Old Skies Review

This is a video review of Old Skies played with a press key provided by the developer.

Results of Discmaster Jam 2025

We’ve posted before here of Diskmaster, a search engine that works on the contents of old CD-ROM file compilations. Diskmaster has gone away and come back at least once, maybe twice, but for the moment at least is up.

Discmaster Jam is a gamejam where participants are asked to make use of contents found on the CDs the Discmaster searches. The winners were judged by a number of Industry People, so you can expect a certain minimum level of quality from those. The list of submissions on itch.io’s page for the jam has a number of extra items on it, to peruse and examine.

Image from the site

One entry that stands out in my vision is “Where In The World Is That #@*% Owl!?” which was written for the somewhat-obscure ACT Apricot computer from the UK, which had monochrome, yet high-resolution, graphics

Image from the itch page for Where In The World Is That #@*% Owl!?

Of note: it turns out one of the disks that Discmaster searches is the original CD version of Loadstar Compleat! So that is another way you could satisfy a jonesing for C64 program action. If you see me report on a Loadstar program of interest, you could possibly find it there, in addition to the Loadstar Compleat compilation I’ve made for itch.io.

Indie Showcase For 7/2/25

Each indie showcase looks at the variety of games we cover on the channel. Games shown are either press keys, demos, or from my (Josh Bycer’s) collection.

00:00 Intro
00:14 Duck Detective: The Secret Salami
1:34 Void Carrier
2:56 Mech Engineer
4:35 Freakhunter
6:15 Hard West 2
8:48 Cavalry Girls

Roguelike Celebration 2025 Call for Proposals Extended

I’m helping out with Roguelike Celebration 2025, the now ten-year-running conference-like thing about all things roguelike, roguelite, and roguelike-adjacent. Yes, I’ve presented there three times so far, and figured it was time to give back!

While RC got its start as an in-person conference, when the pandemic hit they switched over to being entirely virtual, presented through video feed. All of their talks end up posted online, so anyone can see them for years after. But if you can attend during the conference you can participate in chat, ask questions of the speakers, and explore a very clever MUD-like chat interface!

I’ve tried to spread the word about Roguelike Celebration where I can, through social media and this very blog here. Every year they have several very interesting talks that, if you read Set Side B, I know you’d be interested in seeing. They’ve hosted Tarn Adams, co-creator of Dwarf Fortress, the creators of the original Rogue, and many other thoughtful speakers.

This year Roguelike Celebration takes place October 25-26. They sell tickets, but they also let people who are strapped for cash apply for a free ticket. (If you can pay for admission though, please do, as it takes money to run an event like this.)

And if you have a roguelike, or even vaguely-related project, please please please answer their Call For Proposals, to apply to present your work to their devoted audience of extremely thoughtful attendees! The CFP site is here, and their deadline has been extended to July 20th, so you have about three weeks to get in your proposal!

Give it a shot, it’s a great way to spread the word about roguelike work, or about a procedurally-generated game you’re interested in, or just something you think the world should know about.

By volume most game players, let’s be frank, are interested in the big AAA productions. But there are lots of people out there who are willing to give indies a chance, which roguelike games often are, and we have to stick together. Not only to talk with each other and build those connections, but to do it in public, non-corporate venues. Reddit largely is a sham these days, more interested in monetizing their userbase, and Discord isn’t web-searchable, and requires navigating a maze of requests that you upgrade to “Nitro.”

I do not lie: little volunteer-run organizations like Roguelike Celebration are a lot closer to the true spirit of the internet, and the World Wide Web, than those are. So please keep them in your thoughts, if you can buy a ticket, and if you have something to present, answer their CFP! You won’t regret any of those things.

Gamefinds: Labyracer

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Coming in on the heels of his previous game Blasnake, which he unveiled less than a month ago, Kenta Cho, a.k.a. ABAgames, releases another absolute banger in the form of Labyracer. Like Blasnake and most of Cho’s games, it’s absolutely free!

Check out that high score I set! You’ll find it difficult to surpass it, but I won’t say it’s impossible!

Labyracer plays like a mix of Namco’s two games Rally-X and Pac-Man Championship Edition, but unlike either game its mazes are all randomized, and only visible for a short space around your car (an arrow thingy).

Think of the board as having a left and a right half. Each side has a number of flags (letter ‘F’s) on it. When you get all the flags on one side, a Special Flag (an S) appears on the other side of the maze. When you collect it, the first side, the one you got the flags from, is regenerated, with a new random layout and some more flags.

The problem is the suicidal enemy cars that are trying to crash into you. (Presumably that have an insurance company that doesn’t ask questions.) Every time you collect a normal flag, one or more red enemy cars appear close to your location. They start out stunned and blinking, and during that time you pass through them, which I recommend you do.

You have but one defense against the killer kars: pressing Space, or Z, or X, will cause your car to emit a smokescreen directly behind it. If you’ve played Rally-X you’ll know how it works. Enemy cars that run into the smokescreen are stunned again for a few seconds, and can be passed through. An essential skill to learn is, when you encounter an enemy in the way of the passage you need to take to reach a flag, to reverse for a half-second, laying down some smoke, then luring the enemy car into it so you can then get through it.

But the real key to the game is in destroying the enemy, which you can only do by regenerating a section of maze with a Special Flag while they’re in it. This awards points, potentially lots and lots of points; each successive car in a regenerating maze earns double the points of the last: 100, 200, 400, 800, 1,600 and so on! As you play, more and more cars get spawned by collected flags, so if you can get through them and to a Special Flag on the other side of the board before they follow you out of the danger zone, you can earn huge scores pretty quickly! But it’s pretty hard to do, since the enemy cars are devoted pursuers, and you have to find your way through the dark corridors to get to the Special Flag.

You’ll notice that I have a high score of over 70,000. That’s really hard to reach! I was helped a bit by some lucky clears. You earn extra lives according to the Fibonacci plan: first at 1,000 points, then at increasing amounts by the familiar pattern: 2,000, 3,000, 5,000, 8,000, and on and on. A good clear or two can get you multiple extra lives, which can last you a good while.

There is a timer, in the form of a fuel gauge that counts down from 100. It counts faster when you’re emitting smoke. Running out of fuel does not kill you, but it does cut your speed in half, which usually spells doom anyway. Your tank is refilled when you collect an ‘S’ flag.

Like all the best difficult action games, it doesn’t actually feel that hard while you’re playing it! Despite the dark maze and the swarm of pursuers, Labyracer plays fair. While the maze is dark, the crash cars are still shown to you from any distance. Appearing enemies take a little time to activate, and smoke stuns them for a good several seconds. The corridors don’t cause you to crash when you hit a corner or dead end, but instead your car automatically takes corners for you. There do eventually appear red “rocks” in the maze, that can make you crash.

Please give Labyracer a try! It’ll probably be the first play of many!

Blasting and Slashing With Two Indie Shooters

This is a double review of Soulslinger: Envoy of Death and Viscerafest, both played with press keys.

00:00 Intro
00:18 Soulslinger Envoy of Death
5:41 Viscerafest

Indie Showcase For 6/20/25

Each week, the indie showcases highlight the many games we play on the stream here (at Game Wisdom). All games shown are either demos, press keys, or from my (Josh Bycer’s) own collection.

00:00 Intro
00:14 Tunnet
02:07 Schim
03:19 Astor Blade of the Monolith
05:03 Flathead
6:25 Tower of Mask
8:01 Devilated

Indie Showcase for 6/16/25

The weekly indie showcases highlight the many games we play here on the channel (Game Wisdom). Games shown are either press keys, demo builds, or from my (Josh Bycer’s) collection.

00:00 Intro
00:14 Path of Achra
01:32 When the Light Dies
3:34 Moonglow Bay
4:49 Hemlock
6:04 Baladins
7:54 The Tower on the Borderland

An Overview of Type-In Computer Magazines

In the old old old old old old old OLD* days, people wrote computer programs by either filling boxes on paper cards or punching out squares, like they did (maybe still do?) for standardized tests. The cards would be fed into card reading devices, some of them called Hollerith machines, to be read into the computer’s memory. (Asides: Hollerith machines were invented in the 1800s. IBM’s start was in making them. IBM’s website though won’t be keen to publicize that they were used by the Nazis.)

(Another aside: What do the olds mean? Old #1: before social media. Old #2: before smartphones. Old #3: before Google. Old #4: before before the World Wide Web. Old #5: before the internet. Old #6: before online services. Old #7: before home computers. Old #8, the all-caps one: before timeshares. There is an awful lot history in the early years of personal computing that gets overlooked.)

The ultimate point after all this discursion is that paper, while little used today, is a time-honored way of entering computer programs. A while after that neolithic era, when home computers first hit it big, there grew a market for programs that weren’t as big and expensive as boxed copies on store shelves. That was the age of the type-in program magazine.

It’s the same age that that Loadstar thing I keep bringing up belongs to, but truthfully it lies only on its edges, as it was a disk magazine, created specifically to bypass the trial by fire that type-in magazines subjected its users to: sitting at a keyboard for hours, laboriously entering lines of code, or even plain numbers, in order to run some simple game, novelty, or other software. Loadstar itself served as the disk supplement, that is, media that carries all the programs from a print magazine’s issue, for both Commodore Magazine and Power/Play. (That age of Loadstar stretches from issue 9 to 61.)

I don’t know when the first magazine that published software in print form was, that’s a solid fact kind of question, there definitely was a first at some point, but there’s been tens of thousands of magazines, some of them really short-lived and obscure, and there’s a great many edge cases to look out for. Mad Magazine, to offer just one example, published a type-in in one issue.

To state that solid fact definitively requires more time and resource access than I have. But a strong claim could be made for The PET Gazette.

Computer magazines used to look like this! That’s what they’ve stolen from you!

The PET Gazette’s first issue was near the end of 1979. It was more of a fanzine, with a few aspects of a science journal, than a general magazine. It served a highly motivated and focused audience, the kind who would drop $800 in 1970s money on a machine that had 4 or 8K of RAM. The kind who thought making a machine perform automated calculation or data manipulation, all by itself, seemed really really neat. (I kind of feel that way, even now.) The kind like that, or that else bought one of the even earlier kit computers, like the KIM-1, which users had to assemble from parts, soldiering iron in hand, and for which a video monitor was a hopeless extravagance.

I would say at this point that you might know PET Gazette by its rebranding in the early 80s, to COMPUTE!, title in all caps, with exclamation point. But then I would be expecting you to say “Wow, I had no idea!” But who these days even remembers Compute? (I’m not going to persist in replicating 45-year-old marketing stylization, I have difficulty making myself type Xbox.)

As its title indicates, PET Gazette focused primarily on the PETs, along with the KIM-1 which is like a sibling. Compute served a community of users of many different platforms, of like half a dozen: Commodore microcomputers of course, but also Atari 8-bits, the Apple line, the TRS-80s, the early days of the IBM PC, and at times even some more esoteric models.

Compute’s first issue. At the start, it used a period in its title instead of a bang.
Compute’s last issue. It had dropped type-ins a few years before. By this time it had dropped the exclamation point and was owned by the publishers of Omni (hence the font of its title). It got sold to the murderers of many a tech magazine, Ziff-Davis, in order to get ahold of its subscriber list.

Compute soon spun off two or three subscriptions for specific platforms, for users who wanted more than what was limited, by space reasons, to one or two programs an issue. By far the most significant of these was Compute’s Gazette, its title a tribute, to those who knows, to the Compute empire’s origins.

I’ve mentioned here before, certainly, that Loadstar lasted for a surprising and amazing length of time, 22 years. Compute’s Gazette (Internet Archive) wasn’t nearly so long-lived, but it still made it pretty far. Wikipedia claims that it survived to 1995, but really its last issue as its own magazine was in 1990; then it persisted for a bit as an insert in Compute, then as a disk-only periodical.

Look at that cover! Distinctive! Informative! Interesting!
…and the last cover. I don’t think it’s nearly as interesting, but by that point it was lucky to be a magazine at all.

Fender Tucker tells me that when Compute’s Gazette closed up, they paid Loadstar to fulfill their remaining subscription obligations, so at least they did right by their remaining customers. It was a dark day when CG perished, though, the former heavyweight of the type-in scene.

Some other type-in magazines of the time were Ahoy! (again, with an exclamation point):

Ahoy also had a distinctive design!

…and Run:

The word has arrived via the Floppy Days podcast that the Compute’s Gazette may soon return. What really happened is that James Nagle saw that the trademark had lapsed and registered it himself. There’s no continuity of editor, writer or IP with the original. Yet I still hope that Nagle’s effort, which rebrands the Gazette as supporting all retro computing platforms, succeeds. His heart is in the right place at least. Here’s their website. I hope that they at least have the sense to offer a way to enter programs other than typing them in by hand; that was always the worst thing about these magazines.

The Making of Boulder Dash

Another find that should be credited to a Metafilter member, in this case AndrewStephens. It’s an interview on the site “spillhistorie.no” with Peter Liepa, creator of the 80s home computer hit Boulder Dash, an early game application for cellular automation. A digging game, like Dig Dug and Mr. Do!, but instead of just dropping single rocks or apples on enemies, falling boulders are an essential aspect of gameplay, as well as gemstones, butterflies and growing amoebas. And oddly, its publisher, First Star Software, still has a living website, yes even in 2025, and may even still be in business, presumably as a company licensing its microcomputer-era products?

Boulder Dash, image from the interview page on spillhistorie.no.

Please take a moment that Peter Liepa is still alive, and willing to talk about his work, for which the same can’t be said for Doug Smith, creator of Lode Runner. There, that’s enough maudlin talk. Time to dig out from beneath a pile of boulders; no one else is gonna do it for me.