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!

Sleep Baseball

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

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

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

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

The New Yorker: Mario at 40

In addition to the ZX Spectrum, Nintendo mascot Mario, née Jumpman, also turns 40 this year.

I’ve actually seen people claim that Mario is the perfect mascot, like he were destined towards super-stardom. He was nothing of the sort! Only a vaguely ethnic stereotype at first, although purposely a bit ugly in his original incarnation, he’s a working-class kind of guy. It seems prescient now, but it was the 80s at the time of his creation. Who picks a carpenter (his original occupation) to be their hero? Shigeru Miyamoto does. That’s really the secret of Mario’s success: he was created by one of the most successful game designers of all time, as part of his first project.

The New Yorker, which, it’s a fact, publishes humor other than cartoons, has a pretty funny bit of short fiction in tribute to Nintendo’s plumber and his advancing age by Simon Rich, even if it posits a version of Mario who’s a bit seemy, and worries that he’s-a gonna be cancelled. But it ends on a happy note, with Mario finally getting that back surgery he’s been needing for so long. Wait, what? Also he gets scammed by Wario.

The New Yorker is one of those publications that throws up a paywall at times, probably related to how many articles you’ve seen this month, so be warned.

And I know what you’re-a thinking: “How does Super Mario go broke? You collected entire rooms of coins! What happened?” And the answer is-a simple: I trusted a close personal friend to manage-a my money. And I can’t say too much about what happened, because the lawsuit is-a ongoing, but essentially, all those years I thought that I was riding Yoshi, it was the other way around.

SpelunkyRL

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

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

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

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

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

Shadow Warrior 3 Slices and Dices Its Predecessor

Wang’s Revenge

Shadow Warrior has come a long way since its original release in the 90’s, and then a reboot in the 2010’s. Violent, over-the-top, and crude, are some of the words you could describe the series. When studio Flying Wild Hog took over development, we saw games that attempted to mirror the FPS at the time. Shadow Warrior 2 felt like an extension of the looter shooter aspect of Borderlands and for me was an underrated hit. Now with Shadow Warrior 3 we have a great, albeit not that memorable third game in the trilogy.

Wang Chung

Our story finds the infamous loudmouth Lo Wang depressed after freeing a dragon at the end of the second game that has led to the apocalypse. Without any other option, he must team up with his nemesis Zilla to make one last play at saving the earth, and making as many references, “wang” jokes, and cursing as possible.

Right off the bat, there is good and bad news about Shadow Warrior 3. With this iteration, the developers clearly have been playing Doom Eternal and studied the idea of “push forward” combat. Wang is as agile as ever with the ability to dash, wall-run, and double jump around arenas. There is only one ammo type and whatever gun you are currently holding will get pickups. Shooting enemies will make them drop health, using your katana to kill them will make them drop ammo. You can also use your chi blast to send enemies into obstacles.

The idea of turning combat encounters into playgrounds of death has been made fully realized in Shadow Warrior 3. There are always explosive barrels ready to be shot at to cause area damage. Many areas feature environmental hazards like buzzsaws that can be turned on to deliver quick kills to even the strongest of enemies.

Like Doom, you can perform glory kills on enemies to instantly kill them, but there are two differences. Your ability to finish off enemies must be charged up by collecting orbs off other enemies, and there are three tiers of charge that correspond to the different enemy types. When you finish off a larger enemy, you get the same cutscene each time and get a limited-time exclusive weapon that you can use to turn the tide of combat. The gunplay in Shadow Warrior 3 is on point, with every weapon sounding meaty, delivering all manner of death, and can be upgraded using upgrade orbs found or unlocked by completing challenges.

This all sounds great and would put Shadow Warrior 3 on equal footing with some of the better FPS released in the last few years, however, there are a few things missing that could be a dealbreaker.

Sliced Away Systems

One of the major aspects that made Shadow Warrior 2 so different was the integration of looter-shooter aspects from games like Borderlands, and it turned the game into an almost FPS Action RPG. I found it compelling, not without some missteps in terms of itemization, but something I wanted to see the developers iterate on. Unfortunately, all those systems have been removed from Shadow Warrior 3 and the game feels more in line with the first game.

Gone are the variety of weapons, larger and more open areas, multiple upgrade routes, and quests. Instead, you’re going to get a linear 5–8-hour long game. Don’t get me wrong, the gunplay here is fantastic with a lot of entertaining arenas, but it comes at the removal of so many systems. If you didn’t like Shadow Warrior 2 for being filled with too many elements, then you’re going to enjoy this one.

One thing that is clearly different is the writing and may leave old and new fans a bit polarized.

#writing

One of the common criticisms of Shadow Warrior as a brand has been its depiction of Asian stereotypes and the low-brow humor, with of course the main character being named “Lo Wang.” For the third game, the developers are trying to square that circle by trying to keep the humor and remove the stereotypes. To wit, they have replaced the voice actor of the previous games with Mike Moh and the writing has been cleaned up of some of the lower hanging jokes from previous games.

Mike does a good job, but the updated writing I feel fails him. Instead of finding new jokes, the game really leans into toilet humor and dated references a lot more than I remember from Shadow Warrior 2. The quips Lo makes during combat get recycled fast. The game does have its heartwarming moments, but if you are offended/annoyed by toilet humor, you’re not going to like this game. Part of the problem is that there are fewer characters for Lo to interact with this time around, so the idea of having a “Dante-like” protagonist is lost when most of Lo’s conversations are with himself.

Shadow Dancing

Shadow Warrior 3 is an FPS that works with great gunplay, but I feel that this is a game that doesn’t do enough to stand out from the crowd and may be largely forgotten by the end of the year. You’re not going to be playing this one for a sprawling multi-hour epic, but a bite-sized thrill ride of guns, gore, profanity, and slashing. While not as ambitious as 2, Shadow Warrior 3 is a great weekend game for those looking to get their Doom Eternal fix with a more vocal hero.

This was played with a press key provided by the developer.

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