We’ve linked to TheZZAZZGlitch’s videos before, their obsession with the Pokémon and Pokémon Mystery Dungeon games is both admirable and somewhat worrying.
I’ve played quite a few Mystery Dungeon games, including nearly all of the many versions of Shiren the Wanderer (Rainbow Labyrinth is the only one I’m missing), and these dungeon level types keep coming up again and again. I’d be very surprised if essentially the same code, or close to it, wasn’t used in all of them. The beginning of the dungeon generation explainer is at 5:03.
One interesting thing is that the dungeons generated by the various routines often create maps that can be seen as variations upon the dungeons from the original roguelike, Rogue itself. Rogue used a distinctive 3×3 grid of rooms. Sometimes a “room” might be a winding corridor, a dead-end or a dark maze, but it doesn’t take much playing to see the patterns used, and the Mystery Dungeon games obviously use a similar system for most of its floors, using differently-sized grids. Sometimes extra dead-ends are generated, and there are a few extra styles, but in its overall plan it’s Rogue-standard. It’s what the video calls the “standard generator.”
This isn’t all that the video explains, for just one example it goes over the details of how the game’s random number generators work, and also how they can be abused (the dungeon RNG is seeded to 1 at boot, which can be used to ensure dungeons generate the same way). I think it’s essential viewing for any Mystery Dungeon enthusiast.
My play time for this game on Switch is 30 hours. I do not recommend it.
For most of the episode we try to treat the game as if all that skeevy stuff doesn’t exist, but don’t close it when it seems like it’s over….
As for the skeeve, the game’s official website has a section marked OPPAI, which I do not link to directly from here, in case it gets Set Side B on some kind of list.
I don’t make many @Play posts these days, and I’m sad that I have to drag out the tag for something like this. I am working on a lot of discussion about Caves of Qud (if I can link to Omega Labyrinth Life here I can certainly call out Qud), but the game is so blasted huge! Hopefully I can bring you something on that front soon.
This year it’s happening between Saturday and Sunday, October 25-26. That’s the day after tomorrow! There’s an unusually good roster this year, and I don’t just say that because I helped find speakers for it this year.
We’ve already had a preview event with a couple of great talks, including a real star, Jon Perry, who created two of the best games in UFO 50, Mini & Max and Party House. While I spent a lot of time with Mini & Max uncovering its many secrets, it’s but a small fraction of the time I’ve played Party House. (If you want to hear Jon Perry’s talk, from September, you can find it here, as well as Ezra Stanton’s talk on Synergy Networks in roguelikes, and Alexei Pepers’ Designing for System Suspense.)
Mixing Hand-Crafted Content with Procgen to Achieve Quality
1:30 PM 10:30 AM 7:30 PM
Max Sahin
Stuff: The Behavioral Science of Inventory
1:45 PM 10:45 AM 7:45 PM
Florence Smith Nicholls
Roll for Reminiscence: Procedural Keepsake Games
2:30 PM 11:30 AM 8:30 PM
Alexander Birke and Sofie Kjær Schmidt
Hoist the Colours! Art Direction and Tech Art in Sea Of Rifts, A Naval Story Generation RPG
3 PM Noon 9 PM
bleeptrack
From Code to Craft: Procedural Generation for the Physical World
3:30 PM 12:30 PM 9:30 PM
Zeno Rogue
The Best Genre for a Non-Euclidean game
4:30 PM 1:30 PM 10:30 PM
Cole Wehrle
Play as Procedural Generation: Oath as a Roguelike Strategy Game
5 PM 2 PM 11 PM
Jeff Lait
Teaching Long Term Consequences in Games
6 PM 3 PM Midnight
Ray
A Mythopoetic Interface Reading of Caves of Qud
6:15 PM 3:15 PM 12:15 AM
Johnathan Pagnutti
Wait, No, Hear Me Out: Simulating Encounter AI in Slay the Spire with SQL
6:30 PM 3:30 PM 12:30 AM
Jamie Brew
Robot Karaoke Goes Electric
7:30 PM 4:30 PM 1:30 AM
Stephen G. Ware
Planning and Replanning Structured Adaptive Stories: 25 Years of History
8 PM 5 PM 2 AM
Tyriq Plummer
Scrubbin’ Trubble: The Journey to Multiplayer Roguelikery
8:15 PM 5:15 PM 2:15 AM
Andrew Doull
Roguelike Radio 2011-Present
Sunday, October 26th
Time
Speaker
Talk
12:45 PM 9:45 AM 6:45 PM
Ada Null
Dyke Sex and Ennui: Generating Unending Narrative in “Kiss Garden”
1 PM 10 AM 7 PM
Younès Rabii
We Are Maxwell’s Demons: The Thermodynamics of Procedural Generators
1:30 PM 10:30 AM 7:30 PM
Dennis Greger
The Procedurality of Reality TV Design – An Overview
4:15 PM 1:15 PM 10:15 PM
Paul Dean
Picking up the Pieces: Building Story in a Roguelike World
4:45 PM 1:45 PM 10:45 PM
Patrick Belanger and Jackson Wagner
Hand-Crafted Randomness: Storytelling in Wildermyth’s Proc-Gen World
5:15 PM 2:15 PM 11:15 PM
Nifflas
Music algorithm showcase
6:15 PM 3:15 PM 12:15 AM
Seth Cooper
Building a Roguelike with a Tile Rewrite Language
6:30 PM 3:30 PM 12:30 AM
Quinten Konyn
Anatomy of a Morgue File
6:45 PM 3:45 PM 12:45 AM
Alexander King
Don’t Pick Just One: Set-Based Card Mechanics in Roguelike-Deckbuilders
7 PM 4 PM 1 AM
Brian Cronin
Playtesting Process for Ultra Small Teams
8 PM 5 PM 2 AM
Mark Gritter
Sol LeWitt, Combinatorial Enumeration, and Rogue
8:15 PM 5:15 PM 2:15 AM
Dan DiIorio
Luck be a Landlord – 10 Lessons Learned
8:45 PM 5:45 PM 2:45 AM
Liza Knipscher
The Form and Function of Weird Li’l Guys: Procedural Organism Generation in a Simulated Ecosystem
If some of these talks seem like they’re spaced closely together, some of them are “lightning talks,” very short. Those have their titles in italics in the above list.
If you follow indie gaming circles, there are a fair number of exciting speakers among the talks! Jeff Lait (homepage) has made twenty highly interesting roguelikes, many as 7DRLs. Nifflas of course is the creator of Within a Deep Forest, the Knytt games, Affordable Space Adventures and others. Dan DiIorio is the creator of the oft-mentioned (at least in my hearing) Luck be a Landlord, and Zeno Rogue makes the long-lived, and brain-bending, HyperRogue.
And make sure to have a look at the Redbubble and Steam links too! In this year’s Steam selection, MidBoss and Shattered Pixel Dungeon are already on sale.
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
Writing about Nintendo fangames is fraught. Not that something might happen to me, the insidious grasp of their legal team doesn’t stretch that far yet, but for the games being written about. Remember AM2R, a fan remake of Metroid II that many believe was superior to Nintendo’s own revision? Then some big sites mentioned it, Nintendo heard about it, and they sent the creator a nastygram demanding they take it down. Set aside the fact that the game can still be readily obtained from numerous other sources; it still dumped a big bucket of freezing cold water on the hard work of its maker, which is hardly a way to treat fans, especially since the company’s prosperity depends on their good will. Nintendo must be really certain those enthusiasts won’t reject them.
About our own blog, I don’t think anyone at Nintendo personally reads Set Side B. I’m sure their well-paid legal staff has plenty better things to do than read an obscure little daily retro/niche/indie blog, even if it’s one that posts articles on their products really often. But it does seem possible that someone at Nintendo might run a spider, an automated program that scans the internet for derivative works related to their products.
Not romhacks, mind you. For some reason Nintendo doesn’t take a lot of interest in romhacks of their work in most cases. But fanwork that uses their IP in one way or other has been known to attract the attention of the legal Warios. That is why AM2R got stomped upon by the Kuribo’s Shoe of Civil Law, and it’s why Zelda Online had to retitle to Graal Online (a project that continues to this day under that name).
I tell you this so you’ll know why I don’t give the full name of the project I’m going to refer solely by the second half of its title: Dungeons of Infinity. Any person looking at the screenshots will be able to easily tell what game it’s referring to, and uses assets from, but web crawlers won’t, or at least I won’t make it any easier for them than the Youtube videos that contain footage of its play. If you figure you want to try it, which I hope you will, if you search for it you’ll probably find it. I’ll help you out by telling you it’s not the board game Dungeons of Infinity, which had a Kickstarter in 2024. Many of the top hits for that phrase will be about that, but not all of them. I trust you’ll be able to tell them apart.
(mumble) is gray here because he’s been cursed! Curses rarely and randomly spring from chests that are opened, and impose some restriction upon play, like making shops sell things for higher prices, or making hearts hurt you instead of heal. Each curse has a randomized lifting requirement.
Most of the things I like about (mumble mumble): Dungeons of Infinity are not related to the game from which it borrows. If they could find some helpful people to make similar graphics in the same style, and changed the name, they might be able to escape danger entirely, but that might require time and effort the creator doesn’t have. Whatever be its trappings, it’s a pretty cool random dungeon exploration game in its own right. It has a pretty active Discord. Its creator mentions there that they’ve recently lost interest in working on the game so its current version, 1.2.1, will probably be its last. It’s still pretty cool as it stands.
So the idea is, like in the other games in the series of, um, The Saga of Fitzgerald’s Wife, is to pilot a green-suited elf kid through dangerous and tricky dungeons and caverns full of monsters and traps, collecting items and uncovering secrets. What’s different is that the game is much more linear than those other games (much like the Four Swords Adventures titles), and the rooms and their arrangements are randomly determined. So… also like the Four Swords Adventures games, although this one is purely for solo play.
The Armos Knights, from The Saga of Fitzgerald’s Wife: A Connection to Previous Times, are much harder than in the original, without their former weaknesses. Arrows don’t seem to even harm them. (EDIT: DoI’s creator reached out and said they are vulnerable to arrows, it’s just the last phase of the fight, when there’s just one left,that it becomes immune.)
If you explore throughly enough you’ll always find a way forward, the game isn’t designed to give you unsolvable situations. But what can change, and quite a lot at that, is the items that you find. Weapons like the Bow, the Hookshot or the Boomerang have to be found, or sometimes bought, if you want to use them. None of these items are required to win, but without certain items, like Sword and Tunic upgrades, or extra Heart Containers, you’ll find the going much more difficult.
There are some pretty tricky secrets in this game. Try to remember all the different ways things could be hidden in the previous game.
In fact, probably the game’s biggest drawback is that it falls prey, a bit, to fangame difficuly malaise. Bosses that in the original game aren’t hugely difficult here are tenacious damage sponges. Everything in the game has been tuned to be that little bit more difficult: you have less health, sources of healing are less common, and enemies take more damage. Due to the nature of difficulty, all of these individual sources of peril multiply together and become much harder than the sum of its parts. And (mumble mumble): Dungeons of Infinity is a permadeath game: if you take too much damage and run out of hearts, the adventure ends, so to keep going you have to start over from the beginning, fighting all the early enemies once again, and building a whole new collection of random items. If you’re not up for a challenge, well, you probably shouldn’t bother downloading it.
Here’s some details that it might be useful to know:
To be frank, the many dark rooms in (mumble mumble) Dungeons of Infinity are probably my least favorite part of it. You don’t get the helpful cone of vision in dark areas here, and lit torches only light up a small area around them. There is an item that can give you a bit more visibility.
You have a very limited inventory space. You can only hold five items by default. The bow & its arrows count as separate items too, as do your bombs and any healing items you find. You can find, or (more likely) buy inventory expansions, and there are items that help keep other items from taking up inventory spaces, but you’ll frequently have to make difficult choices for what to keep.
On the other hand, items you drop, or don’t have room to collect, don’t disappear. They’ll remain on the ground in the room they were dropped or found in until you come back for them, or else take the downstairs (you don’t get to backtrack to previous floors). If you hold off on collecting hearts when you’re at full health, then when you do take damage, you can come back to pick them up later.
Aiding in this, enemies that you defeat never return. It’s possible to clear whole dungeon floors of monsters, making them much safer to explore.
In the bottom-right corner of the HUD, there’s a vertical map of all the dungeon levels, which gives you the low-down on where the bosses are. It also marks the location of save points. In the true spirit of permadeath these points are only for taking breaks, not for continually restoring from, but seeing as how the game is fairly long it’s good to take advantage of them, and refresh the mental batteries for a bit before tackling the next leg of the quest.
It’s a shame that it’s pretty far into the game, but in the rebel village area on the 6th floor there’s an arcade with a pretty decent remake of arcade classic Berzerk in it, as well as an endless runner version of Pitfall with a recreation of the music from Pitfall II: Lost Caverns! If you get a few rooms into the Berzerk remake, you’ll find another mini-game, within that mini-game. I don’t know how deep this recursive ouroboros of gaming goes, but it’s a very nice touch.
This is a screenshot of the Berzerk remake in the village arcade. I wish this and the Pitfall-inspired endless runner could be played stand-alone!
I’m helping out with Roguelike Celebration 2025, the now ten-year-running conference-like thing about all things roguelike, roguelite, and roguelike-adjacent. Yes, I’ve presented there three times so far, and figured it was time to give back!
While RC got its start as an in-person conference, when the pandemic hit they switched over to being entirely virtual, presented through video feed. All of their talks end up posted online, so anyone can see them for years after. But if you can attend during the conference you can participate in chat, ask questions of the speakers, and explore a very clever MUD-like chat interface!
I’ve tried to spread the word about Roguelike Celebration where I can, through social media and this very blog here. Every year they have several very interesting talks that, if you read Set Side B, I know you’d be interested in seeing. They’ve hosted Tarn Adams, co-creator of Dwarf Fortress, the creators of the original Rogue, and many other thoughtful speakers.
This year Roguelike Celebration takes place October 25-26. They sell tickets, but they also let people who are strapped for cash apply for a free ticket. (If you can pay for admission though, please do, as it takes money to run an event like this.)
And if you have a roguelike, or even vaguely-related project, please please please answer their Call For Proposals, to apply to present your work to their devoted audience of extremely thoughtful attendees! The CFP site is here, and their deadline has been extended to July 20th, so you have about three weeks to get in your proposal!
Give it a shot, it’s a great way to spread the word about roguelike work, or about a procedurally-generated game you’re interested in, or just something you think the world should know about.
By volume most game players, let’s be frank, are interested in the big AAA productions. But there are lots of people out there who are willing to give indies a chance, which roguelike games often are, and we have to stick together. Not only to talk with each other and build those connections, but to do it in public, non-corporate venues. Reddit largely is a sham these days, more interested in monetizing their userbase, and Discord isn’t web-searchable, and requires navigating a maze of requests that you upgrade to “Nitro.”
I do not lie: little volunteer-run organizations like Roguelike Celebration are a lot closer to the true spirit of the internet, and the World Wide Web, than those are. So please keep them in your thoughts, if you can buy a ticket, and if you have something to present, answer their CFP! You won’t regret any of those things.
It got by me this year, but the now 20-year-old 7 Day Roguelike Challenge, a gamejam where people try to construct a complete roguelike within a week’s time, finished up Saturday.
Not only has it been around a long time, but a number of games have come out of it that went on to greater things. Jupiter Hell got its start as a 7DRL project called DoomRL. The amazing Jeff Lait has made a ton of 7DRLs, and many of them have some awesome twist, like a game where you can make portals, but where the portals result in the world through them being rotated and possibly allowing you to get mixed up!
Jeff Lait’s Jacob’s Matrix
There’s regular several very interesting games in the challenge each year! Its itch.io page is here. This year’s theme was, simply, “roguelike,” and 819 people have joined it so far! I can’t wait to see what they’ve made!
I remember the days when everyone marveled at how many ways to die there were in Nethack. Remember Nethack? Good old Nethack.
Multiple long ages of the internet ago, famed nethacker Boudewijn Wayers wrote a spoiler called To Die: 50 Ways to Leave Your Game. It was published on his long-gone Nethack Home Page, but copies of it remain scattered around the internet, although currently I can only find one copy on Google, from a page on tecfa.unige.ch. I’m quite sad that this venerable piece of hack lore is in danger of extinction, at least to people who don’t know the magic codes to enter on the Wayback Machine.
To Die is a wonderful bit of roguelike lore, so great that I’m posting it in full here soon to help preserve it. But today’s focus is on a more recent variation of it: a Youtube video from TheZZAZZGlitch listing every way to die in Pokemon Mystery Dungeon Blue and Red Rescue Team. (21 minutes)
In the spirit of the communal spoiler files of old, I enter the list of death causes here, in easy-to-search-for text. For the details, I refer you to the video. Note that every source of damage in the game that has the potential to reduce the player’s HP to zero has a corresponding entry in this list, so it serves as a map to every cause of harm in the game’s Pokeverse.
WAYS TO KICK THE POKEBUCKET (33 possible causes)
was defeated by (attacker)’s (move) (this is the most common cause of adventure ending) missed a Jump Kick and wiped out. missed a Hi Jump Kick and wiped out. fainted from the foe’s Destiny Bond. (an instadeath) fainted, covered in sludge. fainted from a move’s recoil damage. fainted from damage it took bouncing. was defeated by a foe’s pent-up energy. fainted from stepping on spikes. fainted from a bad burn. fainted, unable to bear constriction. fainted after the poison spread. fainted while still being wrapped. was felled by a curse. was drained to nothing by Leech Seed. fainted from hearing Perish Song. (another instadeath) fainted while in a nightmare. was felled by a thrown rock. fainted from hunger. disappeared in an explosion. tripped a Chestnut Trap and fainted. fell into a Pitfall Trap and fainted. was defeated by a Blast Seed’s damage. was transformed into an item. (instadeath) fainted from being knocked flying. was felled by a Pokemon sent flying. gave up the exploration. (quitting the game, not explicitly a death, but serves the same purpose) was blown out by an unseen force. (spent too long on a single floor and was expelled by the Winds of Kron) returned with the fallen partner. (your sidekick fainted, so you left too, automatically) fainted due to the weather. failed to protect the client Pokemon. (FISSION MAILED) fainted from a Wonder Orb. fainted from an item.
Unattainable but still used in the code, waiting for a moment that can never come (7 causes):
was transformed into a friend. (what?) left without being befriended. (hwat?) was defeated by debug damage. (nooo not debug damage) was felled by a thrown item. was deleted for the sake of an event. (oh okay then) went away. (so long) was possessed. (spooky)
Three messages exist in the code but with no way to activate them, even theoretically:
fainted from a debug attack. was defeated by a powerful move. fainted due to a trap’s damage.
Despite the words’ lack in the title, the two videos linked here, both made by Some Body, are all about roguelike behavior, and likely have implications for Chunsoft’s Mystery Dungeon engine generally, from which the Rescue Games derive.
In terms of depth, this post is rated 4 out of 5: highly detailed information for obsessed fans and game designers.
And, the second (44m), it goes further into the weeds and is longer:
So, here’s a tl;dw overview of the first video. Despite the length, this is really only a brief summary! Some Body got their information by reverse engineering the games’ code, so it should be considered authoritative.
PMD has three times of actions, moving, attacking and using items. First they try to use an item–if there is no item to use, or the situation isn’t appropriate, or there’s a random component and they choose not to, they fall through to attacking. If there’s no one appropriate to attack, they fall through to moving or wandering. If they’re not pursuing a target and aren’t wandering, they wait in place.
Awake Pokemon try to reach a target: team members try to reach the leader (you)*, enemies try to reach a party member of yours. If they are following someone, they try to reach the target by default moving diagonally before moving orthogonally. This is good to know, and an effective strategy, since it’s harder to escape a cardinal-adjacent Pokemon than a diagonal-adjacent one. If a Pokemon has a target in sight but can’t move towards towards it, it doesn’t move.
(* Note: for teammates, this assumes the “Let’s Go Together” tactic is in effect. Generally, tactics settings are covered in the second video.)
No Pokemon can move towards a target they can’t see. Sight in Blue & Red Rescue Team is two spaces around them, or throughout a lit room they are in plus one space into corridors. Of course, invisible targets can’t be seen, even if they’re nearby. Note, a quirk of the Mystery Dungeon series generally: when standing in the first space of a corridor, you can only see slightly into the room, but everyone in the room can see you. While your default sight range in darkness is two spaces in the PMD1 games, instead of MD’s standard 1 space, you’re still a bit blind when moving into rooms. Notably, that two space distance around you is a square, so in corridors with bends in them you get a bit extra sight distance.
Now comes the interesting part (to people who are as obsessed with roguelikes as I am): what happens if a Pokemon loses sight of its target? In PMD1, it considers the last four locations the Pokemon was in, and tries to go to the one it was visible in most recently. Note in bent corridors, it becomes harder for a character to lose its target.
If the target is four turns outside of the follower’s sight, it has lost track of it, and the follower begins wandering randomly. This can happen if the Pokemon has never had a target (none has come into sight), or the target or follower teleports, the target moves over terrain the follower cannot cross, or the target moves away when the follower is occupied, or, due to the variety of events that can happen in the Mystery Dungeons, other ways.
Followers without targets wander randomly. When they spot a target, they cease moving randomly and pursue it. But if still wandering, in rooms, they pick a random exit, go to it and go down the corridor. In a corridor, they follow it until they reach a room (then entering it), or they reach an intersection. At an intersection, we see an interesting behavior: PMD1 occured before Chunsoft switched over to making wanderering monsters pick random directions at corridor intersections! In later Mystery Dungeon games, including later Pokemon Mystery Dungeons, wandering monsters go straight in intersections if they can. This is behavior that can be relied upon, but not in PMD1.
Outmatched Pokemon can decide to flee, essentially, moving away from their targets instead of towards. In rooms, they pick the exit furthermost from their pursuer, unless they moves them towards that pursuer; then they just try to get away as best they can, likely remaining in the room. A quirk of this: sometimes a fleeing monster breaks for an an exit that is more distant from the target, but not away from at attacker, giving it a free hit. The circumstances around this are complicated: the explanation begins at 7:16 in the first video.
For attacking, Pokemon have up to four moves, and a normal “attack.” This generic attack is not part of the main Pokemon game series. It was present in the first two PMD games, but after that became less effective. In the fourth and fifth PMD games, the normal attack only does five points of damage, and in the Switch remake of Rescue Team, it does no damage at all; it’s only a tool for passing time. But we’re still in the realm of PMD1, where “normal attacks” are not only useful but frequently used, because they don’t consume any PP.
Attacks are chosen based on a weighted average of all the usable moves. Each move has its own weight value; the normal attack weight’s varies according to the number of other moves available.
Ranged attacks are an interesting case. If a Pokemon has a ranged attack, and an enemy that can be attacked at a distance, it triggers the attack routine, where it picks a move from those available, but then only actually performs the move if the attack can reach its target. This can result in an attacker passing up opportunities to attack while an opponent approaches it. Out of fairness, room-range attack moves are only used by the AI when adjacent to an enemy.
Items have a bunch of minutiae associated with their use by the AI, but a lot of it is pretty ordinary. A few highlights: teammates can throw held negative status equipment at enemies, wild Pokemon start using items at Level 16, and there is only one Orb that wild Pokemon can use, and teammates can’t use it: the Rollcall Orb, for them, summons a number of other wild Pokemon into adjacency with them.
Caves of Qud, after over a decade of development, finally reached a 1.0 release and has, for now at least, become the toast of the more-enlightened gaming internet. Of course there will people who will look at its time-based graphics and look down on it, and go back to their games of Call of World of Fortnight Among Us Craft Duty League. But if you’re here, then there’s a good chance that you get what’s special about roguelikes. And not just roguelikes, but classic roguelikes: heavily randomized, turn- and tile-based, and challenging. Hence, Caves of Qud.
Honestly, the roguelike scene is so large now that no one person could reasonably be expected to keep track of all of it. But there is no need to; others hold aloft that particular torch. Here’s a couple of videos, then, on getting started in Caves of Qud.
Publisher Kitfox Games (who also publish the Steam release of Dwarf Fortress) sponsored a video with “Getting Started” right in its title. Here it is (18 minutes):
It contains information on the different modes, the best starting location for beginners (Joppa), basic controls, navigating around the starting town, how to get around the world map (reminiscent of Alphaman!), how to spend kill points, how to read things, how to examine Artifacts, how to experiment with things (even if it gets you killed sometimes), how to steal things, performing the water ritual, and some combat tips.
Another, slightly longer at 24 minutes, intro video is by Rogue Rat:
It covers ranged weapons, the town of Joppa, Truekin, what to do when you get lost, some different skills to learn, gaining levels from giving books to a specific NPC, using its Crawl-type Autoexplore feature and other topics. Rogue Rat did a longer, more basic, intro video (34m) last year that went over many of the same topics as the first video here.
Starting this Saturday at noon US Eastern time (9 AM Pacific, 5 PM Greenwich, 7 PM CEST) is Roguelike Celebration 2024! I’m presenting half an hour on the Mystery Dungeon games this year, at 3:15 PM Pacific/6:15 Eastern/11:15 Greenwich/1:15 AM Sunday CEST. Whew, the roundness of the Earth makes it difficult to express times!
Roguelike Celebration is nominally about roguelikes and procedural generation, but I think it’s interesting from a wide variety of gaming perspectives, and every year I find several talks that are incredibly interesting. Past years have offered presentations from people who worked on games as diverse as Kingdom of Loathing and Blaseball. Here are the talks being offered this year:
Saturday
Harry Solomons: Trampling on Ghosts: Hauntology and Permadeath
Cezar Capacle: Enhancing Narrative Through Randomness and Complications
Max Bottega: Keeping Art Direction interesting in a procedurally generated world
Stanley W. Baxton: Bringing Real-World Occultism into Your Games Without Accidentally Being Racist
Jeff Emtman and Martin Austwick: Neutrinowatch – the podcast that plays itself
Nic: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories
Pandamander: “Out of Book,” The Psychology of Why Roguelikes Keep Us Playing
They keep using terms from Chunsoft’s Mystery Dungeon games, especially Torneko no Daibouken from the Super Famicom, but seem to have a good sense of how those items connect to and were inspired by Rogue.
Your armor weakens, oh my! “All the F words in the world were about to come out.”
They also die a lot. Because Rogue doesn’t want you to win. It was made for a community of players who would play it over and over, and were competing on shared scoreboards on university machines, and indefinite play makes for a poor measure of player skill. Standing and trading blows with every monster is a bad strategy in Rogue in the long run. Instead, it helps to run from strong enemies, to build up more hit points so as to defeat them, and sometimes in order to escape them to the next floor. Rogue’s monsters grow in strength as you descend fairly quickly, and the player is usually not far ahead of them in the power curve. Then around the time Trolls show up they’re roughly an even match, and they keep getting tougher. The point where the monsters become stronger than the player is different every game, and depends a lot on which items the player has found and has identified, but it always comes eventually. They eventually get pretty far, dying on their fifth attempt to a Griffin on Level 18.
* “Water supply texture: Say goodbye to the smell of raw oysters.” “The Dora doll’s twisty honey positive is getting warmer.” “I miss the days when I used to go Hee Hee in Centauros.” “Let’s quickly wash and throw away the rotten plastic bottles we drank from.” Tell me more, auto translate bot!
I’ve been playing a lot of Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island lately. Partly in preparation to add a chapter on it to my Mystery Dungeon book, partly because I like Mystery Dungeon games. I streamed my playthrough of finishing the main dungeon (on my first attempt!) here.
Here is the title screen (which is a spoiler for after finishing the main dungeon, although that is really only a short way into the game):
After you finish every other task in the game, including finishing the final 99 Floor “megadungeon” where most items are unidentified, the title screen changes to add a nice rainbow:
I forgot to get a picture with the title in place. I can’t go back and get it now because of what followed….
There is one more thing to do at that point though. That is to play through the megadungeon again, but finding 12 “Celestial Stones” that severely restrict your inventory by the end.
Well, I’m not sure if they really counted on anyone doing that? There doesn’t seem to be much reward for it. It doesn’t go remarked upon by anyone in the game. But it does change one thing: the title screen. Here it is:
I like the red “IN SPACE” stamp! Sadly, all the graphics in the actual game still show an island floating in the atmosphere, and not in orbit. I wonder if they plan on doing something with this in an update? That seems like a lot of extra work for the benefit of not a lot of people.
Looking through my screenshots, I found this illustration that can be unlocked for behind the main menu, showing Shiren stumbling upon a Monster House:
There’s a lot more to say about Shiren 6, after I gather up my thoughts about it….