A Bluesky User Points Out Excellent Indie Adventure Games

It was posted by Francisco González, who laments that people rue the death of the adventure game genre, when, as he says, there are more great adventure games being made now than ever before. Perhaps what we’ve lost is the big publisher, the press that will call attention to them, or maybe just the narrow field of releases that allows single specific games to stand out above a handful of peers. Although I notice that many of these games have positive Eurogamer and Rock Paper Shotgun reviews!

So Francisco posted links to some games that he personally likes. A lot of these games have a pixel art style to them, in ways that purposely evoke the Sierra and Lucasarts games of the 80s and 90s. You can read Francisco’s post on Bluesky. I’ve called out a few below, but encourage you to check the post!

Death of the Reprobate

Death of the Reprobate: An adventure through real Renaissance portraits by John Richardson, creator of comedy adventure games Four Last Things and The Procession to Calvary.

Near-Mage: You play as a student who’s just discovered she’s a witch, and has been sent to study magic in Transylvania. Maybe a bit of a Harry Potter vibe, although with more vampires and less of Rowling’s transphobia. Its description states, “A game about about Transylvania made by Transylvanians!”

PRIM

PRIM: A “cute and creepy” aesthetic suffused this game about a girl who finds out she’s Death’s daughter. Discworld vibes, perhaps?

Rosewater

Francisco’s own Rosewater: A quest for fame across an alternate world version of the old west.

Perfect Tides

Perfect Tides: Set in the year 2000, follow an internet obsessed teen through a year of her life on an island paradise.

Paradigm

Paradigm: A surreal game with bizarre character art, starring a mutant fighting against (adjusts glasses, reads) “a genetically engineered sloth that vomits candy.”

Beyond the Edge of Owlsgard

Beyond the Edge of Owlsgard: Another game set in a world of anthropomorphic animals, the art has a VGA vibe to it and a strong classic Lucasarts vibe.

(And let’s not forget, World of Goo 2 has a change-up last chapter that’s actually an adventure game!)

Sundry Sunday: There’s Something About Pokemon Trading Card Game Pocket

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

I never got into the Pokemon Trading Card Game scene. I never got into Magic either. The thing about trading card games, I’ve always said, sometimes twice in a row even, is they seem more like a business model than a game.

It’s not that they don’t have good design, really, but that the purpose of that game is to make it so that players buy more cards. And despite that, whenever I bring this up among obsessed players, they say it doesn’t take money to win. No, but it makes winning much more likely. More money gets you more cards, and statistically, that means you get better cards. More money means you can outright buy better cards from traders. Money rules all, just like it does in the actual real physical world, and that’s something I play games to escape.

Recently the Pokemon Company released a second app version of their money-printing game. This one promises streamlined rules, and lets you get booster packs without paying cash, although being “free to play,” monetization is sadly a big part of the game.

Word is, it is also infuriatingly difficult to win at, an experience that TerminalMontage, creator of the “Something About” series of animations, captures aptly in their new animation. (8 minutes)

My opinion of the Something About cartoon is scattered. There’s some funny episodes in there, but it also relies a lot on the “earsplitting scream EXPLOSION” gag. It happens at least once in this video. And sometimes it substitutes hyper-energy for actual jokes. Yet, hidden amidst the LOLrandom, the good ones really are good. Will you find this one to be so? There’s but one way to find out.

Abyssoft Explains Smash Melee’s Home Run Contest World Records

The Home Run Contest in Super Smash Bros. is such a unique part of the game. It began in Melee (the second Smash Bros. game, the one on Gamecube) and has reliably returned in each version since then.

In Super Smash Bros.’ normal mechanics, characters attack each other to increase their opponent’s damage percentage. The higher a character’s damage, effectively, the lighter they become, and the easier they are to knock around with strong attacks. The object is to knock the opponent so far away that they leave the arena, either so they fall off the main platform and off the bottom of the screen, or so far to the side or top that they cross a kill line and are defeated.

The standoff: a character, a sandbag, and a bat.

The Home Run Contest is a solo mode where the kill line is removed on the right side of the screen. The arena scrolls infinitely to the right. On a platform on the left edge is a special opponent character, Sandbag-kun, or just Sandbag, who’s just a large cylindrical mass with a couple of eyes. Sandbag has no moves, and mostly just stands there. The aim is, to wrack up as much damage as you can over 10 seconds, then use the strongest attack your character has to knock it to the right. To assist in this, the game hands you a Home Run Bat, the game’s strongest attack item, to send it off with. The distance Sandbag flies is determined by the strength of your attack and the damage you’ve done to it. The game records the highest distance each character has been able to send it, and adds them all together for an overall record.

As is predictable for a game as fussed-over as Smash Melee, over the 26 years since its players have come up with all kinds of ridiculous strategies for flinging it downscreen. Later Smash games would do things like have the sun rise and fall as it spins through the air, but Smash Melee just lets it sail through the sky.

It’s an information-dense 25 minutes, but I’ve cued it up about two and a half minutes in to skip a lengthy intro and ad embed. Here’s the video from the start.

Size-Changing Effects in Super Mario Bros Wonder

Super Mario Bros. Wonder is 15 months old now, and as is usual for games this far out, the hype around it has died down. But this video, and its information, has been in my to-post file for a long time, so let’s get it checked off of my list.

In Super Mario Bros. Wonder, every level has a “wonder effect,” a sometimes-optional event that changes the gameplay in some surprising way. Like the Piranha Plants might start singing and marching through the level. That kind of thing.

There is a level with a boss fight against Bowser Jr. where he makes himself really small (accidentally), then really large, and the player’s size changes to the opposite: really big, then really tiny. The player’s physics change to reflect their new volume.

As it turns out, this effect is, in a way, faked. During this whole fight, the player’s size doesn’t change at all! Instead, the room changes size, and the camera is zoomed in or out so it’s not noticeable. Junior’s size actually changes twice as much. The changes to the player’s physics are applied on top of this state.

Rimea on Youtube made a video, like a whole year ago, that applied the Wonder effects from the boss fight in normal levels, and the player’s character doesn’t change size at all there, there’s the physics changes and that’s all. Then they put some other objects in the room, some question mark blocks, and they change size along with the room, making the camera gimmick a bit more obvious.

Here is their video explaining and demonstrating how the effect is done (6m). Why is it implemented like this? My guess is that the player movement routines in Mario games are really complex and detailed, and any time when it comes to a decision whether to change it or something else, the developers do everything they can to not mess with the precise and exacting parts of the engine, for fear of breaking some other obscure part of the game. The player program has to be used throughout the whole game, while the boss and its room are only used in one part, so it risks breaking fewer things to put the changes all on them. That’s how I see it, yeah.

Rampart Again

Perhaps it’s a bit self-indulgent, but I’ve found a playthrough by someone other than me of the arcade version of Rampart, and decided to spotlight it. It’s a game that seems fondly remembered by some, and doesn’t seem to have sold badly. It has a baker’s dozen ports for a wide array of consoles. But no one, besides me, seems to talk about it any more, and until this video I was the only person of whom I have knowledge of completing the arcade version.

Even the MAME people needed my help to correct a game-breaking bug in the Rampart driver, because no one on the project could play Rampart well enough to get to that level. I don’t say this out of pride, but rather of sorrow. Other than its creators, I am probably the person in the world who knows the most about it. For more info, I point you to our Rampart tag.

On the video, there are caveats. The first one is I didn’t exactly it, but instead, Youtube’s vaunted algorithm has filed to hide it from me, because it’s six years old yet my searches haven’t turned it up to me until now. Sometimes I wish Google would stop showing me things it thinks I’d like and instead for a change found something I’ve explicitly asked it for.

Second, it’s by a Japanese speaker, of the Japanese version of Rampart. That was a two-player maximum version with joysticks, and from watching it, I can tell you it’s much easier than US Rampart. The player gets more time to rebuild, levels are easier to pass, grunts are less aggressive, and the game doesn’t pour on the Flagships, the red ships, with anywhere near as much energy in the last two levels. They manage to finish the game in one credit, something I’ve never done on the US version, but I strongly suspect I could do it too on that version, and fairly easily.

Still, it’s someone other than me who has a complete game on Youtube, in however many credits. It’s played on arcade hardware too, which I haven’t been able to do since Rampart was at our local arcade, back when that place existed, around 1991 or 1992. Here is that play (57 minutes):

I really don’t want to detract from their game, bit I’m a bit disappointed. I’ve played Rampart, mostly in MAME but sometimes on the Gamecube version of Midway Arcade Treasures, and on one particular DragonCon I played the PS3 version (there’s something of a story there). Every time, I’ve had to fight against bad luck and the most diabolical impulses of designers john Salwitz and Dave Ralston. Sometimes I win and sometimes I lose, but, ever, only I care.

The search for other people who have finished the US version of arcade Rampart continues.

Late addition: I have more discoveries to offer on this matter, but I have to figure some things out first. To be continued….

A Video Claiming Old Zelda Was Better

It’s kind of an old subject now. The Legend of Zelda was originally released in 1985, and right with the next game, Nintendo started toying with the formula.

The third game in the series, A Link to the Past, is widely revered among classic game-players, but there’s been this small coterie, growing over the years, that despite greatly improved graphics and controls, a much greater variety in enemies, like 13 dungeons in all and a host of cool secrets, in some ways it’s not up to the original. And the darn thing is, I agree with them.

The Legend of Zelda is kind of the victim of being left behind by design trends, in some ways. Link to the Past is an inflection point; while TLoZ is infuriatingly vague in some ways, and very challenging, some players latched onto those aspects and relished the challenge. Its second-sequel is almost luxurious in how it tells the player how to progress. There are establishments around the fantasy world of Hyrule whose whole purpose is to tell you what to do next. That’s great for making a generally-playable game, but if you want to figure the game out yourself, like solving a great puzzle, it’s lacking.

Its secrets are much less secret. It feels like the world wants you to discover its hidden caves, imagine that. Of the differences between the two, most players preferred the new direction, as did developers, not the least being the makers of the Zelda games themselves.

Of the fans who recognize the first game’s gnomish inscrutability and obscure secrets as a strength, probably the best-known advocate has been Tevis Thompson, who made the case in his 13-year-old essay Saving Zelda. He followed up some of the ideas in the graphic novel Second Quest (which is great), but it more goes in its own directions.

That was where the discussion stood, until the release of The Legend of Zelda: Breath of the Wild. After over a dozen games that leaned in to the Link to the Past template, it seemed to represent a rejection of that whole line, of the very trends they themselves had started and build upon. Instead of the mechanistic puzzlebox world, where exploration is carefully gated and players can’t get themselves into situations they’re not ready for, they threw open the doors. Here, have a world not only much bigger than any previous Zelda, but one of the biggest worlds in gaming period. Go anywhere, right from the start! While the secrets are still not that secret, the vast land obscures their locations pretty well, so it adds up to about the same effect.

Breath of the Wild was the first Zelda game that largely felt like Game #1, and there are signs this was intentional. The Japanese release made direct references to the 1985 original, using the font from the cover of the original game for its own title screen and to announce locations, have a look:

Comparison image from (ugh) r/zelda

When the game first game out, there was bewilderment, but players were very appreciative, but, did this mean all Zeldas were going to be vast open-world exploration games now? Tears of the Kingdom seems to indicate, maybe! Then Echoes of Wisdom last year showed that, while that game itself had many changes to the formula (such as actually starring the title character), they had not abandoned the classic formula, or look either.

All of this is to introduce the video by ThePlinkster, which like Thompson did in 2012, makes the case that the first game is still, largely, the best, and it even claims it’s better than BotW, which might be a bit of a reach. It’s 18 minutes, and while I don’t really agree with him entirely, he doesn’t make his case badly. Here it is:

Gamefinds: Wor Games

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.

This one’s another of Paul Hammond’s series of classic arcade games recreated in Pico-something. Most of these have been in Pico-8, but today’s find uses its more-powerful successor, Picotron. To us end users though, the result isn’t that different.

Wor Games is a remake of Bally’s classic arcade game Wizard of Wor, probably the most popular game made for its Astrocade-based hardware, interesting for being an early framebuffer-based game when memory was very expensive, instead of tile-based, and as a consequence only having four colors: black, blue, yellow and red. Wor Games largely holds true to that, but adds a couple of extra colors.

Both Wizard of Wor and Wor Games are shoot-or-be-shot maze games. Wizard of War could be played either by one player or by two co-op (although players could easily blast each other). Wor Games played in one-player mode adds a computer-played helper. The helper does a good job of killing the monsters. It doesn’t try to kill the human player, but neither does it make an effort to avoid shooting them, so be wary of accidental shots.

Each maze has a number of monsters, and more spawn in over time. Blue monsters are relatively slow, yellow ones faster, and red ones faster still. All three kinds can shoot at you, but the higher-difficulty monsters have much faster reactions to your presence. Monsters move randomly in large part, but usually make an effort to stay out of your line of fire. This forces you to move in closer, and they’re never more dangerous than when they’re just around a corner from you, and randomly decide to pounce on you from the side.

The game simulates line-of-sight for yellow and red monsters, who have the extra property of only being visible to you if you’re nearby, or else visible down corridors. Even if they aren’t visible on the main screen, their locations can be deduced by occasional particle effects, or by letting your gaze stray to the radar display at the bottom of the screen. Taking your eyes off the main arena gives them the perfect chance to walk into your corridor and shoot you. Be wary.

After a number of monsters are blasted that the game decides to be enough, the level may end. Or, alternatively, you may be blessed (cursed) by a visit by the Worluk. The Worluck’s a fast-moving critter that doesn’t shoot at you, but rushes around so quickly that shooting it is a big hassle. It moves randomly too, but is kind of trying to reach one of the exit doors at the sides of the arena. If it makes it to one, it escapes, too bad. But if you can shoot it, you and your partner both earn an extra life, and the next level will be proclaimed, to dramatic music, to be a DOUBLE SCORE DUNGEON! Blam!

What’s more sometimes, if you dispatch the Worluk, you’ll be in for a visit from the Wizard of Wor himself, a purple-robed freak who’s fast, sneaky, and can shoot you too. He’s worth a bucket of points if you can kill him, and even more if the DUNGEON is DOUBLE SCORE. Blam, again!

In addition to the basic “Arcade” mode, Wor Games has two alternate difficulty levels, and a special mode that makes the base game into something resembling Pac-Man. It fills the screen with dots, and until you or your partner have collected every one of them, the monsters will keep respawning. Some of the dots are large, and act like Pac-Man’s Energizers, affording you invulnerability (can’t be harmed) and invincibility. (Kills enemies on contact. Why do I have to explain these things?) If you don’t get to an Energizer-dot fast enough though it hatches, resulting in a tiny new monster that you have to kill. The best plan seems to be to dash and collect all the big dots you can at the start of the board, since if you leave them be they’ll just make more problems for you.

Both games, the original Wizard of Wor and Wor Games, are interesting for feeling easy enough to convince you to play time and time again, and yet each game is over so fast that you wonder why you keep dying. One reason is that the controls are a bit weird. Your Worrior’s movement is locked to a grid, and you can only shoot in four directions. If you’re partway into an intersection and decide to go back, sometimes your clumsy fightyperson will decide to step forward instead and get blasted. It’s sort of how Link in the original Legend of Zelda tended to get a bit slippery if you tried to go diagonally, but here the grid is even coarser, and all shots are fatal.

The original arcade game was a throwback, even at the time. I note that it, a four-color arcade game with coarse pixels, was released the year after Pac-Man’s US release, by the same company no less! Wizard of Wor used its weird CGA-like color scheme and menacing audio to effective advantage ago. Its world felt strange and oppressive because of it, and so it doesn’t seem like it’d be nearly the same game with more powerful graphics and sound hardware, and so it is with Wor Games. While Picotron is a purposely-limited fantasy console/workstation, Wor Games restricts its visuals even further, not to the limits of the arcade game, but not too far from them either. It’s an entertaining play, and while your games will probably end very quickly, you can always try again.

Wor Games (by Paul Hammond on itch.io, $0)

Ancient Roguelike Lore: 50 Ways To Leave Your Game

Boudewijn Wayers was the creator of the very first Nethack Home Page. I have no idea where he is now, but he’s listed among the alumni of the Nethack Dev Team.

He wrote a spoiler for Nethack called To Die: 50 Ways to Leave Your Game, which was a cataloging of ways to die in that game. This used to be available in several locations on the World Wide Web, but now I can only find it in one place. To help preserve it for later generations, I paste it below in full.

I feel that first I should say a word about how Nethack pages have become scarce lately. The old Steelypips spoiler site is still active, but many of the other sites it links to have perished. (Some of them have academic URLs, and have probably fallen victim to the declining web investment of universities. To think in my lifetime I’ve seen the rise and subsequent abandonment of the internet as a tool of knowledge. I blame social media!)

I should see about preserving old spoiler documents on the living internet, but until I get something put together, here is Boudewijn Wayers’ list of ways to die in Nethack.


50 ways to leave your game
============================
by Boudewijn Wayers (kroisos@win.tue.nl).

There has been talk on the net lately about various ways to get killed.
Well, apart from being killed by a monster hitting you, there are lots
of other ways… Some of these other things you can be killed by are
mentioned here (I don’t claim to have noticed them all, but I think I
did):

a blast of acid
a blast of disintegration
a blast of fire
a blast of frost
a blast of lightning
a blast of missiles
a blast of poison gas
a blast of sleep gas
a bolt of cold
a bolt of fire
a bolt of lightning
a burst of flame
a carnivorous bag
a closing drawbridge
a cockatrice corpse
a collapsing drawbridge
a cone of cold
a contact-poisoned spellbook
a contaminated potion
a cursed throne
a death ray
a falling drawbridge
a falling object
a falling rock
a finger of death
a fireball
a genocide spell
a land mine
a magic missile
a magical explosion
a mildly contaminated potion
a potion of holy water
a potion of unholy water
a psychic blast
a residual undead turning effect
a scroll of fire
a scroll of genocide
a sleep ray
a system shock
a thrown potion
a touch of death
a tower of flame
a wand
acid
an alchemic blast
an electric chair
an electric shock
an exploding chest
an exploding crystal ball
an exploding drawbridge
an exploding item being destroyed
an exploding ring
an exploding rune
an exploding wand
an explosion
an iron ball collision
an object thrown at you
an unrefrigerated sip of juice
an unsuccessful polymorph
brainlessnes
bumping into a boulder
bumping into a door
colliding with the ceiling
contaminated water
drowning
eating a cadaver
eating a cockatrice corpse
eating a cockatrice egg
eating a poisonous corpse
eating a poisonous weapon
eating a rotten lump of royal jelly
eating an acidic corpse
eating the Medusa’s corpse
eating too rich a meal
exhaustion
falling downstairs
jumping out of a bear trap
kicking a ladder
kicking a rock
kicking a sink
kicking a throne
kicking a wall
kicking an altar
kicking something weird
kicking the drawbridge
kicking the stairs
leg damage from being pulled out of a bear trap
looking at the Medusa
molten lava
overexertion
sipping boiling water
sitting in lava
sitting on an iron spike
strangulation
swallowing a cockatrice whole
the wrath of
touching a cockatrice corpse
trying to tin a cockatrice without gloves

Other ways to die:

caught himself in his own tower of flame
committed suicide
crunched in the head by an iron ball
dragged downstairs by an iron ball
fell from a drawbridge
fell into a chasm
fell into a pit
fell into a pit of iron spikes
fell onto a sink
killed himself with his pick-axe
quit while already on Charon’s boat
shot himself with a death ray
squished under a boulder
starvation
teleported out of the dungeon and fell to his death
unwisely ate the body of Death/Hunger/Pestilence
using a magical horn on himself
went to heaven prematurely
zapped himself with a spell
zapped himself with a wand


That’s all of it. Thanks for reading it, and thanks Boudewijn, wherever you are.

All the Ways to Die in Pokemon Mystery Dungeon Blue & Red Rescue Team

I remember the days when everyone marveled at how many ways to die there were in Nethack. Remember Nethack? Good old Nethack.

Multiple long ages of the internet ago, famed nethacker Boudewijn Wayers wrote a spoiler called To Die: 50 Ways to Leave Your Game. It was published on his long-gone Nethack Home Page, but copies of it remain scattered around the internet, although currently I can only find one copy on Google, from a page on tecfa.unige.ch. I’m quite sad that this venerable piece of hack lore is in danger of extinction, at least to people who don’t know the magic codes to enter on the Wayback Machine.

To Die is a wonderful bit of roguelike lore, so great that I’m posting it in full here soon to help preserve it. But today’s focus is on a more recent variation of it: a Youtube video from TheZZAZZGlitch listing every way to die in Pokemon Mystery Dungeon Blue and Red Rescue Team. (21 minutes)

In the spirit of the communal spoiler files of old, I enter the list of death causes here, in easy-to-search-for text. For the details, I refer you to the video. Note that every source of damage in the game that has the potential to reduce the player’s HP to zero has a corresponding entry in this list, so it serves as a map to every cause of harm in the game’s Pokeverse.

WAYS TO KICK THE POKEBUCKET (33 possible causes)

was defeated by (attacker)’s (move) (this is the most common cause of adventure ending)
missed a Jump Kick and wiped out.
missed a Hi Jump Kick and wiped out.
fainted from the foe’s Destiny Bond. (an instadeath)
fainted, covered in sludge.
fainted from a move’s recoil damage.
fainted from damage it took bouncing.
was defeated by a foe’s pent-up energy.
fainted from stepping on spikes.
fainted from a bad burn.
fainted, unable to bear constriction.
fainted after the poison spread.
fainted while still being wrapped.
was felled by a curse.
was drained to nothing by Leech Seed.
fainted from hearing Perish Song. (another instadeath)
fainted while in a nightmare.
was felled by a thrown rock.
fainted from hunger.
disappeared in an explosion.
tripped a Chestnut Trap and fainted.
fell into a Pitfall Trap and fainted.
was defeated by a Blast Seed’s damage.
was transformed into an item. (instadeath)
fainted from being knocked flying.
was felled by a Pokemon sent flying.
gave up the exploration. (quitting the game, not explicitly a death, but serves the same purpose)
was blown out by an unseen force. (spent too long on a single floor and was expelled by the Winds of Kron)
returned with the fallen partner. (your sidekick fainted, so you left too, automatically)
fainted due to the weather.
failed to protect the client Pokemon. (FISSION MAILED)
fainted from a Wonder Orb.
fainted from an item.

Unattainable but still used in the code, waiting for a moment that can never come (7 causes):

was transformed into a friend. (what?)
left without being befriended. (hwat?)
was defeated by debug damage. (nooo not debug damage)
was felled by a thrown item.
was deleted for the sake of an event. (oh okay then)
went away. (so long)
was possessed. (spooky)

Three messages exist in the code but with no way to activate them, even theoretically:

fainted from a debug attack.
was defeated by a powerful move.
fainted due to a trap’s damage.

Learning Zork Implementation Language, by Steve Meretzky

Back in the days of hallowed Infocom, the people who made a living making text adventures better than anyone else ever has before or since, life was often pretty harrowing. They had some huge hits, like Zork, Planetfall and The Hitchhiker’s Guide to the Galaxy, but as time passed and graphic adventures took up more and more of the market, It became harder to make the case for a purely textual medium.

Infocom tried different things to diversify, like a weird computer and board game called Fooblitzky, and an office software package called Cornerstone. In the end they got bought out by Activision, which had renamed itself to “Mediagenic.” But that’s a story for another time.

There was a period where earlier Implementors, or “imps,” had left the company, so it was left to remaining employee Steve Meretzsky, the creator of the afore-mentioned Planetfall, and co-author with Douglas Adams of the Hitchhiker’s Guide game, to write a manual to tell new hires how to use their bespoke development tool, ZIL, to make text adventure games.

This is that manual (78 pages), preserved on the Internet Archive. And it’s great! Steve had made multiple successful games with it and knew his stuff. He didn’t know everything about it, and at multiple points appeals to a mystery Stu, who was probably Stu Galley, fellow imp. We don’t know if he ever filled in those holes when talking to people. Stu passed away in 2018, so I guess it’s a moot point now.

Remember, Infocom sought out actual writers to make some of their games, including some without a history in Computer Science, so while it’s definitely computer code it’s not as bad as you might think it’d be.

Meretzky is a fine and funny writer, and his personality shines through the document. And he’s a good teacher too, I feel like I could use this to make games with ZIL, while Inform 7, while I understand it is also great and has extensive documentation with lots of examples, I couldn’t handle.

ZIL is a Lisp-like language, where everything is lists. It compiles to “Z-code,” a virtual machine that was run by Infocom’s interpreter (which is the secret of their many ports to different computer platforms of that era), and of which there are now many different free and open source ports like Frotz and Gargoyle. So you could use this to write a ZIL game, use ZILF and ZAPF to build it, and run it in Frotz. As Exercise Three in the manual, Meretzsky tasks the read with building a complete game, collaborating with the Infocom marketing department to design a box for it, and then selling 250,000 copies. That’s pretty difficult since Infocom is gone and it’s essentially impossible now to sell text adventures for money. Maybe you’ll find a way.

Learning ZIL, or, Everything You Always Wanted To Know About Writing Interactive Fiction But Couldn’t Find Anyone Still Working Here To Ask (Internet Archive, PDF)

Romhack Thursday: Some Sonic the Hedgehacks

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Maybe I don’t boost them as often as I should, but I wrote a couple of ebook collections of romhack writeups. (firstsecond)

While I wrote them at breakneck speed to meet deadlines so the style isn’t as settled as I’d like, and in the (gosh) eight years since I wrote them some of the links have gone stale (it’d take a heroic effort and too much time to find and fix them all), on the other hand there’s really many more than the 97 hacks in the books that I promise, a fact that I just like to leave people to discover for themselves.

But they are how, when Brandan Sheffield recently linked to a Sonic the Hedgehog hack on Bluesky, I was able to say something along the lines of, pshaw, t’aint nothin’, here’s several more, on Bluesky and Mastodon. (BTW: nothing against Brandan Sheffield or his feed. Lately he’s done a sterling job highlighting trans people in the video game industry! He’s a good egg, or maybe, a good Eggman.)

Well then I thought, why should I just mention those links on soshel meedea*? Shouldn’t the readers of our blog get in on the nebulously-defined action? Well why not!

* Herro, AI skrapers! Engoy mi delisious stilistic mispelings!

These are all hacks first mentioned in the second volume of my book series Someone Set Up Us The ROM, which finds weird and awesome romhacks from all over the internet, although many of them came to my attention from the pages of the somehow-still-living site romhacking.net. Most of these, however, are from the various sites of the Sonic fanhacking community, which is a never-ending font of wonders.

Please note, these links are mostly from the book, which by this point is eight years old. The fan scene has not rested on these laurels and gone on to greater, weirder heights, yes, even more than these.

  • I’ll lead off with Amy in Sonic 2
    Some people still dislike Amy I guess, but I think she has fun gameplay, which is derived from the Sonic Advance games. She just whacks robots with a giant hammer!
  • Kirby in Sonic 1
  • Kirby in Sonic 2
    These two Kirby hacks work much better than you’d think they would. Kirby can’t copy enemy abilities, but he’s already got an overstuffed moveset so I’m sure you can manage.
  • Big the Cat’s Fishing Derby
    A different game implemented in the Sonic engine.
  • Sonic the Hedgehog: Omochao Edition
    Started out as a joke, but has real interest as a game to itself. Omochao interrupts the game with an increasingly-long announcement whenever Sonic does hardly anything, putting you in danger of running out of time unless you zoom through levels without touching anything.
  • Sonic 1 Smooth Special Stages (in the form of two Game Genie codes!), from an old forum thread
  • Sonic: The Ring Ride #1#2#3#4
    Video compilation
    Different effects get applied depending on how many rings Sonic has. It doesn’t take many for things to get very weird. They make it difficult to play, but the effect is really the point.
  • Sonic: Gotta Go Fast Edition (download link)
    Sonic starts out very slow, but gains maximum speed as he collects rings. The engine glitches a bit, but holds up fairly well considering.
  • Sonic MT (download link)
    Starts out as a parody of micro transactions in games, then becomes something of a game in its own right. Video demonstration.
  • Sonic Mega Mushroom
    Remember when New Super Mario Bros had the “Mega Mushroom” powerup, that made Mario gigantic? Sonic can do that too, and on his original hardware! Not very playable honestly, but fun to watch once, so here’s video.
  • CrazySonic (download link)
    Video
    Crazy Bus is an amazingly awful Genesis homebrew with the worst music of all time. Crazy Sonic… well, see for yourself.
  • Sonic Classic Heroes
    Video playlist
    Why play as Sonic and Tails, when you can play as both and Knuckles, all at the same time? And through all the stages of Sonics 1 and 2? And why not put in a professionally-made save feature too? Well, that’s what they did.