Baba Is You XTREME

By now many of you are no doubt familiar with Alvi Tekari’s Baba Is You (itch.io, Steam, Switch, Android, iOS). The premise is simple. In a Sokoban-style world composed of discrete blocks aligned with a grid, you try to get a figure (usually the sheep Baba) to a goal (usually a flag). But nearly everything about this game world is malleable, according to special word blocks in each level. If a set of three blocks is arranged in a horizontal (reading left to right) or vertical (reading top to bottom) line, then that statement becomes true throughout the level. In fact, every level comes with certain statements already in effect: it is only because somewhere it says BABA IS YOU that you can control Baba, and if something else IS YOU, then you can move it too. And you can make new rules by moving the words to make new sentences.

Baba Is You became an indie darling from its game jam release in 2017, and in 2019 it absolutely exploded, being featured on several game stores including Nintendo’s eShop picks page. Its rules are simple, yet their implications becoming diabolically complex later on. Not to give away some absolutely amazing secrets, but there are very few games that get as hilariously weird as Baba Is You-or as difficult. Baba Is You is a challenge that will keep you going for weeks, but eventually pays it all off with one of the best end game sequences anywhere. If you haven’t played it yet, you really should. I did a Q&A with Alvi Tekari for Game Developer about the creation of Baba Is You, and I think it’s one of the best interviews we’ve done.

This is all to make sure we’re on the same page when I mention the sublimely ridiculous Baba Is You XTREME, a free parody of Baba Is You made by Baba Is You‘s own creator!

Baba Is You XTREME seems just like the original at first, right until you press the first key and discover: the game now has a completely spurious physics engine! Baba no longer snaps a step at a time centered in the cells of a Sokoban grid, but now moves around freely, with acceleration and friction. The same is true with all the other objects on the screen that are IS PUSH. Objects that ARE STOP are locked in place, though.

Rules like SKULL IS DEFEAT might seem insurmountable, until you turn to the power of ROCK

The addition of physics makes the execution of any move into a challenge to itself. The rule system is still in place, some old words have much weirder implications, and there are even some new words to explore. There’s only 11 levels (it is a free game, after all), but around level seven you’ll be scratching your head. But one implication of the physics is that words that are in a corner aren’t completely impossible to shift like they were in a grid setting, so with some dedicated pushing it’s possible to break some troublesome sentences here that would be impossible in Baba Is You‘s Cartesian cosmos.

This physics make this a much trickier puzzle than it would be in Baba Is You

It’s completely free, so if you’re a fan of BIY it’s worth checking out. And if you haven’t tried Baba Is You yet, it is worth a look too!

Baba Is You XTREME (itch.io, Windows)

@Play: Omega in Overview

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

If you missed it, you might want to start with our brief narration of the beginning of Omega.

Omega is beloved of a small but devoted cadre of players. Like Alphaman, it is a prominent early roguelike with an overworld, but unlike Alphaman the world map is the same from game to game. In this it can be recognized as a predecessor of ADOM. It is probably the classic roguelike with the most detailed and interesting town, the well-named city of Rampart.

It’s finger lickin’… um, good?

The CRPG Addict, whose Sisyphean project is to play, complete, and write about every CRPG ever made, reviewed Omega in the early going, although his victory over the game was the easiest kind of win (retirement), and he cheated by restoring save files. Although it must be said, Omega’s own help text itself suggests that players back up their saved files if they’re having trouble, and there are some things about it that almost make me want to play that way.

Omega’s sense of difficulty is a bit unusual. It is overflowing with random events, some of them you can’t do anything about, and it’s possible for those events to kill you with very little warning. But if a character can survive the early going, there are also non-random resources that a knowing player can take advantage of that can help them get a leg-up on the game. In this way it’s like NetHack, in that there are counters to randomness, and a bunch of necessary lore to discover that greatly enhances one’s chances of winning.

Much of this lore has been saved in FAQs, spoiler files, blog posts, and comment sections scattered throughout the internet. Most of these sources remain out there to find, but the nature of the web and the intervening years have made them harder to find than they once were. I’ll present a list of links you can use to find them later, but I’ll gather the most important early-game for you once we get into its gameplay.

Omega is a game that has entertained players for many years. In its heyday it was a popular topic of discussion on the Usenet group rec.games.roguelike.misc. But it does have a number of attributes that have fallen out of favor with players nowadays. I’m not even talking about the typical things one has to get used to in order to play most classic roguelikes. Omega has some particular things you’re probably just going to have to acclimate yourself to if you’re coming to it from contemporary types of computer gaming. This isn’t to seem overly critical; there are a lot of interesting adventures to be had in its world, but there is a bit of a learning curve. But let me give you a broad overview first.

The Hedge Maze of the City of Rampart

About the Game

Omega’s origin is said to extend back to the late 80s, but records on the internet extend only as far back as about 1993. It was created by Laurence Raphael Brothers while he was at Rutgers University. He passed the torch to others to maintain the game at some time before 1993, but even version 0.90.4, the most recent version of the core code of Omega, lists his name in the source code as copyright holder. Lawrence Brothers has been known to sometimes get in contact with people who write about Omega, including the CRPG Addict.

In 1993 it seems Robert Paige Rendell picked up development of Omega. Erik Max Francis currently maintains the official Omega Distribution Page. While the core game has seen no development in a long time, ports for various systems have been made, including OS/2, classic MacOS and even a Windows port with graphical tiles.

Omega doesn’t present you with a great scenario at the start of play. It is more like a general setting, in TTRPG terms a sandbox that you investigate on your own. Your explorations are mostly directionless at the start. There is a character you can turn to that can provide players with a direction for their explorations, and you can also get quests from the Duke of Rampart, but the game doesn’t point you in their direction, and nothing forces you to heed their words. Omega is more like an adventure setting than a single mission you are trying to perform.

The game world is like that of ADOM, with an overworld, a sprawling sequence of above-ground terrain, with locations in it to find and explore that are in the same places every game. It’s the contents of these locations that are randomly generated every time you play. The dungeons are generated and persist, but only if you don’t enter another dungeon; if you go into the Goblin Caves, then leave and go to the Sewers in the city, when you return to the Caves they will have been refreshed. The layout will be the same, but the map will be forgotten, and the monsters will be different. A player can take advantage of this fact.

Lions lurk outside the city gates

The other kinds of locations seem to remain the same each time, although the city of Rampart, the main urban location in the game and the place where you begin play, has mostly the same map every game, but the contents of the buildings are mixed up when the game begins, and its hedge maze area is selected from one of a number of possible layouts. Rampart is the center of the game in many ways. Most of its guilds are based there, and to advance in them and get many of their benefits you’ll have to return to haunt their doorsteps. There are other settlements in the game, but none of them are anything like Rampart. It’s a cool location. It might be the greatest city in all roguelikedom.

The Layout of Rampart

Rampart is the largest city in the game, and where your journeys begin. It’s a good place to pick up supplies, decide which guilds and religions you want to join, and get equipment.

Places in Rampart with set locations, and randomly-placed locations once you’ve discovered them, can be moved to quickly with the Automove command (Shift-M). For more information on the city and places of interest within it, I must ask that you wait until next time. Until then, why not explore on your own, and see what you can figure out? All you have to lose is maybe twenty or thirty lives.

Basic Keys

?: Help. Provides a lot of information about the game and its systems. Refer to the ‘l’ option here for more keys that aren’t listed here.

  • numpad/vi keys: walk, bump into enemies to attack them
  • numpad 5: run
  • .: Wait 10 seconds, note this is twice the length of time it takes to move a step
  • ,: Wait a specified number of minutes
  • s: Search surrounding spaces for secret doors or traps
  • i: Inventory (explained further down)
  • x: Examine something in a location in sight. (very useful for distinguishing what monster or item is on a space)
  • g: Pick something up at your feet. (Think of it as ‘g’ain)
  • e: Eat something
  • q: Drink a potion (‘q’uaff)
  • r: Read something
  • a: Zap wands and rods (think of it as ‘a’pply). Note, to be used, most items must be worn on your person. You can’t just use items out of your pack, you have to get them out first.t: Talk to someone. This is used to greet some characters and threaten monsters. Talk with and greet a horse you own to ride it.
  • f: Fire a weapon or throw an item.
  • o: Open door. (used frequently)
  • c: Close door. (used less often)
  • m: Cast a magic spell. You specify which spell you want to use by entering its name. You only have to enter as many letters as to distinguish the spell from the others you know.
  • Shift-A: Use miscellaneous items or artifacts. The item that lets you escape the Arena when you win a fight is of this type.
  • Shift-F: Change your attack routine. (‘F’ight)
  • Shift-S: Save the game (supply the filename as an argument on the command line to load the game)
  • Shift-T: Tunnel through a wall (use in moderation)
  • Shift-M: Autotravel to a known location in your current town. Places that are the same from game to game are automatically known, randomly-placed locations must have been entered at least once. As with spells, you enter the place’s name, but only have to enter as many letters to uniquely identify your destination.
  • Shift-E: Get off your horse.
  • Shift-D: Disarm a trap.
  • Shift-G: Give an item to someone.
  • Ctrl-I: Look in your pack.

On Inventory
To use most items, they can’t just be in your pack, but must be in one of your equipment slots. Your “Ready Hand” slot and your three Belt slots can hold almost anything, and are good ones to use for single-use and miscellaneous items. I like to keep food in the ‘e’ slot of my belt.

  • x: E’x’change the up-in-air item with the one (if present) in one of your inventory slots.
  • s: Show contents of your pack.
  • p: Stash the up-in-air item in your pack.
  • t: Take an item from your pack.
  • d: Drop an item from the selected slot

—–

I’ve got much more to say about Omega, but this article is already much longer than I wanted it to be! There’s so much ground to cover that I’m increasing the post frequency of @Play for a bit, so you won’t have too long to wait for the next part. In the meantime, you might find these links to be of interest….

@Play: The Alpha of Omega

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

This is the beginning of our exploration of classic roguelike Omega. Instead of opening with a mere explication of the game and its history, I figured I’d offer some play examples through screenshots, and give a bit of the story of my experience with it, while explaining some of the points of the game’s beginning along the way. After all, my aim is to get you interested in this game, maybe even to try it out yourself, and a mere description of it is unlikely to push you very far in that direction.

A more detailed description of the game is coming soon-tomorrow, in fact. In the meantime, this short play was under version 0.80.2, which is the current “stable” version, and has been for over 20 years. There is a newer “development” version, 0.90.4, which is almost as old.

So, I started a new game of Omega. Starting characters are rated on the traditional D&D scale of 3 to 18, though they can become higher during play. A few rerolls resulted in stats that were above average across the board. While the highest was only 16, none was beneath 12. I accepted them and named the character Rodney. (It’s a lucky name. Bad luck.)

All games of Omega begin in Rampart. The layout of the city doesn’t change generally, but the location of some businesses and places does, as does the layout of its hedge maze. Rampart is safe to rest in, unless you gain the ire of monsters in the hedge maze. They won’t come out to bother you unless you go inside and they see you.

I decided to go for a chaotic build this time, which meant not being able to avail myself of the many benefits of Paladin-hood, but allowing my character to worship Set, who grants the spell of Invisibility when joining. Invisibility is helpful for escaping inopportune battle. It also means I can go ahead and rob the ATM right away instead of waiting until after joining up with the Paladins or a lawful religion.

This is a spoiler, but it’s one of the most-used plays in Omega, and it greatly helps you get characters underway. To rob the ATM, open an account (press Shift-O while interacting with it), choose a password, then press Shift-P and enter a different password than you entered. The ATM will tell you the police have been called an to “Press space to continue.” Press any key other than space. There’ll be a little display and you’ll end up with between 1,000 and 4,000 more gold. This will break the ATM, so you can’t do it again, and give you a bit of Chaotic alignment, but it’s not much and you can get it reduced easily by talking to the Archdruid, which you should do really soon anyway.

The ATM money is important for joining one of the magic guilds and the Thieves’ Guild, which are very expensive to a starting character, and help you pick up some bargains from the city Pawn Shop. My exploration of the city found the Thieves’ Guild in the upper-right corner of the city. I joined up with three guilds: the Collegium Magii, the religion of Set, and the Thieves’ Guild.

The Pawn Shop often sells useful random items, and its stock slowly changes as time passes. In this game its starting inventory included boots of speed, a terrific item that can make the early game much easier. It also had a scroll of spells. Reading a scroll of spells provides a chance of learning a random spell, which can also greatly improve a character’s viability. Sadly, this one provided nothing.

Having higher Dexterity, I decided to go with light weapons. The choice in Omega is generally between heavy bladed and crushing weapons, which use Strength, or light and missile weapons, which rely on Dexterity. I went with an epee, costing 100 gold, which turned out to be a great choice for this character.

Rodney’s various career tracks now underway, they visited “Commandant Sonder’s Rampart-Fried Lyzzard Partes” and bought 20 buckets (it’s easy to run out of food in the wilderness), and then stepped out of town for a stroll north to see the Archdruid. A chat with the Archdruid provides 250 experience points, enough to immediately advance a character to Level 3. A Level 3 character is far from omnipotent, but won’t be in danger of being fried by a cosmic ray, which happens in Omega from time to time. You can also get your alignment neutralized somewhat there, but I was leaning into Chaoticness.

Back in Rampart. A place to get a few extra gold pieces is fighting the first opponents in the arena, which is usually pretty safe if you restrict yourself to the first four. (Note, if you join the Gladiator guild, you’ll earn more money for your fights, but will also be advanced to harder opponents!)

There’s a general sequence of events in Omega’s early game that provides for optimal play. After robbing the ATM and advancing to level 3, I usually like to tackle the hedge maze. At level 3 the opponents here are usually not too bad, although there’s always the danger of encountering something hideously strong: I once got roasted here by a fire-breathing salamander. The traps here can also be dangerous for the unwary.

One reason for exploring the hedge maze is to get access to the Oracle, who eventually provides access to an important late-game location, but also gives advice on where to go and can reveal your alignment to you. When the game asks if you want to attack them, be sure to say No! You may also find a few random items and the entrance to the Sewers, an early dungeon.

Then it’s off to the Duke of Rampart to get the first quest, which involved killing the Goblin King. The Duke will only deign speak with you if you’re at least Level 3. Outside town, the Goblin Caves must be searched for in the wilderness, with the ‘s’ key, but are always in the same place: three spaces south of the city.

Here we see the result of casting Object Detection. It’s cheap to cast, and can provide aid in determining which passages to explore in dungeons. But mana points in Omega don’t naturally regenerate over time, only from gaining an experience level or other explicit sources, and so must be guarded jealously. One of the more horrible things that can happen to a magic-using Omegan is stepping on a Manadrain Trap, which can leave you helpless. If you’re not in the Sorcerers’ Guild they charge a ton of cash to refill your mana. It’s worth looking out for powtabs in the pawn shop, which restore mana when eaten.

The Goblin Caves have a winding kind of structure, and often have copper pieces embedded in the wall. You can tear down many walls by using the Tunnel command (shift ‘T’), but this produces a pile of rubble that harms you when you wade through it, and that takes time to dig yourself out of. It’s mostly useful for getting yourself out of passages where you’re trapped by neutral NPCs who block you and refuse to get out of your way. (Or you could just kill them, if you’re of chaotic bent.)

As you gain character experience, you also advance in all the guilds you’re a member of. The guilds provide extra benefits as you gain standing with them; the Collegium Magii teaches you the Identification spell, although if you’re a member of the Thieves’ Guild, item ID is pretty cheap there.

Advancing in a religion is a good source of spells. Several of these spells came from worshiping Set. I currently know only one combat spell: Firebolt. It isn’t bad, although it’s costly to cast.

Here’s an instance of some of that bad luck I mentioned! If you fail an attack particularly badly in combat, you may drop your weapon, or it may even break! This kind of tragic happenstance is all over the place in Omega. You just have to roll with it. If all you have is your hands you’re useless in a fight with ! It can be worth it to carry a spare in your pack.

A good test of whether your character is doing well is if you can easily defeat the chieftains in the Goblin Caves. A Goblin Chieftain is fast, and hits hard with their great axes. If you’re wielding a weapon not indicated by your stats they’ll put an end to your adventure very quickly.

While Goblin Chieftains are bad, Goblin Shamans, which look identical on the screen (a green G) are even worse! They can cast a variety of annoying spells, and can poison you, give you a disease (get this cured at the Healer’s in town) or even put you to sleep. That last one nearly ended the game by itself.

There’s identification scrolls and spells in Omega, and you can pay the Thieves’ Guild to identify things you’re carrying, but there are also random scrolls that outright identify an entire category of item. These are all identified as “Jane’s Guide to Treasure,” and they’re definitely worth purchasing if you find one in the Pawn Shop.

Some traps in the dungeons are particularly nasty. Abyss Traps can teleport you to a random location, and also tack on some damage too. I already mentioned how dangerous Manadrain Traps can be to a magic user. Disintegration Traps can annihilate a piece of equipment you’re wearing. The choices are either to search every space (and even that might not be enough) or hope for the best. If your Dexterity is pretty good, it’s usually not hard to disarm known trips with Shift-D.

It was a pretty good game, but it ultimately ended at the hands of a bog thing in the wilderness. Turns out they’re pretty tough. Who knew? Omega is of the school of game that teaches primarily by killing you over and over again. Each new monster is a fresh opportunity to possibly get slaughtered because you don’t know if it’s too strong for you to tackle, or the special trick to beating it.

Maybe that’s a good indication of what playing Omega is like? I have elided a lot. Tune in tomorrow for a more traditional introduction to Omega.

Arcade Donkey Kong Romhacks

The website Donkey Kong Hacks has a number of interesting modifications of the original Donkey Kong arcade game. Some of these are intended for use in training, such as Free Run Edition (which removes all the enemies and deadly obstacles) and Skipstart (begins play at maximum difficulty). There are versions that only contain randomly-selected versions of the Girders (a.k.a. Barrels) screen, versions that change the maps, and more. Some, like Donkey Kong Wizardry, change the graphics and change the cutscenes too! The Readme for the Crazy Barrels version explains how to play these hacks in emulators.

There are other fan-made hacks floating around, some available as installable kits from the site DK Remix. Deranged Edition keeps getting harder after difficulty level 5, and Remix and Christmas Remix change the game up a lot, adding alternate maps, bonus stages, and some Rivets stages that fall apart as you remove rivets.

Grog

Grog‘s subtitle is “The Reimagined Original Roguelike Game,” which sounds like it could have been an abandoned acronym. It’s made by Dr. Thomas Biskup, creator of the classic roguelike game ADOM, who played Rogue on an old PDP at Roguelike Celebration back in 2018. Your default name is Brak, which is probably a reference to the creation of fantasy author John Jakes, but it’s possible to amuse oneself by imagining Zorak’s pal traipsing cluelessly through the dungeon. “Oh, man!”

Grog‘s presentation is purposely old-school, a gray console window with ASCII characters for graphics. While it’s similar to Rogue, it has some interesting differences. It doesn’t support diagonal movement or attacks, for one. There’s 25 levels, with two kinds of enemies introduced with each new floor, we might call them a strong one, with powerful combat ability, and a tricky one, with a way to give you troubles in other ways. Secret doors are automatically searched for as you move.

The movement keys are WASD, traditional for DOOM, not the hjkl set derived from vi. The wait key is the space bar, and period is to wait until fully healed, so if you’re used to waiting with period and paging with space, you might want to consider changing your habits. To use stairs, use the ‘r’ key. Lots of items are used by pressing ‘u’ or ‘f’. Press ? for other keys and information.

The game asks you for your name, gender (while it defaults to male, you can enter any text!) and type (like, species). The game’s set up so that if you enter the same thing at all of these prompts, your character will generate the same way, deterministically.

Grog’s level builder is similar to Rogue’s, but it’s not limited to a 3×3 grid of rooms.

One thing about Grog that’s mentioned on its page is the game actually gets more difficult the more times you play. When a character dies, they may show up as a ghost on later runs, making things more difficult for you, and also when a monster defeats a player character they may get promoted into a unique individual, with added power and a name, that can show up on later plays! This customizes your copy of the game to an extent as you play.

Grog: The Reimagined Original Roguelike Game ($0)

Note, the download is hosted from Dropbox, which is notorious for rate limiting, so if you can’t get it immediately, maybe try another day.

Arcade Mermaid: More Madness of Marble

Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at. Although this time, we’re expanding the purview to talk about an extremely rare game that has just become playable by the public through emulation for the very first time. Please note, this was written quickly and late at night. It may see minor corrections once I see it by the harsh light of day.

One of the best podcasts out there for classic arcade enthusiasts is The Ted Dabney Experience! Episode 15 of that was a talk with Bob Flanagan, who created Atari’s underrated Skull & Crossbones, and also headed the wonderful, prototype, obscure and unreleased, yet recently revealed on the internet Marble Madness II.

Bob Flanagan was mainly a programmer during his time at Atari Games, where he helped implement the original Marble Madness, Paperboy, and Gauntlet. Skull & Crossbones is the only Flanagan-helmed game that got produced, but MM2 could have been another.

Another reason to cheer for this game finally, finally seeing the light of day is the music, which kyuubethe3rd mentions was among the finest work of Atari composer Brad Fuller, who sadly left us in 2016. Marble Madness had very memorable music, and the 14 main levels of MM2 sound like they could easily have come from that game, including a remix of the original’s Beginner Maze track.

Astral

I haven’t seen anyone talking about the source of the roms. It’s been known that the MAME developers have had copies for safe keeping, but were forbidden by the person who let them dump them from releasing them to the public. A MAME driver, I hear, has been around for a while, but maybe only privately. I don’t know what that has to do with the efforts of David ‘mamehaze” Haywood, who has worked to get the game working over the past few days.

I’ve watched a lot of playthroughs of MM2 over the past couple of days, it has been quite a focus to speedrunners. Here’s a couple, that make the game look really easy: FlannelKat, and LeKukie. DumpleChan has a slower run that looks a lot more like a good player would have done in an arcade if the game had been made:

As mentioned before, no one seems to know how this game, long a holy grail for preservations and arcade enthusiasts alike, got released. Was it leaked? Did someone who happened to have the roms just decide one day to throw them online? There’s a thread at AtariAge that notes that the owner would release the roms in exchange for $42,000. Did someone raise that much money? They are now on the Internet Archive, and work on an official MAME driver is well underway, so in any event, stuffing this genie back into its lamp now is probably impossible.

How It’s The Same

The sound design is nearly identical to Marble Madness, using many of the same noises. The attention to detail on recreating the experience of the first game is admirable! And as mentioned, the music is terrific.

All of the original game’s enemies and most of its obstacles are seen somewhere in this game’s 14 levels. The only ones that come to mind that are absent are the Intermediate Race’s rolling wave and the infuriating cycling platforms at the end of the Ultimate Race.

North Pole

It’s still a race against time, with leftover seconds carrying over to later levels. It’s still a co-op/competition game, where players can interfere with each other, seek to scroll them off screen for a time penalty, or coordinate their movements to double-team the Evil Black Marbles* and help keep players in the game.

A few of the levels have names from the original game. Their layouts are different, though.

How It’s Different: Structure

Marble Madness’s greatest weakness was always its ultra-short length. It only had six levels! It could be excused around the time of its creation, since in 1984 those kinds of scrolling map games were still a new thing. Well here there are 14 mazes, and three bonus rounds too!

Instead of a straight sequence of levels from start to finish, they’re arranged into tiers, of roughly equal difficulty:

Pin Bonus 1

Practice

Tier 1: Aerial Sandbox Icebox Astral

Pin Bonus 1

Tier 2: Highrise Oasis North PoleSunburst

Pin Bonus 2

Tier 3: Wacky Wierd Walls (sic) – Deep SeaSilly

Pin Bonus 3

Final Maze: King Of The Mountain

Each tier can be completed in a variable order, with the player(s) deciding which maze to tackle first. Like in the original game, each maze in a tier carries time over from the previous one, with a small bonus. When the last maze is finished, players get 1,000 points for every second they had left, but also their time is zeroed out.

Oasis

After each tier, the players enter into a pinball-themed bonus stage! The acceleration is tuned way up for these, making them feel properly chaotic. The players use their marbles to hit targets to spell either MARBLE or MADNESS, and hit drop targets to earn as many points as they can. Players get five extra seconds for every 5,000 points they score, on top of a large time award granted for starting the next tier.

Throughout all of this, if a player runs out of time in solo play, they can opt to continue to try the maze again with a large amount of start time. In group play, they can continue with the same time as one of the other players.

This pattern lasts until the final level, King Of The Mountain. It’s like a tier to itself with only that one level. Only two attempts are granted here: The First Try, and then, after a continue, the Last Try.

A lot of the game is fairly easy, but King of the Mountain is long and tough! Unlike most of the other mazes, the player starts at the bottom and must ascend to the top. At the very end the players have to climb a series of icy slopes that’s very difficult to make it through! It’s a suitable successor to the end of the first game’s Ultimate Maze, with its disappearing pathways.

Control

This one’s big. Marble Madness, in the arcades, a trackball game. Marble Madness II uses standard eight-way joysticks. It makes for a huge difference, it makes the game easier, and also negates the point of the game a little.

In an earlier stage of development (as “Marble Man,” see below) the game went out on test in a trackball version, but it happened around the time the company began to move away from trackballs as a control method. Atari had been associated with trackballs for a long time, going back to the classic Atari Football, and they had recently released the trackball-based strategy/puzzle game Rampart. It’s possible, had Marble Madness II made it to production, that it would have been offered as an upgrade kit for Rampart. There is talk in the arcade modding community of some people wanting to turn their Rampart machines into Marble Madness II, despite the hardware being quite different. (I think this is a shame, as a long-time outspoken fan of Rampart, but it’s understandable for this game!)

With digital joystick control, long narrow passages lose much of their danger, turning a frantic perilous roll into the holding of a direction and the tap of a Turbo button. But also, joysticks can be less precise for this kind of game. I’ve seen forum posts speculating about what would be necessary to reimplement trackball control in the game, even though it’s not a simple change to the code. There’s the advantage that the programming of the original, trackball-based Marble Madness is out there. Time will inform us of the feasibility of this.

Powerups

Marble Madness II was developed seven years after Marble Madness, and in that time powerups went from intriguing new idea to de rigueur. Throughout most of the mazes (not the first or last) there are crown-like structures with a cycling powerup atop them. It’s possible to bash through these and collect the powerup that’s currently on display. Two of these, Cloak and Crusher, allow the player to either evade or destroy monsters. Knobby gives a marble super-sharp control, and Heli grants flight for a while, allowing for huge shortcuts.

Sandbox

As speedrun playthroughs have demonstrated, these powerups allow for gigantic time saves! Heli can bypass whole sections of the maze, and Knobby allows a marble to tear around corners with pinpoint precision. In a multiplayer game only one player can get a powerup from each location.

Points Earn Extra Time

This really is a major change. In Marble Madness, other than the time awards for starting mazes and the occasional random award of 10 seconds, there was no respite from the steady advancement of the clock. You do get five extra seconds for beating another player to the finish line, but that’s only awarded in two-player mode, and the difficulties of playing with another player overwhelm that meager allowance.

In Marble Madness II, each player is awarded five bonus seconds for every 5,000 points they collect. The plethora of bonus flags scattered around mean that players will be earning bonus time frequently, the time awards often greater than the loss from going out of your way to collect them.

Flags & Hidden Flags

Aerial

About those flags. They’re in every level but the first and last ones. They grant from 1,000 to 5,000 points, with the number printed on the flag. These are all over the place, and make it easy to amass a load of surplus time. Fortunately for the game’s design, this extra time is converted into more points at the end of a tier, and the players must begin stockpiling all over again Also throughout most of the mazes are bonus flags, worth 2,000 points each. These rarely flash into visibility for a couple of seconds, but often will appear as a reward for reaching out-of-the-way regions of the map.

The game promises players a “Super Bonus” for collecting all the flags in an area, but this requires a lot of patience to track them all down, and sometimes there are mutually-exclusive branches in the path of a maze that make it impossible for a single player to reliably get every flag if playing on their own. The Heli powerup, particularly, is great for collecting flags.

That last level King Of The Mountain doesn’t have any flags! Killing the enemies on that level is worth good points, but it means that very little bonus time is awarded there.

Tons of new obstacles

Every level has its own unique peril! Sand, crushers, falling icicles, killer satellites, meteor crashes, fists smashing out of walls, floating frying pans (in Wacky, of course) and many more. At the very end, huge rock-throwing trolls guard the passages up to the top of the Mountain.

Faces and voices

Oasis

It’s known that in an earlier stage of its development, Marble Madness II was subtitled “Marble Man,” and the winner of a race would transform into a super-heroic humanoid body for a moment at the end. A digitized voice would exclaim “Marble Man!” at the start of a game and the end of a race. There is footage of this version of the game, taken from off of one of the surviving machines, on YouTube, demonstrating the voice.

The released version of Marble Madness II doesn’t have the Marble Man theme, but it does have voices, and they’re pretty nice I think! When you start a game, your marble develops a face and shouts “Marble madness!” in a way that never fails to make me smile. When you hit a letter or spell a word in a bonus level it’s announced aloud, and to me that’s almost reward enough in itself. It’s probably for the best that the superhero theme was dropped, but the faces, both on the marbles in their death animations and on the enemies, add some needed character to what might otherwise have been a pretty dry game.

So, that’s what we have to report on Marble Madness II, a game developed 21 years ago and is just now seeing the light of day outside of an extremely small number of collectors. 21 years is a long time. A not-insignificant number of fans of the original Marble Madness have died in the intervening time, never having had a chance to enjoy it. And even now, because it’s only playable in emulators, a lot of people who could otherwise enjoy it, but cannot overcome the technical hurdle of getting MAME up and running and getting its roms into the right shape (a formidable obstacle to many), will still be denied playing it.

Marble Madness II is not yet up in official MAME, but its driver is well along, and I think it’ll probably appear in the next release. I urge you to at least give it a try, and think of all the people who would have enjoyed if it had appeared back at the time of its creation. It was a long time coming, but at least now it is here.

How To Play It

Aerial

Use the version of HBMAME currently here, version 0.244. Use the directions to set it up, but you’ll be helped if you already know how to use MAME. The romset can be gotten from the Internet Archive here. You’ll have to rename the ZIP archive to marblmd2.zip for HBMAME to recognize it.

* The “Evil Black Marble” was adapted as a character on turn-of-the-century website The Conversatron. So says me, apparently the sole surviving person who remembers The Conversatron. Memory hurts.

BREAKING: Marble Madness II now in MAME, video on YouTube

This is not some fan game made to play like Marble Madness, but the real deal, a legendary lost prototype from the Silver Age of Atari Games! Cancelled because of the great arcade fervor at the time around fighting games, meaning little Atari released in that era performed well on test.

Word is that the rom has been released somewhere on the internet, although I do not know where. It had been known that all the surviving Marble Madness II cabinets were owned by old Atari staff or collectors who were averse to allowing the rom images to be released. Whether one of them had a change of heart or, as has been speculated with Akka Arrh, another legendary prototype, they may have been obtained through nefarious means.

Technically the rights are still owned by Warner Media, I believe. I’ve long been amazed that the current rights holders haven’t seeked out the owners of these prototypes and offered them a big payday to dump the roms and release something like a Midway Arcade Treasures 4. Sure, it’d only be a matter of time before someone broke the roms out of such a package, but they’d still sell a ton of units and the prototype owners would be properly rewarded for both maintaining their machines and for lost collector value, and importantly, the games would be out there among people who would enjoy them and be protected against further loss and obscurity.

YouTube: Marble Madness II (Atari prototype arcade game) is now playable in MAME

Around The Wordle In 60 Games

As everyone surely knows by now, in Wordle, you use Mastermind-style clues to narrow down and guess a five-letter word. You get six guesses, but all your guesses must be actual words. There’s a new puzzle every day, but only one. It tracks streaks and win percentages. It became an internet sensation, because of one or more of the following things: it’s fun, it’s simple to understand, it’s a challenge but not hugely difficult, it lets you easily share your victory without giving away the answer, it usually gives you a nice compliment when you solve it, and, especially, it’s completely free and unencumbered by ads, app stores, upsell, or rent-seeking of any kind.

Its creator Josh Wardle made Wordle (hence the name) for his friends to play, but news quickly spread, a lonely remaining example of the good kind of internet virality, the kind that hasn’t been pressed into the service of racism and tyrants. Wordle is so popular that the New York Times bought it from its creator for an amount “in the low six figures.” We’re not sure why they bought it unless they plan to make it a paid service someday, an imposition that its creator had promised would never happen. Maybe once the clamor has died down. For the moment, at least, it remains free.

Now, one of the oldest trends in computer gaming is to take a thing really popular at the moment and to clone it, to some degree of exactitude. A list of things this has happened to includes Pong, Breakout, Space Invaders, Pac-Man, Donkey Kong, Wizardry, Ultima, Zork, Super Mario Bros., The Legend of Zelda, Sonic the Hedgehog, SimCity, Myst, Super Mario 64, Everquest, Minecraft, Flappy Bird, and Undertale, among others.

So it has happened, is happening, and shall continue, for a while, to happen with Wordle. Wordle and its progeny are popular enough that it’s become one of those subgenres of internet article, to round up a bunch of Wordle-inspired things and present them, all in a bid to gain some of that sweet Google-juice.

Well, never let it be said that we here at Set Side B aren’t immune to a bit of audience pandering! Here are the best of the Wordle-likes, that I have found at least.

N-Plus-Fivele

These are Wordle, but moredle.

x2

Dordle is two games of Wordle at once. You get seven guesses. Your guesses go into both puzzles. Its creator is on Twitter, they’re cool!

Not enough? Tridle is three games of Wordle at once; you get eight guesses.

You want still more? Sure, we’re all adults here. Quordle is four games of Wordle at once; you get nine guesses. You’ve probably picked up on the pattern here by now.

Beyond that? Absolutely, why should we be bound by the rules of the past? Octordle is eight games of Wordle at once, with 13 guesses.

You’re not yet satisfied? So we stray still further from divine grace. Okay, then, Sedecordle is 16 games of Wordle at once, with 21 guesses.

Even more? Let the angels weep then. Duotrigordle is 32 games of Wordle at once, with 37 guesses.

What? More, even than that? Why not, let’s abandon all the laws of heaven and earth. Sexaginta-Quattordle is 64 games of Wordle at once. It’s slightly more forgiving than the other versions, giving you 70 guesses instead of 69. Once you get to this scale, Wordle’s whole nature changes. After you use a couple of spare guesses to get some info about the words en masse, your aim is to try to correctly guess one word per turn, and use the information revealed by those guesses to solve the others.

x1,000

This brings us to Kilordle, 1,000 games of Wordle at once, with 1,005 guesses. This may sound just like an exercise in extremity, but some care was put into it: the puzzles you’re closest to finishing are sorted to the top, and solved ones are removed entirely. Also, you can get more than one word on a guess, since you’re awarded credit for words you have all green letters for. When you get near the end and single guesses can eliminate 20 words or more, it almost feels like a clicker game. When playing in bulk like this, your strategy tends to change to the general case: using every letter in every position in as few moves as possible. I’ve seen someone mention winning in as few as 75 moves this way, and a computer program probably could do it in even less, but writing software to play Wordle for you is discarding one of its chief virtues: that you don’t have to think too hard about it.

The Case of n=1

If you just want more than the daily Wordle, Wordle Unlimited (which I’m amazed hasn’t had its name changed) can provide that, as can WordPlay, and Word Master, and wordle.gg.

There used to be at least two sites that let you play past Wordle puzzles, but the New York Times requested they be taken down when they gained ownership of the original game and name. Boo, hiss!

If you want to play locally at a command-line, and have one of a couple of scripting languages installed, you can try wordle in Ruby or wordle-cli in Python.

HONCH?!

But what if you want to play in Urdu? Urdle. Chinese? This. Swedish. French. Or, without using the letter E. Or maybe one where the answers are all ludicrous misspellings of the word HORSE.

If you’re having trouble with basic Wordle, the New York Times has a bot that will look at your previous games and offer advice.

Mutations

These are Wordle, but changed, or with a special focus.

Hello Wordl lets you decide how many letters are in the answer. The daily game decides the number of letters for you.

Hurdle is a series of five Wordle puzzles. When you guess the answer to one, it becomes the first guess of the next. For the last puzzle, all four previous answers are automatically your first guesses, giving you two tries left.

Star Wordle‘s answers have a Star Wars theme, but you can still guess normal words to help with narrowing it down. Another version of the concept is SWordle. Along these lines is Lordle of the Rings. Wizarding Wordle, to Harry Potter.

Taylordle answers all refer to Taylor Swift in some way. Byrdle answers all relate to choral music. Gordle answers are all hockey players. Basketle answers are basketball players. Bikle, for cyclists.

Queerdle answers are from four to eight letters and are always LGBTQ+-related; guesses can be any word of the answer’s size. Phoodle has food and food-related answers, but guesses can be normal words. Lewdle has crude answers, and by default only accepts crude guesses, although this can be disabled. Similar to that is Sweardle.

Squabble is online-based battle royale multiplayer Wordle, where correct guesses become attacks against other players, and incorrect ones cause you damage.

Absurdle changes the answer behind the scenes to be as difficult as possible. You still only get six guesses. Another version of the idea, which lets you decide on the word length, is Evil Wordle. Adverswordle plays a bit like that, but with the computer guessing and you giving it clues to matching a secret word you come up with, and can change if you want, so long as you don’t contradict yourself or make it impossible.

Luckle changes the answer behind the scenes to be as easy as possible. You get six guesses, but they won’t matter.

And now, it falls to my weary shoulders to inform you of the existence of Letterle. At least you get 26 guesses.

Variations

Like Wordle, but with extra stuff added.

Crosswordle gives you two words, that are related and cross at some point.

Waffle is Wordle, but with a grid of six words, and instead of guessing on a blank board, all the letters are given, but scrambled. A move consists of swapping two letters. You get 15 swaps; a perfect score is 10 swaps.

Scrabwordle gives you fewer guesses (depending on player-selected difficulty), but gives the secret word’s Scrabble score as a hint.

Squardle… okay, this is going to require some explanation. Squardle sets aside one of Wordle’s chief virtues, simplicity. It’s still fun, but a subtly different kind of fun. It has a grid like Waffle (see image of solved game to the right). You make guesses, but in turns, and along two lines at once: your first guess is along the top row and left column (DWELL and DROSS in the image). You always guess the same word in both. You’ll get clues along both lines based on your guesses (the small letters in the image, which accumulate as you guess). Yellow letters mean the letter can be found somewhere along the same row, and red letters are along the columns. Orange letters mean one of that letter can be found both vertically and horizontally, along both the row and column. Green letters are in the right place, as in Wordle. Notably black letters, the B and N in the shown puzzle, won’t be found anywhere, even in other words.

After you make your first guess, the second guess works the same way, but through the vertical and horizontal center (EVICT and OPIUM here), and the third guess hits the right-most column and bottom row (LEMUR and SATYR). After that, the guesses cycle through these three sets of positions.

Because of the increased complexity and your inability to make a guess over the whole puzzle at once, Squardle gives you ten guesses, you get an extra guess every time you get a word right, for up to 15 guesses in all, and, if you completely solve both the words at a given row/column pair, it’ll be skipped in rotation for the rest of the puzzle. If your head is swimming after all of that don’t feel bad, it’s definitely more complicated than Wordle, and it demands more from you. But, once you get underway, with careful thought the puzzle is still doable. For those who master it, there is a more difficult version, Weekly Squardle, with a total of ten words and starting with only six guesses.

Inspired-By

Not really like Wordle at all, but they still have daily puzzles.

Heardle challenges you to guess songs from a snippet. With each wrong answer the snipped gets longer. Those like me will be hopelessly lost.

Worldle has you guessing a nation by its shape; the hints from incorrect guesses take the form of facts about the nation. Similar to that is Globle. And, down in Flaggle Rock, you guess the flags of countries and territories.

Who Are Ya? is a similar concept, but with portraits of football (a.k.a. soccer) players.

Framed asks you to guess a movie from stills, doled out one per guess.

Mathdle wants you to complete arithmetic number sentences. Nerdle is similar, as is Mathler. There is also Primle, where you have to guess a prime number. Also, Primel.

Subwaydle is of interest mostly to New Yorkers, challenging you guess a route between two given subway stations. MTRdle is the same, but for Hong Kong’s subway system.

Poeltl is basketball players again, but with game-related clues instead of the usual green/yellow/white letters.

Semantle tells you how close semantically, as judged by an algorithm, your guess is to the hidden word. There is no guess limit, but it’s very challenging, and guess counts of over 100 are frequent. Make sure you read the directions, as you might not be prepared for what semantic closeness means. Pimantle is the same idea, but with a cool visualization.

Redactle picks one of the top 10,000 most-notable Wikipedia pages, blacks out all but the most common words, and reveals them as you guess what they are. You win when you uncover every word in the page title. Like with Semantle, you aren’t limited in guesses but it’s still very hard. If the answer is outside your interests, you might end up making 200 guesses or more. This is one of those games where there’s a bit more to it than you might expect: the articles are in a monospace font, so you can reliably tell how long the blanked-out words are.

It predates Wordle so it’s not really inspired by it, but if you have a New York Times subscription you can play Spelling Bee, which asks you to come up with as many words from a set of seven letters as you can, provided they all contain a given key letter. You get more points for longer words, and a rating based on what proportion of that day’s maximum score you earn.

Is all this not enough? Is your lust not sated? This seems to be a canonical list of Wordle deviations, divergences, and disparities. And here is a chart to mark our journey together:

Universle

Ancient History

Wordle 1.0

Did you know that wordle was once a term for a kind of word cloud, created by Jonathan Feinberg? There was a wordle.net and everything! It had a Metafilter post in 2008! It had a trademarked name! It was popular!

No one seems to remember it any more. Its site is dead. It was last seen alive in 2020. Finding out more is very difficult now because of the search static produced by its massively popular successor.

The existence and forgetting of first-Wordle should serve to remind us all: Internet fame is beyond fleeting. Wordle is known and beloved now, and since it’s owned by the New York Times is probably on track to staid, Jumble-like ubiquity. But these variants are not going to be around forever. Enjoy them while you can, for it’s just a matter of time before their domains all become just another tool in some nefarious SEO outfit’s Google-gaming schemes.

Arcade Mermaid: Amidar

Arcade Mermaid is a recurring feature where we look at weird classic arcade games. The word weird has many meanings; sometimes it means bizarre or ludicrous, but sometimes it means of a really unusual design.

Our game this time easily fulfills multiple senses of the word. Konami’s Amidar was released in 1982, putting it near the end of the arcade boom in the US. It still came out early enough to get an Atari VCS/2600 port from Parker Bros., the source of many of the better arcade ports of the time that didn’t come from Atari or Coleco.

Odd Boards: Gorilla and Spearmen

Amidar‘s game world is both abstract and evocative. You’re a gorilla, tasked with collecting all the dots on a board made of lines, while evading hostile spearmen called “Amidar” (plural) and “Tracer.” Unlike as in Pac-Man, the playfield isn’t a maze as it is a bunch of adjoining boxes, with you and the enemies walking along their border lines.

People who have played a lot of Mario Party might find something oddly familiar about this layout. We’ll get to that.

When you collect all of the dots around one of those boxes, it fills in with a solid color. These boards you can play somewhat like Pac-Man. There are differences, though. The “turn the tables” mode that lets you attack your pursuers activates when you fill in the four squares in the corner of the screen. You only get one such period every level, and it takes a lot of effort and some foresight to achieve it. If the last box you fill in is one of those corners, you complete the level immediately and don’t get any bonus points for chasing down the enemies.

Even Boards: Paint Roller and Pigs

There is another kind of level in Amidar, however, that plays similarly, but with a significant difference. In these, for some reason, you’re not a gorilla but a paint roller, and you’re avoiding not natives but bipedal pigs. No reason is given for the change of graphics, although they’re still called “Amidar” and “Tracer.”

In these alternate boards, each of the rectangles has a number in the middle, which is a bonus score you earn for filling it in. On the gorilla boards, you only get points for collecting dots and capturing enemies during the attack period. Here, you get points for surrounding boxes and capturing them, so these score a lot better.

The trade-off, that makes these boards a lot harder to complete, is that you can’t just collect dots however and expect your progress to stick. There are no dots.

Instead, you have to extend the colored border away from already-colored lines, surrounding boxes one at a time. If you leave the border of the box you’re currently coloring, your progress will disappear! You’ll have to go back to one of your established lines and start over. Because you can’t just color them at any time but instead have to extend your territory out to them one box at a time, it’s a lot harder to take advantage of the attack phase granted by coloring the four corner boxes. It’s a lot harder in general. Most games end on Pig boards.

You have final aid to help you get through each level. Each board and each life, you get three uses of a “Jump” button that allows you to slip by the Amidar and Tracer. But, in keeping with a game where you alternate playing as a gorilla and a paint roller, the Jump button doesn’t allow you to jump over enemies. Instead, it causes the enemies to all jump, allowing you to pass beneath them.

Amidakuji

After you’ve played a couple of games of Amidar, you might catch on to an unusual property of the enemies. They don’t chase you. The have a specific route they follow through the board. Pac-Man may have patterns you can use to evade its ghosts, but Amidar makes the pattern followed by the enemies explicit, and the whole point of the game.

The motion of the normal enemies is entirely deterministic and uncaring of your location. Instead, they move in a specific, meandering pattern. They actually follow the routes of the Chinese “Ghost Leg,” or as it’s called in Japan, Amidakuji lottery. (You see? Amidakuji? Amidar?) They move down along vertical paths until they reach a horizontal intersection, which they will always take and then continue downward. When they reach the bottom of the board, they reverse their vertical progress, going up to reach the top again, still taking horizontal paths when they encounter them.

This is where Mario Party players might find this familiar. The Amidakuji lottery is simulated in the minigame Pipe Maze. In this, the four players are randomly arranged at the bottom of a network of pipes, and one of them must drop a treasure chest down one of the entrances at the top. The treasure travels down in the manner of the Amidar, and whichever player it reaches at the bottom gets the treasure.

The Amidakuji lottery has some interesting characteristics. It matches up each of the vertical paths at the top with exactly one path at the bottom. It doesn’t matter how many side connections there are, there will always be one way through for each path at the top.

To emphasize this, between each board of Amidar there is a bonus round that works more directly like the Amidakuji. You pick one of the routes for an Amidar to begin winding down, trying to guide it to a bunch of bananas at the bottom. Once you learn the knack of these stages it’s not hard to get the bananas most of the time. With your eyes, try to quickly trace the path in reverse, starting from the bananas.

The key to success at Amidar is focus and practice. With experience you’ll get better at figuring out where the Amidar will go in real time, and can avoid them more easily. Later levels increase the number of Amidar. Also, since a player can avoid the Amidar pretty consistently, there’s a failsafe timer in play. If you take too long to finish a level, the Tracer, which usually only moves along the outer boarder, will leave its patrol route and start following your prior movements through the level. This really starts to be a problem with Level 4. It’s good to save the corner blocks for when this happens.

Once you internalize the rules to Amidakuji, you may find yourself progressing deep into the game. I’ve been as far as Level 6! The game also has charming, melodic music in the style of Frogger. At the time of its release it was a minor hit for Stern, its licensee in the U.S., and now can be seen as a highlight of its genre.

Level 6! Notice how all the lanes at the top are blocked off. You have to squeeze by when they’re taking horizontal routes or use the Jump button to get by them.

A post-script. I searched for information on Parker Bros. Atari VCS port of Amidar, the only one made during the classic era of arcades, and found a page on the fandom.com wiki that gets many key facts wrong. It mentions coconuts: no version of Amidar has coconuts in it. It mentions the Jump button making enemies jump and not you: this is not at all evident in the VCS version. It mentions a bonus stage after every round: this doesn’t exist in the VCS version. This is one of the reasons I hate fandom.com!

@Play: Alphaman, Part 2

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

This is @Play #89. We resume our examination of 1995’s post-apocalyptic DOS roguelike, Alphaman! If you missed it, don’t forget to check out part one!

Checking Berries and Inspecting Gadgets

I’m an outspoken fan of interesting identification systems in roguelikes. You’re free to disagree with me, but I find that they add a layer of strategy to the use of items. In many games, when you randomly find a good item, it makes sense to immediately press it into service. Often there is no skill in its use; you use, wear or wield it, and from then on its powers are at your disposal. At its furtherest extreme it’s like the random number generator is playing you. There should be some decision-making involved to properly utilize the item once it’s found. Maybe items have limited durability that has to be managed? Maybe items change over time, so you must know when best to use them? Or, as with Rogue and Hack, maybe you don’t know what many items are at first, and must figure that out through some risky and costly manner.

Congratulations!

Alphaman uses an identification system, but it works differently from Rogue’s. While there are items that can identify other items, for the most part you don’t identify things like that. There are two major classes of unknown items in Alphaman: berries and devices.

Berries are somewhat like Rogue’s potions. They’re one-use items that are generally consumed to activate. Alphaman has 35 kinds of randomized berries to discover on each play. While the game gives you insight into a few berries at the start of the game, most berries must be discovered by testing them. Like Rogue’s potions, there are good and bad berries, and like in Rogue, once you know the function of one variety of berry, you know it for all other berries of that type. Good-type berries might heal you, restore your fatigue, permanently increase your defense, or help you figure out how to use gadgets. Bad ones could poison you, cause you to grow useless extra limbs or blind you. And then there are the interesting cases, the berries that could be either bad or good, depending on its color. Most berry effects are temporary, although some, like the berry of blindness, last a significant number of turns.

An important thing to keep in mind about berries: known berries are marked with an asterisk, but their descriptions don’t change in-game. You must check your known items list to find out what a berry does. Flipping between the inventory and the discovered items list does get annoying after a while.

Alphaman’s innovation with berries is giving each a ripeness level. All berries have a color that tells you how ripe it is. The colors go through the spectrum, from red (least ripe) to purple (most ripe). Ripeness is kind of like the curse/bless system of NetHack, but all berries naturally become riper over time. More ripe berries are more powerful than less ripe ones.

You will probably have to consume some berries to identify them. If it’s a bad berry, you want to identify it by eating it unripe. If it’s a good berry, you want it to be ripe to maximize its effects. But some berries give bad effects when unripe and good effects when ripe. That’s especially the case for stat and experience effecting berries, which are very helpful when eaten when ripe. A few berries are also better off thrown at enemies than eaten yourself. Decisions, decisions.

Gadgets are also divided into two classes, small and large. There are 97 types of small device and 38 of large. Fortunately you don’t have to use-identify them! There is a command, F, to figure out how to use a device. You aren’t guaranteed to be successful, and if you fail your chance very badly you could break the device, or, if it’s a grenade-type item, cause it to go off in your hands.

Many kinds of gadgets are humorous, and some are useless, but a few apparently-extraneous ones have a secret function that can be discovered if you experiment with them. Like, a microwave oven can ripen berries, and toilet paper can be used as a weapon against dung beetles. Try using items, with the U key, to see what they do. A handful of items can also be “Unused,” with Shift-U: this is usually used to un-equip wearables, but that’s also how you get things out of a Backpack item.

Mutations and Fatigue

Two unique characteristics of Alphaman are the way it handles mutations, and its fatigue system.

Mutations are in other roguelike games, of course. They’re important elements of both ADOM and Dungeon Crawl Stone Soup. Alphaman uses them as an extra couple of perks your character receives upon creation. Unlike many other games, starting an Alphaman character is very quick: you get basic stats in a number of D&D-like categories, and are randomly assigned one Physical and one Mental mutation. You don’t gain more mutations as a character progresses. The ones they begin with are the only mutations they’ll have through the whole game.

Mutations are used the same way as items, with the U key, for “Use.” Most of them have a short delay before you can use them again. All of these mutations are beneficial, but you don’t get any say in what you get, other than by start-scumming, quitting and restarting many times until you get your favorites. Some mutations immediately increase one of those middling starting stats up to epic levels. Most mutations are very helpful if you know how to use them correctly, but figuring out the best way to use them might take a few games. I especially found the Quills mutation, which gives you an innate missile weapon you can use in a pinch and directly damages monsters who attack you in melee.

“Pooped”

Fatigue is a very interesting addition to the roguelike formula, in my opinion. Every action you undertake carries with it a cost in energy, which comes out of your fatigue level. Fatigue is shown on screen by a status that runs from Well Rested down through Pooped, and eventually Exhausted. Your actions become less effective as your fatigue rises. If this sounds burdensome, it needn’t be. It doesn’t take very much to restore your fatigue level. All you generally need to do is rest a few turns, with the period key, to get your level back up from Pooped to Well Rested.

What fatigue does is impose a limit on doing many things in close succession. Fighting large numbers of enemies at once, even if they’re attacked one at a time, will tire you out a lot. If you’ve being chased by monsters and are a little faster than them, you can probably store enough of your stamina by running until you’re one space away, then resting a turn while they catch up. Carrying a lot of things, measured by your on-screen Encumbrance level, or having a low Constitution stat causes you to become fatigued more easily. But so long as you think to rest a few turns after fights you should be okay.

Spoilers

This section is spoilers, but they are the kind that, at this late date, I think will help a player decide whether they want to play this unusual and interesting game more than actually give anything away. Still, if you want to go in completely fresh, you’ll want to skip this section. (I gave a few very minor things away above, but that’s pretty light.)

To win at Alphaman generally requires:

  • Finding Elvis’s Hideout, and getting the Blue Suede Shoes from the real Elvis (who is friendly, but won’t give you the shoes until all the Impersonators are defeated). BTW, all of these places are considered “castles” by the game.
  • Finding the Munster’s castle, 1313 Mockingbird Lane, which contains a map to reveal the location of the Grinch’s stronghold. The stronghold can be found without the map, though you’ll have to search around for it.
  • Finding the Castle of Those Who Came In Second to find Buzz Aldrin’s Space Suit, which confers radiation resistance. The Grinch’s place is always in the middle of a radiation zone, which will rapidly sap your health while you’re within it. It is possible to acquire radiation resistance by other means, so this may be optional.
  • Finding Trump’s Casino for the ID card to get into the Grinch’s castle. You’ll easily know the casino—most of the monsters and items found inside it are “Trump” monsters and items, as in, Trump Ghouls, and the Trump Cheese Grater.
  • Finding the Castaway’s Fortress to obtain the Keptibora Serum from Gilligan, which provides 24 hours of resistance to the Grinch’s nerve toxin. The Castaway’s Fortress is always surrounded by water, so a means of travel to it must be sought.
Some of the jokes in Alphaman have not aged well, but there are bits that are rather prescient.

In the roguelike way, each of these steps contains many unexpected perils, and it may take you multiple attempts at each, falling victim to each major obstacle at least once, before you discover the way through. If you have the time, energy, and patience to put up with that, then Alphaman will supply you with many hours enjoyment. The pleasure of this may begin to diminish for you as you die more and more often, however.

You first games are likely to be short, so not much lost, but the further you get, the more you lose when an unexpected danger kills your hapless character. (“It’s a rosebush, how hard could it be?”) One thing that might help you, that’s not a tremendous spoiler, is that the various castles you have to explore can mostly be done in any order.

He’s a mean one! He really is a heel!

At the very end of the game you’ll face the Grinch, and he has one last nasty surprise for you. I am torn, a bit, about whether to spoil this, but it is in a chapter of spoilers, and it may save you a loss at the very end of your journey. So I will reveal this: Your final task is not to kill the Grinch. Think about who he is, what he came from, look around his castle for significant items, and thing how you might be able to find a way to appeal to his better nature. That’s all.

Alphaman’s Legacy

The legacy of 20th-century hussle.

1995 was towards the latter days of the age of shareware. It’s easy to forget, but there were different types of shareware. There was the first-hit’s-free type, the kind that gave out the first episode but where the publishers released the others by mail order or or commercially. That was the model that Wolfenstein 3D and Doom used, and was probably the most successful. Then there’s the kind that lets you play up to a certain point, but to go beyond that you had to pay for a registration code, that unlocked the rest of the game. This often got assigned the moniker of “trialware.” Then there’s what we might call “true” shareware, where the game, in full, was distributed, and while it might nag you to register it, there was no need to to keep playing. If players enjoyed it, they were on the honor system to send in their payment. One of these true shareware games was Alphaman.

Alphaman’s creator Jeffrey Olson tells me he only ever received about 30 paid registrations for his game. At $15 each, that comes up to $450, which given the number of hours he put into it doesn’t seem like proper recompense. Perhaps it’s because of the prevalence of free, sometimes even open source roguelikes like NetHack and Angband, which were already on releases that current-day players would see as reasonably complete. Jeffrey doesn’t harbor any hard feelings, he says, he was just happy to meet people who enjoyed his game.

In the years since its release, Jeffrey has been doing quite a lot with his life! He graduated with a doctorate in Physics from Cornell University. He made hardware that will travel to the planet Jupiter on the Europa Clipper:

“[…]cooling a JPL infrared spectrometer to detect what chemicals are present on Jupiter’s icy moons, and to the asteroid Psyche, cooling a gamma ray spectrometer that will detect what elements are present in the metallic asteroid. I wish I had put a gamma ray spectrometer in Alphaman.

Jeffrey also also been married for 30 years, plays soccer every week, plays the trombone, and makes his own beer to share with friends. A high-school friend of his, Peter Jessop, helped test the game, and has done voice work for a wide range of big-name video games, among them Destiny 2 and Red Dead Redemption! It’s always nice when one of our team does good.

I asked Jeffrey if he had anything to say to people who have played and enjoyed Alphaman over the years, and who might play it in the future. He said, “Thanks for taking the time to play Alphaman. I hoped you enjoyed playing as much as I enjoyed creating it, and sorry about all the jokes from the 1990s that aged so poorly. I’ll always be embarrassed by references to Dan Quayle, Mary Decker, and the Kevorkian Machine….”

Thanks for your efforts, then and now, Jeffery. We’ll meet again in the Adventurer’s Lounge someday, after the last quest is done.

Sleep Baseball

We here at Set Side B are about computers, and we’re about games, and we’re about the intersection between the two, which happens by accident to include Northwoods Radio Sleep Baseball, available as individual files, and also through Google and Apple‘s podcast systems.

People have remarked about the powerful soporific effects of having a baseball game playing on the radio when you’re trying to fall asleep at night. But there are several difficulties with using baseball for sleep-producing: there’s not always a game on, when the game’s over there could be any loud thing on afterward, and there’s always the chance something exciting might happen that would rouse you from your repose and briefly cause you to care.

Sleep Baseball solves all of these issues. The games played are not on a radio but on your phone or computer, as audio files. The Sleep Baseball league is entirely fictional, so there is no actual drama. And the announcer is pretty relaxed and low-key, as are all the ads (for fake products and businesses), so you don’t have to worry about sudden bursts of interest.

If you’ve followed Sleep Baseball before, you should know now that they have recorded their third game, and have recorded some new ads. If you had gotten tired of the same game and events between the Big Rapids Timbers and the Cadillac Cars, it might be of interest to you to give the new recordings a try. Sweet dreams!

SpelunkyRL

Well that certainly is a wholesome activity we all can approve of!

It’s almost a tradition by this point, to take some preexisting game and give it the roguelike treatment. We’ve seen MetroidRL, CastlevaniaRL, MegamanRL, ZeldaRL and others. Those in this list were all made by Slashie, a prolific developer in this sphere.

Well, his most recent experiment in this mode is SpelunkyRL, taking concepts that Spelunkly itself borrowed from roguelikes and borrowing them right back. What the game gains is a strong emphasis on situations and using what’s at hand. You only have five health points, and they don’t heal naturally. Most enemies move only every other turn, but if you attack them they get a counter-attack. You have a gun with six bullets that does high damage, but it’s a good idea to save your shots for when they might be needed.

You can pick up pots, corpses and even stunned enemies, which don’t go into your inventory, but remain in hand and can be thrown at attackers. Instead of food, there’s a “DooM” counter to keep you moving. There are also altars for sacrificing enemies to Kali, which work in a NetHack/ADOM kind of style. And there’s even some atmospheric music and sound effects so you don’t have to smack bats and snakes in silence.

It is an interesting thing to play around with, and on subsequent games you can start with alternate character classes Rogue (extra health and bow) or Tourist (bad at fighting but has a camera and 2000-gold line of credit). It will be a reasonably entertaining use of your time, I’d say.