How much of Myst can you fit onto an Apple II with three 5 1/4” floppy disks? As it turns out, if you don’t really care about screen resolution, nearly all of it.
We’re going to spotlight some of the talks from this year’s Roguelike Celebration over the coming weeks, which is always crammed full of wonderful talks! The first one I’m directing your hungry gaze towards is Jeremy Rose talking about his strategy guide for Cataclysm: Dark Days Ahead.
There used to be a time on the internet when nearly everyone would understand a Hitchhiker’s Guide to the Galaxy reference.
Strategy guides for classic roguelikes are not like strategy guides for other genres of games. It is technically possible to win at NetHack without perusing spoilers, but it will probably take you a long long time. Fortunately for those with less free time, there exists the NetHack Wiki. And, since the games are randomly generated with each play, you can actually be perfectly spoiled and still find the game challenging. Although, I still think people will find playing these games without spoilers interesting and rewarding-knowing everything there is to know about NetHack makes the game seem much smaller.
I haven’t covered Cataclysm or its updated version Dark Days Ahead on @Play yet, and I really should! An interesting fact about it that comes out in the talk is that DDA may be one of the largest open source projects of all. It has had over 1,700 contributors! The mega-popular programming language Python has had around 2,000!
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
For a game notorious for its difficulty, Zelda II: The Adventure of Link has a lot of romhacks, most of which up the challenge level still more. Amida’s Curse is more of a difficulty level in keeping with the original, which is nice, and has some interesting ideas in it.
The Zelda II bosses are used mostly without change, although their new environments throw in some wrinkles.
Due to controller issues (PowerA’s cheaper wired version of the Switch Pro Controller has decided to mess up in frustrating ways) I have yet to play through the whole thing, but what I’ve seen has some interesting decisions. Amida’s Curse throws out the wandering monster encounters completely; there is no reason I can see to not wander around the landscape wherever you want. In fact you definitely should try to wander around a fair bit, for the game has bunches of secret areas waiting to be found throughout the landscape, hiding heart and magic containers, experience gems (which are a reskinned version of the original game’s P-bags) and sometimes required things.
Fall off the elevator before descending to the ground and you might have to reset the room to go back up.
Amida’s Curse has a bit more terrain to cover than stock Zelda II. It’s got more towns (which are much smaller, a good change) and dungeons, and is split up more by item gating than before. In the first town you have to find a key, this lets you get the candle out of a cave, this lets you see in a cave leading to the next area, which has a dungeon with a Power Bracelet that lets you break blocks, that allows you to go through the next cave, and so on. It feels a bit like you’re being led by the nose, but that is often the style with these kinds of games, and it’s not like Zelda II itself didn’t have a fair amount of it.
If you find interesting spots in the overworld, it’s worth it to check them out!
The overworld map takes a cue from the Famicom Disk System version of the game and has animated tiles, but instead of just animating the water, most of the tiles in the overworld are animated now. Towns have smoke coming up from them, and grass blows around. The combat scene graphics have been upgraded a little bit too.
The difficulty balancing is pretty good. Romhacks that resist the urge to make you fight through gauntlets of enemies every step of the way should be lauded. It’s not perfect, I would say, there are places like where you have to jump over a skeleton on a collapsing passage, or make a big jump while being harassed by birds. And there are places where the design could use a little more work: it’s easy to get stranded in some rooms by falling off an elevator, requiring you to reset it, or in one notable case purposely die, to get yourself unstuck. And if you’re jumping water or lava that comes right up to the landing platform, make sure you clear it by a fair margin, as the game loves to kill you if your foot even grazes the perilous liquid.
Usefully, extra lives found don’t give you a one-time extra try, but increase the number you start each session with, which is a handy little improvement. I think a non-obsessive player can make it through, or at least from what I’ve managed to see. I look forward to trying to get further into this, when my controller isn’t fighting me every step of the way.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
I’m back! I’ve been bobbing and blobbing around internet slimepools and have dredged from their murky depths the latest gaming information for your consumption! Yum!
Engadget’s Kris Holt tells us that the graphic-based Steam version of Dwarf Fortress is on the way! It’ll cost $30, which it is possible to be dismayed by, except that if there’s any game that offers depth and content worth at least $30, it’s Dwarf Fortress. The version will have not only graphics but a tutorial and updated UI! And the free version will continue to be updated! Dwarf Fortress is going with a paid version because its creators, being not electronic dwarves but actual human being people, need money to live. Please, help them to live!
K. Thor Jensen for PC Magazine writes about what he considers the 10 worst arcade conversions of all. They cover a number of likely suspects. Atari 2600 Pac-Man, NES 720°, GBA Mortal Kombat, GBA Marble Madness, PC Thunder Blade, Amiga Street Fighter II, NES Ikari Warriors, 2600 Double Dragon, PS1 X-Men vs Street Fighter, and C64 Cisco Heat. But, I dunno, there are a lot of awful computer ports of arcade games floating around out there. Given the time I could probably redo the whole list, but PC Magazine isn’t paying me to do it. Plus, that kind of negativity is more the Gripe Monster’s lawn.
Ryan Dinsdale at IGN tells us that Microsoft loses from $100 to $200 on every Xbox X and S they sell. Aaahahaha! Yes my minions, exult with me in the misfortune of a major console manufacturer, for no good reason than sheer ill will! Er. Sorry, I let the evil out of my brain for a moment there.
At Kotaku, John Walker says that Playstation Plus has lost two million subscribers after its relaunch! Haahaha! Revel in their misfortune! Giant corporations will destroy the earth, at least they suffer very slightly every once in a great while! Oops, sorry again, I really need to get my bile gland emptied more often. The article mentions that the higher-priced tiers mean Sony is actually making more money now anyway.
Mega Man Maker (available for PC, Mac and Linux) is a fan project to do for Mega Man what Super Mario Maker does for Mario games, and it’s very well-made! It has a huge variety of levels available on its website to play, although what seems to be an account creation bug makes it difficult to tell you about them from experience. In addition to Mega Man (a.k.a. Rock), it allows Proto Man, Beat, or fan-favorite character Roll to be included in levels, each with their own special abilities.
It has a pretty cool tutorial as well, in which Dr. Wily and Dr. Light explain how the editor works. Their pixel artist really nailed that air of playful malevolence in Dr. Wily, who seems like he’d be fun to know if it weren’t for constantly trying to take over the world. Have a look:
I feel I should mention that it doesn’t contain all of the classic Mega Man series’ enemies and bosses, nor does it allow you to string levels together into a Mega Man adventure itself. As did Super Mario Maker, and SMM2 before its world creator update, it’s focused on designing single levels, although you can make them quite large, even big enough to be a whole adventure in itself.
Version 1.8 is due to come out in a few weeks, with a whole bunch of new features, and its creators have been busy hyping it up. We look forward to trying out the new version!
I usually try to take my own screenshots, but this one is borrowed from JRPG Junkie’s article. I figure it should be okay, since I’m using it explicitly to promote said article!
JRPG Junkie looks at the Super Robot Wars series, the mostly-Japan-only giant fighting robots game series with over 70 entries and that crosses over everything (in various games) from Gundam to Full Metal Panic to Cowboy Bebop to Captain Harlock to Gunbuster to Giant Gorg to Evangelion to The Big O. The article, which is far far more knowledgeable about it than I am, is an excellent place to start with this extremely prolific series.
Some of the Switch versions of these games have English translations built-in, and because you can log onto any region’s store on the Switch, those particular versions can be enjoyed by English-speaking players the world over. But there are tons of these games, and many have fan translations, if you’re willing to jump through those particular mechanized, articulated hoops.
It’s Halloween, so let’s review a slightly spooky European computer game that got remade as a Gameboy title with an awesome soundtrack: Bubble Ghost!
It’s kind of a riff on Marble Madness, in that you’re controlling a round object with momentum-based movement through a perilous made of obstacles. But you don’t control it directly: instead, you play the part of an incorporeal spirit that imparts motion to the object, a fragile soap bubble, by applying its ghostly breath. This whimsical concept backs a wonderful little action game. All the versions are pretty much the same game, and they’re all pretty short, with just 36 single-screen levels, but it takes a lot of skill to guide your wobbly ward through the whole maze.
The ghost can pass harmlessly through objects, and the amount of motion applied to the bubble by your breath depends on how close you are to it, which gives you a fine amount of control over its passage if you’re skillful enough.
The Commodore 64 version (below) has jerkier motion for the bubble than other versions, but has atmospheric sound:
The Amiga version is pretty representative of most of the 16-bit versions:
The Gameboy version was implemented by Japanese programmers, has a cuter protagonist and graphics all around, has great music, and an actual ending (though it’s still really brief), but it’s still the same game:
Protomagicalgirl did a speedrun of Gameboy Bubble Ghost at SGDQ2016:
There’s also versions for Atari ST (has an option to play its music out the MIDI port!), MS-DOS, Amstrad (some funky screen trasitions in this one), Apple II GS (not a complete play) and Windows (from 2003, also not a complete play, and has the flair of a bootleg clone). It’s also on Steam, released there in 2018, although that seems to be a direct recreation, maybe even emulation of the DOS version, which is one of the worse versions, with terrible sound.
According to Mobygames, Infogrammes remade the game as Bubble+ on some platforms, and didn’t pay the creators for sales of those versions! I don’t know if the creators get anything from the Steam port.
It’s new Homestaw Runnew, and it’s vaguely game-welated, so hewe it iiis! You see, I did it in Homestar’s voice. As sorta-human embodiment of capitalization Strong Mad would say: I’M A REFERENCE!
It’s a cartoon from the early days of the site, before they had codified how their Halloween comics work-that is, it’s a Halloween-set story with every character wearing a costume that’s a delightfully unexpected pop-culture reference, and at the end they refer to the characters and Homestar humorously fails to understand what the others are dressed up as. With this special DLC upgrade, the characters have new costumes, and the gags are somewhat different! IT’S META!
Some years ago there was Glitch, an innovative MMORPG whose client ran in the web browser, and offered non-violent and whimsical play. The land of Ur in that game was overseen by eleven sleeping Giants, and players could create customized characters to roam around, explore, collect things, complete quests, earn achievements, and generally have fun. While there were still dangers (in the form of The Rook, a horde of malicious crows that occasionally attacked) it was mostly pretty chill. It was essentially a platforming world, but there were fun twists on the formula.
Glitch had some beautiful locations to find and explore
They hired on Keita Takahashi, the creator of Katamari Damacy, Noby Noby Boy, and later on Wattam, and although they closed before many of his ideas could be implemented they did manage to release the area Shim Shiri, which was kind of a shortcut hub for the game’s world. Scattered throughout the world were the mouths of gigantic creatures, you see, which you could dive into, zip down their digestive systems, and be pooped out the other end in Shim Shiri. Then you could go to another creature’s butt, jump right up it, and emerge elsewhere! His ideas were recorded on the Glitchipedia on the Glitch game’s website, which is still up.
BEHOLD THE MAJESTY
Glitch was never very popular, but it gathered a passionate fanbase. I started playing Glitch, as often happens with me, right after it was announced that it was closing permanently. I could see, even in the limited time that I was there, that it was special.
Glitch was run by Tiny Speck and created by Stewart Butterfield, who founded Flickr, and afterward went on to create Slack. It’s rumored that Slack’s humble beginnings were in Glitch’s communications code.
All of these locations are still listed, pictured, and mapped-out on the Glitch website, just as if the original game were still operational
If you get the feeling that you missed out on something cool, well, you did. But not forever! Metafilter user fiercecupcake recently informed us of a couple of Glitch revival projects. Tiny Speck thoughtfully contributed all of Glitch’s assets to the public domain soon after they shut the game down to aid in others who wish to revive the game. One of these, Odd Giants, is currently in alpha and playable! It’s implemented as a Unity stand-alone application instead of running in a web browser, and it is a fairly substantial download at around 1.3 GB, so keep that in mind. It is available for Windows, Mac and Linux.
It tends only to have a small number of people online at any given time, but perhaps there lies the seeds of something great? Well, likely not, it is a fan recreation of a dead MMORPG, but perhaps, just perhaps….
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Pretty light this time out. Jordan Carroll at Polygon tells of how Games Workshop is fighting fascists trying to use Warhammer 40,000 to promote their odious worldview. WH40K’s Earth empire began as an over-the-top parody of fascist dystopias in fiction and games, then when they decided to really push the grim darkness of the setting and toned down the jokes, it started to look a lot more like they were justifying fascism. In an article on their website, Games Workshop says the Imperium is driven by hate, Warhammer is not, and they state in that article: “Like so many aspects of Warhammer 40,000, the Imperium of Man is satirical.” No word yet on if the exorbitant cost of fielding an army of Citadel Miniatures is one of the satirical elements.
Games Workshop also says Hello Kitty is not a part of Warhammer 40K.
Who’s this guy again? A mirror universe Flash?
John Walker at Kotaku brings us more news of the dissolution of ZA/UM, developer of indie hit Disco Elysium: one of the writers that had been “forced out” of the company is suing its remnants. Hard information is still difficult to come by, with some allegations that control over the franchise is being sought by the game’s UK investors. Read the article for more, I don’t feel like I have a good grasp of the situation with my gelatinous brain.