, and in terms of volume most changes are just bugfixes.

I have gone through all the pages and tried to render down the essence of each change, and what effect it had upon Angband. In this article, we follow along with the various changes that have been made since its origin, and in the end try to note the best version to play, for people interested (or not) in its various aspects.

Our previous articles on Angband are this general introduction, and this description of its features and early going.

AnteAngband

Some of this will be familiar to people who have been reading @Play on Angband so far, so I’ll keep it brief. MORIA was created by Robert Koeneke in 1983, and may be the first true “roguelike” that wasn’t Rogue itself.

Moria was written in Pascal, a fine language that, sadly, isn’t nearly as popular as C. UMORIA (5/3/1987) is a reimplementation of Moria in C. It was updated until July 7, 1994, with one last gasp on 10/13/2008 by a different developer.

ANGBAND was based on UMoria 5.2.1, and is where our story really begins.

Other variants of Moria include Morgul (1993), PC Moria (unknown years), and VMS Moria (1983-1985).

Early History

It’s hard to see this zoomed out, but this is a timeline of the development of some prominent roguelikes from Moria to current Angband (4.2.4). Some positions are fudged a little where I have no precise date.
Full resolution version

Angband 1.0 (1990): The first version of Angband was derived from UMoria by Alex Cutler and Andy Astrand. My indications are that Angband was largely a bigger version of Moria back then: 100 levels instead of 50, beat up Sauron and Morgoth at the end instead of a balrog. This version probably doesn’t survive, and doesn’t seem to have been widely distributed outside the University of Warwick.

What The Frog?

Angband 2.4.frogknows (April 11, 1993): This version was called (right on its title screen) “2.4.frogknows,” was produced by Steve Marsh and Geoff Hill after Angband’s creators graduated, and was the first version with a wide release. This version put a definite stamp on the game, and founded aspects of what many consider iconic about Angband. Amazingly, binary and source versions of frogknows are available from the current-day Angband Home Site.

How does it differ from UMoria?

  • Added more Tolkien, D&D and Rolemaster monsters
  • More object types, including rods, which don’t have limited charges, but instead have a timeout between uses
  • More races
  • Special dungeon rooms
  • Monsters can be generated in groups
  • Monsters have more spells and abilities
  • Special monsters based on defeated players (“ghosts”) can appear in the dungeon and attack you
  • Treasure pits, a predecessor of vaults, appear. These are large rooms with lots of treasure but also out-of-depth monsters
  • Artifacts and level feelings are added
While this title screen identifies it as 2.4.frogknows, this is PC version 1.0.

frogknows got ported to classic Macintosh, Atari ST, and Amiga. The CRPG Addict played this version of Angband and reported on the experience on his blog.

It helps, when giving dates, to give some idea of what else was going on in the world at the time. In the same year as frogknows, Bill Clinton was inaugurated as U.S. President, and child sexual abuse allegations were made against Michael Jackson. It was the 16-bit era in console video gaming. Secret of Mana came out for the SNES. Arcades saw the release of Mortal Kombat II and Super Street Fighter II. Among roguelikes, the NetHack DevTeam would release 3.1.0, the beginning of modern NetHack, but they hadn’t yet gotten to the venerable 3.1.3 version.

If you’re only used to 4.2.4, there are some specific things to be aware of. Mages are much more fragile starting out in older versions, with very slow spell point regeneration, while warriors can be played in a much more direct, hacky-smacky style. It you get stuck on a dungeon level, there’s probably a secret door you didn’t find; use the ‘s’ key in corridors and along walls to search for them. You must remember to wield torches to use them, you don’t start with anything equipped. Artifacts and ego items look just like normal items until identified. You don’t find stacks of useful potions and scrolls at once, but have to find across them one at a time.

PC Angband

Seemingly on the same day as the release of frogknows, Charles Teague (who helped with frogknows) released PC Angband 1.0.

PC Angband went on its own for awhile. In the year 1993: April 20: 1.1; May 20: 1.2. August 18: 1.3; August 28: 1.3.1; it switched hands to Charges Teague. Then, March 7 1994: 1.4; and then, by Phil Yellott, on February 18 1995: 1.4.1b. After that, the line seems to have been merged back into mainline Angband.

Most versions of Angband before 2.8.0 are lost, and those that survive are usually only available in source form, but 1.2, 1.3, and 1.4 of the the PC Angband line survive and are playable in DOSbox. 1.0 and 1.1 also survive, but their closeness to frogknows means that the Angband site links them from its page.

PC Angband 1.2 (5/20/1993): Players could look at monsters to determine how wounded they are, and a stat autoroller was added.

PC Angband 1.3, 1.3.1 (8/28/1993): Targeting was added, allowing players to launch missiles and magic in arbitrary directions, not just in the orthogonal and diagonal ones. (You still can’t do this in NetHack, since it would materially affect other aspects of the game.) And players could gain more than one level at a time.

1.3.1 is an auspicious release, as the base of Angband’s first variants. One of these is Angband–, which seems to be lost, but would serve as the foundation of ZAngband, a mega-variant that itself saw a lot of iteration. It would inspire CthAngband, ToME, and Hengband, all variants that continue to see a lot of interest even now. Hengband is a Japanese variant with several notable children itself, and ToME has been rewritten several times, and now is basically its own separate, full-fledged game. You can even get it on Steam. We’ll talk more about variants, a huge topic, next time.

While the Angband site mentions a later version originating the “Monster Memory” feature, there was some form of recall of abilities, even extending between games as far back as Angband 1.0, as shown here.

Mainline Angband, 2.X

Angband 2.5.0 (12/8/1993): Charles Swiger took over as maintainer. Versions from this to 2.5.9 were released with many technical and miscellaneous changes that I won’t bore you with. Targeting was ported into mainline Angband with 2.5.6.

2.5.8 is the only of these versions that is available on the Angband home site, and even that only in the form of source code.

PC Angband 1.4 (3/7/1994): The last version of PC Angband, and Charles Teague’s last contribution to the game. Many of its changes were merged with the core game. It added a new speed system, and other miscellaneous adjustments.

Angband 2.6.0 (9/4/1994): More miscellaneous changes over three versions, and the end of Charles Swiger’s tenure. 2.6.1 and 2.6.2 are available as source code.

The Macintosh port of 2.6.1 marked a notable addition to the roster of people who have worked on Angband….

Angband 2.7.0 (1/14/1995): Ah! With this version, Angband legend Ben Harrison began his work. The current Angband homesite calls it the beginning of the Second Age of Angband.

Ben Harrison cleaned up the code greatly, almost rewriting it, and fixed lots of bugs, resulting in the 2.8 line being the foundation for many variants. A lot of Angband’s reputation for spawning variants is due to this version, both directly and by its successors. Ben Harrison also founded a notable Angband Home Page on the World Wide Web, that survives today. (The successor to it, thangorodrim.net, has not been so lucky.) And, Ben Harrison invented the Angband Borg, in which one’s computer plays Angband itself, learning about the game as it goes.

2.7.2 added the Scroll of *Identify* to the game, which offers complete information on an artifact’s properties. (Angband loves emphasizing words with asterisks.)

2.7.4 is notable because it’s one of the few versions of Angband from back then that’s still available in compiled form, and downloadable from the Angband site. Its Windows version doesn’t work well for me, producing a garbled display on Windows 10. The DOS version appears to be salvaged from someone’s playfield; it has a valid save file for a character named Whopper, a Human Paladin, who is in the middle of exploring the dungeon, and carries the artifact “Sting.”

2.7.5 rewrote dungeon generation. 2.7.6 added a health bar for monsters. And 2.7.7. removed player ghosts “temporarily,” but they have yet to return even today. This is the version that rephial.org says added Angband’s famed monster memory, a set of spoilers that the game creates and maintains as you play, collecting all the information that your characters have learned on their adventures. However, some form of this extends back as far as PC Angband 1.0.

2.8.0 (10/12/1996): 2.8.1 expanded dungeon spaces so more than one item can fit in a space. Up until then, any dungeon space could only hold one object on the ground. This sometimes caused enemies to leave less treasure than they would otherwise have if they were being fought in a corridor, since there simply wouldn’t be enough room for it all. (The Mystery Dungeon games abide by this restriction, where it adds some unexpected wrinkles to its gameplay.) It also made it so any player race can try to play as any class, although some are probably not good ideas with the stats the game assigns to them.

The 2.8 series on Windows contains rudimentary graphics, but several of its releases don’t like to work on current Windows.

2.8.2 removed the prompt for the number of items to drop, sell, or destroy at once. Instead, players could specify a count before the command, similar to Rogue and NetHack’s repeat systems. After vocal outcry from some players, 2.8.3 added it right back again.

Angband 2.8.3 for Windows, with font graphics enabled

2.8.3 was Harrison’s last official version, although he’d release a version of a prospective 2.8.5 for testing. This version seems to be the first version with support for Allegro tile-based graphics on Windows, but it’s not enabled in the supplied binary. It contains the font-based graphics of the other 2.8 versions, but they have to be enabled in ANGBAND.INI, by setting the variable Graphics therein to 1. Although the tiles are tiny and hard to make out, it’s recommended to play this way, as the terminal graphics are messed up on current Windows. You can somewhat get around this by use the Look command (‘l’) to identify characters in sight. This version does not have compiled DOS binaries on the Angband home site. This (the garbled terminal graphics and Graphics=1 in ANGBAND.INI) is also true of several of its successors.

2.9.0 (4/11/2000): A new Angband for the year 2000. Robert Ruhlman took over the reins of Angband with this version and created the thangorodrim.net website (Wayback link). 2.9 added birth options (see the previous article for more on those), one of them being a way to enforce the “ironman” playstyle, where characters are disallowed from ever using upstairs. Other birth options remove shops or artifacts from the game, or else replace the built-in set of artifacts with randomly-generated replacements. Font graphics can be enabled in ANGBAND.INI on Windows, but are on by default on DOS.

Angband 2.9.0 for Windows, with graphics enabled.
Angband 2.9.0 for DOS, check out the marble border

Angband 3.X

3.0.0 (3/30/2002): A notable change with this version was the addition of Lua scripting to the game. You might think that sounds like it’d be a great idea, after all lots of other games have used Lua, but it actually didn’t see much use, and would be removed from the code with 3.0.8.

It’s minor from a play standpoint, but 3.0.2 removed the term “Genocide” from the game, in order to disassociate a mere computer pastime from real-life horrors. The effect was renamed to Banishment, although this meant that the pre-existing Priest spell Banishment had to itself be renamed to Banish Evil to avoid nominal confusion.

3.0.4 marked two significant changes. With this version junk items, which were included as dungeon flavor but served no real game purpose, were no longer generated in the dungeon. And this was the version to, finally, remove haggling over prices to buy or sell from shops, which I have to say, after experiencing Moria, is probably my own personal favorite change. (Up until this point, the game had already been shortening haggling a lot.)

Robert Ruhlmann stopped maintaining Angband with 3.0.6 (6/8/2005). It’s also the last version supplied with DOS support.

The last DOS Angband: 3.0.6

3.0.8p1 (prerelease, 6/24/2007): Anna Sidwell takes the fiery spikéd torch from Robert Ruhlmann, and removes Lua support. This is the first version to have item “squelching,” allowing the player to set the game to automatically ignore items they aren’t interested in. Mouse support is added, and the code cleaned up again.

3.1.0 (beta, 1/24/2009): This version marked fairly large changes to gameplay. Monsters here ceased to drop so many items, potions began tending to appear in stacks, and healing became proportional to wounds taken. (I’m not quite sure what that means.) A “bad” class of items from previous versions, that reduce a stat and provide no upside, was replaced with alternate items that lower one stat but raise another. Gold generation was toned down in the later dungeon, and traps start out only generating relative safe types, with the worse ones saved for getting progressively deeper in the dungeon.

Angband 3.1.0, TTY mode

Graphics here, by default, are TTY-based, but can be switch to tiled graphics from the Options menu fairly easily. If the window is too small for you (easily possible), the size of the screen can be adjusted in steps from the Window menu.

Angband 3.1.0, Adam Bolt’s tiles, in bigtile mode
Note: from here, Angband comes with multiple tilesets, so how the game looks depends on the tiles selected. If you have the time/energy/artistic skill you could make your own.

3.1.1 (beta, 7/29/2009): Another auspicious moment for the game of Angband. For many years Angband had suffered, after being worked on for so long and by so many hands, of not having a clear line of copyright for all its code, which prevented it from going full GPL. While everyone generally agreed that the game should have fully open source and no one was really against it, the community’s inability to contact everyone who contributed to the source code meant they couldn’t fully relicense it. With this version, the last of these rights issues was finally cleared up, and Angband became available under a dual license, both GPL and its own Angband source license.

3.1.2v2 is credited to the Angband Development Team, I think signalling them taking over from Anna Sidwell.

3.2.0 (12/24/2010): Armor Class, the game statistic indicating how protected a character is from harm, was changed to make heavy armor more worth it relative to their weight. The speed system was changed again. Element resistances was extended to cover carried items. With this version, all artifacts became immediately recognizable: items with names are instantly known, although your character still won’t know what their abilities are until discovered in play. Until that point, you would eventually get a good feeling about a specific item if it was an unrecognized artifact that had been carried for awhile.

Starting in this version, I notice, you can resize the window to get more of a view of the world.

Angband 3.2.0, David Gervais’s tiles, with the window expanded a bit

3.3.0 (7/31/2011): Dungeon generation got another long-overdue overhaul. New cavern and labyrinth special level types were introduced. Level feelings, a part of the game going back to frogknows, were redesigned, separating the danger level of a level from the treasures on it. Resistances were revamped. This version made the spiking of doors, in order to slow down pursuing monsters, a feature that had long been in the game and derived from tactics in classic D&D, more effective.

Angband 3.3.0, nomad’s tiles

3.4.0 (9/14/2012): Development pace slowed for a bit here. Various changes over the years had resulted in Angband becoming easier, and this version attempt to restore some of its classic difficulty.

3.5.1 proudly identifies itself as a variant of Moria

3.5.0 (12/24/2013): Changed the game a fair bit. Charisma, often the dump stat in D&D-derived games, was removed entirely. Item generation was rebalanced, ego items redistributed by level, and shops by default no longer buy items from the player; you can instead donate an item to a shop to be identified or recharged. Money in dungeons was made more plentiful to compensate. (Shops will buy items again, and less money will be generated, if enabled with a birth option.) Random monster generation was toned down, and continuing the trend towards removing bad items, Scrolls of Curse Armor and Curse Weapon were removed. And with this version, door spiking was removed entirely, along with jammed doors and bashing them down. I guess people didn’t like it as much as it was thought they would.

Angband 3.5.1, with multiple windows

By this point Angband on Windows had come to default to offering the multi-headed display. (One of the Ben Harrison released versions also turned it on by default, I forget which one.) It also offers current-day Angband’s choices for tile size. At a glance, it looks a lot like the 4.0 series.

Modern Angband (4.X)

4.0.0 (6/29/2015): Nick McConnell takes over maintaining Angband. A new rewriting of the code begins, with the intent of not making game changes until it is finished.

4.1.0 (6/25/2017): Big changes are made to the game after extensive forum discussion. I described many of these aspects in more detail last time. Active searching (with the ‘s’ key) is removed entirely after 24 years; stepping next to a secret door now always reveals it immediately. Identification of equipment properties and curses takes on its current rune-based form, and classic roguelike “sticky” curses are removed entirely. All potions, scrolls, and mushrooms are immediately identified on first use, and wands, staves, and rods usually identify when used, unless they only work by affecting monsters and none are present when tried. Conversely however, Scrolls of Identify and *Identify* are now gone, replaced with Scrolls of Identify Rune. More level generation types are added, including a “Moria level” in homage to the original game. Status ailments that could be inflicted by monsters were made more interesting.

4.1.1 added a birth option to make dungeon levels persistent, not being regenerated when left and returned to. It’s still in as an experimental feature today.

4.2.0 (8/17/2019): As of this writing, it’s the current major release of Angband. (The newest minor version. 4.2.4, was released 2/22/2022.) This version revamped the magic system, adding two more types to make for four major varieties, and added druids and necromancers that specialize in them. The number of spellbooks was reduced so players don’t have to lug as many around. Shapechanging is added for players and monsters. Many new mechanics are added to the game with this version.

Angband 4.2.4 (main window only)

What Flavor Of Doom Is Right For You?

Some of these versions of Angband are still available to download, so you can play the one that’s in the most accord with your personal preferences. Over the years, some features have been toned down or removed entirely, and others introduced and given prominence. Generally speaking, later versions of Angband are easier than earlier ones, and also put more of the focus on combat than dungeon exploration, but this not a universal trend.

  • If you want an experience as close to Moria, and Rogue, as possible, you’ll want to seek out 2.4.frogknows. You’ll get an authentic, but sometimes annoying, game.
  • 2.7.5 removed player ghosts. It also added, or at least improved, the monster memory. Memory is a great help, over many games, towards recognizing which monsters are the most dangerous and why. (The full history of the monster ability recall function will probably have to wait for another time.) 2.7.6 is the first version after this point that survives.
  • For graphics, 2.7.6 and successive versions have tile graphics if you change Graphics=0 to Graphics=1 in ANGBAND.INI, which will also ungarble the console on modern Windows. For Windows tile graphics, version 2.8.3 is likely the earliest version with Allegro support, but you’ll have to build it yourself.
  • 2.9.0 added birth options, letting you customize the game more to your liking.
  • 3.0.0 added Lua scripting, which might be interesting to modders.
  • 3.0.2 added item squelching, helping streamline the exploration of the dungeon.
  • 3.0.4 is when haggling with shopkeepers, a long-standing feature going back to Moria, was finally removed.
  • 3.0.8 removed the problematic “genocide” terminology, and Lua scripting.
  • 3.1.1 is when Angband’s rights issues were worked out.
  • With 3.2.0, artifacts became known on sight, greatly reducing the possibility of missing out on something great, and dungeon generation was overhauled.
  • Like the idea of spiking doors to delay pursuers? That was in the game from all the way back in frogknows, but was made more effective in 3.3.0.
  • Hate that idea? It was excised from the play entirely in 3.5.0.
  • 3.5.0 is also when shopkeepers stopped buying items from players without enabling that as a birth option.
  • Hate tapping the ‘s’ key to find doors? That was removed in 4.1.0. Up until then, if you didn’t have a magic aid to searching, you could get stuck in parts of the dungeon where all the doors out were hidden. With this version, stepping next to a hidden door is enough to reveal it.
  • Hate cursed items that make it hard to stop using them? Like the rune-based ID system? Both aspects also changed in 4.1.0. That’s also when identification was changed: identify scrolls were removed, but it became less dangerous to ID things from use, and dungeon generation was overhauled again.
  • If you like magic other than just Arcane and Divine, you’ll have to play the most recent line, and thus probably should go with the current version, 4.2.4. If you have no other preferences you should also go with this version to get the latest features and play niceties.

Well that was certainly a long and dry description, but it’s definitely shorter than what I had to read through to get it here. I think it’s still interesting for a look back at a twenty-nine year old game that has been through many different hands. After all that, while it’s changed a lot, Angband still feels a lot like it did in 1993: it’s a tactics-heavy dungeon exploration and combat game, with a lot of area to explore, but with occasional heart-stopping moments of terror.

Next time will be the end of our Angband discussion for now, where we embark on the long-promised exploration into the world of its variants. Angband variants are based on different versions throughout its long history, so having this version key to refer to will be very useful. See you then!

EDIT: Explained frogknows a bit better. Made a few other clarifications. This was a hard article to write.

Sources:
http://www.roguebasin.com/index.php/Angband_version_history
https://rephial.org/release
Use of the various versions available from rephial.

Weird Moments in Video Games: Star Force and Cleopatra

The Museum Monster presents:
a WEIRD MOMENT IN VIDEO GAMES.

About halfway through the arcade version of Star Force, a prominent early shooter made by Tehkan (later renamed Tecmo, and now half of Tecmo-Koei) something weird happens.

Whatever could it mean??

Shooters were in a kind of odd phase right then. The enormously influential Xevious was fresh in memory, and it presented, as a striking and memorable background element, the Nazca lines from Peru. It lent the game an air of mystery that impressed many Japanese players.

Perhaps inspired by that, Tehkan’s developers put something similarly bizarre in Star Force, but it’s a lot better hidden. First, you have to get about halfway through the game. Once there, on the ground of the weird space continents that float by serenely beneath your craft, you can spot a coelacanth, a whopping-great space fish.

You don’t see that every day Chauncy.

Then, if you aim your ship’s guns at the spot at the right side of the screen that it’s looking at, and fire your guns a whole bunch of times, you’ll make the golden head you can see in the above screenshot appear. Then, fire at it a whole bunch more. If you’re relying on autofire it won’t do, you must actually pound away at the fire button yourself to have any hope of unloading as much firepower as needed to destroy it. If you do, this happens:

CONGRATULATION!

Here is a recording I made of this being done in gameplay. Note, I had an invincibility cheat on, because not only is the game extremely hard at this point, but unloading enough shots into it requires you to stay in one place for a while. In a real gameplay situation your only hope is to encounter Cleo during the lull between enemy waves.

Huh. So, what is that about anyway? It like triples your score! There is no mention of Cleopatra anywhere else in the game, and no hint as to what she’s doing sleeping on a big purple island floating out in deep space. This doesn’t occur anywhere else. It just a thing that happens.

A VERY WEIRD THING!

Romhack: Elvira’s Monster Party

Someone worked hard to make that pixel art.

Most, maybe like 90%, of romhacks are pretty dumb. Of the remaining 10%, nine out of ten are somewhat intersting. Then you have that last percentile that achieves greatness. The jury is out, but this one could be in that category.

This hack changes the cult NES classic Monster Party and repurposes it as an episode of Elvira’s B-movie show! It also changes game graphics to make the main character Elvira, and many of the bosses and their text to make them into classic horror movie monsters. It seems like it should be worth a look from that pixel art image of Elvira alone.

Beyond that, the patch file’s ZIP has some other bits of artwork in it, including a poster, and box art:

I should point out that this is not actually a hack of the release version of Monster Party, but of the prototype of the Japanese version that showed up a few years ago. So you’ll have to hunt that down if you want to try it. And it is worth noting that that version had been held by some time by collectors who were unwilling to let it be dumped. So the construction of this particle of greatness was effectively blocked for an age by their greed. Please remember that.

In monster form, Elvira’s black gown switches to something rather more revealing, which is kind of keeping in character honestly.
Monster Party’s collection of B-movie goofballs have been replaced, with a new series of B-movie goofballs. I love the Statue of Liberty’s face in the background.

One of the folk responsible for this patch is Garrett Gilchrist (Twitter), who as it turns out was also one of the people behind the Raggedy Ann and Andy patch we reported on a few weeks ago. They’ve made a number of other patches hosted on Romhacking.net that, if you have an interest in such things, you may want to take a look at.

It wouldn’t be Elvira without a heaping helping of playful innuendo.

Elvira’s Monster Party, at romhacking.net (via Frank Cifaldi’s Twitter feed)

The World Record In Hatetris

Let’s start by getting you up to speed. It’s one of the most well-known video games in the whole world at this point, but people who’ve lived under rocks might not know about Tetris, the block falling puzzle game created in Russia and popularized first by Spectrum Holobyte, then by Nintendo. Favorite game of both diehard Japanese arcade players and Steve Wozniak.

Tetris blocks, a.k.a. Woz’s Bane

While the increasing speed and rising pile are what directly end games, a lot of the difficulty of Tetris comes from the pieces that are generated by the software. Famously, it’s known that completely random Tetris is doomed to failure, that it’s been mathematically proven that there exist sequences of blocks that are unsolvable, but aside from that nearly all sequences are survivable.

One thing that can help a player survive is the sequence of the blocks that are generated by the game, which is really getting into the weeds. A consistently varied collection of pieces helps out a lot. Early versions of Tetris just picked any block, and sequences of the same piece could easily happen. Recent years have seen an effort by the official stewards of the game, The Tetris Company, to standardize it, and one of their edicts is to use a “bag” system, where the game tries to ensure that all pieces will appear over a short period of time, to try to keep the game fair while still acceptably random-seeming.

At the other end of the field, Hatetris is a fan-made form of Tetris that seeks to increase difficulty by picking the least-survivable block, the one least able to fit in with the rest of the bit. (It’s not the only such version, another is Bastet.) Casual players usually find it impossible more than one or two lines.

Warning sign of obsession: making graphs
Image credit: https://hallofdreams.org/posts/hatetris/

Yet recently there has been surprising progress in surviving this worst-universe version Tetris. Getting the World Record in HATETRIS explains the work done to maximize scores in this version; the current record is 86 lines. Helping their work is that the Hatetris isn’t random at all, but actually completely deterministic. The piece that must stack the bin the highest is always chosen, so it can be predicted and, to some extent, accounted for.

And with an ocean of computing power out there now, sloshing about over everything, it was probably only a matter of time that someone would look into optimizing adverse Tetris. What, I ask you with growing concern, is next?

@Play: Wading Into the Pits of Angband

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

Last time we re-introduced Angband. This time, we go more into what it’s like to play its current versions. Our aim here is, as with one of the the Omega articles, to get you to a point where you can play enough of the game to tell if you’ll enjoy it more long-term. Angband is nowhere near as obscure as Omega is, but despite its influence on gaming, it’s still well off the radar of most players. My hope is that this article will serve as an introductory blip at the edge of the screen.

Window Mania

Suddenly, your whole desktop is full of terminal windows.
These labels are for default settings.

When you begin a game of modern Angband on Windows, you might be slighty overwhelmed. The screen fills up with terminals! This “multi-headed” approach seeks to keep more useful game information available at once. There are keystrokes that make that other information available on the main screen, so at first everything but the main game window can be ignored. As you get into the dungeon, you’ll find the other windows more useful.

If you’ve come back to Angband after a long absence, you might be dismayed by this appearance. All of these windows can be individually closed by clicking the close-window button in the corner. If you want them back, go under the Window menu and select Reset Layout.

All of the windows are fully configurable; to decide what each does, you can go under Term Options in the Window menu, but this stuff is for players who want to customize everything.

If you were used to, or prefer, the old ASCII display, it can be activated by going under Options | Graphics | None. There are other tile options there, and you can also choose tile scaling under “Tile Multiplier,” although explaining too much about that is getting into the weeds.

Changing the graphics settings will cause the game to try to set them back up as you had them on later plays, which you might not appreciate if you were trying to get the game back to how it was before you played around with the settings! If you really want to return to the old system, then close all the other windows and set the graphics to None, and then close the other windows. To get it back use the Reset Layout option, although you should know that you must actually be in a game to do it, it won’t work from the title screen.

Piecing By Parts Your Pretend Person

Starting a new game in Angband puts you into character creation. You can spend a lot of time picking a race and class, spending points or rerolling stats, all in order to have all that effort wiped away by a drunk mercenary in town before you even enter the dungeon. My advice is, just pick something fun and get started, because your first game will probably end pretty quickly. Classes that the developers judge doesn’t play well with your chosen race will be printed in a darker color, so just try to steer away from those. When the game asks if you want to do stats with point buy or with a roller, I suggest you go with point buy and stick with the defaults. Customizing these things is more for players who already know the game well and know the consequences of high (and low) stats.

There are two major “types” of character in Angband: those who fight in melee and with missiles, and those who cast spells. All characters but Warriors can do at least a bit of both. Magic users can do some hand-to-hand fighting when needed, but conversely Warriors won’t be able to use magic at all.

If you’re used to Dungeon Crawl Stone Soup, It should be said that, unlike as in that game, your class determines some essential and unchangeable aspects of your character. These are listed for you when you press, by default, Shift-S. Each character that can use magic only avail themselves of one type. In previous versions that was either Arcane Magic, which you might think of as magic magic, and Divine Magic, or what the game calls “Prayers.” Each was the domain of either wizards and allied classes, or priests and their relatives. Recent versions have also added Nature Magic, for Druids, and Necromancy, for Necromancers. In the game, this means you can buy and find spellbooks that your character cannot use.

Initial Interests

Welcome to Town!

When you actually begin playing, you’ll be dumped into a Town that, for some reason, has sprung up above this deadly deadly dungeon. You might not expect this on your first game, but the Town Level has is own dangers: at Level 1, you can be easily killed by its more disorderly residents, and in fact you will probably find the first level of the dungeon to be safer. The monsters in Town disappear when you go downstairs, so you could lose all your assailants at once by just dipping downstairs then back up again.

You start out with some gold for buying basic supplies. If you’re playing modern Angband, by default the game will start you out with okay equipment with which you can jump right into the first level of the dungeon.

Following this paragraph is a chart of the most-used keys. You can use the ? key, then ‘a’, to get a list of all the keypresses. Angband is extremely adjustable and all of these keys can be changed, and in fact there is a “roguelike” keyset that uses more traditional keys. You can switch to the roguelike set by going into game options (by pressing the equal key, ‘=’), pressing ‘a’ to go into User Interface options, then ‘a’ again. There are a ton of things you can change in these menus, including defining all the other keys. This chart assumes that they are unmodified:

NOTES
Keys that are different between Angband and Roguelike styles are in boldface.
An alternate way to use items, without having to learn so many keys, is to go into inventory then press the item’s inventory letter, which offers a list of things you can do with it.
In modern Angband there is no ‘s’earch key; searching is automatic when you step near something that can be searched for.
There are three kinds of ‘zap’ function, for wands, staves and rods; there’s more information on these items further down.
Even once you learn a spell (with Shift-G), to cast it you still must have the book.
Modern Angband lets you save without quitting, but it still marks your character as deceased if they die.

Stabby-Stabby vs. Whoosy-Sparkly

When getting started, it’s useful to keep in mind the difference between fighting and magic-using characters. There are nine classes in modern Angband. The first on the list, Warrior, is the only class with no magic at all, other than the magic devices and artifacts they may find. The next four in the list are the “pure” spellcasters, and the last four are the hybrid classes, with fighting and magic.

To attack with a melee weapon, well, this is a classic-style roguelike. Just make sure it’s equipped using the ‘w’ key, which stands both for (W)ear and (W)ield, then walk into a monster you want to attack. To use missile weapons it’s a little more complicated. Equip the right kind of launcher (a bow if you have arrows, a crossbow if you have bolts) then use the ‘f’ key, for Fire, to launch it. You can rapidly switch between weapons you’re carrying with the x key. In previous versions you would have both a primary and a secondary weapon and ‘x’ would switch between them, and you might still end up playing a variant that does things that way. In Angband though the x key just switches weapons. Missiles automatically go into a special section of your inventory called the quiver.

Using magic is a completely different process. For your main spells, you buy a magic book in the Temple in town. Each book contains a number of spells, of various difficulty levels. To see what’s in a book, you [b]rowse it, with the ‘b’ key; to learn a spell out of a book, you [g]ain it, with the ‘g’ key. Depending on your level you’ll have a different chance of learning or casting it, and you can only know so many spells. To cast a known spell, use the ‘m’ key, for [m]agic. Unlike as in NetHack, even when you know a spell from a book, you still need a copy of the book to cast it! Casting a spell both has a chance to fail and costs spell points, but at least spell points regenerate over time, unlike in Omega.

I feel seen.

Exploring the Pits

Recent versions of Angband begin you with everything you need to jump right into the dungeon if you so choose. While you may want to use your starting funds to buy a few healing potions or Scrolls of Phase Door to use in emergencies, many players choose to begin by diving right in. The first few levels are pretty boring; the quality of stuff you find increases rapidly over the first few levels, although some care should be taken with the tougher monsters. It is an exciting way to play.

So you’re in the dungeon, what now? You need a light source; the game defaults to giving you a few torches, one of them equipped, which don’t provide great light but it’s something. You light a torch just by equipping it; using it other than that is unnecessary. You might consider upgrading to a lantern later; those are reusable by refueling them with oil. A prominent early artifact, the Phial of Galadrial, if you can find it, provides light that never runs out.

On top of depleting light, you also need to eat periodically; this can be done by either eating food (you start with a little) or reading a scroll of “Remove Hunger.” The scroll is more effective, but only gets you up to 50% fullness, and is vulnerable to fire attacks.

Aside from such basic outfitting, what you’re mainly here for is to kill monsters, lots of monsters. Once you’re in the dungeon it won’t be long before you find them. Some monsters shouldn’t be engaged with, at least in melee. This is often the case for molds and jellies, which sometimes have things they can do to you or your equipment. If a stat gets drained, it’ll be restored when you gain an experience level, so try to hold on that long. If your equipment gets damaged, there’s not much you can do other than switch to something else.

Your inventory in Angband is your life. Not literally, but very much so figuratively. Nearly all situations can be escaped if you carry the right items with you. Particularly useful is things of “Teleport Other,” that let you send a monster away from you, as in the current version of the game (4.2.4) no monster resists this.

It’s a balance, writing an introduction like this; a lot of the experiencing of playing a new game is in discovering things for yourself. There’s a lot of things I feel like I shouldn’t spoil, and it’s not like I’m an expert on playing Angband myself, but I think it’ll help to tell you that the basic play loop is: explore down into the dungeon until either your resources run low, things get too toasty for your, or your inventory fills up, then read a Scroll of Word of Recall to return to town and dispose of/utilize your acquisitions in a safer setting and replenish your supplies in the stores. Shops in the town always contain a lot of certain basic items, especially those Recall scrolls. Word of Recall always takes some turns to activate, so you can’t rely on it to get you out of immediate danger. Also, scrolls are not fireproof, and having multiples can really help you out should something happen to one of them.

As if they somehow know the details of your efforts, shops stock better and better items depending on the deepest level of the dungeon you’ve been to. It’s a good idea to keep checking in with the shops whenever you return to Town. Money serves no game purpose other than to spend in Town shops, so you might as well use it.

You’ll find the usual basic types of roguelike magic items: potions, scrolls, rings, and amulets. It’s worth keeping in mind the limits of each type of item. Magic and scrolls can’t be used while you’re confused; scrolls additionally can’t be used while you’re blind; potions are heavier but can be drunk whenever you have a spare turn. So if you’re confused a Scroll of Phase Door can’t help you, unless you cure the confusion by drinking a healing potion first.

There are three kinds of “charged” items: wands, staves, and rods. Confusingly, using default keys, wands are used with the ‘a’ key (Apply), staves with the ‘u’ key (Use), and rods with the z key (Zap). Each tends to have their own uses. Wands and staves have limited number of charges, times they can be used; some magic can recharge them, but also risks destroying the item. Rods are the odd item out; instead of limited charges, they have a timeout between times they can be used.

On top of this, some items you find in the dungeon can also be used, with Shift-A. Particularly keep this in mind if you find dragon scale armor, as their breath weapons can be quite powerful! The strongest items in the game, called artifacts, tend to have these kinds of abilities. Artifacts are the items that have names, usually in quotation marks.

Many of the strong items have functions that must be identified. Old versions of Angband used an identification system not unlike that of Rogue and Hack, but more recent iterations have overhauled this entirely. Now, equipment items bear runes that you identify independently. While it may take several identifications to find out all of an item’s runes, once you know a rune you’ll recognize it on other items for the rest of the game. Known runes can be seen with the Inspect command, Shift-I. If there are any unknown runes, there will be a couple of question marks after the item’s name: (??). Runes can be identified with one of the spells, or by reading a Scroll of Identify Rune, but if something in play causes a rune’s effect to function, like if it’s a rune of Resist Fire and you get hit by a fire attack, the game will immediately identify the rune for you.

Another thing that got overhauled in recent versions is the game’s curses. No longer are there the traditional “sticky” curses, which prevent you from equipping the item until the curse is removed. Now, you can freely remove a cursed item if you like.

Your character has an inventory limit, and can only carry a maximum of 23 items on them. Multiple items of the same type “stack together,” occupying a single inventory space, but item stacks are limited to 40 items before further items will spill over into another space. There are some weird nuances to this: arrows in your quiver, even of different types, appear to take up one stack unless you have more than 40. The game also keeps track of the weight of items you’re carrying. There is no limit to how much weight you can bear, but depending on your Strength you’ll get slowed by carrying excess weight.

Don’t forget to keep checking the contents of the shops in town. They change periodically while you’re exploring the dungeon, and tend to improve in what they carry the deeper you’ve been (although with commensurately higher prices). Money is good for nothing else in the game than buying things from these shops, so go ahead and spend it. In addition to identification, charged items you sell to shops get recharged, so if you have the money you can then buy it back with its improved capacity.

You’ll notice that some items tend to get printed with dark gray text. These items tend to have some negative effect for your character, or are possibly useless. Magic using characters will see a lot of the heavier armor is printed in gray, to indicate that they will suffer from reduced Mana when wearing it. However, wearing armor might be worth it for the protection it offers. It is a tradeoff kind of thing, don’t you see.

Speed deserves special mention. Your character’s speed is rated using a score that’s displayed in the sidebar. In general, every ten points of speed above 0 is an extra turn relative to the average monster, and every ten points below is an extra turn they get relative to you. This measure breaks down beyond +/-20, but it’s difficult to get that far.

When you fight monsters, you’ll notice the window that is by default in the lower-right fills in with information about them. This window is your view into Angband’s vaunted “monster memory.” As you play, not just your current game but many games, the game keeps records of all the statistics of the monsters you fight that your characters have deduced. This information is saved to a file as you play and isn’t reset when you start over.

Uh-oh.

At first experience levels come quickly. Angband lets you progress through the dungeon at your own pace. When you enter a level, most of the time, you’ll get a message indicating the game’s opinion of how dangerous the monsters are on it relative to how deep that level is. This message is called the level feeling. Much of the time you’ll see messages like the level seems safe or tame, but once in a while you’ll get a more dangerous-seeming message. In particular look out for the message “Omens of death haunt this place,” that’s the worst possible message and means bad news lurks about. There is also a second message, called the object feeling, that gives a sense of the quality of treasure on the level, but it only shows up after you’ve been on the level for a bit.

Your character has the ability to ‘t’unnel (Shift-T) through walls with the right implement. There’s sometimes money embedded in walls, which can be detected with Detect Treasure magic or just spotted in a corridor wall. Weapons generally are used to do this, although most weapons really suck at it. There exist in the game special weapons, shovels and picks, that are made specifically for digging. They’re awful at combat, but good for striking the earth, although it still takes a long time to do it in terms of turns. Current-day Angband automatically uses your best digging item when you try to tunnel, so you don’t have to bother changing your equipped weapon.

Recent Revisions

Angband has changed a lot since then. Like Dungeon Crawl Stone Soup, its developers have worked on it, removed some other elements, added others, and what was left has sometimes been modified greatly. Current-day Angband is not really the same game as the old version, so it’s worth throwing out any old assumptions. Of special note, I’ve seen players mention the game seems to be easier than it used to be.

Some of the specific things that have changed:

  • The magic system has been reworked, to need fewer books. Angband magic requires you keep a spell’s book in your inventory to cast it, so this opens up inventory slots for other items.
  • People who played Moria will remember how you had to go through a rigamarole of haggling with merchants whenever buying or selling something. It may have been interesting once in a while, but it really could wear on your patience over the course of a long game. Thank the Valar it is no more.
  • As stated earlier, the magic equipment system has been changed. Instead of identifying wearable items individually, you effectively identify them in parts now. Each item bears a number of runes that determine what its properties are, and you identify those individually. Once you’ve identified all the runes, you know the item.
  • Curses are runes too now, there are many types of them, and items can have more than one. The traditional roguelike “sticky” curses, that prevented you from taking items off, are gone. Instead, many curses are subtle and not obvious in what they’re doing until the curse rune has been identified, and other items offer tradeoffs between good properties with curses. Some curses may even be of situational use. The removal of sticky curses (of which I’ll have more to say some time) removes most of the danger, but also much of the frustration, of using the equipment you find lying around.
  • There are still individual magic items, potions, scrolls, wands, staves, and rods, that must be identified individually. Now you can give up an example of each item to a shop that deals in it and in exchange it’ll be identified for you. Because of this, the old Scrolls of Identify and *Identify* are gone, although there are now scrolls that identify a rune.
  • To do away with the loop of lugging items back to town to sell, most of which are otherwise useless to you, now shops don’t buy items from players. If the item is useless, you can just leave it in the dungeon, as there is no monetary benefit to having it. To make up for the loss of funds, money found in the dungeon tends to be greater in value. (But see below, on “birth options.”)
  • What was once known as “preserve mode,” in which artifacts you never find on a level before you leave it are put back into the item generation pool and can be found at a later time, is now the default.
A few of these really change the game!
“Generate a new, random artifact set” upends the game quite a bit
“Force player descent” and “Word of Recall has no effect” duplicates “Ironman mode” from previous versions
“Monsters learn from their mistakes” sounds hilarious

Some previous features have been changed to “birth options.” These are options that can only be changed at the start of the game, by entering Options (again, by pressing the Equal key, “=”) during character creation. One of these birth options reverts shops to once again buying items from players, in exchange for finding less cash in the dungeon. “Preserve mode” can be disabled, which improves level feelings to compensate. And an option in older versions called “Ironman mode,” which prevented you from returning to dungeon depths you’ve been to before, always forcing you to explore deeper and deeper, has become a pair of birth options. And there’s even a birth option now that will cause Angband’s levels to persist once you leave them. There’s other interesting birth options too, including one that replaces all the built-in artifacts with randomized alternatives!

There’s much more to say about Angband, especially about its history, and perhaps its greatest legacy: it has a vast number of variants. People modifying the source code have made more than 100 alternate versions of Angband over the years! This seems to be in large part thanks to the efforts of previous maintainer Ben Harrison, who cleaned up the code greatly, making it relatively simple, by roguelike standards, to make meaningful changes. But let’s save those matters for next time.