Romhack(ish) Thursday: 21st Century Roguelike Pac-Man

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

It’s another romhack post that’s really not a romhack, but kind of pretends to be one. Gridlock’s 21st Century Roguelike Pac-Man (which I’m going to call 21CRPM) at first looks a lot like the arcade classic, but then becomes something really, really different.

It becomes so different that the game it most brings to mind isn’t Pac-Man but Frog Fractions. It keeps piling on the play mechanics, in a way that the game makes apparent is meant to be humorous, but also sort of, kind of works. I mean of course it’s me saying this, ๐–ณ๐—๐–พ ๐–ฏ๐–พ๐—‹๐—Œ๐—ˆ๐—‡ ๐–ถ๐—ˆ๐— ๐–ช๐–พ๐—‰๐— ๐–ก๐–บ๐—‡๐—€๐—‚๐—‡๐—€ ๐–ฎ๐—‡ ๐– ๐–ป๐—ˆ๐—Ž๐— ๐–ฑ๐—ˆ๐—€๐—Ž๐–พ๐—…๐—‚๐—„๐–พ๐—Œ, so maybe I just like that sort of thing. Although the way it’s the most like roguelikes, permadeath, making you start completely over after losing, is possibly the weakest part of it. I had to start over a lot.

You start in the middle of the normal Pac-Man board, in a field of dots, and the ghosts roaming around as usual. It’s not exactly like classic Pac-Man; ghosts can catch you much more easily on corners (you’ll get caught this way frequently times before you adjust), and the AI is a little different. The Red monster, Blinky/Shadow/Akabei/Oikake, can actually turn right after coming out of the box, and move up through the paths above it.

Also, eating the Energizers in the corners doesn’t make the ghosts vulnerable. Instead, Pac-Man can shoot the dots he eats at the ghosts to defeat them, and while an Energizer is active his shots are stronger. Pac-Man must be facing into a corridor in order to fire, meaning he must often be running directly towards a ghost before he can shoot it. The Red ghost has the least health, and can often be gunned down even without an Energizer, while the Orange ghost has a lot of health, and usually must be shot while it’s traveling away down a long corridor. Fortunately, he’s not any smarter than he was in the arcade game.

A big difference is the Hunger meter at the side of the screen. It constantly runs down, at an alarming rate, as you play. If it runs completely out, the game ends immediately, regardless of how many lives you have left! You have to make sure to keep tabs on your hunger. And dots and ghosts don’t refill it, only fruit does, and only a bit of it. What Pac-Man can do, however, is save it for later: he has an inventory now, and grabbed fruit go right into it. You press the X button to bring up a menu, and can then pick out the fruit and munch it on down.

If you had to rely on the fruit from the center of the board though you’d starve pretty fast, so now Pac-Man has the ability to plant fruit in the maze. If you plant it, of course, then you can’t eat it, but it doesn’t take long for it to sprout and start generating new fruit of its own. You’ll soon have to start relying on this to survive.

When you clear the board of dots, the monster box opens up and when you go inside you get this screen:

This somewhat sarcastic screen appears to suggest that there’s more to the game than the starting screen. And it’s right.

Once you clear the board of dots, the game doesn’t end. Ooooh no, you’re just getting started. No, the board you start in is the “home” location in a much larger maze, accessed through the tunnels on the sides of the screen. As you explore this maze, new locations will be filled in on a map in the lower-left corner. The borders of this map aren’t the ultimate edges either. This greater map is created anew with each play; sometimes you’ll have tricky situations right near outside the starting board, and sometimes it’ll be fairly easy going. There are ghosts and dots and fruit in these boards too, and sometimes more Energizers, but there are no regeneration boxes. Ghosts you defeat out there turn into eyes, but have no way to turn back into ghosts, and eventually just fly away.

Out there in the maze there’s a lot of weird things to find. Like shops.

And quest givers:

And locked treasure rooms:

And areas of solid stone, and ore, that must be dug through Minecraft-style with a Pick (go into the Tools section of the menu to use it):

And a whole Pokemon-themed area:

And there’s crafting! And you can spend Galaxians you find to enhance stats! And boss ghosts to defeat! And probably more! I keep finding new parts to the game as I play. The game’s itch.io page even claims there’s a final boss to defeat, in the form of an evil version of Pac-Man, but I haven’t found it.

You can save your game, but in roguelike style, your session ends when you do it, and its deleted when you resume. Your game ends either when you run out of lives or your Hunger meter depletes, and both are way too easy to have happen. I find it helps to plant at least one fruit on each screen, but don’t carry around too many: if you’re holding too many things you become “Encumbered” and slow way down!

It’s an enjoyable game, for awhile at least. Pac-Man’s movement speed quickly feel much too slow for exploring the huge over-maze. His movement speed is one of the things you can upgrade by spending Galaxians, but I’ve only just recently even found one of those in the maze, and it was in a locked treasure room. It feels like there’s a lot more to the game than the permadeath feature allows me to see, but I’m still trying.

It is true that, ultimately, 21CRPM is a joke game, and the point is that Pac-Man doesn’t need elaboration upon, and the extra mechanics exist mostly to feel tacked on. There may not even be a real point to them. But neither is there a point to video games in general, and it’s still fun to explore them, for a while.

One of those boss ghosts you can receive a quest to defeat. They take a lot of damage, speed up as you deplete it, and can even fire back at you. You might want to craft a shield before taking one on, out of three Iron Bars (made from ore) and a piece of Wood (bought in a shop or acquired from using the Pick on a tree). You might be able to use a Sword on one, but they break quickly and I haven’t tried it yet.

21st Century Roguelike Pac-Man (itch.io, $0)

A Double Indie Review of Batboy and Strayed Lights

This is a double indie game review of Batboy and Strayed Lights done with press keys provided by the developers. If you would like me to look at your game for a future review, please reach out.

0:00 Intro
00:14 Batboy
5:18 Strayed Lights

Indie Game Showcase For 11/15

The weekly indie showcases highlight all the game we play here submitted by developers or indie game demos. If you would like to submit a game for a future stream/video, please reach out.

0:00 Intro
00:14 Super Ember Kaboom
1:55 Kombinera
3:36 Mago
5:34 Blacken Slash
7:01 Tokoyo: The Tower of Perpetuity
10:20 The Dark Heart of Balor

The Design of Horace Interview

For this perceptive podcast I spoke with the designer of Horace: Paul Helman. We talked about how the development of the game went and the challenges of fine-tuning the various elements of it.

The Forest Cathedral and 24 Killers Review

This is a double review of The Forest Catherdral and 24 Killers both played with press keys provided by the developers.

0:00 Intro
00:16 The Forest Cathedral
4:13 24 Killers

Indie Game Showcase For 8/23

The weekly indie showcases highlight the games we check out for each Wednesday night stream. All games played were either press keys or demo submissions. If you would like to submit a game for a future showcase, please reach out.

0:00 Intro
00:14 Mango Mischief
1:20 20 Minutes Til Dawn
4:26 Blade Brigade
7:25 Draft of Darkness
10:16 Video Game Fables
12:30 Kokoro Ultimate

A Short SRPG Chat With Sinister Design

For this perceptive podcast, I sat down with Sinister Design’s Craig Stern to catch up about RPG design and his latest game Together in Battle. We talked about adding more relationship and character development to an SRPG without taking away the player’s control or tactics.

Homestar Runner: Dangeresque in The Roomisode Triungulate

Every time Homestar Runner releases something new, it’s cause for celebration. They’ve been doing this for 23 years, and that’s not counting the original Mario Paint thing with the characters they made, long ago, that kicked off their merry legacy. Even though the days of them updating weekly and Strong Bad popping off sarcastic answers to emails left, right and center are long gone, every few months another new thing comes out of the Brothers Chaps’ content grinder, and we love that kind of sausage.

Of course making free stuff doesn’t pay the bills, and Adobe Creative Cloud is hella expensive these days, so much of their more recent stรผf takes the form of little paid projects, like the Trogdor board game. So it is with this, a quite nifty collection of three point-and-click adventures. One of them came from their website long ago, but it’s now remade in that Unity thingy. it’s joined by two completely new games, and the three of them have better animation and full voice acting now! All are full of the wit and fun that Homestar Runner-branded contentTM has long been known for.

I managed to finish it in a night, but it was a very entertaining night! This thing is packed full of more jokes and character even than the Telltale series they did back in the Wii days. It’s amazing how many obscure interactions have unique voice lines, so be sure to try everything, and using everything on everything else.

Dangeresque: The Roomisode Triungulate, on Steam and itch.io (Windows and Mac, $8)

A Double Indie Game Review of OTXO and Cassette Beasts

A double indie game review featuring OTXO (played with a press key) and Cassette Beasts (played with a retail key)

OpenGameArt

It’s just a pointer to a useful site today. OpenGameArt has been around since at least 2009, a place where people can upload game assets they’ve created and make them available to developers, with a variety of licenses. Back in 2013 I used music from it for my own Gamemaker game Octropolis, properly credited of course.

Games made with freely-available resources sometimes get a bad rep, but they can be invaluable for small-team and single developer projects, or anyone trying to get their project off the ground.

OpenGameArt

High Speed Action With OTXO Developer Interview

For this perceptive podcast, I spoke with Nathan Haddock from Lateralis Heavy Industries who developed the game OTXO. We spoke about the kind of action design Nathan wanted to focus on and balancing the high-speed play with the roguelike elements.

M.U.L.E. Turns 40

Dani Bunten’s classic economic simulation M.U.L.E. is one of the all-time greats, still fairly obscure even among people who know and talk about video and computer games, but hugely influential. Wikipedia tells us that Shigeru Miyamoto considers it an influence on the Pikmin games (although other than in theme I really don’t see it).

There are three current ways to play M.U.L.E. One is Planet M.U.L.E., an official port sponsored by Ozark Softscape, which is several years old, and I was certain I had posted here about before. It’s a proper update with new graphics and a lot of character. A thing about M.U.L.E. is that the original versions were intricately designed in a lot of ways, not just in game rules but the little details. The way the phase ending noise speeds up, the exact difficulty of catching a Wampus, the speeds with which players walk through terrain, the many details of auctions, even the time it takes to outfit a mule and leave/enter town, it’s all finely calculated. You can tell that Dani cared deeply about the game, and it’s a polished as any game I’ve ever seen, and that’s the old 8-bit computer versions. Planet M.U.L.E. isn’t as polished, but it’s still very nice, and you can tell its makers thought hard about it. It offers both local and online play.

Sadly, Planet M.U.L.E. seems to be on life support. While games can still be played, and the automated best player posts still go up on its blog, it’s not gotten an update in years, and it’s even possible they’ve lost the source code.

One legacy of Planet M.U.L.E. is a wonderful Youtube video they made that explains the game and how to play. It’s a great introduction:

M.U.L.E. Returns was a mobile port. It has a website, that’s still around, but apparently none of those versions are available. It’s got a page for a Steam version, but it’s not available despite the original game being released in 2013. The site claims it may come back some day, but it cannot be purchased currently.

Then there’s the new roboanimal on the block, M.U.L.E. Online, which is on itch.io for a very reasonable $5. It has the blessing of Ozark Softscape, and is a near match for the Atari 800 version. You won’t get any improved graphics or sound here, but you will get a game that copies the original very closely, which is perfectly fine in my opinion. It offers local single and multiplayer, as well as internet-based online play. They also promote a board game version of M.U.L.E, which I’ve long wanted to try!

Or there’s emulation. Back in college I played M.U.L.E. with roommates via an Atari 800 emulator burnt to a Dreamcast disk, a great way to play if you have the system, controllers and means to construct the disk because the Dreamcast has four controller ports. (M.U.L.E. is by far at its best when you have four people playing.) The Commdore 64 and IBM PC versions were also made by Dani and the others at Ozark Softscape. The C64 port is close to the Atari 8-bit version. I don’t know about the DOS PC version. I can say that the NES version made by Mindscape is a terrible version, while sadly possibly the most-played because of the great popularity of the NES. If you tried that version and wondered what the fuss is about, you should seek out the Atari 8-bit version and play it before writing off the game entirely.

World Of Mule is a fansite dedicated to M.U.L.E. in all its forms. For its 40th anniversary, they’ve published a long retrospective on the game, its history and the new versions. (That’s where the above image comes from.) It’s a fitting tribute to one of the most influential computer games ever made.

Long ago, on primordial wiki-like site everything2.com, I personally wrote a long examination and play guide to M.U.L.E. While my writing style back then was pretty crazy, I think the information holds up. If you have an interest, you may want to take a look.


Planet Mule ($0, Windows, Mac and Linux)

M.U.L.E. Returns (versions currently unavailable)

M.U.L.E. Online (itch.io, Windows, Mac and Linux, $5)

World of M.U.L.E. (carpeludum.com)

M.U.L.E. The Board Game (boardgamegeek item page)