Arcade Mermaid: Rampart, Part 4: Level Strategy

Arcade Mermaid is our classic arcade weirdness and obscurity column! Frequently (no promises) we aim to bring you an interesting and odd arcade game to wonder at.

Yes! More Rampart! I’m still out of town at DragonCon so I’m repurposing an old strategy guide I wrote for Extended Play into a week of posts. Even I’m starting to get sick of Rampart by now, but please stick around. And if you’ve ever tried playing this infuriating game in the arcade, this might give you the advice you need to get through to levels you might not have thought possible! And this is even a fairly short post!

Level Strategies

Level One (“Recruit”)

Castles available: 6

It’s advised not to start on this level unless it’s your first game. You’ll not only miss out of 5,000 points by starting here, but it means the beginning of Level 2 will begin you with only two cannons instead of three, and you’ll face more ships.

This level is so easy that it barely rates mention. It has six castles, and only Gunships appear. Unless you’re purposely stalling, you’ll finish this map in two rounds. Even if you stall, the level auto-completes in three rounds, regardless of if you fire a single shot.

Another reason to avoid picking Beginner is that its selection is always the “J” map, which is one of the easier selections from the initial four boards. It’s better if you pick it later, when the opposition is harder, to balance out the difficulty.

Level Two (“Veteran”)

Castles available: 5

The Veteran level is randomly chosen from one of the other three basic maps, although it tends to be the “C” map most often. Ideally it won’t be the “Hat” map, it being the easiest, as you’ll want it to be your Level 4.

If you started on the board, the first round will always put you up against four ships, one of which may be a Lander. Later ships are frequently also Landers. As a result grunts may appear on this board, but even if some appear, so long as you focus on destroying enemy ships and don’t suffer major setbacks like losing your home castle, you’ll probably wipe out the attackers before they become a huge problem.

On a later round in this level you’ll probably encounter your first Red Ship. A Red Ship tends to get off two or three shots in a round, each producing flaming crater you must build around.

Level Three

Castles available: 5

You always get to pick this level yourself. I usually try to make it “C,” “J” or “Hat,” in that order. I usually avoid picking “N,” but it’s not really harder than “C,” so pick whatever is your preference.

Much of the fleet will be Landers here, so this is the first level where you must be diligent about thinning out their numbers. Especially try to take care of ships about to land; grunts are unwelcome visitors to deal with, and it’s best if they never show up at all. In the event of a landin, which is sometimes unavoidable, try to spare a few seconds to build a barrier to them, to wall them off from the rest of the board. If you can contain them in a small area around the landing, you can keep their numbers down that way and thus reduce the number of shots you must expend in cleaning them up. Don’t think you can just let them be! They will overwhelm you easily if you ignore them.

I try to pick a home castle that’s near another castle, so I can capture them both with one wall. If you can consistently get both each round, that’s three cannons each time. Use them to connect the space between the two castles, but try to keep that space as small as possible. Try to aim for the minimum-sized rectangle needed to save both of them, and then try to place all your cannons within that rectangle.

Level Four

Castles available: 4

Now the game starts to get serious. If you can get here on your first credit you’ve done very well, but your weak basic guns will become more and more of a liability for you. Dark ships start appearing on this level, and will continue to appear until the end of the game. They all take one extra hit to sink. That’s three hits for Gunships, four for Landers, and six for Red Ships.

Try to make Landers that have a chance of landing at a diagonal shore your top priority. If one makes it through, then at the start of the Building phase devote three seconds or so it blocking their progress with walls. If they get away from the shore and a significant number appear, then focus on surviving and shoot them with cannons during Battle. Red Ships start to be a significant threat here. Once all the potential landings are taken care of, try to pump six shots into a Red Ship.

Level Five (peninsula)

Castles available: 3

Regardless of how you got here, you have a choice between two new maps for this level, a diagonal peninsula going upper-right to lower-left, or one going from upper-left to lower-right. I call these the “slash” and “backslash” maps, respectively. I usually pick backslash, but both are about the same difficulty.

These maps have the property of having two seas, a small one at the top of the screen and a more typical larger one at the bottom. The small water region is both a blessing and a curse; the restricted movement makes it easier to destroy ships there, but landings are very likely unless you clear out the Landers arriving there. What is more, these maps are the only ones in the game that break the rule about landings only being possible on diagonal shores. Landers in the small sea are also counted as landed if they contact land at the very edge of the screen, even if there’s no diagonal shore nearby. This property doesn’t extend to screen-edge landings in the larger sea.

The worst thing about these levels is that the game takes off the limiter on the number of Red Ships that can be generated each round. Red Ships here are nearly as common as Double-Sailed ones! You’ll frequently see seven or more on-screen at a time. While you must remain vigilant to prevent and/or mitigate landings, you must also work towards reducing the number of Red Ships. The large number of flaming craters on these levels made adopting a “summer home” strategy imperative, where you switch off between castles when one gets too difficult, or even impossible, to save. It’s usually a good idea to try to capture two castles in the first round because of this; then you can station some or all of your cannons for that round at the other castle, so you’re not defenseless when you’re forced to turn to it for survival. From there, you can focus on getting cannons around the third castle for maximum safety.

This level is a strong test of your Rampart skills, and often is a barrier to progression until you’ve played many games. But it’s not invincible. On Easy difficulty, I’ve passed this level still on my first credit multiple times. The biggest thing you have to worry about is the high probability of impossible situations.

Consider: when any castle is adjacent to other objects, you must capture the whole collection as a set. Chains of objects like this increase the difficulty of getting the whole thing, and increases the odds of getting an impossible save. I’ve seen this happen after even the first round on a peninsula board, and I’ve seen it happen on all three castles on one of these maps at the same time.
The only substantive thing you can do, besides rotating between castles, is to shoot some of the dangerous walls yourself. Red Cannonballs don’t leave craters if the wall is already destroyed, but that takes time and often makes for a difficult repair.

So, what if you manage to clear this map? What happens next? The game scrolls the FINAL BATTLE banner, and you get a one-way ticket to:

Level Six (island)

Castles available: 2

It all comes down to this. This level is a special kind of hell, only slightly mitigated by the fact that it seems you can get away with sinking fewer ships here, and, because you’re surrounded on all sides, your shots often don’t have that far to travel to reach a ship. There are four prime landing areas, each in one corner of the map, so landings can only be delayed, not prevented. And you only get two castles. Enjoy!

When you start looking more closely at the map, some slight advantages become apparent. There’s a lake in the bottom-left of the board, which gets in the way, somewhat, of grunts approaching from the bottom. Both castles have a good amount of land around them, although there are so many Red Ships here that the “summer home” strategy is essential to survival.

The continue limit eases up a little bit here. If you were at the maximum of four continues upon starting Level Six, the game will grant you an extra continue when you get here. (You still have to pay your coins for it though.) And also, if you were at that final credit, the game will actually downgrade your cannons one step when you get here, so get used to expending two/three/five shots for Gunships/Landers/Red Ships again. If (ha ha, “if”) you do expend that last continue, you go back to only needing one/two/four shots to sink ships. (There is more information on the effects of continues on cannon power in the notes, later on.)

This level is an ordeal, but it can be finished surprisingly quickly. I’ve seen it cleared in three rounds, although that was after several continues (it had been a pretty great game up to that point). This level is the big obstacle to one-credit clears, I’ve managed to finish everything up to it on one credit only to bang my head against it repeatedly. Using save states, I’ve managed to finish it with a single continue, so it is possible to finish it relatively cheaply, but making do with such weak cannons is a real challenge.

Getting Started in Digital Eclipse’s Remake of Wizardry, Part 2: The First Level

It occurs to me that it might be a good idea to explain what playing Wizardry is like. There was once a time when this basically was what a CRPG was. JRPGs obscured that greatly and became the new default, but before Final Fantasy took over the world, there was a whole pile of what we might now call Wizardry-likes: The Bard’s Tale series, Dragon Wars, Might & Magic, Dungeon Master, Eye of the Beholder among them.

All of these party-based CRPGs have a lineup, a list of characters that are generally considered to be in order. Dungeon Master arranges them in more of a 2×2 grid, but there’s still a front line and a rear. Key in all of these games is that the front line is where you should put your melee fighters, who are in substantially more danger and need more HP and equipment protection (often directly using the D&D term Armor Class). The rear is where the characters who can’t take a licking go: the thief and your mages. Clerics/Priests generally can go in either area. By tradition they they can still still use most armor, but the problem is they’re usually the party healer, so being in the front line also means they’re more likely to get taken out by Paralysis or Petrification, leaving the rest of the group in the lurch.

It’s vitally important that the front line holds. Characters who get knocked out will get automatically shuffled to the back of the group, putting the squishies in range of the monsters’ unkind claws and teeth. It might be possible to hurriedly cast some AC-increasing spells, but it’s usually just as fast to cast strong attack magic and end the fight, then cure the downed fighters in camp. If you can’t do that… well, then it’s best to find your way back to town by the most expeditious route.

What route might that be? Well that’s why you’ve hopefully been working on a map! You might have played labyrinth games before, or think you can rely on a spatial sense build from playing first-person shooters, but those are not going to suffice here, you need a map. The Digital Eclipse remake of Wizardry maintains one for you, but as previously said it can be “tricked” by two particular types of maze phenomena: spinners and teleporters. Spinners change your facing randomly but leave you in place; suitably, they’re almost always placed in four-way intersections, so it’s not obvious which why you’re now going, or even if you’re going back the way you came. Teleporters usually leave your facing the same, but now in a different location.

Once you’re in the dungeon, then what?

I said last time that you should make your own characters, but that will also leave them at experience level 1, which is really weak. Until you reach level 2, every expedition into the dungeon should contain a single encounter. The starting quadrant of the first level has just three rooms. Enter one of them, fight or run from the inhabitants, then run to the stairs. If you used any spells or took any damage, have the affected characters stay at the Inn. It takes a lot of stays to lose even one point of Vim, so it’s nearly free.

If you’re playing with the original Inn, then stays will be more expensive unless you stay at the Stables, which gets you your spells back and nothing else. But that’s okay, because you can then dip into the maze and have your priest cast DIOS on your injured. You can repeat that cycle as many times as you like, and it won’t even age your characters. It almost feels like cheating, but you want to push every advantage you have as far as it will go.

Get used to training up level 1 characters, you’ll be doing it several times. You’ll want a B-team of characters to rescue your main group if need be, a Bishop of moderate level to identify found equipment without paying Boltac’s insane prices, maybe a separate Evil/Good team if you want to try out a Ninja/Lord, and maybe characters to replace failed resurrections from ash. The only time you’ll have to train up a character unaided, though, is the first time.

It is true, one of the modernizations in the Digital Eclipse remake is the ability to outright hire characters of levels approaching your highest experience level reached, but it’s not free, and could end up being really pricey. If you’re broke, then you can’t hire anyone over level 1, and if you have no characters you won’t be able to earn more money. Also, you should know that there’s a limit of 20 characters you can have among all those you have at one time. I don’t know what happens if all of your characters are dead and in the maze at once. Seems like they should have accounted for that possibility, though.

How to handle those first fights

Use every advantage you have! Mages begin with the sleep spell KATINO, and while it’s almost useless later in the game it’s the key to surviving the first floor, that and the priest’s Dispel Undead ability.

There aren’t many monsters that can appear randomly on the first level:

Bubbly Slimes: the weakest monsters in the entire dungeon. They never flee and are immune to sleep spells, but are almost never a danger.

Kobolds: easy to beat unless they outnumber you. KATINO, the sleep spell, works quite well.

Orcs: Like kobolds but a little beefier. Both kobolds and orcs are very prone to running away if you’re even slightly above their level. Use KATINO.

Level 1 Rogues: Also weak and prone to fleeing, and vulnerable to KATINO.

Undead Kobolds: one of the very few (possibly the only) monster in the game with a description of “Skeleton.” For first-level groups kobold skeletons are pretty dangerous, all the numbers of kobolds but without their tendency to run away or vulnerability to sleep. You might be tempted to fight them hand-to-hand for the experience points, but this is just the kind of thinking that gets first-level parties slaughtered. You have a priest; they should be trying to dispel them every turn. (If you don’t have a priest then go right back to town and make one!)

Bushwackers: the horrors of the first floor, they do around a d8 of damage, making them deadly. If a group of first level characters encounters a group of Bushwackers without any KATINOs available it’s best to try to run. Bushwackers can be a problem even for 2nd level parties, but against higher level groups they’re just as prone to fleeing as their lower level compatriots.

Zombies: about one time in five, a group of Bushwackers will be generated with an assisting team of Zombies. This is by far the most dangerous encounter possible on the first floor, pretty much impossible for a first-level group to defeat without a lot of luck on their side. I’d have the priest try to dispel the Zombies, and use your mage(s) to cast KATINO on the Bushwackers. If you can get all the Bushwackers asleep, maybe use any remaining extra spell slots on HALITO on the zombies, but there is no really good way to survive this. Fortunately Bushwackers+Zombies is a rare combination, I’ve only seen it happen once on the first floor.

There is one more monster that can appear on the first floor….

Murphy’s Ghost

A beloved monster among Wizardry fans, and something of a legend in the annals of CRPGs, is Murphy’s Ghost. It’s a special encounter that can occur in one specific room on the first level of the dungeon. It’s in a region behind a secret door, so you might not find it until you learn the light spell MILWA, or possibly its longer-lasting version LOMILWA.

In the original, stepping onto its encounter spot was enough to make Murphy’s Ghost appear. Now you have to search to fight them. In both cases though the fight is easily repeatable.

On the first floor, Murphy’s Ghost can appear in groups of up to two. The fight isn’t that difficult, and even against low level characters it can’t do more than 4 hit points of damage every round. The main problem is that Murphy’s Ghost has a very low (that is, very good) Armor Class, at -3, and has many hit points. No attack magic works on the ghost, but spells that worsen its AC, or improve your characters’, work well. It takes around 40-50 melee attacks, on average, to fell a Murphy’s Ghost. One ghost earns 4,450 experience points, which split six ways it still over 700 XP apiece, and a pair of them can be enough to gain a whole level’s worth of experience at once. It is possible, rarely, to earn more experience from other groups on the first level, but Murphy’s Ghost has the advantage of only getting one attack per round, and of appearing every time its room is entered/it’s searched for, even if you just fought it a couple of moves before.

Murphy’s Ghost is slightly less useful in the Digital Eclipse version because the new unskippable battle animations take up a lot of extra time. It was always the combination of easy repetition, battle speed and relatively low difficulty that made fighting Murphy’s host appealing. After your group gets a couple of extra levels on their bones the first floor starts looking a lot less treacherous anyway.

Getting Started in DE’s Remake of Wizardry I

Wizardry hates you

Wizardry: Proving Grounds of the Mad Overlord, a.k.a. Wizardry I, is a classic and venerable CRPG from the early days of computer gaming. It’s thought to be the very first computer RPG where you played as a party of more than one character. Even the early PLATO RPGs didn’t have a single player control a whole group like that.

Wizardry took D&D as its inspiration in ways that now even D&D itself doesn’t know. Its Armor Class value counts down like it did in olden times. And death is meant to stick, and be costly to recover from. Dead characters can fail to be revived, which turns them to ash and costs even more to fix. And that can fail too, and the character is just gone.

Pit traps in the dungeon have no counter, most of them have no hint they’re waiting there, their damage scales with the dungeon level so they’re nearly always a danger, and frequently kill your mage characters. Yet, they are not the worst the game has to offer, especially when you get to the second game, which contains what may be the single cruelest trap ever put into a computer game, and I am not exaggerating.

Then there’s the mazes themselves. They’re tricky, and although there are many quality-of-life improvements in the new game, including an automap, the game purposely doesn’t protect you from its map-foiling tricks. If you get teleported or spun around, the game’s automap won’t notice, and it’ll mess up your map! This is by design, because playing Wizardry with an infallible map is a hugely different experience. You’re supposed to get confused.

So you see, Wizardry hates you.

Wizardry doesn’t hate you that much

These stories are frightening, enough that I imagine they’ve scared some players away from the game. But despite (and in a way, because of) them, Wizardry is still a lot of fun to play. For the first seven experience levels characters grow gratifiyingly quickly, and the play, due to its challenge and its consequences, is rarely boring. The original game underwent a year of playtesting before it was released to the Apple II-owning public, and the balance bourne of that time and work shines through. Wizardry is still a fun game to play, and while many of Digital Eclipse’s changes to adopt the game to current tastes are appreciated, I’m not convinced they’re all positive ones. It is what it is though, and I want to emphasize, what that is, is still fun.

Make backup saves of your game

Still though, one change that I can only regard as positive is that it’s really easy to make a backup copy of your save file. This isn’t just anyone telling you this! It’s me! I wrote a roguelike column for years for GameSetWatch insisting that permadeath was okay and that players shouldn’t back up save files to avoid it! But roguelikes are designed to be replayed many times, and anyway are usually pretty short so your time investment can’t become too large. Wizardry is not a long game, but it isn’t short either.

While Wizardry’s mazes don’t change, the game can throw all kinds of enemy parties against you, and even advanced parties once in a while get screwed over by the RNG. It is a rite of passage to rescue a deceased group one or two members at time from the dungeon, but it gets old after the first time or two. I don’t suggest winding back time every time a character dies, I think that’s going too far. But it will save you if, say, a character fails their revive from ash roll, or your party wipes beneath a set encounter space.

Backing up your save on the Apple II meant backing up you Scenario Disk, was a time-consuming option. Here, Digital Eclipse outright encourages you to make a copy of your save. The option is right there on the file menu, and I encourage you to use it too.

Use Old-School Creation and Advancement Rules

Under Old-School Options, you should use the original game’s character creation and stat advancement rules. I played through most of the game with the updated rules under the impression that they would take the edge off the difficulty, not knowing that these two actually make the game harder.

Character creation gives each character lineage (formerly called race, a term that’s become more loaded since 1981) set stats, and a number of points to distribute between them. The new system gives all characters a flat 12 points to spend. Under the old system character creation system, most characters got between 7 and 10 points to distribute, but 10% of the time would get ten extra points, and there’s a slim chance to get even more. Players could reroll endlessly to get bonus points in the range of 17 to 20, which was a huge boost! 10% of the time really isn’t that uncommon, and stats matter quite a lot in Wizardry, so it wasn’t hard to give all your characters a substantial boost right out of the gate, enough to start with a Samurai.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. The old rule gives each stat a chance to advance, based on the character’s Age/Vim, with a chance that it could go down as well. The possibility of losing a point should be considered, but often characters gain four or five points upon level gain. It’s more a matter of taste, but I’ve had good experiences with it, at least at low levels.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. Each has about equal chance, so it averages out to two points, which is really low generally, and even lower if you aspire to creating a Lord (a range of stats from 12 to 15) or a Ninja (all 17 or above).

Fortunately, you don’t have to stick with one option or the other, but can switch between them when you want. If you have a character who’s closing in on Lordship or Ninjahood, but just needs a couple of more points in a specific stat to obtain it, you can switch to the new style just before claiming that character’s next experience level, and even switch back afterward.

Creating characters

The game offers you to start you out with a group of pre-made characters of an appropriate mix and starting out at Level 2. I whole-heartedly suggest that you don’t use them.

Wizardry is not a game about helping an Overlord get an amulet back from a wizard. The quest is largely bunk; while Werdna is definitely not on your side, there’s is nothing in the game to suggest that Trebor is in the right either. No, Wizardry is a game about watching your characters grow through adventures, and overcome hardships, and possibly succeed in a great challenge. You really want to make your own characters for this.

While Level 1 characters are very fragile, and somewhat disposable, they’re yours. Under the new rules reviving Level 1 characters is free, and it doesn’t take them many fights to advance to Level 2, where they’re sturdier, and at Level 3 your group even starts learning good spells. Make your whole group and stick it out, you’ll have more fun.

Even once your group starts exploring the dungeon and gets a few levels under their belt, the game will continue to offer you new, randomly-generated extras, with levels approaching those of your highest-level character, in the Tavern. These can be useful as a B-team, to supplement your group if you want to play around with different party compositions, and to help rescue your own characters if they wipe in the dungeon. The original game didn’t have them, and they’re expensive to hire, but they can come in handy.

Party composition

In many classic party-based CRPGs in the Wizardry style, the ideal party is pretty obvious: a fighter, a thief, a cleric and a mage. Wizardry doesn’t buck that trend entirely, the game seems designed around three fighters, a thief, a priest and a mage, but there are interesting tactical possibilities that can be explored with non-standard party composition, and since the game lets you have up to 20 characters on your roster in total and switch them in and out of your main group at any time in town, you can even try them out without restarting your whole game.

Here are some ideas:

  • The basics: Figher x 3, Thief, Priest, Mage makes it harder for the monsters to break through that crunchy front line to get to the tasty low-HP classes behind them.
  • Go thiefless: I go over this below, in the section of Chests and Traps. In short, you have to forego a lot of treasure, but having an extra priest or mage lets your group rule in other ways.
  • Any number of Samurai instead of Fighters: it isn’t hard to make a Samurai in initial character creation, and that’s actually the recommended way to play one, since when a character changes classes their stats in play, they are all lowered tremendously. Samurai start out with more HP than Fighters, but earn slightly less with each level. But in return, they start learning Mage spells at level 4, giving you a few extra uses of DUMAPIC, and eventually MAHALITO, which can make a big difference against some enemy groups.
  • Having a Bishop instead of a Priest. I don’t suggest this one so much unless the Bishop is an extra character, because getting to higher tier spells as soon as possible is hugely important and Bishops, although they learn both spell types, get them more slowly. They do have the Identify ability though, which saves you a lot of gold at the Trading Post, and makes selling spare equipment found in the dungeon a reliable source of extra funds.

The most important stat for each class is the obvious one: Strength for Fighter types, Agility for Thieves, Piety for Priests and Intelligence for Mages. But after that, for front liners it’s Vitality, and for spellcasters it’s Agility.

However, Vitality increasess HP and helps the front line hold together for longer, since when the back rank falls into it they tend to get eaten quickly. But every class is helped by Vitality, it increases the chance of revival success, and it’s not a bad idea to add some to your Mages for when dragon breath or an enemy MAHALITO gets through.

Agility affects when a character acts in combat, and it’s important that those huge group-size damage spells happen early in the first round before the enemy has the chance to act. The best fight is the one that ends before the monsters get a single turn.

About VIM, a.k.a. AGE

Wizardry has a check on resting too much. Whenever a character stays at the Inn, they lose a tiny bit of VIM. It’s not enough to show on-screen, we’re talking about a small fraction of a point. In the original game it was called AGE, and started around 18 and counted up. You can switch to that name in the Old-School Rules. Each Inn stay is a week of time, although strangely it only counts for the characters who actually stay at the Inn. So long as you try to make the most of your expeditions into the dungeon your characters won’t age much, but the higher their age grows, the greater the chance (if you’re playing by Old-School stat level gain rules) that stats will go down. And if characters get very old, into their 50s, they could just die, period.

The higher a character’s VIM/lower their AGE, the less of a chance they’ll lose stats when playing with random stat gains, but it’s really subtle unless you class change multiple times.

When characters are revived from death, they age by a random amount that could be up to a year. When characters chance classes, they age considerably, by several years! So it’s best not to change classes lightly.

It’s said, of an early release of Apple II Wizardry, that if you quit the game while in the dungeon, and you resume their advenutres by restarting them as an “Out” Party, that the game would age them by ten years. I’ve only heard of this by rumor, and it seems to indicate that this was changed in later releases. I tell you this just to say, even the original designers thought better of that one.

There’s a lot more to say about playing Wizardry! Watch out for more soon, I still have to get some of my notes organized. We’ll talk about how the game actually plays, and give a plan for tackling the dungeon overall.

EDIT: I repeated myself at one point, so I fixed some wording there. Also some minor fixes elsewhere. I notice that the theme is covering some of the text with my screenshots. I’m not sure why it’s doing that. We’re looking into it.

Adam Dawes’ Guide to Bubble Bobble

For 16 years now, Adam Dawes has had a guide to Bubble Bobble on his website that provides precise, detailed strategies for defeating each of the game’s 100 levels, most with a demonstration video (one level’s video I found doesn’t work). Each level has a difficulty ranking, and such is skill that the hardest of them I found, level 91, is only rated as “medium-hard.”

Adam’s guide provides the details of finishing each specific level, but it doesn’t explain all of the weird secrets that lie buried deep in the game’s code. For that, check out the previously-linked Bubble Bobble Info Pages!

Adam Dawes’ Guide to Bubble Bobble

A Retro-Focused Guide for Dance Dance Revolution Beginners

Image from Mobygames

Racketboy has a great article about getting started with Dance Dance Revolution at home. DDR is still kind of going in U.S. gameplaces from the 2016 release of “Dance Dance Revolution A,” but hasn’t received a home release in that country since the days of the Wii, in 2011. That leaves options to picking up a home machine, finding a version for an older console, or, of course, yarr. Thanks, Konami! Your attention to preventing access to your products is ridiculous and easily mocked!

The ultimate decision reached is to play DDR Max or Extreme 2 on a Playstation 2, and on a CRT if at all possible, but the article contains a number of options that may be more workable for you. Dance on!

DDR Beginners Home Guide for Retro Gamers

Kimimi tGESM: For FAQs Sake

The above abbreviation stands for “the Game Eating She Monster,” but that’s a lot to put in a post title! Kimimi has a great blog, with a great post from 2021, about the construction and requirements of a game FAQ, of the type that were (and sometimes still are) posted on GameFAQs, unless/until recent buyer Fandom.com kills it. It covers the basics you need to know if you wish to help keep this ancient and revered art alive, including this:

First things first: ASCII art. Everyone knows no amount of text, helpful or otherwise, is a proper guide unless the top of the page is decorated with ASCII art. This is an unbreakable universal law, on a par with gravity and cats being whatever furry shape suits them best at the time.

Kimimi
Title art looking good! Made by Kimimi herself, as should be obvious.

Sonic Retro’s Physics Guide

tl;dr: The description of the physics and implementation details of the 16-bit Sonic the Hedgehog games hosted at Sonic Retro is complete and amazing.

This is one going out to all you developers out there, either current or aspiring.

It’s amazing to me how fussed, nay, obsessed-over the 16-bit Sonic the Hedgehog games are even to this day. There are a lot of good things about them, and arguably the best is their platforming engines, which are among the best in the field. They take advantage of the processing power of the Genesis/Mega Drive, fueled by a Motorola 68000 processor, the same processor as the classic Apple Macintosh, clocked only slightly slower. This was basis of Sega’s infamous “blast processing” slogan at the time, touting how much faster the Genesis was than the Super Nintendo Entertainment System. This was somewhat unfair, as SNES carts often came with supplemental chips in them that acted like co-processors, and was of a completely different architecture as well with different characteristics, but it did make the Sonic engine possible. A lot of the credit also goes to Sonic programmer Yuji Naka, who is legendary in game coding circles for a very good reason.

If this is the kind of discussion that makes your heart race, we’re glad to have you reading Set Side B! If it’s not, that’s okay. I’m a bit stymied myself, even though I love dives like this.
(All images in this post from Sonic Retro.)

The result of the Genesis’s power and Naka’s expertise was a game engine with, yes, raw speed, but also a lot of nuance. If you jump and land on an enemy or monitor, you can control the height of your rebound, no matter how fast you were going when you hit it. If you jump while on a slope, you don’t jump straight up but away from it, which takes some getting used to at first but can be taken advantage of. There’s lots of fun little cases like these, and figuring them out, and their implications, is the source of a lot of the joy of playing Sonic the Hedgehog for the first time.

Those two places where the slope only intrudes slightly into Sonic’s ground tile are what get me.

I’d even argue, without the solid engine, and great level design taking advantage of it, all of Sega of America’s marketing efforts, which formed the foundation of the media juggernaut that Sonic has become today, with several cartoon series and comic books, and two successful movies and a third one in the works, would have been for naught.

Judging by the later 2D adventures, the nuances of Sonic the Hedgehog’s engine are difficult to grasp without a good amount of effort. It is likely that Sega themselves don’t have the institutional memory to understand how they worked, which is why they went to Christian “The Taxman” Whitehead, and others from the fan game community, to make Sonic Mania, which has a faithful recreation of the original games’ physics.

Why has no one made a Sonic half-pipe trick skateboarding game?

Bringing it back around, the obsession of the Sonic fan community has produced a number of disassembles of the game’s code, which have served as the basis for a wide array of romhacks of rather shocking levels of quality. I wrote about many of those in the Someone Set Up Us The Rom ebooks (ahem).

They also served as the basis for the subject of this post, the physics descriptions at Sonic Retro. Here is basically all you need to make a Sonic-style platformer. Synthesizing this and putting it into practice is a formidable task on its own, but it’s a doable one, and you don’t have to read source code (other than your own) to do it. To those who attempt this task, we salute you! And let us know how it goes!

Sonic Retro: Physics Guide