@Play: Omega, Character Creation and Inventory

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

We’re continuing our look at the classic late-80s and early-90s roguelike Omega! Here are parts one and two.

Omega is a cool game with a variety of RPG adventuring to be had, but it also has a slightly steeper learning curve than a Hack-like. So, under the principle of getting the broccoli out of the way so we can get to dessert after, let’s go over a couple of the more mechanical parts of the game: character creation, and the game’s unusual inventory system.

A note: It is the year 2022, we are all busy people, and Omega is an open source game. Thus I have availed myself of reading the source code to get some details of how Omega does things internally. This might be considered to be cheating, but honestly? Omega doesn’t play fair in some areas, so I feel no guilt about reading the code. One of the virtues of roguelike games is that often one can source dive and still find the game very challenging to play, and that’s definitely the case with Omega.

Character Creation

The first thing Omega asks you is if you want to [c]reate a character, or [p]lay as yourself.

If you choose to “create a character,” the game generates stats in D&D style, rolling virtual dice to produce a set of stats in the range of 4 to 18. You’re given ten re-rolls to try to get the best stats you can. (Under the pre-alpha, development version, you get 30 re-rolls. That version has been pre-alpha since 2001.) The system used is similar to the Dungeons & Dragons tradition of summing three six-sided dice for each stat, but there’s two departures:

  • You’re spotted one point on each stat: it’s impossible to roll a stat less than 4 by this method. You still can’t roll more than 18: one of the dice is essentially five-sided.
  • When the game rolls Intelligence, it saves the two six-sided dice that were rolled, and also uses those two die values for your Power, Agility and Constitution. Meaning, a lucky character in Intelligence will probably be lucky in several more things. I don’t know why it was designed this way, but it explains some trends in stat rolling I’ve seen.
When rolling character statistics, two of the dice are shared between four stats!

If you run out of re-rolls, the game throws you into play with the last set you rolled. There is absolutely nothing saying you can’t immediately quit (Shift-Q) and start over with a fresh set of re-rolls.

If you choose to “play as yourself,” the game will give you a series of questions and ask that you answer them honestly. They include things like how many pounds can you bench press, how many miles you can run, and can you shuffle a deck of cards with one hand.

It does not ask if you can juggle. Omega characters cannot juggle.

If you’re asked a number and answer higher than a certain amount, the program will print a message expressing incredulity, but accept it anyway. A few of the questions ask if the player has some supernatural abilities, like “Do you have ESP?” and “Can you see auras?” A bit of a spoiler: if you answer these in the negative, your character probably won’t have much Power, and Power is important. You definitely should lie about this.

At one point the game asks if you’re “physically handicapped,” which seems insensitive to me. If you’re in a wheelchair, why should you be expected to carry that over into the computer games you play? But again, everyone lies here anyway.

The last question asks if you’re Irish, which is worth a couple of extra points of Power, so here, too, you should apply a bit of the old blarney.

By lying, you can use the quiz to get yourself a character with 18s in everything without difficulty. You could think of it as an easy mode, in that you can still die pretty easily. After you take the quiz, you’re given the option to save your answers to easily get those stats again. I use the roller system when I play, to add additional variety, but it’s up to you.

Whichever method you use, you’re then asked for your character’s name, then whether you’re interested sexually in [m]ales or [f]emales. Ahem. Poly and asexual players might feel snubbed by this, but secretly, the game also lets you answer ‘y‘ or ‘n‘! Answering ‘y‘ for yes means your character will be considered interested in both; answering ‘n‘ for no means neither. This doesn’t have a huge effect on the game, but it does matter for brothel visits: if you answer ‘n‘, you have a chance of gaining an Intelligence point for a visit. If you answer something else, the point you might gain is in Constitution.

What Do These Numbers Mean?

If you’re familiar with Dungeons & Dragons-style attribute scores you probably already have a good intuitive sense of what the game’s stats do, many of which are the same as in D&D. But not everyone knows those, and even old-schoolers might miss some of Omega’s nuances.

In D&D, these are relatively set in stone except for the occasional gain upon gaining a level. In contrast, Omega has several ways for stats to increase, and a few ways for them to go down.

  • Strength helps determine the damage done by heavy weapons. If your Strength is high, you should look into a smashing or a two-handed weapon. Just as important, Strength determines your maximum carry weight. Even if you’re not carrying anywhere close to your maximum, being weighed down even a little reduces your speed, which is dangerous in a roguelike world! It also helps you join the Mercenaries and the Gladiators.
  • Constitution affects your maximum hit points. It doesn’t seem to give you resistance to poison or disease. You need at least average Constitution to join the Mercenaries.
  • A high Dexterity makes it easier to hit monsters, and also affects damage done with light weapons missile weapons. It reduces the cost of joining the Thieves’ Guild.
  • Agility determines your base movement speed, which affects how often you act and how easily you can run away from monsters. Since Agility factors into speed, it’s really nice to have. You need good Agility to join the Gladiators.
  • Intelligence affects the chance to learn spells from random sources. You need an Intelligence of at least 13 to join the Collegium Magii. If your Intelligence is 18, joining it is free! It also helps you cast a couple of high-level spells, but day-to-day, it doesn’t seem to affect much.
  • Power directly affects your maximum mana (that is, magic) points, making it very nice to have for spellcasters. High Power reduces the cost to join the Sorcerors’ Guild.

During the game, there’s a few more, derived from your level, the above statistics, your equipment, and the whims of fate:

  • Hit Points (HP), of course, are your character’s healthiness. If you run out you die, but that’s far from the only way.
  • Mana Points are your character’s immediate magic strength. Your maximum is your Power times your character’s level plus one. (Remember: Omega starts counting levels from zero!) Spells cast come out of this total. A subtle thing about Omega is that your Mana also counts as a protective factor. Some spells that monsters cast will be automatically countered if you have enough mana left.
  • Hit is your chance to hit, given a general situation.
  • Dmg is a measure of the amount of damage you might do. Luck matters for a lot; I’ve had a character with a Dmg of over 40 take several whacks to dispose of a lowly sewer rat.
  • Def is how easily you can dodge blows. Pluses on magic armor go to decrease this.
  • Arm is what D&D players would call “damage reduction,” it’s a property of heavier armor that reduces the hurt you take that gets through your Def.
  • And finally there’s Spd, or Speed, measured as a decimal value. A Speed of 1.0 means you act as often as an average monster. High Agility, low carry weight, riding a horse, and Boots of Speed can improve this. I’ve seen as high as 2.50. Carrying a lot of things can save your bacon, and being a little under 1.0 can be okay. I try to keep it above 0.70, preferably 0.80. Your ability in battle decreases sharply below that.

There is also a weird system in Omega that confuses some players, the “combat maneuver sequence.” This system was intended to be transparent to players who don’t care about it, so you don’t need to know about this to play, but you do need to know it exists, because of a bug that manifests sometimes.

When you walk into a monster to attack it, it’s not considered a single hit as in other roguelike games. Instead, your character can automatically perform as many as eight separate moves! Each move can be an Attack, a Block, a Lunge, or a Riposte, and each of these moves can be either High, Center or Low.

By default, your combat maneuver sequence is Attack Center, Block Center, and that suffices in many cases. But some enemies like to attack at certain heights (rats tend to bite at your feet, for example). Intelligent monsters are known to watch for when you attack at a given height, and to then block more often at that height, so changing your combat string sometimes can be helpful.

Higher levels, higher speeds, and being a Gladiator all can give you extra maneuver points, and they’ll go unused if you don’t acknowledge them. You change your combat sequence by pressing Shift-F. There’s subtleties to the system that I’m not covering here, but the game does a good job of explaining it in the help for that function.

The thing you need to know is: there’s a bug in Omega that, once in a while, causes it to forget your combat string. And if your Speed drops too low, it might reset your string to the default. If you’re fighting and you notice that you aren’t seeing any messages from your side, no hits, no blocks, not even misses, you might want to hit Shift-F and at least choose a default string (press ‘!‘).


Keyboard Reminders

I mentioned the main keys back in part two. If you need to be reminded of them, you can get a complete list in-game by pressing ‘?‘ (the traditional roguelike Help key) and then hitting ‘l‘.

Many of the keys are roguelike standard, but there are a few that are different: the pick-up-an-item key is ‘g‘, on DOS the recall-message key is Ctrl-O, and to zap wands you use ‘a‘, I guess for ‘a’pply. To use miscellaneous items, it’s Shift-A; it’ll ask if you want to use an item or an artifact. Artifacts are powerful and rare items, and you usually won’t find any of those until much later.

Omega uses both number pad and the vi keys, with added diagonals, for movement. In case they’re useful (maybe you don’t have a numpad), the vi keys with diagonals are hjkl and yubn.

One of the keys, the letter ‘i‘, is your gateway to your most formidable challenge to learning Omega: its inventory system. Prepare yourself!


Oh Boy, It’s Time To Explain Omega’s Inventory

Probably its inventory has dissuaded more players than anything else from playing Omega. I think it’s really not hard to understand! It’s just different, so it takes a little getting used to. Please try to bear with me, and try to consider what Omega’s creator Laurence Brothers was trying to do with it.

The first thing you have to know is your character has two inventories. The most obvious one consists of the equipped items, the ones your character wears on their person; the other is the character’s pack, which is just a bag for loose things.

Most of the time you’ll want to deal with your character’s equipment items, and just store extra stuff in your pack. There is an array of item slots around your character’s body. If this were Ultima VII or Eye of the Beholder or some other 90s CRPG you’d probably have a paper doll display to drag item icons into, but this is a terminal-screen roguelike, so your equipment slots are all represented by letters of the alphabet.

In most roguelike games, you use the ‘w’ key to Wield a weapon, Shift-W to Wear armor, Shift-T to Take off armor, and a couple other keys like that. Not so in Omega. Instead, you move the item you want to use into the proper slot, and it’s automatically utilized. So to wield a weapon, you put it into your weapon-hand slot, which is slot b. To use a shield, you put it into your shield slot, h. (Unlike D&D characters, Omega characters have figured out they can attach a shield to their arm!)

Omega’s item system generalizes the idea of wielding weapons, wearing protective gear and magic items, and having a few items at-hand for immediate use. Instead of having special commands for these things, they’re all put to use using the same process. If you put items where they’re supposed to go, your character will use them.

Gym Class Movie: Your Body Slots And You

So, you have a plethora of slots in which you can place the various fantasy accouterments that are necessary to successful exploration. Here is a list of these slots. When playing, you might want to keep a list of these until you’ve internalized them all:

*: “up in air”
a: ready hand (for general items, like maybe a torch)
b: weapon hand (for what you use to bash things)
c: left shoulder (a place to store generic items)
d: right shoulder (likewise)
e-g: belt (more generic item slots; I’ve kept a goblin corpse in one before!)
h: shield (used automatically in combat situations)
i: armor (put a piece of body armor here to wear it)
j: boots (like above but goes on your feet)
k: cloak (goes over armor)
l-o: fingers (slots for up to four magic rings)

I hope that’s easy enough to understand. Note, if you’re playing 0.90, these letters will be a bit different. They were rearranged a bit to avoid confusion with the inventory management keys.

The most vexing, yet most used, of these slots is the “up in air” item. This is a special slot used as a crossroads between all the other slots and your pack. Whenever you obtain a new item, it goes up in the air, and throws up an inventory prompt so you can communicate to the game what you want to do with it.

A Romp Through The Prompts

When you press the ‘i‘ key (that’s lowercase: in Omega, capital letters are always shifted), you’re shown the list of your item slots and their contents, and the cryptic line:

d, e, l, p, s, t, x, >, <, ?, ESCAPE

If you pick up an item you’ll get a very similar line, except with a tilde in it, and without the list of item slots! This is the short prompt. From the short prompt, if you just press tilde (~), you’ll get to the usual inventory list.

Pressing ‘?‘ describes what these keys all do, and offers to show you full help, but I’ll give you an overview here. They’re all pretty important.

One of the slots will be highlighted with a >> cursor in front of it. That’s the “current item.” You can move the arrow to point to other items with ‘>‘ and ‘<‘ to move up and down. (> and < are the standard roguelike keys for Down and Up. Why don’t the arrow keys work? That’s a good question.) Most of the other commands make use of either this current item, or the “up in air” item.

The ‘e‘ and ‘x‘ keys are your main tools for getting items where they need to be. ‘e‘ exchanges an item from the up-in-air slot with the current slot. ‘x‘ does the same thing, but it also automatically closes the inventory display if the operation ends with the up-in-air slot empty.

If you leave the inventory screen with an item up in the air, that item will fall to the ground! It’s not a place to keep things indefinitely. As I said before, Omega characters can’t juggle.

If you’re at the short prompt, there will be no visible item slot list, and no cursor. Instead, the ‘e‘ and ‘x‘ keys will ask you the letter of the slot you want to move the item to. When you’ve played enough to have memorized what the slot letters are, you can use those and play much faster. Before you get to that point, you can just press ~ to get to the list. There is no game advantage to using one over the other.

Another important inventory operation involves getting stuff into and out of your pack. Your pack also has slots, but they’re all generic.

Pack operations take time. Omega actually simulates your pack like a stack. While you can get items out no matter where they are in it, items deeper in the pack take more time to dig out. Items you want available for instant access are best kept in your main inventory slots, if not in your ready hand (a), then maybe on your shoulder (c, d) or belt (e-g). These slots all can contain any item; slots like shield (h) and armor (i) can only contain those kinds of items.

Items deeper in your pack take more time to reach.
Ideally though, you won’t keep immediate emergency items in your pack at all.

The ‘s‘ key shows the contents of your pack; ‘p‘ puts the up-in-air item or pointed-at item into your pack; ‘t‘ takes something out of your pack. The ‘t‘ key also offers to show you pack contents if you press ‘?‘. Another thing to note: for some reason, pack letters are all capitals. If you try to get something out of the pack, but don’t press shift, it won’t work.

Remaining functions: ‘d‘ drops the up-in-air or current item immediately; ‘l‘ gives you a text description of the current item, ‘?‘ gives you a reminder of all these keypresses, and ESCAPE transports you out of Inventory Land, and back to the game world proper.

The Inventory System In Practice

So how does this work in play? Well, at the start of the game you have no food. So enter buildings until you find one that tells you:

Commandant Sonder’s Rampart-fried Lyzzard parts. Open 24 hrs. Buy a bucket! Only 5 Au. Make a purchase? [yn]

Answer ‘y‘ to use some of that starting money to obtain some sustenance. It asks “How many?”, so let’s say 10, a good amount for the start of the game.

A passel of Lyzzard Buckets, for your pleasure. *** MORE ***

Omega’s *** MORE *** prompts work like NetHack’s, but appear at the right edge of the screen for some reason. Press the space bar to clear it. You’ll then be thrown into the inventory short prompt:

Action [d,e,l,p,s,t,x,~,?,ESCAPE] ‘Up in air’: 10x red and white striped bucket

You have an item, the new-bought buckets, in the up in air slot, so if you just pressed escape you’d drop your newly-acquired food. What you might want to do is press ‘p‘, to put the item in your pack for later. But if you want to eat immediately, you could press either ‘e‘ or ‘x‘, to move it, to ‘a‘, your ready hand slot. If you do any of these things, you’ll keep the Buckets O’ Lyzzard, and not drop them.

If you put them in your ready hand, or somewhere else on your person, then now you can eat! Exit inventory (if it didn’t happen automatically) and press ‘e‘, the Eat key:

Eat — Select an item [a,?]

Even if you have other items on your person, the food is the only thing that can be called edible, so it’s the only letter listed. You can press ‘a‘ now to chow down.

Your mouth feels like it is growing hair!

Well, it is fast food after all.

If there was already something in the ‘a’ ready hand slot, then the food will go into that slot and whatever had been there will be moved up in the air. You only have so many suitable body slots. You can usually stash anything into your pack, with ‘p’, if you don’t want to be fussed. But your pack has limited space too. If all your suitable body slots and your whole pack are full, you’ll probably have to drop an item.


Ah, that was a lot of broccoli. Are you still with me? Next time, we’ll actually be able to go into game strategy!

Keith Burgun on Diablo: Immortal

We like the work of indie game designer Keith Burgun here, and he has a new essay up about Diablo: Immortal, comparing it to other free2play and gatcha-style games. Diablo: Immortal, as has been noted previously by our intrepid alien newscaster Kent Drebnar, has been outright banned in two countries for its unusually rapacious loot system.

The piece begins with a long quote from the Diablo: Immortal subreddit that really tears into the game. It states that the game is worst than the standard f2p, calling it the worst example of play-to-win, and liking it to slot machines at the nearby gas station. (A condition that, here in the state of Georgia, is not far from reality. There are video poker machines here all over the place.)

Keith uses it to launch into the damage that gatcha patterns have done to game design in general, that its assumptions have soaked into gaming in ways beyond mere monetization. This include:

Diablo: Immortal’s daily quest report
  • mechanisms like random drops
  • drop odds made explicit in the game’s UI
  • star ratings for items
  • repetitive gameplay designed to entice players to grind away at it to increase the number of drops they get
  • overuse of crafting
  • making quests into a kind of progress treadmill, with explicit UI, requirements and rewards given as a cost/benefit exchange, and
  • having many things in the game “level up” in some manner.

To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs. What is a star rating for an item but another form of a colored rarity loot system?

I would even argue that loot itself has become a degraded concept. All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. If you are thinking like this, please reconsider why you’re making games.

There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time.

Keith Burgun Games: Diablo: Immortal and Aesthetic Gacha-ism. Images in this post are taken from a gameplay video from Blizzplanet on Youtube.

And this is off the subject but I can’t believe the internet hasn’t made much comedic hay out of a series that can name an ability Hungering Soulfire and keep a straight face.

Forgeries in PC Retro Gaming Collecting

Image credit: Ars Technica

Kyle Orland at Ars Technica, who always does good work, has a long piece up about scandals in PC game collecting. It’s a close-knit subculture where members trust each other implicitly, but as the value of old games has gone up, it has recently been awash in forgeries.

A prime culprit in their distribution was Enrico Ricciardi, a prominent figure in the community who many members trusted. He is known for writing books on the history of the Ultima games and the early days of Ultima publisher Origin Systems. It’s not known that he was actually forging the copies of the games, but the fakes are known to have passed through his hands, and it’s considered by the group that he should have been able to spot fakes.

It’s a fascinating article that involves prominent Apple II disk imaging expert 4am doing forensics on a supposedly-legitimate disk of The Chambers of Xenobia and finding it was a cracked copy.

Ars Technica: Inside the $100K+ forgery scandal that’s roiling PC game collecting

@Play: Omega in Overview

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

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

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

It’s finger lickin’… um, good?

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

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

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

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

The Hedge Maze of the City of Rampart

About the Game

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

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

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

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

Lions lurk outside the city gates

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

The Layout of Rampart

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

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

Basic Keys

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

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

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

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

—–

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

@Play: The Alpha of Omega

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nicole Express Presents: The World’s Most Popular Arcade Board?

Awesome retro gaming blog Nicole Express wonders, what is the best-selling arcade board of all time? It’s gotta be Pac-Man, right? It sold over 100,000 units back in the day, and every Ms. Pac-Man machine contains it inside it. But Nicole offers that it may actually be a bootleg board called the 60-in-1.

Image from Nicole Express

The 60-in-1 is often recognizable by its distinctive menu system, but it can actually be set to play one of its games in a stand-alone mode, in which case its menu never appears. It’s actually an ARM board running MAME, which means its games have distinctive quirks. All the information is there, so go acquaint yourself with ubiquitous gray-market arcade hardware!

Link: The World’s Most Popular Arcade Board?

DarkPattern.games

From the site: “Definition: A gaming dark pattern is something that is deliberately added to a game to cause an unwanted negative experience for the player with a positive outcome for the game developer.”

I remember when I was first writing about roguelikes at late, lamented GameSetWatch, it was right around the time of the rise of mobile gaming. It would bring video games to a whole under-served audience, and it did! It would become industry worth hundreds of millions of dollars, and it did that too! And it would all do it fairly, taking nothing from poor players while granting extra perks to wealthy ones who would just pay them a little money, a microtransaction*, to justify their outlay, and, well….

Mobile games are fun, and many of them are inexpensive, at least at first. But frequently, and especially with the whole “free to play” genre, they are full of tricks to try to get you to shell out cash for advantages. A certain nominal fee might be appropriate, but most aren’t in it for a simply nominal fee. Interesting and/or important features will turn out to be locked behind the “premium currency,” which at first seems plentiful but before long turns very scarce unless you pony up with the cash money dollas.

These games want to find themselves a few big whales to be their sugar parents, and at times it seems that they are the true audiences that they chase, with us ordinary plebs left to soak our heads. It’s a lucre-seeking design style that has become synonymous with an entire genre, and it could be argued has done real harm to the whole field of mobile gaming.

Everyone needs to earn a living, but it rankles to be used as the bricks on their road to their pot of gold, especially when the necessity of that premium currency is obscured at the start of the game. DarkPattern.games lays out how these games try to get their fingers into your wallet, and points an accusing finger at those titles that rely on these tricks.

Part-Time UFO is an awesome non-exploitive mobile game! It’s on Switch too! It needs love!

It also points the way to games that don’t. They may cost a bit more up-front, but at least you won’t be nagged repeatedly during your time with them to give them just a little more cash, just a little more, that’s all they need, just a little more cash man, they can stop any time, any time they want….

darkpattern.games (via cosmic owl on Metafilter)

* “Microtransaction” is one of those terms that causes my blood pressure to rise. Who now remembers that the term was originally coined to mean payments of a dime or less, maybe even less than a penny, such as to pay for access to a news article? Now we’re beset with paywalls, the things microtransactions were supposed to save us from, while the term has been appropriated by all these sharks? I mean to tell you, it makes all my neurons sparkle with a communist glimmer.

Grog

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

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

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

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

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

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

Grog: The Reimagined Original Roguelike Game ($0)

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

Arcade Mermaid: More Madness of Marble

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

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

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

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

Astral

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

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

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

How It’s The Same

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

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

North Pole

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

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

How It’s Different: Structure

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

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

Pin Bonus 1

Practice

Tier 1: Aerial Sandbox Icebox Astral

Pin Bonus 1

Tier 2: Highrise Oasis North PoleSunburst

Pin Bonus 2

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

Pin Bonus 3

Final Maze: King Of The Mountain

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

Oasis

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

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

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

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

Control

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

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

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

Powerups

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

Sandbox

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

Points Earn Extra Time

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

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

Flags & Hidden Flags

Aerial

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

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

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

Tons of new obstacles

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

Faces and voices

Oasis

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

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

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

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

How To Play It

Aerial

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

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

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

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

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

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

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

Around The Wordle In 60 Games

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

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

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

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

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

N-Plus-Fivele

These are Wordle, but moredle.

x2

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

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

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

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

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

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

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

x1,000

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

The Case of n=1

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

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

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

HONCH?!

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

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

Mutations

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

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

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

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

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

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

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

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

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

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

Variations

Like Wordle, but with extra stuff added.

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

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

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

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

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

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

Inspired-By

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

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

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

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

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

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

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

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

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

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

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

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

Universle

Ancient History

Wordle 1.0

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

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

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

Arcade Mermaid: Amidar

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

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

Odd Boards: Gorilla and Spearmen

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

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

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

Even Boards: Paint Roller and Pigs

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

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

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

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

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

Amidakuji

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

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

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

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

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

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

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

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

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