C64 Dungeon Play and Lost World Demonstration

Another personal project post! I have done more work in making David Caruso II’s obscure Commodore 64 CRPG Dungeon, published in the issues of the disk magazine LOADSTAR more than once, presentable to current-day audiences. Although it certainly has its limits, there are some aspect to it that are unique, even forward-thinking. We posted about Dungeon here before. To remind everyone, we sell Dungeon on my (rodneylives’) itch.io page for $5, with the blessing of rights-holder and LOADSTAR owner Fender Tucker.

There are a few bugs in Dungeon, now basically impossible to fix, that I’m trying to track down and document, and I’m also working on improving the documentation, as well as provide some useful goodies with the system, like a disk of monsters, equipment and magic items. That’s useful because Dungeon has a special feature where it’ll take the monsters and items on a “Data Disk,” and scatter them around a dungeon map of its own creation. It calls these randomized adventures “Lost Worlds.”

Lost Worlds operate as a kind of quasi-roguelike. The Dungeon software creates a random map and places random items around it, but once created it becomes a Dungeon adventure that any created character can explore as many times as they like. While it doesn’t have roguelike tactical combat gameplay or random item identification, it does have a form of permadeath. Characters only get three lives to advance their level as far as they can go.

Lost Worlds are interesting places to explore, but there are some bugs in them. It is possible, in fact pretty easy, to get stuck in a part of the dungeon from which one can’t escape. Sometimes a one-way door leads into an area that can’t be escaped, and sometimes a passage-blocking trap will strand the player’s character in a dead-end. And once in a while a Lost World is downright unfinishable, its goal item disconnected from the parts of the dungeon the player can even reach.

While there are spells (Passwall and Teleport) that can release a trapped character, if they aren’t available the character is not completely lost. If you turn off the C64 (or close the emulator), then return to the Guild screen, the character will be marked as GONE. Over time, measured in loads of the Guild menu, the character will eventually find their way back on their own. It takes quite a while for this to happen though: I counted 15 loads, saving the game each time, before a GONE character returned.

This video (23 minutes) is is something I recorded myself as a demonstration of both Dungeon’s gameplay, and its Lost World adventure generation. It uses a set of 30 low-level monsters and items based on the stats of the old Basic edition of D&D, and a set of magic items I created for usefulness and to show off Dungeon’s spell set.

So, why would someone want to play this game, when there’s so many other newer CRPGs out there to play?

  • The idea of rolling up a character and taking them through scenarios made by other people, to try to get their level up as high as they can get before they die three times, is great. My hope, perhaps misplaced, is this release will inspire other people to make dungeons for others to play, and I look forward to seeing them myself.
  • The magic system of Dungeon, while it doesn’t allow for characters to learn spells themselves, is unique in that most of the spells are utility spells! There are spells for passing through walls, for teleporting anywhere on the map, for revealing terrain, for seeing in darkness, for giving oneself a damage shield, for locating the goal item, for disarming traps, and more. There is only one direct damage attack spell! Spells are more like tools than something you use to pound through the enemies.
  • The dungeon model allows for dark areas, traps that block exits, two-way and one-way teleporters, secret doors, one-way doors, and decorating dungeon maps with PETSCII graphics. The simplicity of the dungeons, all of them fitting on one screen, works in Dungeon’s favor. No dungeon can be too large since they must all fit within the bounds of the map grid.

There are unique design considerations for making Lost Worlds too. Even though the computer creates the maps unaided, since it populates them from the monsters, items and traps that are on the Data Disk, the difficulty of the resulting dungeon is affected. The various doodads are distributed without apparent heed for what they are; I wonder if the generator actually cares for their identities or if it just checks how many of each type are on the disk, so as not to exceed that number.

If there are more easy monsters, more powerful items, and more weak traps on the disk then the dungeon will be easier due to their corresponding numbers being greater, and vice versa. It occurs to me that one of the flaws in the dungeon generation I mentioned could be alleviated, by not giving it one of the wall creating traps that could trap a player in a dead-end, but that also makes the dungeon a bit less interesting, so I’ve left it in the mix I use.

I recognize that, if I let myself, this might become a Dungeon blog. Rest assured, I’m not going to take it that far. But I really hope that some people give Dungeon a chance. While sure it has its inspirations (one person on Mastodon said it reminds them of Phantasie, a somewhat less obscure early CRPG), I think it’s pretty unique, and deserves for more people to have a look at it. I’m particularly pleased how well the sample monsters and items I made work in the Lost World framework, and I’m trying to think of ways that it might be improved. More on this later… but, not immediately, I think.

RGME: Glitching Mario World by Stomping Wigglers

More Youtube videos coming up! In this hellish age of the World Wide Web, where discovering things with Google Search is harder than ever, at least Youtube has a decent discoverability system (when it works, which is not always). Discovering things has long been really difficult on the internet, what we’re witnessing is just a regression to an earlier state where things appear and disappear unseen all the time, like particles and antiparticles annihilating each other. It’s still a huge problem, we just forgot, for a while, that there’s still no good solution. Um, what was I talking about again?

Retro Game Mechanics Explained (RGME: See? The acronym in the title means something!) recently explained a glitch in Super Mario World, a game that is becoming infamous for its many glitches. Some of those glitches are oversights, but some are the result of features planned in development, and even partially implemented, but then for whatever reason were abandoned.

Most of the enemies in the game, if you stomp on them over and over without touching the ground, give you more and more points and eventually extra lives. But there are indications that, at some point during the game’s development, it wasn’t going to stop there. There is support in Super Mario World for further rewards beyond “1UPs”: 2UP, 3UP, 5UP, and from there, for some unknown reason, coins.

The code in the game supports going into those ranges, but for all the enemies in the game, only one has the support enabled, probably accidentally: Wigglers. If you consecutively stop Wigglers, which is only possible in one or two levels, the cap on the awards for stomping on them is lifted, and the lookups from the table on which the rewards are stores continue, off the end of the table, into miscellaneous ROM space, awarding undefined rewards, and quickly awarding many hundreds of thousands of points.

The full details are in their video, here (20 minutes):

I have a particular fondness for this glitch because I encountered it myself once, long ago, on actual hardware!

The History of Kid Pix

I feel like I should adopt some standard way to inform people which items are links to other sites (with minor commentary attached) and which are significant longform items of our own creation.

Suffice to say this is the former category. I didn’t write this history of Kid Pix: Craig Hickman wrote it, back around 2013. And he also created the original version of that program too. And it was terrific. Here is the link.

Kid Pix in its original format

What was Kid Pix? It was a paint program for early Macintosh models that was very well-received, and is very fondly remembered. It had a powerful UI but was still, neverthless, aimed at kids. Think of it as a more fun version of MacPaint. I refuse to stay in my lane regarding entertaining uses of computers, but perhaps of more interest to what I’d think are our usual readers, it had a similar concept to the art module of Mario Paint, but came out at least a couple of years earlier.

I especially like how he described the original Macintosh UI as having “a consistent and enlightened vision behind it,” which I’m not sure can be said of Macs today, or really of the products of any major software company. That’s just my opinion, mind you.

Did you know there is a Javascript re-implementation of an older version of Kid Pix? Here!

Kid Pix – The Early Years (red-green-blue.com)

Moviecart

After a long day in the data mines, it’s certainly nice to come home, walk over to the movie shelf, select a movie to watch, then put it into my movie player of choice: an Atari 2600. A demonstration (40 seconds):

Moviecart’s actually been around, judging by the date on that video demonstration, for at least three years now, but is currently accepting preorders for $25. The video only uses half the screen, and has glitches and distracting horizontal and vertical lines running through it, but at they say, it’s amazing that the dog talks at all. Or in this case, that the dog can display roughly arbitrary video and sound, two things the Atari usually finds it impossible to pull off.

How is it done? With custom hardware, certainly, but even granting that there’s only so much that can be done with the VCS/2600’s display chip, the restrictive funnel through which the cart’s video must be squeezed.

After that, getting all that data to the screen is done through presenting it to the VCS/2600’s address space at the absolute limit of the system’s ability to use it. The real work is done by a processor on the Moviecart’s board, which handles reading a specially-encoded video file on a Micro SD card and doing all of the work in getting it ready for the screen, so the VCS’s 6507 processor has to do as little as possible itself.

Moviecart, from lodefmode (github)

Reverse Engineering the 6502

This is a 52-minute talk from 2010, from the 27th Chaos Communication Congress in Berlin, Germany (the talk is in English), presented by Michael Steil of Visual 6502, which successfully reverse engineered the venerable 6502 microprocessor, a chip used, in one capacity or another, in one form, or another, in all the Apple, Commodore and Atari microcomputers, the BBC Micro, the Atari 5200, in a modified from the Atari 2600 the NES, and countless arcade games, as well as in other places.

The talk is intended for a technical audience… literally. When the speaker asks who in the audience has coded in assembly before, practically everyone raises their hands. It’s recognized that we at Set Side B veer wildly between the most surface-level populist material and in-depth treatments for those with gigantic capacities for technical discussion and the attention span of a Galapagos Giant Tortoise. We like to think this is charming, and will listen eagerly if you tell us that you agree.

Anyway, here is that talk. I already mentioned that it’s 53 minutes. If that’s too long, there’s a speed-up function on Youtube. If that’s too technical, well, I don’t know how to help there. Maybe a read through pagetable.com’s documentation on the 6502. Oops! I’ve made it worse, haven’t I. Well, if you like, you might console yourself that the 6502 is really a simple processor to learn to code in. I’ve done it myself! There’s no memory management, there’s only three general-purpose registers, the stack is fixed in place, and all opcodes are one byte. It’s so simple that an extremely motivated child could learn it. Guess how I know?

27c3: Reverse Engineering the MOS 6502 CPU (Youtube, 53 minutes)

Here’s a description of the talk from the conference web site.

Commodore Free Magazine

My already distorted psyche feels pulled in multiple directions lately. In addition to packing up Dungeon for itch.io, creating the manual for it, finishing up a huge update to my Mystery Dungeon book for Limited Run games, researching (meaning: playing) Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island, and looking into other things, it’s made it difficult to keep up with the blog. But, keep up with it I am!

Keeping aligned with the C64 angle, Today’s find is COMMODORE FREE Magazine, a long-running Commodore 64 magazine in PDF format that’s been going since late 2006. It recently published its 98th issue, meaning, #100 should be bursting forth before too long! Until then issue 98 features include a history of Commodore’s 8-bit line, a comparison of versions of Commando for their favorite machines, reviews of a Commodore port of Sonic the Hedgehog and the classic title The Sentinel, and a long piece of personal non-fiction by Leonard Roach.

At 15 years running, that starts to put it in striking distance of LOADSTAR’s run! May it keep on keepin’ on.

COMMODORE FREE Issue 98Homepage

A 30+ Year Old RPG System for the Commodore 64

It’s been months now since I announced my plans to release some project involving LOADSTAR, a 17-year computer magazine on disk, either here or on itch.io, or both. I’m still working on them.

In the meantime, I present this, a packaged-up release of Dungeon on itch.io, a complete old-school RPG gaming system for the Commdore 64, as it was released on the disk magazine LOADSTAR back in 1990.

Written by David Caruso II, Dungeon is a way of creating adventures for others to play, and a system of creating, maintaining and playing characters in those adventures. It was kind of a throwback even in 1990 (the SNES was released that year), but it definitely has charm, and an old-school kind of appeal.

You start out on the Guild screen, where you create a character from one of five fantasy races, then venture out on adventures stored on floppy disks, which in this release are provided as C64 1541 disk images. Fight monsters to earn experience points, find the object of the quest and then return to the Guild by the exit to have the chance to advance in experience level. If your character dies they’ll be revived, but only up to two times! If something happens and you don’t make it back, but don’t die either, your character will be marked as “GONE,” meaning they’re stuck in limbo until they make it back to the Guild on their own!

Your character advances in level between adventures, but they don’t get to keep any items they found on their journey. If they advance in level however, they get to permanently improve two of their stats. Getting to the maximum score of 25 grants them a special ability, but it’s really hard to get there!

This presentation of Dungeon is being made with the permission of Fender Tucker, owner and former Managing Editor of LOADSTAR. It isn’t free, but for $5 you get the Dungeon system and five pre-made adventures for it, culled from the 240+ issues of LOADSTAR. I include a stock copy of the open-source Commodore 64 emulator VICE, configured for playing Dungeon. (If $5 is too much for you, rumor has it Loadstar issues can be found online elsewhere. Dungeon was first published on issue #74.)

If you want to know more about it, I have constructed this 40-page PDF of documentation on Dungeon, from the disks of LOADSTAR in 1990, along with the instructions for the adventures and further notes on playing it from me. Here:

(file size: 2.6 MB)

The document refers to an itch.io release, that’s what I’m currently working on. Late in the document there are some spoilers for a particularly difficult adventure using the system.

Dungeon was created by someone named David Caruso II. Neither I nor long-time LOADSTAR managing editor Fender Tucker knows what became of him. I have what is almost certainly an old address for him. It’s been 33 years, and I suspect that Dungeon itself is a couple of years older than that, so it’s possible that Caruso has passed away by now. If he hasn’t, though, I’d like to talk with him. I think (hope?) he’d appreciate that people are still thinking about his creation even now.

Food Fight Frenzy

I am frankly amazed that this is happening, that the company now calling itself Atari seems to be on a streak of good, or at least interesting, decisions, but in addition to releasing Atari 50 and buying Digital Eclipse, they’re making updated versions of classic Atari (and Stern) arcade games, and an upcoming release of theirs is a personal favorite of mine: Food Fight!

It isn’t even their only recent sequel to it they’ve made; another would be the also-upcoming FPS Food Fight: Culinary Combat for the (current) VCS. But that seems to be an inspired-by game with cartoony 3D graphics; this looks much closer to the arcade original, and made by people with a deep love for it.

I don’t know what’s inspired their warming up this particular old property, but Food Fight was a fine game that was sabotaged mostly by the classic US arcade crash. Charley Chuck is a kid out to eat a giant ice cream cone before it melts, but out to stop him are four chefs. Scattered through each level though are piles of food that can be thrown, by either Charley or the chefs.

Like the cone that’s Charley’s goal, the original Food Fight drips with character. There are so many clever touches, especially for a game from 1983. Charley’s large eyes look in the direction he moves; the analog joystick registers many more directions than the standard digital 8-way joysticks in common use at the time. The named chefs have different personalities, along similar lines as Pac-Man’s ghosts. Each kind of food has different properties when thrown. Charley smiles when things are going well, and bears a more neutral expression when they aren’t. Charley can bring along one piece of food from a previous level. If a particularly clever move is pulled off, the game will call for an instant replay. The level select screen lists a flavor for each ice cream cone, with higher levels having dual flavors.

This is how Food Fight played in arcades (7 minutes):

The new game supports up to four players around a cocktail table form factor, in a last-kid-standing scenario. Instead of just flinging food at the chefs, the other players are also viable targets.

The original Food Fight was one of the last arcade projects of early independent game developer GCC, who designed games for other companies to publish. They also made Ms. Pac-Man and Quantum, and they also designed the Atari 7800 console and many of the arcade ports that were made for it.

Here’s is Arcade Heroes’ post on Food Fight Frenzy. Arcade Heroes also did a nine minute video talking about the game’s creation, and the changing climate at Atari that resulted in its creation being greenlit, and that shows off the gameplay, which looks very faithful to the original!

People who want to hear quite a bit more about this upcoming release can watch/listen to episode 140 of the Youtube/podcast series Indie Arcade Wave (36 minutes).

1 Credit Clear of Tower of Druaga, With Explanations

This one I find rather fascinating. There may be no arcade game ever made as purposely frustrating to play as Namco’s Japanese-only game The Tower of Druaga.

Hero Gilgamesh (often shortened to “Gil”) must pass through 60 maze levels, collecting a key from each then passing through the door to the next, while defeating enemies that get in his way, in order to rescue his love Ki from the villainous Druaga.

BUT almost all the levels have a secret trick to perform. If this trick is accomplished, then a chest will appear that, if collected, will grant Gil a special ability. Some of these abilities are helpful. Some, in fact, are necessary, and if they aren’t collected then on some future level Gil will be unable to advance! The tricks are explained nowhere in the game: it just expects you to know them, if not discovered personally then learned through word of mouth. (This was like a decade before most people had access to the internet.)

What is more, nothing in the game explains what the treasures are or what they do, or what you’ll find on each level if you do know the trick. And a few of the treasures are actually harmful! It means that, to win, you have to rely on a host of hidden information, obtained by both your own observation and from what you’ve heard from others. Which requires a ton of quarters to get, which suited manufacturer Namco just fine. Unfortunately (or, maybe, fortunately?), the game crash prevented Namco from trying its luck with this game in Western territories.

As a result, The Tower of Druaga is a game that’s probably experienced watching someone else play, rather than playing yourself. That’s what this video is, Youtube user sylvie playing through the whole game, not just advancing through, but explaining how it’s done along the way. It’s an hour and three minutes long:

U Can Beat Video Games Covers Final Fantasy IV

I’ve posted about the great Youtube walkthrough channel U Can Beat Video Games several times in the past, so I try not to report on every video they do. And lately, as they’ve been tackling bigger projects that take a lot more time to finish, there haven’t been as many to post about.

But now they’ve completed their four-part series, each at three-plus hours, on one of the most iconic JRPGs from the era, Final Fantasy IV, which of course got released in Western markets as Final Fantasy II. It goes over everything in the game, every secret, every step of the story, a lot of cool tricks and strategies, and more.

I understand some people use this as background for doing other things, or as their adult replacement for Saturday morning cartoons (look them up). In any case, it makes for a lot of viewing, so block off a fair amount of time for this.

Here are the direct links and embeds:

Part 1: Beginning to Cecil’s promotion to Paladin (3h44m)

Part 2: To Dr. Lugae in the Tower of Bab-Il (4h8m)

Part 3: The Underworld and up to the Bahamut optional fight on the Moon (4h17m)

And finally:

Part 4: The remainder of the game, and the ending (3h38m)

If you think this is huge, it’s only going to get huge-r when they reach Final Fantasy VI (er, III)!

Sundry Sunday: Duelin’ Firemen Trailer

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

If you haven’t seen it before (it made a trip around the blogs and such back in 2001), you really aren’t prepared for Duelin’ Firemen. The version that people saw then was really low quality though; a few years back, as part of a documentary about its making that seems like it never really got off the ground, a somewhat better quality version appeared on Youtube. It is, um, really something.

Duelin’ Firemen was a cancelled FMV game, probably a music game, for the 3DO console. Right off the bat it shows you it means business: not one but two planes, one of them in fact the space shuttle Columbia, the other Air Force One, collide with the top of the Sears Tower. The trailer was made in 1996 so you can’t blame it for being inappropriate due to either of those things. You might still consider it inappropriate due to other things, but it’s not too much offensive, unless you consider its childish innuendo or gleeful appraisal of a city in flames offensive. It might just be waiting for a massive citywide conflagration to hit the media for people to tsk at it for that. Which, well, would probably be fair.

Let me not keep you waiting any longer! Here is Duelin’ Firemen, the video game intro trailer that got submitted to freaking Sundance in 1996. You won’t be the same person afterward that you were before. Because we’re all changed by our experiences, be they great or small. But it really is an experience. 7 1/2 minutes’ worth of one:

Recognizable people in it, behind all the poorly composited flames, include blacksploitation star Rudy Ray “Dolemite” Moore, DEVO’s Mark Mothersbaugh, Dr. Timothy Leary, Rev. Ivan Stang of the Church of the Subgenius, Steve Albini, David Yow, and no doubt others I’m leaving out or don’t myself recognize. I’ve never been great with pop culture figures, or music figures either. But you don’t have to know who any of them are to enjoy it, probably with the aid of the mind-altering substance of your choice.

If you want to find out more, there’s this promotional interview (4 1/2 minutes) from around the time, and other clips on the documentary’s Youtube page. Or you could leave yourself blissfully unaware. That’s fine too.

And hey! The website duelinfiremen.com has recently been revived, and promises an upcoming interactive comic!

DUELIN’ FIREMEN!

Hardcore Gaming 101 Covers Snake’s Revenge

Hardcore Gaming 101 is one of the most important game history sites on the internet, and site creator Kurt Kalata writes on a wide variety of games for consoles and computers alike. Recently they’ve been on a Metal Gear kick, and that means covering the black sheep of the series, Snake’s Revenge.

Snake’s Revenge is the forgotten Metal Gear game, an NES sequel made without Hideo Kojima input, to the NES port of Metal Gear that he also had nothing to do with. It has a reputation for being terrible, but that’s really unmerited. As Kurt Kalata notes, while it has its flaws, is ignored by later Metal Gear games, and it has a story based on the manual scenario for Metal Gear written by Konami’s crazy American writing staff*, it’s technically proficient and has good music.

Yep, it’s the Metal Gear with side-view segments.

You can, and should read it for yourself, here.

* The American manual for NES Life Force says that the evil planet-eating monster Zelos was the proud progeny of “Ma and Pa Deltoid.” In the description of Dracula’s Heart in the manual for Castlevania II, it warns: “Careful! The heart attacks.” These were not means isolated occurrences from Konami’s US staff.