The Japanese person (or people) behind the website www.gamedesign.jp are mysterious to me. I know nothing about them, except that they’ve been making games, first in Flash, then more recently using the Ruffle runtime, since at least 2001.
DICEWARS
While the title under which they put up their efforts may not be memorable, if you’ve been playing web games for a while you probably know some of their work. Possibly their best-known game is DICEWARS, which is like a version of Risk that plays much much faster, most games over in minutes, instead, as with the people I know who have played it, of days.
In DICEWARS (several of GAMEDESIGN’s games are stylized with allcaps), you have nation whose territories are represented as colored areas, each containing a stack of from one to eight six-sided dice. Each nation gets a turn to act, during which they can use a stack of dice to attack the dice of a neighboring country. Fights are resolved by rolling all of the dice in the two stacks. If the attacker wins, they move all of their stack save one into their conquest and take over (the enemy dice are lost), with that single die remaining in the stack’s previous home to keep the lights on.
If the defender rolls higher, or there’s a tie, the attacker loses all of their dice in the stack except one and the defender loses nothing. A stack of one can’t attack, and is generally pretty easy to slaughter by other nations; a good element of strategy is figuring out how to keep high-dice stacks near the front, between enemies and your single-die lands, since you can’t manually move dice around between your territories. When a nation is done acting for a turn, they receive extra bonus dice relative, I think, to the largest contiguous group of regions they control. They are placed randomly among all their possessions.
Fairune (Flash version)
Various versions of DICEWARS can be found on mobile app stores, although I don’t think any of them are officially blessed, and they tend to disappear after awhile.
It turns out they have a lot of other games that you may know of. One of particular note is Fairune, which is a capsule, very much simplified JRPG. Fairune and sequels made it to the 3DS and Switch eShops, where they are very inexpensive and enjoyable. Fairune is copyrighted by SKIPMORE, which may be a different entity. It’s still a nice game, worth looking into.
EDIT: SKIPMORE has their own website, which now mostly presents their downloadable console and mobile games.
ZoomZike on Youtube has been working for years on a comprehensive series of videos going through all the Mario Party games, and breaking down what parts of each are a matter of luck, and how many are of skill. Along the way, they also serve as fine guides to winning at them, at least as far as you are able.
They’ve gone through the series, trending longer with each one, for each game from Mario Party 1 through 7 (with an April Fool’s stop over at Advance). Even the shortest is at least an hour, and the most recent one is over five hours. That might seem like a whole lot, but imagine how long it took to construct! These are really deep videos, often with odds figured out through exhaustive, and exhausting, trial and error.
Mario Party 7 is the last of the four Mario Party games that came out for the Gamecube, even beating out the N64 portion of the series by one game. The early MPs were notorious controller destroyers, often resulting in the dreaded white dust of death, a result of ground plastic, emerging from the controller after heavy play. The Gamecube had controllers that weren’t as susceptible to wearing out, and so were better suited for the demanding play that Mario Party provides.
Anyway, here is the video, all five hours and 25 minutes of it:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s not easy to find romhacks that measure up to our exacting standards, that strike me in just “that way,” but a conversion of the NES Legend of Zelda, one of the few mainline Zeldas never to have been really remade in any form (unless you count the abandoned Satellaview versions), fits the bill like a duck in well-made dentures.
This screenshot may look nearly exactly like The Legend of Zelda. In fact it is the Legend of Zelda, just converted, nearly exactly, to the SNES.
Link doesn’t wait for the transition to finish to start climbing out of caves.
The question has to be asked: why? I mean, to a degree it is kind of pointless. There’s been nearly exact (although always unofficial) re-implementations of The Original The Legend of Zelda since Zelda Classic (Set Side B). All of Nintendo’s own rereleases, from Virtual Console to Gamecube bonus disks to a stand-alone Game & Watch unit. But recreating it on SNES does have certain uses. First, it fixes a handful of issues with the earlier game, notably it doesn’t have flicker or slowdown. It also uses the L and R buttons to allow for quick inventory cycling without having to go into the subscreen.
The colors are slightly better as well. And the top of the screen display labels the buttons Y and B, instead of B and A.
It speeds up game transitions: it uses the Link to the Past-style iris in and out effects, using the SNES’ display masking feature, instead of the slower curtain closes and opens from the NES version. It allows you to use custom soundtracks via MSU-1 support. Health refills instantly instead of pausing the game for up to 15 seconds while all your hearts load up with red. And the sound is very slightly different: by default the low-health beep is less insistent, there’s an extra sound when you kill an enemy, and the candle sound is a little higher in pitch.
But perhaps the best reason to convert it to the SNES is, SNES emulators are nearly as common as NES emulators. You can play this modestly improves version of LoZ on anything with an SNES emulator, which isn’t something you can say of Zelda Classic.
Yes, I used this hack as an excuse to play completely through the first quest again. And yes, I did it without dying. I still got it.
I’m kind of an outspoken fan of the original LoZ, I still think it’s well worth playing today, although I think you should seek out its manual should you do so. (The opening demo even tells you to look there for details!) You’ll die a lot, it’s true, but there’s little penalty for it except for going back to start or the beginning of a dungeon, and having to go refill your health before you try again. It takes real skill to weave around its fast-moving enemies and projectiles, but it’s doable, and you don’t need speedrun skillz to do it.
It is rather difficult to find it through search. It’s not on romhacking.net. Creator infidelity’s announcement was on Twitter, where he offered only a direct download.
The Suck Fairy is a mischievous spirit who visits the beloved properties of our youths so that when we return to them they’re much worse than they were when we first found them. That is surely the explanation; it’s not that we’re much more knowledgeable and mature readers/viewers/players now than back then. It can’t be that our horizons have expanded. It can’t be that the thing we liked back then was never really as good as we thought it was.
The Suck Fairy as a concept has been with us for a while now. I think it was introduced to the world in a September 2010 article on Tor.com by Jo Walton. There’s lots of weird concepts like that that litter internet culture (my favorite is the “Crazification Factor,” from a post on Kung Fu Monkey in 2005, long enough ago that its mention of Obama’s election refers to his Senate run), and sometimes we don’t even know the first time it arose.
Gek is maybe an odd choice for a visit from the Suck Fairy; surely, all of its suck was predispensed? But it was still beloved by some, many of them purchasers of the failed 3DO system on which it originated, one of those consoles with few games, and even fewer that could be called good. (The best, probably? Star Control II.)
The writer of this Destructoid article, still liked it for itself, but finds that it’s one of those games where context given by its manual kind of ruins the game’s premise by giving it an adverse context.
If you just play the game, Gex is a fairly shallow game about a lizard mascot character, in sunglasses no less, romping through a series of worlds based on media properties, uttering trite digitized quotes at various times.
If you read the manual, you find out that Gex is wallowing in sorrow! His dad was an astrogecko working for NASA! He lost his life in a terrible accident! Gex, unable to face the world, retreated into television! It’s the only way he can handle living! And, although Gex thwarts the villain’s plot to use him as a mascot character (a thing he already is really), nothing at the end of the game indicates that his mental state has changed.
The first of six manual pages that lays out the reason for Gex’s media obsession.
I think the writer may be overthinking things a bit. Often manual stories were written as an afterthought by people who had nothing to do with the making of the game. Have you ever seen the manual for the NES release of Konami’s Life Force? It claims that the evil gigantic space creature Zelos, huge enough to devour planets, was the proud offspring of alien beings named “Ma and Pa Deltoid.” The manual for NES Metal Gear claims that the villain wasn’t Big Boss but instead “Colonel Vermon CaTaffy.”
Ski-Free is a beloved part of casual gaming from the days before it was called that, before even internet use was widespread. Distributed as part of Microsoft Entertainment Pack 3, it predates even Windows 95, and even Windows 3.1! It goes all the way back to Windows 3.0. Checking up on the game in Wikipedia reveals that a version of it is included as an easter egg in current Microsoft Edge (go to edge://surf in that browser, if for some reason you use it).
One of the most remembered things about Ski Free is, if you get to the end of the course and keep going, eventually a yeti will chase your skiier down and eat him. A submission to GMTK 2023 gamejam, Yeti Upsetti is Ski Free in reverse. You play as the yeti, and try to chase down skiiers. You can run in all directions, but even so it’s very difficult to catch any of those elusive sportspeople. They’re very good at avoiding your abominable grasp. The only strategy that has worked for me at all is trying to chase them into obstacles, which gives you two short seconds to grab them for a monsterly meal before they get back on their skiis and coast away. Except to be told many times that you’ve died of starvation, and that you’re a terrible yeti. Which, fair, I don’t live anywhere near a snow-covered mountainside in real life.
From the recent trove of preserved video from Noclip Game History Archive, here’s a look through Nintendo Of America’s internal employee-only museum/store, circa 2006, on Youtube. There is very little sound in the footage, so you might want to increase the playback speed to double.
For context, it was near the end of the Gamecube’s life, immediately before the release of the Wii, and the early years of the Nintendo DS. Objects glimpsed during the stroll include various consoles, records of Nintendo’s collaboration with the Starlight Children’s Foundation, Pokemon merchandise, Nintendo awards, some arcade units (including a glitched Mario Bros. cabinet), a Virtual Boy, various character statuettes, old playing cards, a capsule timeline of Nintendo history, and various games for sale at the time. It seems that the museum also functions as a retail space for employees.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
I’ll admit it, there’s this cable that goes into my brain directly from Youtube, and I use it to cut the number of game-related things I have to post daily on this site by a full seventh. I know you all suspected it, I’m just confirmin’ it. I’m like a vermin, for confirmin’. I’m a squirmin’ vermin for confirmin’! In German! No, no let’s not write Shecks my language skills cannot kassieren.
Record scratch you know who does fun cartoons sometimes? Doobus Goobus. Like that other person, Pringus McDingus. I’d understand if you mixed them up from their names. But DooGoo posts more often, and longer things! Just a little less polished. Pringus has a really appealing art style, while Doobus traffics in the internet’s default art style: purposefully ugly. Nothing against that as a style, just calling a misshappen spade that thing that it is.
The requisite preamble now complete, please enjoy five Sonic the Hedgehog characters using profanity at each other in an entertaining manner.
The New York Times doesn’t add new games to its stable, alongside the daily crossword puzzle and Wordle, often. Spelling Bee is one I enjoy a fair bit when I think to look at it.
A newcomer to their game collection that’s in beta testing that seems interesting is Connections. It’s not a word game, at least not in the sense that a game involving manipulating letters is. It’s more a game of categorizing.
The puzzle from June 12, 2023
You’ve given a field of sixteen cells in a grid, each containing a word. The words relate to each other in four distinct groups, each containing four of the words. They’re all scrambled up so their positions in the grid don’t relate to their connections. To solve the puzzle, you must figure out which words connect with each other.
To help you, if you manage to pick four words that belong together and click the Submit button, the answer will be confirmed and the category identified, and the words will be removed from the grid, leaving only the words yet to be sorted, making it easier to deduce the remaining categories.
In the first puzzle I did, the words, mixed up here to preserve for you the opportunity to do it yourself, were:
OKLAHOMA HIP PACKER THEM
COWBOY ELBOW SPIRAL WRIST
AIRPLANE RAVEN MOTHER SHOULDER
SHELL KNEE BOWTIE BRONCO
There is only one solution to each puzzle, where every category has four members. Following is the solution and one way to arrive at it, so skip past this paragraph if you don’t want to be spoiled:
NFL players: BRONCO, COWBOY, PACKER, RAVEN
Pasta shapes: BOWTIE, ELBOW, SHELL, SPIRAL
Joints: HIP, KNEE, SHOULDER, WRIST
Movies with “!”: AIRPLANE, OKLAHOMA, MOTHER, THEM
The categories seem to be chosen so that some of the words could possibly be part of more than one, so you’ll have to use the fact that each only contains four to narrow them down. In this case, ELBOW is a joint and a pasta shape, but there are four other joints and only three pastas. If you don’t categorize clearly, you might figure that OKLAHOMA might fit in with the NFL players, but Oklahoma doesn’t have an NFL team, and anyway the category is composed of singular versions of sports team names that are plurals, and OKLAHOMA doesn’t fit that pattern. The hardest category here is Movies With “!”, which is very hard to get without eliminating the other categories first. This is what makes it a proper puzzle: solving one part of it helps narrow down the rest. If you got the other three categories correct first, the remaining one is handed to you. I got this one by first picking out the NFL players, which is pretty simple as there aren’t many ways to use the word BRONCO; then the pasta shapes; then from what remained the joints; then I was left with the movie titles with exclamation points.
If it’s like the others, the NYT will be making a new Connections puzzle available daily. I look forward to trying out more of them.
Connections (New York Times link, a subscription is probably necessary to play, alas)
Goblin Bet is a website that presents an endless sequence of D&D 5th edition monsters fighting each other one-on-one. You bet pretend gold pieces on the outcome. Like the similar-in-concept Salty Bet, none of the money is real, you can’t pay for extra currency and it can’t be exchanged for anything. In fact, the game won’t let you drop below 50 gold, so you might as well bet all-in if you get to that point.
The game follows a rough tournament structure. It starts with eight low CR creatures 1/8th to 1/4th, that fight each other in a branching kind of format. (There is nowhere to view the bracket, this has been determined largely through observation.) The winner gets to advance to the 1/2 CR round, where it might die quickly, but it might not. Most monsters are granted one added advantage randomly from a variety, and some of them are pretty powerful.
The brackets continue: 1 CR, 2 CR, 3 CR, and up and up, until around the 16 CR range. The higher the Challenge Ratings, the harder it is to figure out the winner of each match. A few abilities, in the combat system the site uses, are ludicrously powerful. We watched a Giant Crab stop over two complete brackets, at one point taking out a lion, because it had an ability, Stong Grappler, that was basically inescapable, so once its opponent was grappled, it just got advantage on all its attacks, and the opponent had disadvantage. In 5th edition D&D terms, “advantage” means, when you roll, roll two dice, and use whichever value is higher, and “disadvantage” means roll two dice and take the lower value. It’s a huge factor.
A lot of the fight outcomes come down to things like this, which you have to pick up by watching many matches. Flight, to give another example, is pretty strong, because it lets a creature keep attacking and retreating, forcing opponents without missile attacks to sprint sometimes to keep up, wasting turns. Often there will be fights where the outcome will be decided by whoever rolls better; it’s best to save your pretend money when that happens, and wait until there’s a fight with a clearer outcome.
It’s surprisingly addictive, and there’s an included chat that’s often pretty entertaining. I’ve enjoyed it anyway.
Last year we put a spotlight on a Commodore 64 remake of possibly the most popular Odyssey2 game, K.C. Munchkin. Well, here’s another, of Space Monster, a.k.a. Alien Invaders – Plus! I assure you, the exclamation point there belongs to Magnavox.
The Odyssey has gotten more talk on this site than its much-more-powerful successor, which was still kinda weak compared to its competition. People still talk about the Atari VCS/2600 even now 45 years after its introduction; the Intellivision still gets some love; but who talks about the third place system, the Odyssey2? Fourth if you count the Colecovision, but that machine, released in August 1982, was only on the scene for a relative instant, the Crash already fomenting by that time.
Alien Invaders – Plus (I’m going to leave off the bang now thanks) was Magnavox’s attempt to capitalize on the gigantic success of Space Invaders. The box didn’t hide its inspiration, outright saying: A fiendish new dimension comes to one of the most popular arcade games of all time! By that time, the market had already determined that Atari’s miraculous licensed version of Space Invaders was probably the best, a game that, while subtly different, actually improved on the original in some ways. Similarly, while everyone now can play the original Space Invaders in MAME if they’re inclined, Alien Invaders – Plus (which Craig Kubey in The Winner’s Book of Video Games derided as Space Invaders – Minus!) is more interesting for the interesting departures from the arcade game, and the Commodore 64 remake mimics them faithfully.
At first it looks vaguely similar to Taito’s arcade hit. There’s rows of aliens in the sky, there’s a roundish alien going back and forth above them, you have a base at the bottom that can move back and forth and shoot up at the enemy, and there’s even shields above it that can be dodged behind for safety.
Loading screen for C64 version of Alien Invaders Plus.
The first difference comes from the aliens themselves. In Space Invaders, while they looked different and were worth different amounts of points, they all behaved exactly the same. Here, each of the three rows of foes plays by different rules. The bottom-most are just barriers, they can’t be destroyed but they don’t shoot at you either. Any shot that hopes to hit targets higher up on the screen must get through them. The middle row are yellow laser cannons, and they shoot down at you. The top row are red humanoid robots that operate the cannons. The wandering eye-like alien at the top is called the “Merciless Monstroth,” but I’m sure its mother loves it just the same.
Like Space Invaders, the alien formation rains down bombs on you, and it’s easy to get hit. Unlike Space Invaders, there’s a limit to how far the aliens can descend, right above the shields, and you’ve never in danger of being overrun. If you wait beneath a shield you cannot be shot, but neither can you shoot the enemies. Also, in each row, all you have to do is hit either the robot or the cannon in order to stop them from shooting down at you.
To finish a level, you have to shoot all the robots and cannons on the screen. This will cause the Merciless Monstroth to get serious about you, swoop down from the top of the screen and hover just above your shields, trying to bomb you. At that range dodging its shots is very difficult, and it’s evasive of your shots, but you can still zap it safely with a well-timed shot as it reaches your base’s horizontal position.
Your reward for doing all of that is one single point. Your score is just how many boards you’ve cleared. No bonus points or anything like that are awarded.
If your ship gets hit you don’t perish immediately. A little person is revealed to have been moving it. If you can move it to beneath one of your shields and press the fire button, you’ll be given a new base! This, however, costs you that shield. The shields are basically your lives; if you run out of them, and your base gets destroyed again leaving your guy, then you’re essentially screwed. Your little base-inhabiting person has no weapons of their own. If you get down to no shields left before destroying all the aliens, M.M. will sense its opportunity and swoop down at you early. Destroying it at this time, or while its at the top of the screen, before all the other aliens are obliterated doesn’t clear the wave; the game will just send another one out, again and again, until you’ve finished the job.
If your base person is shot while outside of a base, you don’t quite die. Instead, the enemy gets a point. While you’re trying to get to ten points yourself, the enemy is also trying to get to 10, and the side that gets there first “wins the game.”
Despite all the chances the game gives you, it’s really hard! You’ll find the green circles block most of your shots, and the cannons are really good at predicting where you’ll be and aiming a shot there, and the enemy shots move quickly. Since reforming your base costs you the shield you’re beneath, often you’ll get your base back and lose it again immediately as the barrier disappears.
The Commodore version was created by demo group Second Dimension. It’s worth playing in preference to the Odyssey2 version if only because C64 emulation is understood than Odyssey2 emulation. There’s multiple Commodore emulators, at least, while only one Odyssey2 emulator that I know of.
Here is the Commodore 64 version is action, from the channel C64 Masters on Youtube.
This is just to remind people that the (extended) deadline for Roguelike Celebration 2023 is coming up on us very soon, July 15th! If you have an interesting story to tell about roguelikes, a roguelike game to show off, or even just something involving procedural generation, please consider giving them a pitch! The conference has been virtual the past few years, and it is again this year, so you can stream your talk from wherever you live!
I’ve presented twice, may do so again this year although frankly my talks have always run over, I always have so much to say and the time is over before I’ve even gotten to a literal tenth of it. They do a lot to keep roguelikes in the public mindspace. If you have something to say there, I hope you’ll consider applying.