On PETSCII

We’ve brought up a couple of examples of Commodore PET software lately, which as I keep saying, is interesting because the PET has no way of doing bitmapped graphics, sprites, or even definable characters. Its characters are locked in ROM and cannot be changed. So, it includes a set of multi-purpose characters that was used throughout all the Commodore 8-bit line, even as late as the C64 and C128, which having definable graphics didn’t need these kinds of generic graphics characters, but they were still useful for people who didn’t want to create their own graphics.

The PETSCII characters, as used on the Commodore 64 (image, with some editing, from Wikipedia). The graphics set also includes reverse-video versions of each character.

Back on my Commodore coding days I became very familiar with these characters. I think they’re much more universally-applicable for graphic use than the IBM equivalent, the famous Code Page 437, although that’s mostly because PETSCII doesn’t bother defining supporting so many languages. Code Page 437 also uses a lot of its space for single and double-line versions of box-drawing characters, although on the other hand it doesn’t waste characters defining reverse-video versions of every glyph.

PETSCII has:

  • A space and reversed space, of course.
  • Line drawing characters for boxes of course: vertical and horizontal lines, corners, and three- and four-way intersections. There are also curved versions of the corners.
  • More line-drawing characters for borders.
  • Still more horizontal and vertical lines, at each pixel position within their box.
  • With the reverse-video versions, enough characters to effectively do a 80×50 pixel display, as if it had a super low-res mode.
  • Different thicknesses of horizontal and vertical lines too.
  • Diagonal lines, and a big ‘X’. Note that on the PET and Vic-20 these lines were all one pixel wide, but on later computers with both better resolution and color graphics they were made thicker, which means diagonal lines have “notches” between character cells.
  • Other miscellaneous symbols: playing card symbols, filled and hollow balls, and some checkerboards for shading. On the PET and Vic, the shading characters were finer, while on the other 8-bit computers they were made of 2×2 boxes.

There are resources that let you use PETSCII to create old-school computer art, like this PETSCII editor, Petmate and Playscii, and for a bunch of examples of what you can do with it you can browse through the Twitter account PETSCIIBots. And this blog post from 2016 both makes the case for PETSCII as a medium for art and provides some great examples of it.

Some robots from PETSCIIBots

PETSCII Bros

We love games made for unlikely hardware, and PETSCII Bros. fits that bill like a duck’s dentures. Like we explained in the post about that PET demo from a while ago, the PET didn’t have changeable graphics characters and no bitmap mode at all, and so it wasn’t what we’d consider a games machine. But it did come with a set of interesting graphics characters that, among other things, had a set of 16 characters that let programmers use the screen as a super-low-res 80×50 pixel display.

PETSCII Bros is a PET action game that uses those characters (long called “PETSCII” as a cheeky reference to ASCII) for an actual game, that plays similarly to Nintendo’s classic Mario Bros. arcade game. Of course you’ll need a PET, or an emulator (such as the one that comes with VICE) to play it. Or if you’re just passing interested, you could watch this video to see how it works:

PETSCII Bros. (for the Commodore PET, itch.io, $0)

Further Adventures in Hyrule

Röq is continuing their explorations of The Legend of Zelda: Tears of the Kingdom. They’re getting concerned that there aren’t as many triangles in this one as they were hoping for. There are these stone things that look like the number 9 (“Number 9… number 9…”) but they aren’t the same at all. It seems like it’s a bad idea to eat one, especially. (Spoilers?) Not that Röq is considering eating triangles. Although pizza slices might be considered kind of like triangles. Mmm… triangles.

Speaking of spoilers, there are some minor ones in this post, but nothing huge.

At least try to dodge! I feel bad about smacking you around. Even black bokoblin puts up more of a fight!

The Yiga are pretty hapless in this game. I kind of love them? They definitely know how to have a good time, doing donuts in their underground bases in devices with ridiculous designs, and names like Flamecrusher and Doommachine. They aren’t any more effective than in the first game, and in fact may actually be weaker.

It’s pretty creepy that they choreographed Kohga’s tantrum though.
(wave wave) “I see, so the Einstein-Bose condensate is effectively a fifth state of matter, I understand perfectly now!”

Link can say so much with a wave and a shrug. He must have taken mime classes or something.

And now, the musical stylings of Marot the Zora:

“Hm hm-hmm… Hum hm-hmm… yay!”

I don’t know why I fixate on fish lady’s song, but I do. I’m glad it’s the same between games.

The Pants of Doom! Don’t ask why they’re dark though, you, uh, you don’t want to know.
Someone tell Sega, Nintendo ripped off their title!

Rauru, our benefactor from the ancient past, has, uh, a questionable sense of humor:

EDIT: For some reason, this video has gotten over 300,000 views on Youtube. Wow.

What purpose does this serve? And this is a bit of a spoiler, but….

Why do we even have to do shrine puzzles this time? In Breath of the Wild there was the sense that the Sheikah monks were training Link up to face the Calamity, but these shrines, that suddenly appeared right on cue, we know that Rauru made them, and that he knows who they’re for. Link’s already a hero. Rauru knows it, Zelda went back in time and told him. “Seals the darkness” my Hylian ass, the shrines exist to give Link the orbs he needs to heal up from Ganondorf’s mummy attacking him at the start of the game, and he’s still the only person who can enter them. If you know already he’s the Chosen One, there’s no reason to make him jump though hoops. Just hand over the round sparkly, he has a realm to save.

Don’t get me started on why Link have to give them to the goddess statues to get healed. What do they get out of it? Why does Link have to serve as middle-elf? This magical economy, it makes no sense.

Sundry Sunday: Dazzeloids, Stinkabod’s Dream

Warning: slightly NSFW for depiction of sheep birth.

You’re watching the video and it seems like standard 90s kids whimsy and then woah did that sheep just come out of its mother?

What are the Dazzeloids? They’re characters created by Rodney Alan Greenblat, the character designer of Parappa the Rapper! They were made for a multimedia Playstation game released in 1994, two years before Parappa. I call it a game, but it seems more to have been one of those early multimedia products that’s mostly video clips given a loose connecting story, only in Dazzeloids case, the clips are very weird. The Dazzeloids (not Dazzleoids, as you might expect) have as their mission the liberation of minds and use creativity as a tool to that end. It’s all very nineties kids TV. The Dazzeloids are very obscure now, and don’t even appear on Rodney’s website, which is kind of a shame.

Does Lammy wear Stinkabod merchandise?

All of the Dazzeloids have a dream sequence on the disk that introduces them and tells you what they’re like, and the video above is the one for Stinkabod the Sheep, who might be the character on Lammy’s shirt. The video is very weird, but engaging, and definitely a Rodney Greenblat creation. The characters are of the same style as Parappa, and it doesn’t seem impossible that Stinkabod and his friends could exist in the same world.

Rodney’s creations are a bit more popular in Japan than in the U.S., where Parappa got an anime series and a line of merchandise. While you’re diving down this internet rabbit hole, you might also check out Rodney Greenblat’s personal site Whimsyload!

Blaseball’s End

Sadly, it seems the struggle to update Blaseball for a new era was too much effort and not enough income to keep The Game Band, the game’s creator and maintainer, going with it, and they’ve made the decision to end it.

It’s a shame, but it could be that it was something of its time. It got started during the big lockdown period of COVID (as opposed to the long haul, pretend-it’s-not-happening period we’re currently in), when everyone was obsessing over this strange fake horror-themed baseball sim and Animal Crossing New Horizons.

I’m sure in the decades to come people will look back fondly at that time, as a moment when we could afford to be so focused on a small number of particular cultural monoliths instead of our regular diffuse fixations. Maybe a moment such as that will come again someday. But it’s not now, and Blaseball has ended.

It’s worth noting what a cultural phenomenon Blaseball was for awhile. They made a number of Youtube videos for the second era of the “splort,” called The Blaseball Roundup, that are worth watching for their own sake. And the Seattle Garages was a seriously good band that arose out of Blaseball’s pandemic enthusiasm.

Farewell Blaseball! You will be missed.

@Play: Highest-Rated Games of 7DRL 2023, Part One

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

It’s been a while since we had a look at the roguelike space. I’ve been waiting to make @Play’s return a review of some of the games of 7DRL 2023. Scoring is finally done, so we have a solid top-ten, or rather top 11, since there’s a three-way tie for 9th place.

7DRL stands for Seven-Day Roguelike, a game jam where people try to complete a roguelike game in one week’s time. While you don’t have to participate strictly during a specific week, people who participated this year from March 3rd to March 13th, and made their projects available through the popular and wonderful indie game distribution platform itch.io, could have their games rated by the community and included in the 7DRL 2023 itch collection.

Long ago when @Play was on GameSetWatch (R.I.P.), one year we reviewed every game that completed 7DRL. That I think was in 2011 or 2012? There were a bit over 60 games that year, and doing it nearly broke my silly head. This year there are 235 games in the itch.io collection, so I won’t be doing that. Also, since the jam doesn’t forbid the use of libraries that take a lot of the grunt work out of making a roguelike out of the process, there are entries from all across the game development and design skill spectrum, and the dregs of that barrel…. I won’t speak ill of them, since making any game is an accomplishment, let alone in a week’s time. But it isn’t always easy to find something to write about them that’d be interesting to read.

So I figured though that it might be interesting to have a look at the games that were rated mostly highly. This time, we’ll look at the three games that were tied for 9th place: Animal Party, Snapdragon and Totem of Seeding. I checked these games out on May 23rd, and they may not be in the state they were at the end of 7DRL’s challenge period. I’m more interested in telling you about fun things to look at and play than strict observation of the 7DRL time period.

9th Place tie: Animal Party

Animal Party, by Ethan’s Byproducts, with music by Kai Keys.
For Windows and HTML5 (playable in-browser). Made with Gamemaker Studio.

The definition of a roguelike game has drifted a lot since the days when the term was coined, as an umbrella term for discussions, on Usenet, for a variety of games that were playable on terminals. It was fairly obvious what a roguelike was then. Now, it often gets used for any game with a procedural element in its level generation, and a vaguely arcadey setup where losing means failure, forcing the player to start again if they wish to keep playing.

I use the term roguelite to refer to games that aren’t strict turn-and-grid-based tactical games, but that’s mostly my usage. 7DRL casts a wide net in their entries. Animal Party, for example, is mostly just a puzzle game sort of along the lines of the old Adult Swim-sponsored Girls Like Robots. Your task is to place a collection of friendly animals on the empty spaces of a grid, to defeat as many “evil” animals that are already there, while losing as few animals yourself. It’s not a tactics game at all, and so ranks very low in “Roguelikeness” (116th place), but high enough to tie for ninth in overall quality for the jam.

The rules are: Wolves attack Geese, Geese attack Frogs, Frogs attack Spiders, Spiders attack Hookworms (how?), and Hookworms attack Wolves (obviously through parasitazation). For every evil animal you destroy, you earn one ghost, which you can use as currency in a between-level shop where you can earn special powers to use to make later boards easier. For every friendly animal you lose, you lose one point of morale. Lose too much morale and the Animal Party is over, and I guess everyone goes home sad.

Complicating things is, while you don’t have to eat all the evil animals, you must place every animal you’re able. Earlier this means just placing one of each, but later it means filling every empty space on the grid. Your group gets bigger at two places along the way, and the grid sizes also increase. Eventually you’ll have more animals than spaces, which affords you a bit of leniency since you can choose which animals go in the spaces. You’ll notice pretty soon that, when your own animals get eaten, you don’t really lose them. Nothing decreases your party’s size, it only gets bigger.

In later boards you’ll probably have to sacrifice a few animals to fill each grid. Your animals are friendly to you but not to each other, and they’ll happily munch on their colleagues, so keep in that mind. Some of the evil beasts get random modifiers as the game continues. To find out what a given animal’s deal is, press the Tab key while hovering the mouse over it. There are animals that take two hits to defeat, animals that sate their attacker so that attacker can’t attack other animals after they’re eaten, animals that attack diagonally instead of in the cardinal directions, animals that attack two spaces away, and animals that explode when defeated, taking out all animals adjacent whether friend or foe. It must be something in the water.

One thing that may turn out to be important to playing well: animals get their turns in a process that goes row by row, with each animal being resolved on a row from left to right. You can take advantage of this to defeat an enemy animal from above, and depriving it of its own turns when the resolution order gets to it.

Most of the powers you buy in the between-level Ghost Shop, it should be remarked, are not one-time-use ever, but can be reused once per purchase on every level, so the things you buy early on have a great influence upon the whole game. My recommendations are the one that lets you move one enemy animal one space, and morale boosts, which give you a big five extra points. Using them, I was able to finish this game on my first attempt.

It’s a fun use of a few minutes of your time! It’s also browser-playable on its itch project page, and has chill music to jam to while you play.

9th Place tie: Snapdragon

Snapdragon, by sarn, vaalentines, Duckonaut and Oroshibu.
For Windows and HTML5 (playable in browser). Made with Gamemaker Studio.

Another game with really nice music! Maybe that’s going to be a theme this year. A good soundtrack adds so much to a game, even if it’s not a traditional roguelike feature.

From the screenshots it looks a lot like the classic game Snake, but running into your own tail doesn’t result in losing. You can shrink your length down to two spaces at any time by “Snapping,” with the C key, and you can also switch your head and tail with the X key, and dash by pressing Z before you move in a direction. All of these acts take one turn, so your enemies get to respond after each.

This is a lot more like a traditional roguelike than Animal Party was, following the classic rules of one move per turn, then the enemies all get to act. The enemies all have different movement patterns, with many of them able to move multiple spaces in a turn. It takes a while to learn their movement patterns and health. As a player aid, the game provides a warning of what each enemy will do, by showing its planned movement in yellow, then red on the turn before it moves.

Attacks are roguelike standard: you attack enemies by moving into them, and they attack you by moving into you. The enemies all seem to be various animals, including the likes of squirrels and crabs. You get three health units, but they’re all replenished at the start of every level.

Each level also has at least one key (you can only carry one at a time) and a treasure chest. If you can get the key to the chest, you’re given a special item. You can only have one item at once, so you should use it before you get another one. An unused key can be carried between levels.

Snapping slows you down by one turn, but if you’re not fleeing enemies you could probably just do it every turn. If you can evade enemies without worrying about them attacking your tail (you’re vulnerable all the way down), it’s a good idea to just get away, there are no experience points, or other game benefit to attacking enemies other than increased safety.

The description page says the game was actually finished in just two days, which was accomplished by narrowing its scope. I’d like to know what had been planned before, because Snapdragon is rather complex even in this feature-limited form, with multiple regions each with different monsters, graphics and gimmicks.

The verdict? It’s really nice! It’ll probably take you a few plays to get far into it, it rewards patience and careful planning, but isn’t greatly taxing.

9th Place tie: Totem of Seeding

Totem of Seeding, by anttihaavikko
For Windows, Mac, Linux and HTML5 (playable in browser). Made with Unity.

It is easily possible to play this game, in some ways a pretty standard random dungeon shooting action game that relies heavily on its loot system, without even encountering the feature referred to by its title. If you never interact with the titular totem in the first room, it’ll look a lot like the kind of game that’s been made since at least Binding of Isaac, which came out in 2011, and with a quirky art style where all of the characters and items are @-signs and letters, an unusual choice for an action game.

And I mean, that’s okay. It’s the Seven Day Roguelike challenge! No one expects greatness in seven days. The fun of Totem of Seeding comes from the fact that it’s one of those few Rogue-inspired games to use its letters for something other than representation: the game expects you to spell words with them.

The best use of this idea of which I’m aware is roguelike design wizard Jeff Lait’s Letter Hunt. Jeff has made all kinds of brilliant roguelikes over the years, many of them for 7DRL. In addition to making the popular game POWDER, he made Jacob’s Matrix, a non-Euclidian roguelike that still amazes me, and it’s far from the only astonishing variation on the roguelike theme he’s made. But to talk too much about Jeff in a review of a different game, that is not his equal, sounds like I’m trying to tear down Totem of Seeding. It’s a perfectly fine game in itself.

In overview, your character (an actual animated @-sign) explores a series of one-screen dungeon rooms, not unlike those from the original Legend of Zelda. They fight monsters with firearms, melee weapons and the odd magical item, most of which they find in treasure boxes in the dungeon. This is one of those games where your success is strongly tied to the items you find. It’s not a case where everything is good in some way or other: there are definitely some items that are better than others, and whether you have a good game or not depends on whether the roulette wheel lands on your numbers this time.

Good items? Shotguns, magic weapons, and anything that gives you a plus health or plus damage bonus. (Lots of things give you percentage bonuses, but as with a lot of games I’ve noticed, their effects are barely noticeable. You definitely want plus health bonuses, not percentage bonuses, the difference is huge.) Bad items? Most other things, but especially melee weapons, which for interface reasons only the enemies can make good use of.

Your camp is in the first room, where you can rest at the campfire to refill your health or visit the Totem. We’ll get back to the Totem, don’t forget about it.

There is an exit from the room, and when you go through it, you’ll be in the first room of a dungeon with a random, three-letter name. You can, at any time, go back to this first room and to your camp. That will end the dungeon run; the next time you go through the exit from the camp room, you’ll be in a different three-letter-named dungeon, with a different map, different enemies and different loot.

There will be times when it wil be best to abort a run and go rest at the campfire, but it’s important not to make too much use of this resource. Every time you start a new dungeon, the day number advances, and the higher the number, the harder the monsters will be. The game generates more monsters, they’ll have more health, and they’ll be more in each room. It also seems there will be fewer treasure chests. Day 1 is laughably easy, and Day 2 usually not too much of a bother, but they get much harder from there.

Before too many days the enemies will severely outclass the items you probably have, turning into damage sponges. Totem of Seeding calls itself a bullethellish roguelike, and while it’s only a few enemies that force you to dodge to that extent, you’ll run into them pretty soon, and much more often as the days advance.

The worst enemies are Skeletons, who have guns of their own; Orcs, who not only have guns but fire lots of shots; and Kobold Warriors, who often dual-wield melee weapons and rush you as soon as you enter the room. The room generator sometimes puts enemies right next to you as you enter, and there’s times when a Kobold Warrior will be right in striking distance as you walk in. This usually ends your run immediately. The play balance could use a little more work, is what I’m saying.

Sometimes you’ll find traders, NPCs who will offer to give you a randomly-chosen item if you give them a different randomly-chosen item, that you’re probably not carrying. Sometimes you’ll find blacksmith NPCs, who will offer to improve a randomly-chosen item you’re currently carrying. Because of this, you’ll often find yourself wielding an upgraded version of the pitiful Pistol you start with. Blacksmiths, in practice, never improve an item in a way that’s noticeable. Once, for me, it made an item much worse, in that it replaced a plus-health bonus it had with a different bonus. Way to help, @-person.

When you explore the last room in a dungeon (the game helpfully provides a map, viewable with the Tab key and with a portion shown in the upper-right corner) you’re told about it, and it tells you then to go back to camp. You still have to walk all the way back for some reason, through the deserted halls. Fortunately travel is pretty quick, and dungeons tend not to be very large.

That’s the shell of the game, a kind of game that’s been iterated upon by many people over 12 years. Now we come back to that Totem.

By interacting with the Totem, back at camp, you can pick a seed for the next dungeon you explore. This is the standard kind of random number generator seed that many other randomized games use to let you decide what dungeon you’ll explore. This has been going on since at least Dreamforge’s Dungeon Hack, back on DOS.

There are two complications to the way Totem of Seeding works. First, you can’t use just any numbers or letters in your seed value. You have to use the letters representing the items you’ve found in the dungeon so far the current play. This means your first day of exploration will always be a random dungeon. That three-letter dungeon name I mentioned above, that the game gives to each dungeon you explore, is a freebie seed the game gives you. And using the items for their letters consumes the items. Fortunately, as said before, the game gives you lots of useless items.

The second complication is rather unusual: the dungeon seed you enter must be an actual word. The game doesn’t let you enter just any sequence of characters, even though to an RNG’s stomach they all taste just the same. The game enforces the real-world word requirement regardless.

To encourage players to make longer words, the game’s generator artificially juices the generator the more letters you use in the seed. Seeds must be a minimum of three letters long; if you can’t make a word of that least that length, you’ll have to settle for the standard, anemic generator you’d usually get. You’ll get some items out of it, but unless you’re still on the first couple of days, they’ll probably be useful only for collecting letters for later seeds.

Each additional letter in the seed has a great effect on the next dungeon. A four-letter word gets you rather better items. A five-letter seed got me some items that increased my health to nearly ten times the pitiful 10 health I began with! Longer seeds also generate longer dungeons, so, a better chance you’ll find items with the features you want, and more letters to use in seeds on later days.

One issue with this system is that it makes vowels very important! And as far as item gen goes, not all items are lettered equal. Apples, frequently-appearing consumables that give you a paltry 3 HP when eaten, are the letter ‘o’. The common English vowels ‘e’ and ‘a’, conversely, are not common letters in the dungeon chests.

Because of the way the game monkeys with the loot generation when you seed with longer words, it drives home the fact that the loot generator is being used against you. Its favors are only bestowed on those who appease it with the proper lexical sacrifice. If you don’t feed it good words, it won’t feed you the tools you need to survive. And yet it was that loot generator itself that gave you the letters you have to work with. Due to this fact, some games you’ll just be screwed over. Sometimes you don’t find any vowels in the first dungeon, or not even three letters. A deficit like that will cause your power level to fall behind the advancing difficulty, and it’s unlikely you’ll catch up.

This is a definite flaw. The game could use a little more balancing in its item generation to account for it. But it’s the kind of flaw that I’d find, typically, in a big game, something I’d find on Steam. For a 7DRL, to make too much of a problem like this is grossly uncharitable. It’s a game made in seven days. And by a single person too! Treat it for what it is and you’ll still have a decent amount of fun with it, more than you’d have thought possible under such a design constraint. I look forward to seeing what its developer does with the idea from here.

SGDQ 2023 Upcoming (and Past) Highlights

As noted yesterday, I forgot about SGDQ this year and we’re already underway. But there’s still five-and-a-half days of it left, so here’s some projected highlights and notes. Nearly every day of the weeklong charity speedrunning marathon this year has a Legend of Zelda game. I’ve boldfaced them below to point them out! All times US Eastern. For the full rundown, check the schedule page. And you can watch the marathon in progress here!

I’m pushing the next @Play to tomorrow since this one’s pretty time sensitive. See you with that tomorrow!

Past, Sunday

These should be on Youtube soon, if they aren’t already by the time this is published.

Sonic Frontiers, Any%

Bugsnax, All Bosses Co-Op

Mega Man Maker, Any% – hey, we recently linked to that! I have no idea what “Any %” means for a level construction program.

F-Zero X Expansion Kit, All Tracks (should be interesting, this didn’t get a release outside of Japan!)

The Legend of Zelda: The Minish Cap, Any%

Luigi’s Mansion 100% Race, on Wii

Past, Monday

Banjo-Kazooie, 110% no FFM (FFM stands for “Furnace Fun Moves,” it’s a way to get the moves from a different save file unlocked on a current save, they’re saying they won’t do that, even though it’s possible)

Loom, Any% (always nice to see a Lucasarts classic here)

Michael Jackson’s Moonwalker, Any%, on the Sega Genesis (not the even-more-bizarre arcade game)

Metal Slug XX, Normal Difficulty, Any %

Present, Monday

Here begin the runs that you might still have a chance to catch-

9:58 AM: PHOGS!, Solo Any% (this is an indie release with a bizarre premise, the character is a stretchy dog with a head on both ends, huh)

12:55 PM: Crisis Core: Final Fantasy VII – Reunion, Any% Race

2:24 PM: Peggle Deluxe, Any% (yes, Peggle)

5:18 PM: Sly Cooper and the Thievius Raccoonus, All Keys

6:42 PM: The Legend of Zelda: A Link Between Worlds, Any% (given the success of BotW and TotK, probably the last “traditional” Zelda game we’ll see for awhile)

8:29 PM: Igavania sequence! Bloodstained: Curse of the Moon, its sequel, and as a possible bonus game Symphony of the Night

11:33 PM: StepMania DX, Game Showcase, Arcade

Tuesday

1:39 AM: Hearthstone: Knights of the Frozen Throne, Solo Adventures

5:50 AM: SNOLF, Any% No Coordinate Warp (it’s a hack of Sonic 2 where you play golf with Sonic)

6:40 AM: Marathon Infinity, All Main Levels on Kindergarten Difficulty (sadly it’s a PC port, not on a classic Macintosh)

8:00 AM: Maniac Mansion, Any%, NES (only eight minutes is blocked for this, so don’t blink!)

4:16 PM: The Elder Scrolls Anthology, Main Series

8:00 PM: Halo 3, Legendary Difficulty, as a bonus game

Wednesday

5:25 AM: Dead Rising 2, Time Skip NG

9:19 AM: Gauntlet, Any% Co-Op, NES (only 20 minutes for this)

11:55 AM: Touhou 14.3: Impossible Spell Card, All Scenes No Items (I’d make a joke about this being for the kids out there, but Touhou’s been around for quite a while now, I’m just old)

1:32 PM: Shatterhand, Any% on NES (24 minutes, it’d be nice to have another NES game in a GDQ that’s not over in half an hour or less)

3:06 PM: Trine Enchanted Edition, Any% NG+

3:41 PM: N++, Co-op Legacy X-row (remember when this was just a Flash game? remember when there were Flash games?)

5:08 PM: Shadow the Hedgehog, Glitchless Bidwar (oooh edgy)

5:58 PM: Sonic Adventure DX, All Stories Relay

8:00 PM: The Legend of Zelda: Majoras Mask, Blitz Randomizer (randomizer runs are always fun!)

10:42 PM: Super Mario Odyssey, Any% as a bonus game

Thursday

12:16 AM: Paper Mario, Any% no ACE (“ace” stands for Arbitrary Code Execution, it’s one of those sneaky ways to glitch a game out to get to the end immediately, they’re saying they aren’t doing that)

3:46 AM: Golf It!, Classic First 5 Maps 100% Race (Golf It, which according to nearly the entire first page of Google hits for it is “a multiplayer Minigolf game with focus on a dynamic, fun and creative multiplayer experience,” blergh, is one of those silly golf games along the lines of What The Golf)

4:26 PM: Hobo Cat Adventures, Any%

5:51 AM: Give Me Toilet Paper!, Hand% (maybe we’re in Awful Block, because the next game is….)

6:14 AM: Pepsiman, Any% (yep)

8:54 AM: Pocky & Rocky Reshrined, Any% with Uzumi

9:39 AM: The Curse of Monkey Island, Any% Mega-Monkey (increases the number of puzzles!)

10:13 AM: Grand Theft Auto: San Andreas, Any%

2:45 PM: Darkest Dungeon

4:45 PM: The Legend of Zelda: Twilight Princess, Any% (nice to see a Zelda game that hasn’t been compressed into nothing, three hours is blocked off for this which is a lot longer than for Breath of the Wild)

7:57 PM: Pizza Tower, Any% (yay!)

Friday

12:13 AM: Crash Bandicoot: N. Sane Trilogy, Full Trilogy Any%

4:17 AM: Shantae and the Pirate’s Curse, All Dark Magic, Pirate Mode, No OOB

5:47 AM: Klonoa Phantasy Reverie Series, Klonoa 1 Any% Easy Support Mode

6:52 AM: VVVVVV, Any% Glitchless

7:24 AM: SaGa Frontier, Story Bidwar

8:39 AM: Final Fight 3, Co-Op Any% (Easy), on SNES

There’s a lot of short games around here….

11:24 AM: X-Men Arcade, 2-player 1CC attempt (there should be more arcade games at GDQ)

12:45 PM: The Legend of Zelda: Four Swords, Any% Co-op, on GBA (one of the least Zelda-like Zeldas)

1:25 PM: Metroid Prime Remastered, Any%

3:42 PM: Pokémon Colosseum, Any% Race (four hours for this one, it’s the traditional very long Pokemon playthrough, although this time it’s for one of the side-series battlers, a sequel to Pokemon Stadium)

8:09 PM: Kaizo Monkey Ball, Story Mode (this is a hack of a Super Monkey Ball game to make it even harder)

Saturday

12:16 AM: Celeste, TAS True Ending

1:02 AM: Super Mario 64, Randomizer- 70 Star Non-Stop

1:59 AM: Kingdom Hearts Final Mix, Any% Proud Race

6:09 AM: Neopets: The Darkest Faerie, Any% (Neopets!)

7:14 AM: Tony Hawk’s Underground, Beginner Any%

8:04 AM: Spelunky 2, Spelunker Trials Any%

9:19 AM: Billy Hatcher and the Giant Egg, Any% (while it has its flaws, this is an underrated game)

10:41 AM: Final Fantasy IV Pixel Remaster, Any%

2:56 PM: Super Mario Bros., Any% Warpless (20 minutes blocked for this, which is surprising to me)

5:01 PM: Pokemon Violet/Scarlet, Victory Road (a relatively traditional style of Pokemon play in this open world game)

7:46 PM: Elden Ring, Any% Glitchless

11:26 PM: The Legend of Zelda: Breath of the Wild, Any% Blindfolded as a bonus game

Sunday

3:14 AM: Super Metroid, Co-Op Any% (Super Metroid is a traditional GDQ marathon ender. save the animals!)

Simon Tatham’s Puzzle Collection

This is Slant. I could tell you so much about Slant, but I think a lot of the fun of these puzzles is figuring out a good process for solving them yourself.
Loopy

I got a treat for you people today, a genuine treasure of the internet, a collection of forty computer-generated puzzles of wide-ranging types, from Sudoku (called “Solo” because of trademarks) to Minesweeper. And they’re not only all open source and free, they’re free for many platforms. Not all the puzzles are yet available for all platforms, but it’s continually being worked on, with new puzzles added from time to time. It has been for nineteen years; when it got started it only had five puzzle types. It’s one of the best things out there, and I’m amazed it’s not better known generally.

Galaxies

I can’t overstate what a wonder this collection is. All the puzzles are their own executable, if you don’t just play them on the web anyway. Each one of these puzzles offers many hours of happy puzzling. My own favorites are Loopy, Slant, Bridges, Dominosa, Galaxies, Net and Untangle. Most of the puzzles are of a type that should be familiar to fans of the Japanese puzzle magazine Nikoli, but they’re all randomly generated, and playable on multiple difficulty levels.

If the name Simon Tatham sounds familiar, he’s the guy who also created and maintains the popular networking tool PuTTY.

Here’s the links, all of these are free:

Simon Tatham’s Portable Puzzle Collection main site, which has implementations for Java, Javascript and Windows

Here’s some other HTML implementations

Dominosa

For Android on the Play Store

For iOS on the Apple App Store

On the Windows Store

In the Debian and Ubuntu package repositories (and it should be available in your own distribution’s repository, too)

Flathub

And here it is for Windows again, but distributed through Chocolatey

|tsr’s NES Archive

It’s been a long time… before Hardcore Gaming 101, before Kotaku or the Angry Video Game Nerd, before 1UP, Joystiq and a bunch of other sites still living and defunct, there was |tsr’s NES Archive. While it only lived for four years, hasn’t updated in 23 years, and all of the images are broken now (a huge shame for some of the features), it’s still online, still ready to give you their humorous take on old video games. Long may it continue beaming out its snarky message. Consider that the time between when the NES was released, 1985, and |tsr’s archive shut down, 2000, was only 15 years. And that time isn’t getting any longer, while the time since it shutdown is. I’ve said it a lot here lately, but: time is cruel.

A few notable features there:

The images, I note, are not broken so much as forbidden access. It’s possible that tsr’s web host, Atari HQ, still has them but has misconfigured the site. Atari HQ is still up, but now seems to only be an aggregator for other sites’ content. I wonder if an email to the right person might restore access to that entire swath of early web and videogaming history, or if they’re completely asleep at the switch?

Surviving the Early Game in Tears of the Kingdom

It’s rather harder to survive the early game, I found, in The Legend of Zelda: Tears of the Kingdom that it was in Breath of the Wild. There are many more enemies, they’re stronger, your weapons are weaker, and there’s a lot more kinds of enemies. I got killed over and over in the early going, while I could engage small groups of Bokoblins pretty easily in BotW. And if you encounter a cluster of Gloom Hands while you still have only four hearts, you’ll probably want to teleport away from there if you can’t immediately climb up out of reach. (What are Gloom Hands? You’ll know them when you see them.)

I wrote up a list of tips for the early game in a MeFi thread, and I realized hey, that’s the kind of content I should be putting here! So here they are. There’s minor early gameplay spoilers here, necessarily.

There is probably little here you couldn’t get from the gaming bigsites, Kotaku and its ilk. But my belief is, if you get this information from someone small, it feels a lot more like a friend is passing along some advice they gained. And after all, the people who have the strategy guides and help articles on those sites probably had the advantage of having completed the game during the press embargo period. I assure you, I had no early access.

  • Shrines, each giving you a short puzzle to solve for an upgrade orb, are even more important here than in BotW, because the monsters are harder and you need those hearts. There’s a bunch of shrines around the new town in central Hyrule. Unlike the first game where people could dedicate their character all to stamina, I think you’ll find that hearts are more useful in the early game.
  • If you have full hearts, you will nearly always survive any hit with at least a quarter-heart left, but you have to have full hearts. If you get bodied by an unexpected attack and left with a quarter-heart, immediately eat something that brings you back up to full to regain that protection (not too hard when you only have four hearts), then get away from it.
  • BotW had an unexplained mechanic where you gained invisible “experience points” as you killed enemies, but they didn’t improve you, they improved the monsters. That’s why the easy, low-health red versions of monsters like Bokoblins and Moblins, and the slightly easier basic Lynels, became rare in BotW after awhile. As you defeated monsters, the world would upgrade foes to blue, black, and eventually silver versions (gold in the Master Mode DLC). I think it’s likely that TotK has a similar process, so by avoiding conflict while you’re weak, you also keep monsters manageable for a while longer.
  • On the other hand, the Fuse power lets you get stronger weapons a bit earlier. And bomb flowers, as attached to arrows, seem a bit stronger than the bombs from the Bomb Rune in BotW. (Certainly, it’s easier to kill yourself with them.) It’s satisfying to send a bomb flower into the middle of an enemy camp. Bomb Flowers are one of the most useful things you get out of caves (and, eventually, from exploring the Depths).
  • As I’ve noted, it’s possible to miss the Paraglider quest and make the early game much, much harder. Many shrines in particular expect you to have the Paraglider. To do the quest to get it, you have to head to Hyrule Castle at the beginning and talk to a certain NPC who’s at the end of the path after the gate.
  • To improve your armor, you have to get the Great Fairies out of their flower buds, which takes more than a cash payment in this game. It seems to be a lot easier to miss important subquests in this game. The quest you need to start upgrading your armor requires that you go to the Lucky Clover offices in north-western Hyrule, near the Rito village, and talk to Penn. (Penn is terrific, BTW.) That’ll start you getting a music group back together (it makes sense in the story), which involves some building with Ultrahand at each step, but just doing the first step opens up the first Great Fairy and lets you upgrade your armor a bit, which can be a huge aid. Note though, in addition to the ingredients, the G.F.s also charge you a bit of money for each upgrade.
  • Money is rather harder to come by. As in BotW, most of your cash comes from selling gemstones. And as in BotW, a lot of those rupees end up getting spent on meal ingredients and arrows. The problem with selling gems, though, is that you’ll eventually need them to upgrade some of your armor.
  • Getting your battery improved takes ages it seems! You need 100 crystal charges for each extra bar, not each extra battery. At first, the only way to get those is in chests of 20 in the Depths and bought 10 at a time for Zonaite in that one store in the tutorial sky area. If you want to improve your battery faster, there’s a place to exchange it faster in the Depths beneath Kakariko.
  • But I’d hold off on exploring the Depths until you’ve built your hearts and stamina up a bit. The rewards you get for exploring the Depths are (other than the Bomb Flowers you find) mostly different from those you get from exploring the overworld and sky. There don’t seem to be any shrines in the deep underground, so you won’t get hearts or stamina that way! Instead you mostly get Zonaite, which you won’t even have a use for at that stage, and some chest contents that have armor and 20x crystal charges. Also you’ll need a lot of brightbloom seeds to explore the Depths to any great degree, which you’ll find mostly in caves in the overworld. Be sure to hold onto that Zonaite though, you’ll be wanting a lot of it eventually….
  • In the Depths, you’ll find these strange frozen-in-time dark figures, each carrying a weapon. When you examine one, the figure vanishes, leaving the weapon behind. What isn’t obvious at first is these are undecayed weapons. Don’t just use them as-is though, fuse something to them to make them even stronger and more durable.
  • When you find the Abandoned Central Mine in the Depths, don’t leave it until you find the researchers had the (easy) boss fight. There’s something very important there.
  • The most useful, relative to both power and frequency with which you find them, item I’ve found to glue to your stuff is Bokoblin horns, especially those from black Bokoblins. I’ve got a ton of those, and they provide a nice strength bonus. Remember you can sort your materials by how much power they’ll give you if you fuse them to weapons, it’s a good way to see what you can use effectively without being in danger of running out of them quickly.

Sundry Sunday: Zelda Animation Roundup

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

The Legend of Zelda: Tears of the Kingdom has been out for a week now and the internet is still abuzz about it. (Can’t you hear it? The incessant buzzing?)

Recently I had the opportunity to do a roundup of a number of Zelda fan animation videos. A few of these may have been shown here before. (We’ve been at it for over a year, it’s possible!) I’m sure some haven’t.

Racing for Rupees (4 minutes) was made with Source Filmmaker and Sony Vegas, and is a standout. With 24 million views it’s hardly obscure, but it’s eight years old as of this writing:

Shield Bash (2 minutes) is a lot newer. What are either of these two doing stealing items off the wall of a library?

I’m sure I’ve linked Something About Zelda: Breath of the Wild Animated Speedrun (5 1/2 minutes) before, but it’s a highlight of the Something About series for how many of the seemingly random elements, this time, have actual antecedents in BotW speedrunning. But not the “Excuuuuuuuse me Princess” part. That’s from the old Zelda TV cartoon.

Terminal Montage’s How To Get To Goron City (1 1/2 minutes) is also BotW related, and is also hardly obscure at 14 million views.

Pringus McDingus’ Breath of the Lovers (3 minutes) is not really much related to the games, but is still funny and cute.

Chasing Rupees (2 1/2 minutes) has only a third of a million views, but was made in stop motion, and rather well animated for that.

Let’s finish for now with Anger Management (5 1/2), starring everyone’s favorite put-upon money-grubbing shopkeeper, Beedle:

There’s tons of Zelda animations on Youtube, so you can bet we’ll be returning to this well eventually….