The End of Blaseball Blexplained

It has now been over seven months since the end of Blaseball, that shining star of lockdown that burned brightly but ended suddenly. Stories will be told of its brief reign, and memories zealously hoarded. I’m amazed that no one else has definitively moved in to take its place with their own take on splorts, it seems to be an opportunity waiting to be filled, but until such time as it happens, the concept, along with the game itself, continues to Rest in Violence.

The planets orbiting Blaseball’s many suns continue to orbit, their surfaces unwarmed but still hosting faint signs of life. The Blaseball Wiki remains online, explaining the absurdly twisty intricacies of a game that no longer exists, and The Society for Internet Blaseball Research still hosts statistics and information related to that dearly missed pastime.

One of those planets is Blaseball Blexplained, a Youtube series that doggedly and diligently presented season recaps of Blaseball’s many crazy seasons. Since Blaseball’s ending, they’ve slowly continued their recaps, and have now finally finished their last Expansion Era summary, of the Hellmouth Sunbeams. It is around 16 minutes long. It present the final recantation of the nearly un-understandable events that marked the final seasons as did all the others, throwing out references to Black Holes, Feedback and Fax Machines, counting on you to know what the hell all those things mean. You do, don’t you? ‘Course you do.

So, one last broadcast from Blaseball Explained, favorite fake sport summary channel, now broadcasting exclusively to the Hall of Flame.

Farewell, Blaseball. In your memory, I proclaim: hail Namerifeht.

The Monitor, friendly guardian of the Hall of Flame and concessions operations
(Image from blaseball.com)

P.S. The Society for Internet Blaseball Research (SIBR) has a page of information on how the fates of Blaseball, early on, intersected with that of the Pacific Salmon Treaty of 1985, and of a mysterious face named by fans Salmon Steve. Here is that page.

Best of Next Fest 2023 1/20/24

And at long last, the end of this particular Next Fest, but there are more to come.

Best of Next Fest 2023 1/19/24

Editor’s Note: Our presentation of Josh Bycer’s NextFest finds continues. Tomorrow will be the last in this sequence, I think.

Best of Next Fest Showcase 1/18/24

More games from Next fest 2023 worth checking out.

Best of Next Fest 2023 1/17/24

Editor’s note: There’s a backlog of Josh Bycer’s Next Fest posts that I need to clear out, so the next few days will be devoted to them. Please enjoy!

Hempuli’s itch.io Collection

I recently made a Metafilter post with the title Exploring the BABA IS YOUNIVERSE. Having used that pun here already I can’t well put it up again, but the links in the article are good ones, so I figured I’d present them here too, with a few extras. All of these, plus more, are on Hempuli’s (Arvi Teikari’s) itch.io page. Everything here is free and for Windows, unless otherwise noted.

Once in Space 2022
Stumblehill
  • The “gravity-changing platformer” Once In Space 2022, which gets pretty tricky pretty quickly.
  • Stumblehill is a platformer, with striking graphics, where the controls are purposely a little harder to master than your basic example of the form.
Baba Friend
  • Baba Friend is a little desktop buddy/toy who wanders around your computer’s screen while you do other things. It’s much like the classic computer amusement Neko!
  • Rude Chess is another Sokoban variant: some of the pieces you have to move are chess pieces, which shift according to their movement rules when pushed. The rude part applies because, if a piece has a choice of squares to move to, it always tries to pick one that doesn’t lead towards a destination square!
Rude Chess

There’s more too, that I only fail to list here because of time-related reasons, including some physical games and a screensaver. Go on and explore their itch page, it’s brilliant!

Hempuli’s itch.io software (mostly free, most for Windows)

Tiny Thor Video Review

A video review of Tiny Thor played with a press key provided by the developer.

Next Fest Showcase 12/30/23

I heard everyone here likes indie games.

The games in this video:

Game Finds: Pacman’s Sky

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

It’s one of those games that was made to fulfill the promise of a pun in the title, but turns out to be fairly interesting in its own right.

That’s not to say it’s perfect. Randomness plays way too much of a role in your success, although that could also be said of No Man’s Sky, honestly.

Pac-Man is stranded on a maze-like planet. The maze wraps around vertically and horizontally, but there are no helpful tunnels here to slow down the ghost pursuit, for the screen is always centered on Paccy. There is an escape rocket in the monster house, and the way inside opens up when you’ve eaten a sufficient number of dots. I wouldn’t bug out immediately though; as you eat dots, and also ghosts made vulnerable by the consumption of randomly-placed Energizers, you fill up a fuel meter in the upper-right corner of the screen. You want it to be as full as possible, especially in this first maze, where the game is still fairly easy.

For you see, when you enter the rocket, you blast off into a 2D universe of other planets, and you need fuel to travel between them. (A bit of advice: the rocket’s thrust is always to the right! Press up-arrow to go forward, and up and down to steer.) Use the map in the lower-right to pick the next planet to crash onto, and explore a new maze. You don’t want to run out of fuel! Although you have a total of four Pac-Lives, if you run out of fuel in space, you lose regardless!

You’ll soon find that most planets are much larger than your starting world, and the game sends in a number of ghosts proportionate to its size! You could end up fleeing from nearly two-dozen ghosts! Fortunately, there are new colors of ghosts in the mix, and none of them are as avid a pursuer as the classic hues, although their meanderings will often block escape routes.

Your goal is to collect Cherries, which are sporadically scattered throughout the planets. You want to eat at least 10, then launch with a full fuel tank, and then press the Space Bar to warp out of the universe, and the game.

As I mentioned up top, randomness plays a huge role in your success. Cherries are placed completely randomly: you might find Cherries in the starting maze, you might find a planet with four Cherries on it and all you have to do is find them, but many planets will be Cherry-less. The best strategy is to scout each planet you visit for Cherries as quickly as possible, snarf up the ones you find while refilling your fuel tank with dots, then quickly evacuate and move on to the next planet.

Some tips:

  • If you return to a planet you’ve already been on, it’ll be in the state that you left it! This usually makes it harder to refill your tank since there’s fewer dots, so get what you can and launch again.
  • To help you avoid revisiting planets, I suggest targeting particular planet colors first.
  • Energizers are placed randomly, and like Cherries, some planets don’t have any.
  • Ghost vulnerability times are roughly on a par with those of the first maze of the original game, but with so much more terrain to travel through it’s usually highly difficult to make a clean sweep of all the ghosts, even if there’s only the normal four.
  • The class ghosts have largely the same personalities as in the arcade games: Red chases you directly, Pink looks in the direction you’re facing and tries to get in front of you, Blue seeks to be on the other side of you from one of the Red ghosts, and Orange sometimes loses interest in attacking you when you get close.
  • The new colors have ghosts that try to lurk behind you, ghosts that try to travel in straight lines regardless of what else is happening, ghosts that just bumble around, and even ghosts that just try to get away from everyone else, Pac or ghost.
  • Like arcade Pac-Man, the ghosts periodically enter “Scatter Mode,” and give up the chase for a few precious seconds. Unlike the arcade game, the ghosts don’t reverse direction when either entering or leaving Scatter Mode. Your only clue to the behavior change is them turning away, or turning back towards you. That makes them a little less predictable.
  • Beware! Once in a while you’ll find a ghost that, instead of the usual blue eyes, has an Among Us visor. These ghosts will be one of the other colors, and the same personality as that color, but when you eat an Energizer, not only do they not become vulnerable, they also speed up greatly! If it’s one of the more vicious colors (Red or Pink), this makes eating an Energizer extremely dangerous!
  • Ghosts become dangerous again the moment they reform from their eyes in the home. If you’re venturing in to get to the rocket, and a pair of eyes rushes in behind you, you can easily lose a Pac without having much control over it. This happened to me several times, it’s worth being wary of.
If you want to play in the universe of this victorious game, you can enter this seed at the title screen. It had one planet with four Cherries!

Pacman’s Sky (itch.io, $0)

Game Finds: Mobile Suit Baba

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

Hempuli, the creator of the indie hit Baba Is You, certainly has been busy! He made a number of solitaire games, some with Baba characters; then a number of board games. Now he’s returned to the Baba Is Youniverse, with another charming game that uses some of the ideas and rules of Baba Is You, with a helping of Into The Breach mixed in! The result is Mobile Suit Baba:

Ha ha! You said it Baba!

The scenario goes something like this. Baba and his friends now pilot a number of giant mech robots that look like them. An invasion of Skulls threatens their laid-back society of agrarian animal creatures with fruit theft. Baba and company leap into action to protect their food stockpiles. This is communicated with dialogue from the various characters, which is all adorable.

A simple puzzle, that relies on Baba’s ability to throw other characters over blocking terrain.

Each character has slightly different abilities and movement ranges. The mind-bending, rule-changing aspect of the original game is back: levels have noun and property objects in them, as well as the keyword IS. A noun IS property sequence arranged in order from top-to-bottom or left-to-right makes that sentence instantly true, for better or worse. It’s back, but it is a bit diminished in importance. A couple of levels don’t even have words this time, which in Baba Is You would result in a completely broken level.

As in the original, the difficulty rises fast, although this one is easier than it looks.

In the original, the most important property is YOU, because it assigns agency to one or more of the characters in a level; without [something] IS YOU, you can’t affect the game world. Here though, that dire need to make sure someone IS YOU at all times is gone. Now, all of your characters are considered to be controllable. But you still have to manipulate rules sometimes, to affect the properties of the terrain.

Once you have some other characters unlocked, you can sometimes choose who you want to bring into a level.

Also, you usually have more than one character to control, in a turn-based sequence. And your characters have different movement ranges and abilities. And you have a strict time limit (although it can be made less onerous in the settings). It all feels, like its inspiration, Into The Breach, but derandomized, and turned into a puzzle game. There’s no real combat; instead you manipulate your enemies so their objectives are not met.

A Youtube trailer gets the mood across nicely:

Choose your teammates carefully!

It’s all extremely charming and worth a look. While its sale price will be a paltry $4, for a few days Hempuli is giving it away for free on itch.io! Even at full price it’s worth it.

Mobile Suit Baba (itch.io, $4 [$0 temporarily])

Next Fest Showcase 12/16/23

Some of my favorites from Next Fest 2023.

On The Red Obelisk

In 1987, programmers Robert Germino and David Todeshini wrote a weird and obscure Commodore 64 game called The Red Obelisk. It barely made a dent in the market, which is kind of a shame. It’s nearly entirely unique, which is a difficult thing to say of any game 36 years after its publication.

Part of why it’s not remembered much today might be how unique it is. It’s mostly a game about alchemy, but not as much in an Opus Magnum kind of way. You’re given an object, kind of like a gemstone, found in an asteroid belt. You shock it with electricity, zap it with lasers, and shoot sound waves at it. All of this is depicted in an illustrated laboratory, with surprisingly atmospheric graphics and sounds. Doing these things may increase its value. You can sell it at any point to earn energy proportionate to its value, which you need to run your ship and guard against hazards, and points. Your real goal though is to create a Red Obelisk

An earlier work of theirs was Sentinel, of which there’s even less information online.

I played a bit of The Red Obelisk and uploaded a recording to Youtube. I don’t do too well. Here is that video (7 minutes):

Both The Sentinel and The Red Obelisk, and another game I think they made called Phaserdome, were included on a disk called Master Blaster put out by Keypunch Software. Keypunch wasn’t a great organization; there are tales of them taking freeware games, scrubbing them of information by which their creators might be identified, and then selling that on a disk. It was before the widespread adoption of the Internet, the World Wide Web was still three years away, so it was easier to get away with that sort thing than it is now.

Later on The Red Obelisk got picked up for an issue of Loadstar, and the veracity of its editors I vouch for completely. I haven’t yet checked their products for the other games. Sentinel is also on Loadstar. The documentation I retyped below suggests they have another game on Loadstar as well. Both The Red Obelisk and Sentinel are on the Internet Archive, but you can get legal and paid-for copies for $15 of the first 199 issues (Loadstar was amazingly long-lived) via LOADSTAR COMPLEAT, still sold by its long-time Managing Editor, my friend Fender Tucker. The Red Obelisk is on LS64 issue 58.

The game is fully described in its instructions, below, so I’ll just give you some of my own impressions. It’s interesting! It has to have something to it for it to have persisted in my memory for so long. I think the game is implemented in BASIC with some machine code routines to handle the real-time portions. This is a perfectly valid way to implement a game; I did it often myself back then. It’s pretty much the only way to get the smoothly-moving asteroids and slick sound effects the game has.

What I remember the most is the Object Mode, where you zap various objects on your workbench in the hopes of creating a hugely valuable Red Obelisk. Everything you do costs energy, and running out destroys your ship, so efficiency is a must. In order to succeed you must take notes as to how each object behaves. Basic directions are given in the instructions: get the Tolerance below 100 with electricity, and the Temperature above 500 with lasers. Is that all there is to these tools? It has been too long for me to remember, but I do remember finding a string of Red Obelisks at one point, so there must be some process to it. Experiment to see what you can find.

The other thing I remember is the noise that your ship makes when you collect an object. All of the sounds in The Red Obelisk are effective, but that noise found a home in my brain when I played it decades ago, and it has never left. I think it probably never will.

What follows are the instructions to the game as included on Loadstar 58, as written by Fender himself, with section headings and minor formatting added by me.

THE RED OBELISK

by Robert Germino and David Todeschini

One of the safest bests of the 21st Century is that treasures will be found in space in the form of small meteors. They may be grey and drab-looking on the outside but inside will be jewels and precious gems, just waiting for the mining engineers to extract them. But it won’t be easy.

If you are a veteran of the universe of STURGRAT (on LOADSTAR #54) you will have an idea of the complexity of 21st Century space mining.

Setting


In THE RED OBELISK you are in control of a mining company. You must gather some object from space and by using the powers of your factory, you can ‘sell’ them for the maximum profit. Your goal, as is any capitalist’s, is to garner as many shekels as you can.

Let me describe your ship first. It is a Sturgrat space mining/laboratory and short-range fighting vessel. It operates in three modes, the Object Mode, the Mining Mode and the Attack Mode. You begin in the Object Mode (which is the inside of your laboratory) where you get a readout of all the capabilities of the Sturgrat.

Object Mode


The most important thing to keep your eyes on is the POWR rating in the lower right of the screen. If this gets too low, you will lose your ship, and, as is shown right above the POWR display, you only have two, not counting the one you begin with.

But your power is running down so you can’t tarry too long making decisions. And believe me, there are a lot of them to make.

You begin with an object on the conversion table. Its type is shown on the left. The idea is to process this object and then convert it into SCORE and POWR. You have to get the tolerance down and the temperature up.

These two values are shown on the left, TOLR and TEMP. You hold down the E key (for the electrodes) for a short period of time and notice that when you let up the TOLR has gone down. Get it down below 100. Press L (for the lasers) the same way to get the TEMP above 500. Since your POWR is going down all of the time, it pays to do these two things quickly and efficiently. They MUST be done for each object.

In the bottom left hand corner is the value of the object (VALU). As a true capitalist, you will want this figure as high as possible before you convert it into cash (SCORE).

You can increase the value of the object by bombarding it with Ultrasonics. Press U and then push the joystick forward and listen to the pitch of the sound. Press the firebutton and the VALU will increase by a certain amount. If you want to increase the VALU faster, push forward on the stick, the pitch will increase and so will the amount the VALU increases when you press the firebutton.

You can get too greedy with VALU. If you’ve increased it too high, the object will be destroyed and will disappear from the screen.

A good Sturgrat miner will write down the TYPE of object and try to discern the maximum VALU an object of that type can attain WITHOUT destroying itself at conversion. Write this figure down, too.

If you convert at too low a VALU, you will only get the VALU, but if you convert it at just below the ‘peak’ VALU of an object, it’ll be transformed into the incredibly valuable RED OBELISK, which, in more ways than one, is the name of the game. It’s up to you to determine each object’s ‘peak’ value.

You cannot do much more in the Ultrasonics mode. Press U to toggle out of it (if you are in it) and then you are ready for conversion. You do this by pressing RETURN. You’ll either (a) convert it for the present VALU, (b) create a RED OBELISK (which pays off handsomely) or (c) find yourself looking at a dreaded FALSE OBELISK. If you see one of these, you have to act quickly and destroy it by firing Caps at it (the F key) or by bombarding it with Ultrasonics. If a FALSE OBELISK is left to itself it will destroy your current ship and its cargo.

Mining Mode

Which brings up the question: Where do objects come from?

You have to space-mine them. Press the SPACE bar to go from the Object Mode to the Mining Mode. You’ll see your Sturgrat drifting through a meteor field. Use the joystick to maneuver around the meteors trying to capture the small, shining object that is floating slowly across the screen. The object must be captured DIRECTLY in the Sturgrat’s scoop. Even a small bit off-line will cause your ship damage.

You have a tractor beam which you can enable with the firebutton. It will draw the gleaming object up the screen where the action is less hectic.

As a matter of fact, the top of the screen is a safe place where you can scoop up hydrogen molecules with your tractor beam and slowly boost your POWR if you are running low.

You can gather up to nine objects at a time or you can gather just one and head back to convert it. To go back to the Object Mode, press RETURN.

Attack Mode

You begin your stint as space-miner with 3 ships and 3 Caps, but as your POWR gets higher (above 1500 megajoules) your Sturgrat becomes more attractive to marauding space-hijackers. When you least expect it you will be attacked.

The message says that you have lost the object on the conversion table and that the marauder wants to know if you surrender or not. If you surrender, you won’t lose your ship but you’ll have to continue with what you have. If you answer N to the surrender prompt you go to the Attack Mode.

This is the arcade portion of your mission. Move the joystick so that the cross-hairs are on the middle of the attacking ship and press the firebutton to fire. Keep an eye on your POWR level. If you are in danger of losing your ship you can weaken or destroy the marauder with a Giga-Gem by pressing the G key.

Giga-Gems can destroy any cargo that the attacker may have, so you should use them only as a last resort. When you have bludgeoned the attacker into submission he’ll ask if he can trade his cargo for his life. If you feel in a benevolent mood (or in a greedy one) you’ll probably do better accepting his offer and letting him limp off into space.

If you choose to destroy the enemy, you may be able to salvage some of his Caps. If you let him live you may get CRGO (objects), Krystals or Giga-Gems. Base your decision on what you need most.

The Krystals (KRYS) cam be converted in the Object Mode by pressing K. A Krystal is mainly a bonus score you get for defeating a marauder and being kind enough to let him slither off alive.

That’s about it. It will take a little practice with the controls of your Sturgrat but soon you will be grabbing objects and converting them like crazy hoping to find a level for each TYPE of object that will give you a RED OBELISK. As your POWR rating goes up you will have to fight off space-raiders more. Try to get the highest score so that you can head back to Earth a rich man.

As for the trip back to Earth, that’s another game, but one I’m sure Bobby and David will be creating soon. Sturgrat rules! Long may it run.

DISK FILES THIS PROGRAM USES: RED BOOT, RED BOOT 2, RED OBELISK, SPR1, T.RED BOOT

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