Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at.
Released in 1982, a couple of years after a little game called Pac-Man, Pepper II is a maze game set in a four-screen world. You’re a blobby angel thing called Pepper, obeying an edict from the Powers Above: zip up four screens’ worth of boxes. The box borders are made of un-zipped zippers, and by zooming around each one it’s zipped up and captured, filled with a pattern.
Opposing your efforts are a bunch of roving eyes and a weird pink creature callled “the Whippersnapper.” It was the golden age of arcades, and realistic scenarios were on the outs for a time.
Its box-surrounding play looks similar to Amidar at first, but it’s really quite a different game. Amidar‘s enemies move according to a set and inviolate plan, but the eyes of Pepper II rove mostly randomly, with a slight bias towards chasing you. Amidar only lets you attack your enemies once per board, after you’ve surrounded all four corners, but Pepper gets this power after capturing just one of the corners, or the box in the center, up to five times per maze. This means that you’re invincible a lot of the time! Play carefully and you’re almost always invincible, which is important because you’re really vulnerable when you’re not. There are up to three more enemies after you at a time than in Pac-Man, and their unpredictable meandering means you often get caught right as you’re finishing a box.
Pepper’s world isn’t a single screen, but consists of four interconnected mazes. The arcade manual calls them cubes, and when you clear one you get a little cube icon in the bottom-right corner of the screen, but it isn’t a cube really; there’s only four sides. The game world is more like a horizontal strip. When you go off-screen to the left or right, you enter the next screen in the strip, but if you go up or down you skip ahead/behind one screen. From Screen 1, left goes to 4, right goes to 2, but both up and down go to 3. Enemies don’t have an off-screen existence beyond a few seconds after you change mazes, but your progress on other screens is remembered, so you can solve each maze a bit at a time if you choose.
The best thing Pepper II has going for it is its speed. It is incredibly fast! It makes Pac-Man feel creaky by comparison! Surrounding an energizer box gets you only four seconds of invincibility, but it’s long enough to surround multiple other boxes.
Pepper likes to overshoot intersections, and even with attention you’ll still probably miss them sometimes. When you enter a new maze, enemies enter from the four sides randomly after only a second, and at the game’s speeds this makes them very dangerous at that time. You could start capturing a box, and by the time you’re all the way around it a roving pair of eyes have both entered and moved over into your path. The eyes are not focused pursuers, but their large number and randomness make them plenty deadly enough.
The Whippersnapper is a little special. When you activate an energizer you can destroy the eyes for points, but will just pass through the Whippersnapper. The Whippersnapper exists to prevent you from zipping up tracks randomly. It undoes your work as it moves through the maze! Once you’ve completely captured a box it’s safe and cannot be unzipped, but until then it’s easy for it to mess up your work. It also moves much faster than the eyes.
There’s a couple more nuances to play. If you go back over your own trail you’ll unzip it. There are bonus items you can surround for ever-increasing bonuses as the game continues. The energizer in the center of the board flips between a stronger version that also kills all the enemies on the screen. These play quirks don’t really amount to all that much. Pepper II is a game about careening at full tilt around a board, clearing it piece by piece, and frantically racing between energizers to keep your invincibility going, and the other details tend to get lost in the rush.
Extra lives are awarded at 40,000 and 80,000 points. A good early score is around 50,000. I can regularly break 200,000, clearing two cubes, but the difficulty goes up rapidly from there. Both as you continue in each board and as the game goes on the enemies speed up a lot, and starting with the second cube the unzipped trails turn invisible for short periods.
About Exidy
Exidy was founded by in the very early days of arcade gaming. Some of their better known games include Star Fire, Mouse Trap, and Venture. They were never known for their graphics, although some of their products were among the earliest arcade games to use digitized sound. Many of Exidy’s games made up for their lack of visual flair with strong gameplay fundamentals. Venture, particularly, is a minor classic. Exidy was known to court controversy at times, with games like Death Race, in which the player runs down pedestrians, and the excessively-gory Chiller, where the player uses a light gun to dismember helpless victims in a torture room. Chiller received an unlicensed port to the NES by AGC (“American Game Cartridges”).
Coleco ported Mouse Trap, Pepper II, and Venture to the Colecovision console, where they were met by an appreciative audience. Their port of Pepper II is especially good. It’s very much like the arcade game, just a little slower.
Exidy games from the time of Pepper II tend to have a visual look akin to DOS games played through a CGA card. Pepper II is like this, but it certainly can’t be called slow. It takes sharp reflexes just to get around its mazes.
My experiences with Omega have been filled with death, frustration, annoyance, exasperation, and death. But I have also greatly enjoyed the game. While even with source-diving I have not gotten much farther than completing the Goblin Caves, the game is still enjoyable for me to play. There’s lots of cool things to discover, powerful items to find, and interesting strategies to formulate. In Omega one may see early forms of ideas found in venerable NetHack and ADOM.
Those two games have had a lot more fan obsession directed at them over the years, which has broken off some of their sharper edges. There are entire genres of NetHack variants devoted to fixing things about it that some people disagree with.
Omega has not had this advantage. Rather more things will just kill you in Omega. There are a lot of things that deserve experimentation, but that experimentation will often result in an expedited demise, or else make your character unplayable, or merely erase much of your progress.
Why am I so into this? It’s because it’s a worthy game, one that can give an interested player a lot of enjoyment, yet few people talk about it anymore. And yet there is a real sense that this game could someday just vanish. While there’s several Github projects hosting the source with grandiose aims, like converting the code to use C++ or making a “Next Generation” version, they haven’t seen movement in several years.
In a file in the code, Omega creator Laurence Brothers offers his hopes for future development of his project. But then he graduated from college, and passed the game on to others, who, after some initial effort, have not done a great amount with it in the decades since.
Adult Life happens to everyone, and no one should be faulted for failing to maintain an old terminal game that was mostly played by college students. But it is a shame that Omega doesn’t have an inscrutable and forbidding DevTeam like NetHack does, to be mysterious in their aims and slightly malicious in their efforts.
As I’ve said, I’ve been tooling around a little with the source code. Omega’s structure isn’t that hard to understand. Maybe something will come of it. If it does, you can be sure that I’ll mention it here, and probably try to get some more column mileage out of it. Until then, here is a whole lot of strategy discussion on Omega.
This is pretty long! It may be the longest single @Play column I’ve ever written. It’s basically a FAQ itself, although in actuality few have done any asking for a long time. NetHack and ADOM have full wikis. Omega deserves one too, but until that day happens, this is what I’ve been able to piece together.
This logjam of an article is presented along the lines that, if people want to read it, it’s here, and if they don’t, well, at least I’m done talking about Omega for now, and it’s all here neatly in a single page that you can hit Close Tab on with a song in your heart. I don’t expect you to share my obsessions, only that you recognize why I’m obsessed, and to consider if you’d like to house this ancient DOS roguelike in your own brain too.
About as far as I’ve been, having completed the Sewer dungeon.
Here, you will discover how to join guilds, what spells the religions teach, how to immediately earn thousands of gold pieces, the details of more than one secret game mechanic, what to wish for, and how to enter Omega’s secret cheat mode….
Here are the previous posts on Omega: one – two – three – four. And while we’re at it, here’s the two previous posts on Omega’s contemporary Alphaman: first – second.
What Is The Objective?
So, what is your character trying to accomplish in Omega? The answer is: who knows?
In its way a bit like Animal Crossing, there is no definite ending to Omega. Your character can retire if they earn 50,000 gold pieces and buy a condo in Rampart. If you do that, then visit it and choose to retire, to the game, that’s a win: it calls the function p_win(), and ends the game. Pay off Tom Nook!
The other form of winning involves becoming an Adept, which means completing the Adept’s Challenge. In the game’s code this is called a “bigwin.” I am not completely sure of the requirements, but part of it involves going to the Astral Plane, which is done through the auspices of the Oracle of the Blue Flame, so don’t attack her! Once you do so you can make wishes when you want, but your score is frozen at the moment you complete the challenge.
Another form of victory is to get your name in one of the positions of the scoreboard. Instead of a Top-X list of scores, it’s a number of positions in the game world. If your character gets to the top of a guild, or a religion, or completes all the Duke’s quests, or gets the greatest Law or Chaos alignment score seen on that installation, gets commemorated, not just on the scoreboard, but as a presence in the game world for future players to hear about.
Some Nuances
Alignment
Maintaining alignment is a weird process. Omega was created at a time when old school D&D’s lawful/chaotic system was still in recent memory. In this moral setup, good and lawfulness get generally conflated, as do evil and chaoticness. A necessarily reductive, even medieval, outlook upon the world, no distinction is made for rulebreaking to help the oppressed, or the enforcement of evil laws.
In D&D, you decide your character’s alignment when you create it, and the DM is expected to enforce that decision, with consequences should the player’s actions not line up with it. This is especially bad for paladins, who can lose all their class powers. In roguelikes like Hacklikes, ADOM and Omega, alignment naturally changes according to the player’s actions: if you do lawful things, your character slowly becomes more lawful, and the same goes for chaotic things.
There are a small number of things that can greatly affect your alignment. One of them is reading a scroll of law or drinking a potion of chaos when you’re already of that alignment. I find it instructive to recognize how Omega represents: law is information, but chaoticness is physical. There is a “chaos sea” in the game, but no such physical manifestation of law. Even so, each undoes the other.
Over time, the things that affect your alignment the most are small but frequent changes, especially how you deal with monsters. If you attack a monster before it gets a swing on you, it’s chaotic; if you let try to hit you first, it’s lawful. No allowance is made for whether you had a choice in the matter.
If you are purposely trying to change your alignment, the best way to do it is, perhaps oddly, by threatening to intelligent monsters.
By threatening them, instead of killing them wordlessly, you get three lawful points. If you threaten them and they surrender (usually from goblins), you’re give a choice to kill them, rob them, or to free it.
If you let them free, you get two more lawful points. If you rob them, you gain two chaotic points, which is not enough to overwhelm the push towards lawful. But if you execute them on the spot, you gain thirteen chaos points, enough to negate the lawful gain and ten more! It’s unsporting, but it’s a good way to ensure that you stay chaotic, like, if you’re in the Sorceror’s Guild and you don’t want to get mega-cursed, or want to advance with them.
Guilds
One of the first things you’ll want to do in a game of Omega is to join at least one guild in the town of Rampart.
There is a ton of information to relate on the guilds and what they each do, their requirements for joining, what you get when you join up and advance, etc. I decided to summarize it all by way of this chart:
You might have to right-click it and save if you want to get a good look; I’d like to increase its size by more, but WordPress seems determined to maintain that left margin, argh.
The Fighting, Magic and Religion categories of guilds are all mutually exclusive with each other: you can only belong to one of each at a time. Some will throw you out if you escape their good graces, which allows you to then join another one: the Paladins if you cease to be lawful, the Gladiators if you somehow escape a match without winning, and the Sorcerors’ if you stop being chaotic-although in that case, you also get pretty heavily cursed, and they refuse to sell you mana for the rest of the game. (I’ve seen at least one report that they outright kill you, but this is not supported by my reading of the source code. They do cause some damage, though.)
The whole early period in Rampart is a lot like an extended character creation session. In D&D terms, you don’t even have a “class” until you pick out your first guild. It’s a good idea to not to earn any experience points until you’ve joined at least one XP-using guild, so you don’t waste any.
Once you’re a member of a guild, however, it can be a good idea to hold back before joining a second. Your earned XP is split between all the guilds you’re a member of. While you’re a member of only one guild, all of your experience goes only into it, making your advancement in it very rapid. The next-to-last rank in each guild is reached at 4,000 XP. It’s not hugely difficult to get to this if you only have one. That’s only like four trifids. If you have four XP-needing guilds (the maximum), you need to get 16,000 XP to get that far.
The exception to this is the Gladiators. Advancement in the Gladiators doesn’t use XP, and so it doesn’t take a share of the XP you earn. This, makes the Gladiators rather best fighting guild for the magic reliant. Even if you never choose to fight in the Arena, you can still take advantage of their extra combat maneuver point and gym credit. You still need pretty good stats to get accepted by them, however.
The highest rank in all the guilds but the Gladiators requires both completing a special quest and exceeding the guild experience total of the last player to reach the top of that guild. In the Gladiators, you must beat a character with about the strength of the current Arena champion. On multi-user systems, players may compete on a shared scoreboard. Provided you then retire, this puts your character up on the scoreboard as the leader of that guild.
Back in the day, I’ve read, players would compete with each other to get up on the board; nowadays, is there any system in the whole world still running Omega this way? It is sadly a lost form of gaming. Nowadays, if you’re playing solo and don’t come up with a different name for all your characters, you’ll end up with multiple slots taken up by the same name, which breaks your perception of the world, a little.
This explanation of higher-level Omega play brings with it the caveat that I myself have yet to win, despite (and, in a way, because of) all of my experimentation with Omega. I will report in with more on Omega’s endgame someday, once I’ve managed to get to it.
So, which guilds should you choose?
Fighting guilds: My favorite is the Gladiators, because they don’t take a share of XP away from the other guilds, and because they give you gym credit, which lets you pick which stats you want to improve. The Mercenaries mostly give you cash, Strength, and Constitution. The Paladins don’t give you any stat advances at all, and you have to be Lawful to join and remain a member. They do give you a lot of perks though, and every advancement gives you a very good item. That absence of stat advances hurts though, it means you end up spending your own money on stat boosts to make up for it.
Magic guilds: There are two choices here. The tradeoff here is between a chance of random spells from the Collegium Magii, or specific spells and half-price mana refills from the Sorcerors. The randomness from the college is fun, and sometimes gets you very powerful magic (and free experience for learning it!) but makes it difficult to plan your magic game. The Sorcerors’ discount on mana helps you make much more use of your spells, whatever they end up being.
The college is free to join if your Int is at least 18. The Sorcerors Guild is much cheaper to join if you become more chaotic first; the fee can be reduced to as little as 100 gold pieces merely by executing a few goblins (talk to the with ‘t’, threaten them, then kill them).
Religions: The main reasons to join a religion, it seems to be, are some extra Power and the many spells they can teach you. Here they are, and the levels on which you receive them:
Level 3 in all the religions teaches Sanctify, and Level 4 gives you Blessing. The Lords of Destiny don’t offer any spells other than those, but you do still get Pow for advancing.
Note that Set grants Invisibility at Level 1, and again at Level 3, which seems to be an error. Getting Invisibility right away is a point in favor of Set, but getting it twice is a point against him. And Athena and Hecate get Shadowform, a very cool spell, a whole level before Set does.
Pawn Shop
One of my favorite aspects of the game is the pawn shop in Rampart. It’s a rotating selection of random items for sale at a discount. Everything there is pre-identified, both good and bad items can be found, and a large selection of items can appear there. There’s enough good items that show up that it’s usually worth your while to check in, but not so many that it makes the random items you find in dungeons pointless.
Coupled with the cash from robbing the autoteller, it’s a great resource that helps make every game feel different, even when much of the opening time in Rampart is not actually all that random. It also has a lot of psychological value. As I mentioned last time, Omega can be really capricious, and sometimes there’s nothing you can do to save your character. If you’re going to be forced to start over for frustrating reasons, it helps a lot to know you can look in on the pawn shop and have a good chance of finding something useful and different to help your new character get on their feet.
If you’re playing Omega 0.90, you’ll find that the Pawn Shop has a much larger selection!
Strategies
There are a lot of spoilers here, many of which derived from reading the source code. That is your only warning. A game like Omega benefits strongly from having a community around it, to trade discoveries and observations and compete against each other. This community used to exist. Its annals are recorded in the archives of rec.games.roguelike.misc. It doesn’t seem to exist any more. Please take these notes in substitution for it. I have yet to get into the later portions of the game anyway. The early phases are the hardest parts to survive, so maybe this will help get you through the early frustrating phases.
Rolling a character
Major effects of the stats Strength: Damage with heavy weapons and carry capacity Constitution: Maximum hit points Dexterity: Chance to hit and damage with light weapons, chance to disarm traps Agility: Movement speed and dodging Intelligence: Chance of learning spells randomly and some aspects of spellcasting Power: Maximum mana points
Caveats of the above: I have yet to decode the source far enough to be sure of the effects of Strength and Dexterity in fighting; what’s given here is summarized from the game’s help file. There may be minor cases for each that are not covered here.
So long as your character can join a guild that can increase the above, low stats are not necessarily a big problem. See the section on guilds, above, for more information.
Robbing the autoteller
The ATM is “badly programmed,” not in the game’s code but in the game’s fiction, and can be easily exploited. Use Shift-O to open an account and set a password. (All of the ATM key commands are shifted, for some reason.) Then use Shift-P to enter a password, and enter anything except the password you entered. The teller will print a message saying the police have been alerted, and to press space to continue. Hit any key other than space, and after about half a minute you’ll have from 1,000 to 4,000 more gold pieces and five more chaos alignment points.
You can use those alignment points to get started on a career of gleeful lawlessness, or have the Archdruid neutralize most of them, or give 100 gold pieces at the hospice (or 1 gold piece five times) to get back to net zero if you want to join the Paladins or a lawful religion.
Exploring town
Rampart has a lot of resources available, enough so that it can be hard to keep them all in your head. I offer this chart to summarize what’s there. Note, while the layout of the main city is the same from game to game, many of these locations are moved to a random door. Most of these doors will be the ones that are open at the start of the game, but two, the Thieves’ Guild and the Brothel, will be in random closed (yet, unlocked) doors.
The Hedge Maze
The hedge maze is probably the most dangerous location in Rampart, other than the Sewer dungeon. Traps in the maze are a concern; setting off an alarm trap in here can be disastrous, setting the whole guard off looking for you. If this happens, the game can become almost unplayable. Talk to one of them and they may ask you to give yourself up. Doing this pacifies them, but also means you are sent to the City Gaol, although you tend to be released the first time this happens.
There are certain locations in each hedge maze layout that tend to generate either a trap, an item or a monster. As you play you’ll gradually get a sense of where those are.
The primary attractions in the hedge maze are the house of the Oracle, who gives advice as to the next places to go as well as having a mirror that can provide a free self knowledge spell, and the entrance to the Sewers, a popular second destination after finishing with the Goblin Caves.
Around the side and back of the maze is the Cemetary, which has some interesting items in it, which are unfortunately guarded over by liches. At the entrance to the cemetery, when you try to walk in, you’ll be asked something like “Are you sure?” This is not because of any special property of the cemetery itself, there’s a peaceful invisible monster, a haunt, standing in the entrance. Of special note, the hedges of the maze are separated from the castle by only a narrow moat of water. It is thought that there might be a secret back way into the castle, if one could get past the moat….
There is one more interesting property of the hedge maze. Randomly each game, a few of its bushes are chosen to be trifids. They look identical, and it’s not easy to tell them apart from hedges without special means. If you walk into either, you’re asked if you’re sure.
Walking into a hedge can do a variety of bad things to you, including tearing up your cloak or poisoning you, but walking into a trifid is usually fatal-unless you’re carrying a bucket of salt water outside of your pack! If this is the case, then instead of getting devoured by an evil plant monster, you automatically destroy the trifid and get 1,000 experience points for it! This is usually enough to advance you to the next experience level until you get up to 8,000 XP, and even then it’s a substantial boost. The more experience you get from methods like this, the less you’re put at the mercy of Omega’s combat systems.
The key is, you need the bucket of salt water to perform this trick, and also to either identify which bushes are the trifids. The salt water is sometimes sold for cheap in the Pawn Shop, and are reasonably common finds in the Goblin Caves. Identifying the trifids can be as simple as walking systematically through the hedges, although it’s best if you go cloakless and have poison resistance from a ring. You can also use some spells, like Firebolt and Ball Lightning, which destroy hedges but don’t affect trifids.
Why am I so into this? It’s because it’s a worthy game, one that can give an interested player a lot of enjoyment, yet few people talk about it anymore. There is a real sense that this game could vanish. There’s several Github projects hosting the source. They tend to have grandiose aims like converting the code to use C++ (last update: three years ago), or making a “Next Generation” version (last update: six years ago).
In a file in the code, Omega creator Laurence Brothers mentions his hopes for future development of his project. And then he graduated from college, and passed the game on to others, who, after some initial effort, have not done a great amount with it in the decades since.
Adult Life happens to everyone, and no one should be faulted for failing to maintain an old console game that was mostly played by people in college. But it is a shame that Omega doesn’t have an inscrutible and forbidding DevTeam like NetHack does.
I’m tooling around a little with the source code. Omega’s structure isn’t that hard to understand. Maybe something will come of it. If it does, you can be sure that I’ll mention it here, and probably try to get some column mileage out of it. Until then, here is the conclusion of our strategy coverage of Omega. Previous articles are here: first – second – third – fourth.
Spells
Certain spells, if you can get them, can make your journeys much easier:
Invisibility makes most enemies escapable if you can get at least one space away from an attacker. It offers no protection in melee combat, but no one can chase or shoot you while you’re unseen. Items can make you invisible too, though.
Sleep used against you is dangerous (but see more on that below). Sleep used against a monster tends to be even more dangerous for them, however: they tend to stay asleep indefinitely until attacked. You can doze a monster in the Arena and take your time resting for many minutes (with the comma key), and I haven’t seen the opponent awaken yet!
Firebolt is does moderate damage, and can destroy hedges. It doesn’t affect trifids, so it’s a good way of telling them apart.
Ball lightning is even better, and can affect a 3×3 area. However the low-end attack spell, Magic Missile, tends not to be too helpful.
Identification is extremely important if you don’t join the thieves’ guild; there are so many cursed items that some means of identification is basically required, and identification scrolls are too uncommon.
Shadowform makes exploration a lot easier, making overland travel faster, letting you pass through walls, and making it harder for many monsters to hit you.
Curing is nice for battling disease without having to find healers or a Potion of Curing. Healing, however, isn’t that useful; it doesn’t heal for much so in battle it’s mostly giving your enemy free hits, it consumes your precious mana points, and if you’re not in battle, you can use the comma key to rest for ten minutes for a similar effect.
The Enchantment spell is extremely useful if you can get it. It allows you to add pluses to equipment, weapons, armor, and rings, at the cost of mana points. All of these things help out a lot. I have discovered that enchanting an item to more than +6 will probably destroy the item. Beyond that, the catch is that nothing in the game that I know of grants Enchantment specifically. The only way to get it is through random means, particularly studying at the Collegium Magii.
At higher levels I can’t offer much advice. Two gods offer Hellfire at top rank, which instantly kills many monsters. Disrupt does high damage at a point in sight of your choosing. Disintegrate can destroy both monsters and walls.
Free experience
There’s a good number of ways to gain experience points without fighting!
Every lock you pick with thieves’ picks gives you 3 XP. Given the number of locked doors in Rampart, and the low experience requirements for the lowest levels (level 1 at 20 XP, level 2 at 50), if you can get picks somewhere, you can gain two levels right off the bat that way. You get free lockpicks from the Thieves’ Guild, but you don’t have to be a member to pick locks, or gain experience from it. If you don’t want to join the guild, sometimes you can find some in the pawn shop.
Disarming a trap earns 5 XP. If you score a critical success on the roll (more common at high Dexterity) and manage to salvage a trap component, you gain another 25 XP.
Greeting the Archdruid in the temple north of Rampart (talk with the ‘t’ key) is worth 300 XP. This is not only worth three levels from zero XP, but if you’re a member of only one guild or religion, it’s nearly enough to get you to the first level of advancement in it, which happens at 400 guild XP points. Reaching the first tier in a religion earns you two new spells! The biggest danger of doing this is the chance that you’ll be eaten by the lions and doberman death-hounds that perpetually roam the countryside.
Scrolls of Law and Potions of Chaos earn you experience points relative to how much alignment you have in their areas. They can be worth a lot! Don’t read/drink one if you’re of a different alignment, though.
I mentioned above that killing a trifid by carrying salt water earns you 1,000 free XP!
At the brothel in town (“The House of the Eclipse”), if you knock on the door at night and have 500 gold, you’ll have an “educational experience” and earn 100 XP. This also has a chance of increasing your Constitution, unless you answered “n” to the sexual preference prompt at the start of the game. In that event, you’ll instead have a chance to increase Intelligence. That’s rather a lot of money for 100 XP, but it’s a risk-free option if you have a lot of cash.
Survival
Food
You can always buy cheap food from the fast food places in Rampart, but they weigh 20 units. Although the default description of fast food is “red-and-white buckets,” they’re just food rations that haven’t been identified yet. Other food may be lighter, but can only be found randomly. I usually buy 10 food rations to start out, which is enough to make it to the Archdruid’s temple and back to Rampart. Note that the food rations you find in dungeons may be poisoned food, which is a different item class than normal food rations.
Combat
Remember to set your combat routine! That’s Shift-F. Read the game’s help about combat to find out more about it. At first you only two points to spend. Generally I find it’s best to spend them on Lunge Center: you get hit more often, but at least you can strike opponents with reasonable frequency. Whenever you gain some Agility, gain a level, or join the Gladiators, check to see if you gained another combat maneuver point. All of these matter, but except for the guaranteed bonus point you get as a Gladiator, they seem to be awarded a bit randomly. My first addition to my combat routine is Block Low at the start; after than, Block Center. From there I may add extra attacks. You can have as many as eight points, which can make you quite the terror.
If you’re against a stronger foe in an encounter, and have a chance, set your fighting routine to blocking at as many different levels as you can. You can escape from an encounter if you get to an edge of the tactical map, even if monsters are adjacent to you. Remember to set your moves back to how you want them later.
If you speed drops significantly (to 0.50 or slower), you’ll be warned that your maneuvers have been reset. This usually means you’re already in big trouble.
Lunarity
This is an obscure but extremely important aspect of Omega! At the side of the screen, there is a display they tells you what the current phase of the moon is. Do not ignore it!
If the phase of the moon matches your alignment, then you get an extra to-hit bonus equal to your experience level, and also do double damage! But if the phase is opposite your alignment, then you take a to-hit penalty of half your level, and do half-damage!
The Lawful phase is a full moon; the Chaotic phase is a new moon. Each is each other’s bad phase. For Druids, the half phases are the best times, and the bad phases are both full and new moons. Each phase period lasts for two game days. If you’re not aware of the effects of the moon, the result is your character just mysteriously rocks or sucks every so often. Lunarity also affects the magic consumption of your spells.
Overworld
In the overworld, unless your character is really strong, there is always the chance the game will screw you over with an adverse effect. Chaos storms can, on a whim, reduce your Power by 10 and zero out your mana, or teleport you into the middle of the Chaos Sea, or even reset your experience total and level to zero and remove all your spells and guild ranks. These eventualities are unavoidable, except by wearing Seven League Boots, which nullifies outdoor travel time. In all other cases they happen ever game hour when on the land. The only solution is to spend as little time outside as possible. Being a Druid, riding a horse, or being in shadowform can reduce this time, but only Seven League Boots negates it entirely.
Aside: One possible result of a chaos storm is being teleported to a random location in the overworld. A possible result of this is being sent to the middle of the Chaos sea, surrounded on all sides. Your only recourse in this instance is to try to swim to shore. The following is one possible result of that:
Summarized: the player is given a big negative alignment boost, then usually a whole experience level, and is then killed outright. Thanks for nothing!
Traps
Four types of traps offer special dangers:
Alarm – In dungeons, basically harmless. In Rampart though, probably makes the game unplayable until you turn yourself in by talking to the guards out trying to kill you.hysically, harmless. But spellcasters will find their magical reserves instantly depleted by this, usually meaning an expensive trip to the Sorceror’s Guild at the very least.
Disintegration – Destroys your cloak, your armor, or you, in that order. It does no damage to you personally if you’re wearing either of those two things. Just be sure to always be wearing either of those things.
Acid – Does damage, but more importantly, can destroy multiple items you’re carrying, even in your pack. Worst of all, if the trap decides to destroy a wand it’ll explode and cause a manastorm, doing heavy damage to you. I’ve been wiped out by two wands exploring from an acid trap.
Abyss – This is the worst trap. Teleports you to The Abyss, a place where you fall for an arbitrary distance, then back to the countrysite to land and take falling damage from the distance you fell. The higher amounts of damage are uncommon, but all too possible, and it can thdo any amount of damage.
Curses
Generally curses are of the typical roguelike style. Both wearable equipment and wands you’re carrying can be cursed. Worn equipment that gets cursed can’t be removed unless you can somehow lift the curse. The item often gains big negative effects too, like Rings of Strength are transformed into Rings of Burden when cursed.
I don’t have all the information on curses that I’d like to give you. As near as I can tell so far, to actually remove a curse, you have to get a blessing from a god you worship, which relies on sacrificing a good-enough item to them first. Scrolls or spells of blessing do not appear to work, although a blessed item is further away from being cursed to begin with and so can be an effective preventable measure. Your best recourse, that I know of, is to destroy the item by bashing it (Shift-Z). Some items may take multiple attempts.
Dungeon features
Rivers
Water is sometimes a big obstacle dungeons. Once in a while you might get a setup where you can’t make forward progress. You can jump over water, but only if you have seen the ground on the other side and know it’s empty. This is a prime use for a scroll of clairvoyance, which lets you map out a small square section of the current dungeon of your choosing. As an aside, this definition of “clairvoyance” in roguelike terms may have been an influence on NetHack’s, which maps out a section of the dungeon around the player. Or, maybe it was the other way around, and NetHack inspired Omega?
Anyway, a good way to die is to jump into water, which puts you at the mercy of whether the game thinks you’re carrying too much weight to swim out. You’ll be offered the chance to drop various objects to try to lighten your load enough, including as a single action, dropping your entire pack to be lost in the unknown depths. This is one of a number of ways the game has to destroy your whole non-equipped inventory at once; others include overweighing your horse while out in the countryside (it runs off and your pack is in its saddlebags) and an effect from touching a stone in a village.
It’s difficult to have a horse in a dungeon, since your character automatically releases a horse when you enter, but if you can manage it, it seems that they will swim across it readily. The way I know is to befriend a horse found in the dungeon.
Statues
There are statues in Rampart and the villages too. You can try to bash them (with the ‘z’ key), which can turn them to rubble, cause them to give you a random hint, or sometimes come to life. I have seen a statue, in a dungeon once, actually come to life when I stepped near it and immediately attack me. (It was a salamander, and since I didn’t have fire resistance at the time, I died very quickly. Statues aren’t defined to be of any type, they describe as “A strange-looking statue,” so there’s no hint as to what a statue might turn into. It’s for the best to be wary of them.
Rubble
Rubble is created when you tunnel through a wall, sometimes when you bash a statue, and when a monster destroys a door, as well as sometimes just generated randomly in dungeons. When you step on rubble, sometimes you take a small amount of damage, and sometimes you’re stuck in place for a number of turns. You don’t have to repeatedly try to get out of the rubble to escape it. All that matters is the amount of time that passes. You can still attack adjacent monsters while you’re stuck in rubble, you just can’t leave it.
Altars
Altars appear in dungeons as well as in Rampart and villages, and can be used for the same purposes. Most of these random altars will be of alignments other than that of your current god just from the law of averages, so if you’re already in a religion, praying at one in the dungeon is usually a bad idea. You can interact with altars in a couple of other ways. You can bash one, but this will draw the wrath of the altar’s deity. You can also cast the spell of Energy Drain at one. If I read the code right, you might get a couple of points of Power out of one this way if you’re not in a religion, but in any event you’ll still suffer from divine wrath. In this case, you take a random amount of damage between 0 and ten times your experience level, which is often a chance of immediate death. For many characters, this has the potential to be instantly fatal. I shouldn’t have to say this, but especially don’t bash or cast Energy Drain on an altar belonging to a god you’re a follower of.
Lava
Most lava takes the form of isolated pools. You can jump over it. I wouldn’t jump into it. Having a horse is no use here. There seems to only be one defense against walking into lava, other than just answering “n” to the question of whether you’d like to cook yourself: from reading the code, if your character’s name is “Saltheart Foamfollower”, and it’s got to be that exact capitalization, you’ll only take one damage from lava. It appears to be a reference to the Thomas Covenant books by Stephen Donaldson.
Conditions
Poison: Caused by hedges, spells, traps and some monsters. Means your hit points decrease maybe once a game minute. Cure it at the Healer’s, at the Paladins if you’re a member, a potion of poison antidote, or by eating lembas. It goes away on its own if you can survive long enough, but don’t take it lightly.
Disease: Caused by spells and some monsters. Means you don’t naturally heal. (Usually, you regain some hit points every ten minutes.) Get it cursed at the Healer’s, the Paladins if you’re a member, by eating lembas, or by drinking a potion of curing. Note, this is a different curative potion than poison.
Stat loss: Caused by poisoning and miscellaneous other causes. This lowers a stat, but not the max stat associated to it. Cured with a potion of spell of restoration, or by resting for a week in a rented condo. (That cures a number of the more obscure conditions.)
Slowness: This is caused by some spells, especially those of the goblin shamans. It is a long-lived condition. The only cure I know of is a week of rest in a condo, which you should avail yourself of as soon as possible.
Sleep: This one is extremely dangerous. Although the game still lets your character block and even counterspell while you’re asleep, you don’t get to take any non-automatic actions. The death march of flipping through page after page of attack messages, unable to do anything, is one of the most frustrating events in Omega. Fortunately it’s simple to become completely immune to sleep: just eat a schezuan pepper, which when unidentified are described as being “withered reddish stringy vegetables.” They’re not uncommon in the Goblin Caves, and sleep resistance is important enough to get that, if you haven’t found them by the time you’re done with Level 5 in the Caves, it’s worth regenerating the caves to gain more chances to find one. (You regenerate a dungeon by entering a different dungeon, even if just for one turn, the Sewers in the Hedge Maze are good for this. When you go back to the Goblin Caves, they’ll be unmapped, with a new set of monsters, and some of the treasure will be different.)
Level drain: Your level is distinct from your experience total. You can lose levels without losing experience points, which is what level drain is. If it happens, it’s immediately bad, but you get those levels back the next time you earn XP. You can also lose experience points, which in turn brings your level down. That can only be fixed by earning those experience points anew. Certain interactions with altars, particularly, can cause that, like asking for a blessing when a god doesn’t think you’re worthy.
Of special note, conditions are recorded by the number of turns they have left. There are special cases in the code that cause conditions that have more than 1,000 turns to never run out! At that point, the game considers them to be permanent! This is true of both good and bad conditions.
Specific monsters
Lions – Deadly if you’re not already a competent fighter, and fast. A common source of death from random encounters. If you don’t think you can take one, you might set your combat sequence to all blocking at different heights, then trying to get out of the map.
Goblin Chieftains – Common foes in the Goblin Caves, and will kill you a lot if you’re not ready for them. Setting one of your combat sequence items to Lunge Center helps. The big trouble with them is the great axes they wield, which have the potential to go lots of damage. If your own Strength is high, they aren’t bad weapons to wield yourself.
Goblin Shamans – They begin appearing at Level 6 of the Goblin Caves. You need to be sleep resistant (use the schezuan pepper trick I mentioned) before you try fighting them. If one of the slows you, rent a condo for a week to cure it.
Grunts – Usually pretty easy to beat, but if it connects with that club it can do 20+ damage. Best to treat it with respect, especially the one that shows up in the Arena.
Phantoms – They can drain your levels, which a cloak of negimmunity can protect against. They’re also incorporeal, so you can’t just smack them to re-death, but they can be harmed with magic.
Salamanders – As near as I can tell, you just want to make sure you have fire resistance. If you do, they’re pretty easy. If you don’t, you will be well-roasted.
Horses – Can be tamed by giving them a bag of unmilled grain (give with ‘g’). Talk (‘t’) to a tamed horse to ride it.
Mendicant Priests – These annoying supplicants follow you looking for a handout. Once they see you, they stick to you like glue, and can block you in a dead-end. You can give them a trinket to make them go away; this counts as a lawful act. They aren’t hard to kill, but can curse an item if you don’t finish them quickly.
Itinerant Merchants – Worth talking to on the off chance they have a good item for sale. They usually just sell junk, or hype their stables back home.
Fnords – These peaceful creatures are nevertheless very dangerous; while you’re adjacent to them, they summon other monsters, who probably won’t be peaceful. Usually best to just slay, despite this being a chaotic act you may want to avoid.
Soldier Ants – As in NetHack, soldier ants are a particularly deadly foe in Omega. They’re fast and the can poison you. While poisoning in Omega doesn’t have the risk of instant death that it does in NetHack, it drains significant health over a short period of time. If you get stung more than once, you’re probably done for. It can be worth trying to drink unidentified potions to save yourself; either Curing or Neutralize Poison will end the condition. It might be best to turtle up (set your fighting maneuvers to all blocks) and make for the stairs.
Harder foes – Run. A tactic that might work is to set your combat maneuvers to all Block at different heights, to “turtle up.” If you do that, and you do escape, remember to change your maneuvers back after. Note, however, that if you see a really out-of-depth monster, there’s a good chance that it’s actually a phantasticon, a fairly weak creature that masquerades as other types of monster. Its alternate appearances do not give it any special powers. It flips randomly between forms every few turns, so hang out at a distance and see if it changes.
Miscellaneous advice
Here’s something really basic: how should you run the game? Most of my playing has been in the DOS version of 0.80.4 running in DOSbox, and that’s how I suggest you play. Every other version has some issue: the Amiga version requires you set up UAE and figure out how to activate it in Workbench; the OS/2 version requires you set up a virtual machine running that OS; the two Windows versions both hide your location from you (the player) when you (the character) are invisible, a joke that’s not so funny when it makes the game difficult to play. The DOS version also hides your location, but still reveals where you’re standing with the terminal cursor.
In that DOS version, when you see the Oracle in the Hedge Maze, the game will ask if you want to ring the [b]ell or look in the [m]irror. Due to a coding oversight, after you look in the mirror, it looks like the prompt is still active. If you then press ‘b’, it’ll be interpreted as a movement command (diagonal down-left), and ask something like “Are you sure?” If you then answer ‘y’es, you’ll walk into the hedge, where you might get stuck, poisoned, or if you’re really unlucky eaten by a trifid. There is a command for interacting again with something right where you’re standing: the ‘@’ key.
There’s a similar issue when you step on a disintegration trap. The game will flip immediately past the notice that your cloak or armor has been destroyed. You can see the notice if you press CTRL-O (in DOS) to look back through the message buffer. Be careful not to step on the trap again immediately after, as you’ll probably disintegrate yourself if you do.
Don’t forget to check the key commands, with ‘?’. There are different keys for ordinary play and the overworld map.
It’s easier to get started playing a chaotic character than a lawful one. A chaotic character can get cheap mana from the Sorceror’s Guild, can build experience and alignment alike by threatening goblins then killing them (starting at around Level 5 you can even do it to chieftains), and you don’t have to worry about giving monsters the first try to hit you. Lawful characters have to play a bit more carefully at first. Neutral characters (like druids) have to play more carefully still.
Don’t drop anything in the overworld, as you won’t be able to pick it back up.
When you see an unfamiliar monster (especially in the overworld, where almost anything can turn up), the first thing you should use is Shift-X to identify it. Especially if it’s displayed as a letter with a background color, it’s almost guaranteed to be something dreadful.
Unlike NetHack, there are no “false” rumors. Anything you read on a hint sheet, hear on the wind, or get from other sources is true.
True Sight protects you from blindness.
At the start of the game, if you plan on going Lawful, it’s not a bad idea to save enough money from the ATM to join the Thieves’ Guild, which can be done before you get to +10 alignment. You can join the Paladins so long as your alignment is >0, so there is a window in there where you can join both. Once you’re in with the Thieves, they’ll never kick you out, but the Paladins definitely might.
Why join the thieves? They identify things cheaply, and then buy the identified things for more than the Pawn Shop will. Identified things generally sell for much more than un-identified. Joining the Thieves, depending on your Dexterity and alignment, may cost more than 1,000 gold. If you don’t have the cash from robbing the autoteller, you might get trapped in a spiral where it’s difficult to scrounge up enough money to join later.
If you get trapped in a dungeon, which happens once in a while, you can tunnel (Shift-T) through walls to get out of it, but you’ll leave a pile of rubble where you dig, which can trap you for some turns and harm you when you try to get over it. Also: if you tunnel too much on a level, you can collapse the dungeon around you, usually resulting in an immediate demise. (There are several warning messages that appear before that occurs though, so occasional tunneling is okay.) Tunneling is generally not useful for getting money embedded in walls, though: the money gets buried in the rubble.
Monsters in Omega never follow you through the stairs to a different level. This is an important fact!
Once the money from robbing the autoteller is used up, you may find yourself in need of more cash. The money you find in dungeons (in the early game at least) tends to be small amounts, worth 10 gold or less.
Here are some other likely sources of money. The best way to earn cash in the early going is selling great axes from goblin chieftains to the Thieves’ guild. You can’t do this unless you’re a member. You get more money if items are identified. If you identify them first, you can get 133 gold each, which tends to pay for your membership before long. The pawn shop doesn’t pay as much, but can be an acceptable fallback, although they, too, pay more if an item has been identified. Neither location will accept cursed items, but great axes used by the goblins are not generated cursed.
Once you find better magic items, you can get a good amont of money from them. And look out for “huge green gem” and “some stones,” as those are gem stones that bring you a lot of cash once they’re ID’d.
It’s risky at low levels, but there’s the Arena. Look out for the grunt, apprentice ninja, and especially salamander opponents in the early going. The salamander follows the apprentice ninja, you really want fire resistance before you tackle that one.
If you’re really low on money, you can go to the Public Works building in Rampart to get your money increased to 99 gold once.
When you talk to an animal, you get a silly reaction that results in the animal handing you an academic paper indicating that ANIMALS CAN’T TALK, DUMMY. Har har.
The Alchemist’s shop in Rampart can buy monster parts from you, or else for a fee turn some parts into useful items. But if you go to see them with such items in your pack, you might be dismayed to constantly be told you don’t have anything. In fact they can use lots of things, but they can only see items if you’re carrying them in one of your main inventory slots. They won’t notice anything in your pack.
The single most useful thing you can do to survive the early game is buy a good weapon (warhammer or morning-star for strong characters, epee or rapier for dexterous ones), then set your fighting routine (Shift-‘F’) to Lunge Center. I usually check the Pawn Shop before buying something in the Armory, in case something better can be had there for cheap. If you’re a strong character, you should probably switch to a great axe, from a goblin chieftain, as soon as you can.
The second most important thing is to have decent armor, which takes the edge off of each source of damage. I usually go with chain mail, or better if the Pawn Shop has something, but try to upgrade to plate, or especially . Generally, I find good heavy armor is better than light armor, even if it slows you down a bit.
Many of the miscellaneous items you find in dungeons, like tin soldiers or broken swords, have no useful purpose, but a few do. We’ve already noted eating schezuan peppers makes you permanently sleep resistant. Giving (with the ‘g’ key) a sack of grain to a horse can make it rideable.
The general loop of the early game is to find useful stuff in the Goblin Mines that you can identify at the Thieves’ Guild (only open at night), then either use or fence there. Use this money to improve your equipment and build your stats at the Gym and Library. There are stones you can touch in the towns that can also improve your stats, but they can have severe drawbacks, including but not limited to destroying everything in your pack.
If you manage to get the Enchantment spell, I know from experimentation that enchanting rings past +6, at least, is risky.
The problem with most good armor is that it’s heavy, and reduces the amount you can carry back to town at once. An exception to this is the best armor the Armory sells, lamellar armor, which offers both great protection and is very light. The problem is, it costs 3,000 gold pieces.
Omega has a cheat mode, which is called “wizard mode” by roguelike tradition. The DOS binaries have it enabled. While broadly intended for development use, it’s also a good way to learn how to play the game. You can activate it by going to the very upper-right corner of Rampart and attacking the corner of the wall to the north-west. The game will ask if you’re sure. Wizard mode is cheating and will disqualify you from the winner’s board, but it can be a less frustrating way to get used to Omega. It has a couple of special commands: Ctrl-W maps the current area, and Ctrl-X lets you make a wish.
If you do this, or you get a wish randomly (which happens once in a great while), a text prompt will appear asking what to wish for. The first thing you’ve got to know is, you only get one try. If you wish for something and the game doesn’t like it, it tells you “you feel stupid,” and what you actually receive is bupkis.
There’s a very limited number of things you can wish for. This isn’t an Infocom-style parser, nor a NetHack-style wish for an item. You can only wish for one of a small number of discrete things. This is a pretty big spoiler, but the game is so laughably precise about what you can wish for and how you must wish for it that I’m going to go ahead and lay out the whole damn list, directly from the source code. You can wish for:
Power (grants a lot of mana)
Skill (seems to grant one experience level in 0.80, or a flat 10,000 xp in 0.90)
Wealth (10,000 gold)
Law or Chaos (25 alignment points in that direction)
Balance (zeros out alignment completely)
Location (asks you which area of the game you want to go to)
Knowledge (teaches you a highly random number of spells, and may reduce the casting cost of some spells you already know)
Health (heals you and curses any poisons or diseases)
Acquisition (gives you a random item, works differently in wizard mode)
Summoning (sends in a monster, also works differently in wizard mode)
Death and Destruction work, but they’re really not a good idea.
You can wish for Stats only from wizard mode
Everything you wish for must be in lowercase beginning with a capital letter, and with no trailing spaces. You won’t get anything you wish for if you don’t capitalize it! The code uses the standard C library function strcmp() to do the check, so you have to get it exactly right.
If you do some searching for old Omega spoilers, you might find indication that you can wish for the main stats in normal play. That used to be possible, but was removed from the game by 0.80. You also used to be able to decide what was summoned. It’s not the only feature that had been heavily nerfed: blessed rods of summoning used to let you specify what you wanted to summon in an oblique way, but in 0.80 and 0.90, it’s always random.
And…
Rods of Apportation lets you get money embedded in walls.
Day businesses in Rampart open at 7 AM and close at 9 PM. Night businesses keep the opposite hours.
Dungeon levels can have multiple down and up stairs, but each has only one entry point coming from above and below. All the stairs doing down from a level lead to the same upstairs. All the stairs going up from a level lead to the same downstairs. If you teleport into a level, you end up at the same entry point. This can be taken advantage of sometimes to speed your travel, but it can also slow you down. It also means, if you’re sent down into a level by a pit trap, you’ll always be left at a place where you can immediately walk back up stairs.
White underscores in dungeons are elevators, they ask you to enter a dungeon level to be taken to. Don’t use them to ascent by more levels than there are in the dungeon. If you’re on Level 3, and go up three levels, it’ll take you to the surface. Higher than that and you’ll suffer a terrible fall.
Goal levels in dungeons cannot be warped to, so go to the level before. The goal level of the Goblin Caves is Level 10, and the goal of the Sewers is Level 18. The other dungeons you’ll have to find yourself (or read one of the FAQs linked below).
The Return spell from the Explorer’s Club is great, acting somewhat like Angband’s Scroll of Recall, or Diablo’s Scroll of Town Portal. Cast it on the first level of a dungeon, and it’ll take you to the deepest level you’ve been to. Otherwise, it’ll take you back to the first level. It usually takes some time to activate though. Because of its operation, it’s usually a good idea to go down stairs you find in a dungeon, even if just for one turn, if they’ll take you to a level you haven’t seen.
In addition to the chance of arbitrary damage, when you trigger an abyss trap, the game rolls d100, and if it comes up 13, you meet Yog-Sothoth (people familiar with H.P. Lovecraft will recognize the name), and if your alignment is higher than -10, you just die instantly. If your alignment is lower than that, you are granted 2,000 XP. There is no special effect if the number comes up as anything other than 13.
At Last!
We’re done talking about Omega for a good while! If you need more information, some documents on the official Omega distribution site may help you, although they’re all for 0.75: the FAQ for 0.75, a hint sheet, and a spoiler file. There’s more to say, I’m sure, but let’s save some for a future time.
Next month, we’ll have some other roguelike obscurity to talk about. See you then!
It has been 15 years since Kaizo Mario World introduced gamers to the notion of extreme difficulty. Since then, the rise of Kaizo games, Kaizo-likes, and of course speed running, can all be seen as a way of giving retro games new light.
By now, I’m sure all of you have either heard or seen a Kaizo Mario platformer, but this well runs far deeper than that. For today, I want to share some of the other games and trends that have given retro games a new, more challenging light.
Explaining Kaizo Difficulty
For those new to the concept, Kaizo is loosely translated from Japan to mean “remodel” and has since been defined by modders and level creators to describe brutally difficult remixed versions of games, particularly retro games. Super Mario World was the first game to get popular, and thanks to third-party editing tools and emulation (which of course I’m not going to link to here), has opened up the doors to people working on their own takes. And believe me, there are a lot of them out there.
I’ll be discussing the appeal of these games more in length further down, but for Mario specifically, we have seen developers who take the classic game and up the challenge to extreme lengths. We have also seen developers create original content and mechanics never before seen from the Nintendo classics, and design levels around them.
While I have certainly talked about Kaizo Mario at length before, let’s talk about some of the other examples.
Kaizo Metroid
You may not think that there are ways of extending the seminal Super Metroid, but it has also grown to have its own niche of custom versions and Kaizo design. The big difference between Metroid and Mario is the difference in movement tech and the technicality of the gameplay. In the Mario games, Mario’s move set is so tight that it has allowed developers a huge range of designing content to exploit it.
With Super Metroid, the tech is far more complicated with the added elements of ranged combat and boss fights thrown in. There have been speed runners who have done low% runs and sequence breaks thanks to advanced tech. For the harder Kaizo examples, these options are oftentimes required to stand any chance of winning. Since the game is open-ended, it also means that progress is a lot harder to define compared to the stage-based progression of Mario. Some examples completely redo rooms and the order, others may literally build a completely new world for players to explore.
Kaizo Super Metroid was ran at a GDQ (Games Done Quick) event and looks like an ordeal of challenging death traps and finger-destroying movement tech in order to play it.
Randomizers
One of the downsides of playing many retro games was the fact that random and procedural generation was not really known to the mainstream back then. Once a game was done, there was very little reason to play again if you knew where everything was. Thanks to modders of not just retro games, but some modern ones, we now have randomizer mode.
many of the resident evil games in the past have a bevy of mods for them now
Randomizers will literally alter the item placements of major and minor items in a game. While the locations of items remain fixed, what actually shows up at those points is completely random. For games that are built on item progression: Soulslikes, metroidvanias, horror, action-adventure, etc., a randomizer gives these games a whole new life.
Because your actual progress and major challenge spots remain fixed through the game, the challenge becomes remembering where all the item placements are, adapting to what you find, and using them to chart a path towards the other item spots. Attempting to do a Link to the Past randomizer, I realized just how poor my memory was of all the item spots. One of the craziest things I’ve seen in this space is a Super Metroid/Link to the Past duo randomizer — tasking you to play both games at the same time, switching between the two, and finding randomly placed items for both. For games that randomize enemy placements, you are going to have to juggle the randomly given items with the fact that you could get bosses all over the place and enemy encounters that were never suited for specific areas.
In the modern space, there are mods for randomizers in Soulslikes for weapons, enemies, items, or all the above. Personally, I think this is a fantastic addition and transforms linear games into infinitely replayable ones. With so many classic games having randomizers available, I’m starting to think that this could be an interesting feature to make standard for modern-retro or linear titles.
Extreme Retro
And now for the game that gave me the inspiration to write this piece. Super Mario RPG Legend of the Seven Stars is one of my all-time favorite games. Up until recently, it was one that provided a simple taste of action commands and was the perfect game for people who didn’t like traditional JRPGs. Over the last few years, however, there have been modders working on making this classic game into something else. A mod thatcompletely rebalances and reworks the entire game.
This mod adds in additional action command timings, adjusts the stats of every character in the game, adds new skills and weapons for everyone, and also adds something that the original game never really had: a post-game. Sure, there was that one fight from a Final Fantasy boss, but here, the modders have put in bosses from as many Square Enix games as they could fit (being a free mod for a rom does have some advantages in avoiding copyright issues).
With the improvements of engines and the ingenuity of modders, even not-so-retro games have started to see mods like this. There have been content mods for the Souls games, and surprisingly enough — difficulty mods and original stories for the original Resident Evil trilogy. Some of these mods are arguably on the weird side: such as having Kendo run all over the place. Others take the difficulty to levels no one ever considered back in the day or do something completely original for the game. In some cases, modders are fixing some of the imbalances and problems in these games and give something back to the games we remember fondly.
Why the Appeal?
It may be easy to think that the modders could be spending their time doing something more productive or working on a game of their own, but there is something deeper here in terms of the “why” of creating content like this.
For the past 30 years, the ease of which games could be modded ranged from “easy” with games that came with SDKs (software development kit), to impossible for console games with no PC version. One of the more famous mods of the last decade: The Long War for XCOM Enemy Unknown was built by a team who had to create their own toolset along with the mod as XCOM had no SDK. For The Long War, the desire was to take a game that the creator loved and go even further to create their dream version of it.
The Long War mod is an example of modders wanting to make their favorite game even better
I’ve been wanting more non-programming-based ways of working in games for years now, and why Super Mario Maker was such a big deal. However, being limited by both being on the Switch and Nintendo’s general lack of wanting to continue supporting it has hurt its longevity. There are “unofficial” modding tools for several classic games that if you know about the game, you know where to find them.
Being able to use classic games as a metaphorical canvas to then work on is a great way to give these games more life. For a lot of these games, the original creators are either no longer able to work on them, or there might not even be a way to play them normally. I could go on a huge rant right now about game preservation and emulation, but everyone knows my thoughts on this already. While not every mod is a winner, the ones that stand out could easily sit side-by-side with the greatness of the original games.
Much like how some of the most popular mods get integrated into their PC games, I would love to see creators acknowledge and celebrate these mods without fear of a lawsuit or takedown. And maybe someday, someone will create the ultimate 2D action game and call it “Streets of Josh,” or “Super Josh Deluxe” or Devil May Josh” but one can dream, right?
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
So let us talk about what is probably the worst thing about Omega: it’s capriciousness.
If you read the experiences of the CRPG Addict you might be given to thinking that Omega is actually pretty easy. Judging by the title screen on his review, he was playing 0.71, a version I don’t have access too, and may actually no longer be available anywhere on the vast World Wide Web.
My version is 0.80, which it seems like it must be harder than his. Also, he backed up his save games, which, while the instructions specifically suggest it if you’re having trouble, is still cheating. All of my games have been played traditionally. And let’s be clear as to why: because I’m a snob. A roguelike snob.
Of course most classic roguelikes have a degree of deadly capriciousness, but for some reason it’s especially bad in Omega. I don’t think I’ve seen a game with as many ways for a game to go from terrific to dead instantly, often without warning and in a single turn.
Here’s a list of ways this can happen, most of which I’ve personally seen.
To get it out of the way: you can be struck by a cosmic at nearly any time above-ground (and even underground? I don’t think so). That does 10 damage purely from random chance, with no way to avoid or reduce it. If you have less than 10 HP, your game is just over. Some characters don’t even start with 10 maximum HP. Cosmic rays are triggered at two different places in the code, on tables for indoor events and outdoor events. My reading of the code indicates that indoors, a check that can produce a cosmic ray happens every ten game minutes, and outdoors it’s every game hour. However, depending on the terrain, multiple hourly checks can be made per move. Cosmic ray hits are far from the only bad things that can happen per hour, so it’s best to go by road if you can, and with other travel aids if possible.
The hedge maze in Rampart is a terrific source of deaths. Traps in there can absolutely wipe you out, or else make the game unplayable. Traps exist elsewhere, but the hedge maze both has a higher density than elsewhere (it always seems to have at least one, and probably has several), and is right there in Rampart. There are a small number of possible layouts for the maze, and traps tend to appear in the same kinds of places, so eventually you figure out where you should search. Specifically: fire traps and scythe traps do a lot of damage, an abyss trap can bestow a bunch of falling damage arbitrarily and effectively teleport you, acid traps do damage can destroy multiple pieces of equipment, a disintegration trap can destroy equipment or kill you outright, and an alarm trap won’t do any damage, but it will make all the guards in Rampart permanently hostile, dooming your character unless you can take them, which is unlikely at the point in the game when you’ll be exploring the hedge maze.
Once you step out of the starting city of Rampart there’s the countryside, a whimsically deadly region where you can have “encounters,” during which you may be killed (I can attest) by bandits, goblin shamans, lions, bears, bog haunts, mirrorshades, liches, or even “doberman death-hounds,” who are both fast and get lots of attacks. Encounters can generate a monster right beside you, and in that case the game even gives it the first turn. Many times my games have consisted of spending the 15 minutes or so getting all my chores in Rampart done to get my character started, leaving town, getting an encounter on the way to the Archdruid’s temple, and getting wiped out literally before I could do anything. The only thing you really can do about these situations is decrease the amount of time you spend outside.
What did Lawrence Brothers have against dobermans?
I’ve died to random encounters three games in a row before: #1: Upon exiting the Archdruid’s temple, immediately, a random encounter. Then, in the tactical map, they got a turn before me and I died. I don’t even know what it was; it was invisible and killed me with a missile. #2: Upon exiting the city of Rampart, again before I got a turn, a random encounter. This time it was a goblin shaman casting spells. One was an area effect spell that killed the caster and awarded me an experience level, but then also killed me. #3: I got some steps towards the Archdruid’s temple before I got a random encounter that completely surrounded me with hedges. Trying to wade through them poisoned me to poison death.
How did I even wander into this situation?
Disintegration traps deserve special mention. I have again checked the game’s code and discovered the logic is: when you activate one, if you’re wearing a cloak, it’ll get disintegrated, no checks, no save, it’s just gone no matter what it is. If no cloak, it’s your armor that gets disintegrated. If no armor, it’s you. Traps in Omega are not common in the Goblin Caves, but can be anywhere there, and there’s lots of space for them.
Back to the hedge maze. Monsters can get generated there too, sometimes out-of-level ones, like lions, bears, “were-swarms,” frost demons, or pterodactyls. It’s right by the cemetery too, and sometimes it gets incorporeal visitors from there.
The hedges themselves can easily kill you. The game always asks if you’re sure when you accidentally miskey into one, thankfully. If you answer ‘Y,’ you open yourself to be stuck to the brambles for a not-insignificant number of turns, getting poisoned (easily deadly if you’re still at level 0), have your cloak ripped apart, or, if your luck is particularly bad, walking straight into the waiting tentacles of a trifid. Moral: YOU SHOULD ANSWER ‘N.’
Then there are the monsters who have unusually deadly attacks. Salamanders can breathe fire for high damage and from a distance unless you have fire resistance from a ring. Bog things can outright frighten you to death in melee. Until you learn that you should wear heavy armor to survive the Goblin Caves you’ll frequently get missiled to death by goblin chieftains, which are a prominent early source of fatality.
Learn to handle them, and later in the Goblin Caves your bane becomes goblin shamans, who can do a variety of awful things to you. The worst of these is sleep. If you get put to sleep, they’ll be able to get off several spells after. While somehow you can block their attacks, and even counterspell their continued enchantments, automatically while asleep, you’ll still often get slowed, snowballed, cursed, diseased, or poisoned. Entering a new level there is a particularly tense moment once these guys start showing up.
Oh here’s a good one. Fighting tooth and nail against goblin chieftains got my hit points down, but I was resting between fights and not doing too badly. Then not seeing any monsters around I walked across the room, happened to step next to a ‘1’ character, a statue. It came to life immediately as a salamander and promptly roasted my ass. I prefer my ass uncooked.
Get a load of this. Rolled stats until I got a character who had an Intelligence of 18, so they could join the Collegium Magii for free right away, and also could join the Gladiators. Did both those things. Bought ten buckets of Lyzzard Partes for early rations. Tripped over a hoplon, a good shield, and found both ring mail +1 and a war-hammer + 2 in the pawn shop. Found the Thieves’ Guild by dint of checking nearly every door in town. Joined the college but failed at the roll for learning a random spell. Went to the Arena and chose to fight the first opponent, a lowly goblin. Set combat tactics to Block Low then Lunge Center. On my first attack against the puny green foe, I take one hit point of damage from them, then: “Oh no! You hit yourself! You died!” Eleven points of damage from a fumble at level 0. That’s like having a fatal accident at after-school martial arts practice.
“Stop hitting yourself!”
At INT 18: “Killed by stupidity.”
It’s not just death that particularly bad luck can cause.
Weapons can shatter if you roll particularly badly in a fight. In general, you should consider your equipment in Omega as ultimately temporary.
Punching is of little use against strong enemies, so I bought a broad sword for 180 gold. Ventured into the wilderness. Got a random encounter involving a freaking lich. I managed to get away, but not before it destroyed my broad sword from a distance with a spell of Destructo Weaponum. I headed back to town and bought another one, then went to the Goblin Caves. Saw some money, stepped to pick it up, but surprise, there was an acid trap there! It destroyed my thieves’ picks, a bucket of Lyzzard Partes, and my broad sword again! Grawlix grawlix.
How does corrosive acid shatter a sword?
If an item gets cursed, you don’t have many recourses. I’ve never seen a scroll of blessing work on them; reading the source code suggests they’re just not strong enough. The most practical thing to do is break the weapon to bits with your bare hands: use the ‘z’ key.
Corporal Phantom guards the entrance.
Phantoms that appear in the hedge maze can level drain you; the main defense against that is a Cloak of Negimmunity, which you probably won’t have at that stage. If you just walk near the hedge maze, it’s possible to awaken a phantom sleeping inside. Phantoms are incorporeal, so weapon attacks don’t work on them, and once they’re awake they can chase you, floating right through buildings, throughout the whole city. The entrance to the city is a long passage with walls on both sides; if you don’t have a way of dealing with the phantom (use magic if you can), it’ll block the passage when you leave town, and get a few free hits on you when you return.
And then there’s the worst death of all, an attack by the dread monster Segmentation Violation:
Omega still has some decades-old bugs in it.
So what is my point? It’s not that you shouldn’t play Omega. It’s that you have to expect that your game could end at almost any time. Your game is not yours to have. Your character lives on borrowed time, so do as much with it as you can while you’ve got them.
These are a few things you can’t completely prevent, but what you can do is reduce their frequency. You can reduce the number of spaces you walk through in dungeons. You can try not to be slow when traveling the wilderness. If you encounter a trap, it might not be fair to it, but riding a horse will mean its effects are more likely to happen to it than to you. And good armor is almost always helpful, if you can afford it.
But sometimes, you just die. That’s just the kind of game it is. As you get better at Omega, you still suffer from them, but as you learn to play more effectively, you do find you get farther much more often.
How best to do that will be the subject of the next, and last for now, column on Omega.
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
We’re continuing our look at the classic late-80s and early-90s roguelike Omega! Here are parts one and two.
Omega is a cool game with a variety of RPG adventuring to be had, but it also has a slightly steeper learning curve than a Hack-like. So, under the principle of getting the broccoli out of the way so we can get to dessert after, let’s go over a couple of the more mechanical parts of the game: character creation, and the game’s unusual inventory system.
A note: It is the year 2022, we are all busy people, and Omega is an open source game. Thus I have availed myself of reading the source code to get some details of how Omega does things internally. This might be considered to be cheating, but honestly? Omega doesn’t play fair in some areas, so I feel no guilt about reading the code. One of the virtues of roguelike games is that often one can source dive and still find the game very challenging to play, and that’s definitely the case with Omega.
Character Creation
The first thing Omega asks you is if you want to [c]reate a character, or [p]lay as yourself.
If you choose to “create a character,” the game generates stats in D&D style, rolling virtual dice to produce a set of stats in the range of 4 to 18. You’re given ten re-rolls to try to get the best stats you can. (Under the pre-alpha, development version, you get 30 re-rolls. That version has been pre-alpha since 2001.) The system used is similar to the Dungeons & Dragons tradition of summing three six-sided dice for each stat, but there’s two departures:
You’re spotted one point on each stat: it’s impossible to roll a stat less than 4 by this method. You still can’t roll more than 18: one of the dice is essentially five-sided.
When the game rolls Intelligence, it saves the two six-sided dice that were rolled, and also uses those two die values for your Power, Agility and Constitution. Meaning, a lucky character in Intelligence will probably be lucky in several more things. I don’t know why it was designed this way, but it explains some trends in stat rolling I’ve seen.
When rolling character statistics, two of the dice are shared between four stats!
If you run out of re-rolls, the game throws you into play with the last set you rolled. There is absolutely nothing saying you can’t immediately quit (Shift-Q) and start over with a fresh set of re-rolls.
If you choose to “play as yourself,” the game will give you a series of questions and ask that you answer them honestly. They include things like how many pounds can you bench press, how many miles you can run, and can you shuffle a deck of cards with one hand.
It does not ask if you can juggle. Omega characters cannot juggle.
If you’re asked a number and answer higher than a certain amount, the program will print a message expressing incredulity, but accept it anyway. A few of the questions ask if the player has some supernatural abilities, like “Do you have ESP?” and “Can you see auras?” A bit of a spoiler: if you answer these in the negative, your character probably won’t have much Power, and Power is important. You definitely should lie about this.
At one point the game asks if you’re “physically handicapped,” which seems insensitive to me. If you’re in a wheelchair, why should you be expected to carry that over into the computer games you play? But again, everyone lies here anyway.
The last question asks if you’re Irish, which is worth a couple of extra points of Power, so here, too, you should apply a bit of the old blarney.
By lying, you can use the quiz to get yourself a character with 18s in everything without difficulty. You could think of it as an easy mode, in that you can still die pretty easily. After you take the quiz, you’re given the option to save your answers to easily get those stats again. I use the roller system when I play, to add additional variety, but it’s up to you.
Whichever method you use, you’re then asked for your character’s name, then whether you’re interested sexually in [m]ales or [f]emales. Ahem. Poly and asexual players might feel snubbed by this, but secretly, the game also lets you answer ‘y‘ or ‘n‘! Answering ‘y‘ for yes means your character will be considered interested in both; answering ‘n‘ for no means neither. This doesn’t have a huge effect on the game, but it does matter for brothel visits: if you answer ‘n‘, you have a chance of gaining an Intelligence point for a visit. If you answer something else, the point you might gain is in Constitution.
What Do These Numbers Mean?
If you’re familiar with Dungeons & Dragons-style attribute scores you probably already have a good intuitive sense of what the game’s stats do, many of which are the same as in D&D. But not everyone knows those, and even old-schoolers might miss some of Omega’s nuances.
In D&D, these are relatively set in stone except for the occasional gain upon gaining a level. In contrast, Omega has several ways for stats to increase, and a few ways for them to go down.
Strength helps determine the damage done by heavy weapons. If your Strength is high, you should look into a smashing or a two-handed weapon. Just as important, Strength determines your maximum carry weight. Even if you’re not carrying anywhere close to your maximum, being weighed down even a little reduces your speed, which is dangerous in a roguelike world! It also helps you join the Mercenaries and the Gladiators.
Constitution affects your maximum hit points. It doesn’t seem to give you resistance to poison or disease. You need at least average Constitution to join the Mercenaries.
A high Dexterity makes it easier to hit monsters, and also affects damage done with light weapons missile weapons. It reduces the cost of joining the Thieves’ Guild.
Agility determines your base movement speed, which affects how often you act and how easily you can run away from monsters. Since Agility factors into speed, it’s really nice to have. You need good Agility to join the Gladiators.
Intelligence affects the chance to learn spells from random sources. You need an Intelligence of at least 13 to join the Collegium Magii. If your Intelligence is 18, joining it is free! It also helps you cast a couple of high-level spells, but day-to-day, it doesn’t seem to affect much.
Power directly affects your maximum mana (that is, magic) points, making it very nice to have for spellcasters. High Power reduces the cost to join the Sorcerors’ Guild.
During the game, there’s a few more, derived from your level, the above statistics, your equipment, and the whims of fate:
Hit Points (HP), of course, are your character’s healthiness. If you run out you die, but that’s far from the only way.
Mana Points are your character’s immediate magic strength. Your maximum is your Power times your character’s level plus one. (Remember: Omega starts counting levels from zero!) Spells cast come out of this total. A subtle thing about Omega is that your Mana also counts as a protective factor. Some spells that monsters cast will be automatically countered if you have enough mana left.
Hit is your chance to hit, given a general situation.
Dmg is a measure of the amount of damage you might do. Luck matters for a lot; I’ve had a character with a Dmg of over 40 take several whacks to dispose of a lowly sewer rat.
Def is how easily you can dodge blows. Pluses on magic armor go to decrease this.
Arm is what D&D players would call “damage reduction,” it’s a property of heavier armor that reduces the hurt you take that gets through your Def.
And finally there’s Spd, or Speed, measured as a decimal value. A Speed of 1.0 means you act as often as an average monster. High Agility, low carry weight, riding a horse, and Boots of Speed can improve this. I’ve seen as high as 2.50. Carrying a lot of things can save your bacon, and being a little under 1.0 can be okay. I try to keep it above 0.70, preferably 0.80. Your ability in battle decreases sharply below that.
There is also a weird system in Omega that confuses some players, the “combat maneuver sequence.” This system was intended to be transparent to players who don’t care about it, so you don’t need to know about this to play, but you do need to know it exists, because of a bug that manifests sometimes.
When you walk into a monster to attack it, it’s not considered a single hit as in other roguelike games. Instead, your character can automatically perform as many as eight separate moves! Each move can be an Attack, a Block, a Lunge, or a Riposte, and each of these moves can be either High, Center or Low.
By default, your combat maneuver sequence is Attack Center, Block Center, and that suffices in many cases. But some enemies like to attack at certain heights (rats tend to bite at your feet, for example). Intelligent monsters are known to watch for when you attack at a given height, and to then block more often at that height, so changing your combat string sometimes can be helpful.
Higher levels, higher speeds, and being a Gladiator all can give you extra maneuver points, and they’ll go unused if you don’t acknowledge them. You change your combat sequence by pressing Shift-F. There’s subtleties to the system that I’m not covering here, but the game does a good job of explaining it in the help for that function.
The thing you need to know is: there’s a bug in Omega that, once in a while, causes it to forget your combat string. And if your Speed drops too low, it might reset your string to the default. If you’re fighting and you notice that you aren’t seeing any messages from your side, no hits, no blocks, not even misses, you might want to hit Shift-F and at least choose a default string (press ‘!‘).
Keyboard Reminders
I mentioned the main keys back in part two. If you need to be reminded of them, you can get a complete list in-game by pressing ‘?‘ (the traditional roguelike Help key) and then hitting ‘l‘.
Many of the keys are roguelike standard, but there are a few that are different: the pick-up-an-item key is ‘g‘, on DOS the recall-message key is Ctrl-O, and to zap wands you use ‘a‘, I guess for ‘a’pply. To use miscellaneous items, it’s Shift-A; it’ll ask if you want to use an item or an artifact. Artifacts are powerful and rare items, and you usually won’t find any of those until much later.
Omega uses both number pad and the vi keys, with added diagonals, for movement. In case they’re useful (maybe you don’t have a numpad), the vi keys with diagonals are hjkl and yubn.
One of the keys, the letter ‘i‘, is your gateway to your most formidable challenge to learning Omega: its inventory system. Prepare yourself!
Oh Boy, It’s Time To Explain Omega’s Inventory
Probably its inventory has dissuaded more players than anything else from playing Omega. I think it’s really not hard to understand! It’s just different, so it takes a little getting used to. Please try to bear with me, and try to consider what Omega’s creator Laurence Brothers was trying to do with it.
The first thing you have to know is your character has two inventories. The most obvious one consists of the equipped items, the ones your character wears on their person; the other is the character’s pack, which is just a bag for loose things.
Most of the time you’ll want to deal with your character’s equipment items, and just store extra stuff in your pack. There is an array of item slots around your character’s body. If this were Ultima VII or Eye of the Beholder or some other 90s CRPG you’d probably have a paper doll display to drag item icons into, but this is a terminal-screen roguelike, so your equipment slots are all represented by letters of the alphabet.
In most roguelike games, you use the ‘w’ key to Wield a weapon, Shift-W to Wear armor, Shift-T to Take off armor, and a couple other keys like that. Not so in Omega. Instead, you move the item you want to use into the proper slot, and it’s automatically utilized. So to wield a weapon, you put it into your weapon-hand slot, which is slot b. To use a shield, you put it into your shield slot, h. (Unlike D&D characters, Omega characters have figured out they can attach a shield to their arm!)
Omega’s item system generalizes the idea of wielding weapons, wearing protective gear and magic items, and having a few items at-hand for immediate use. Instead of having special commands for these things, they’re all put to use using the same process. If you put items where they’re supposed to go, your character will use them.
Gym Class Movie: Your Body Slots And You
So, you have a plethora of slots in which you can place the various fantasy accouterments that are necessary to successful exploration. Here is a list of these slots. When playing, you might want to keep a list of these until you’ve internalized them all:
*: “up in air” a: ready hand (for general items, like maybe a torch) b: weapon hand (for what you use to bash things) c: left shoulder (a place to store generic items) d: right shoulder (likewise) e-g: belt (more generic item slots; I’ve kept a goblin corpse in one before!) h: shield (used automatically in combat situations) i: armor (put a piece of body armor here to wear it) j: boots (like above but goes on your feet) k: cloak (goes over armor) l-o: fingers (slots for up to four magic rings)
I hope that’s easy enough to understand. Note, if you’re playing 0.90, these letters will be a bit different. They were rearranged a bit to avoid confusion with the inventory management keys.
The most vexing, yet most used, of these slots is the “up in air” item. This is a special slot used as a crossroads between all the other slots and your pack. Whenever you obtain a new item, it goes up in the air, and throws up an inventory prompt so you can communicate to the game what you want to do with it.
A Romp Through The Prompts
When you press the ‘i‘ key (that’s lowercase: in Omega, capital letters are always shifted), you’re shown the list of your item slots and their contents, and the cryptic line:
d, e, l, p, s, t, x, >, <, ?, ESCAPE
If you pick up an item you’ll get a very similar line, except with a tilde in it, and without the list of item slots! This is the short prompt. From the short prompt, if you just press tilde (~), you’ll get to the usual inventory list.
Pressing ‘?‘ describes what these keys all do, and offers to show you full help, but I’ll give you an overview here. They’re all pretty important.
One of the slots will be highlighted with a >> cursor in front of it. That’s the “current item.” You can move the arrow to point to other items with ‘>‘ and ‘<‘ to move up and down. (> and < are the standard roguelike keys for Down and Up. Why don’t the arrow keys work? That’s a good question.) Most of the other commands make use of either this current item, or the “up in air” item.
The ‘e‘ and ‘x‘ keys are your main tools for getting items where they need to be. ‘e‘ exchanges an item from the up-in-air slot with the current slot. ‘x‘ does the same thing, but it also automatically closes the inventory display if the operation ends with the up-in-air slot empty.
If you leave the inventory screen with an item up in the air, that item will fall to the ground! It’s not a place to keep things indefinitely. As I said before, Omega characters can’t juggle.
If you’re at the short prompt, there will be no visible item slot list, and no cursor. Instead, the ‘e‘ and ‘x‘ keys will ask you the letter of the slot you want to move the item to. When you’ve played enough to have memorized what the slot letters are, you can use those and play much faster. Before you get to that point, you can just press ~ to get to the list. There is no game advantage to using one over the other.
Another important inventory operation involves getting stuff into and out of your pack. Your pack also has slots, but they’re all generic.
Pack operations take time. Omega actually simulates your pack like a stack. While you can get items out no matter where they are in it, items deeper in the pack take more time to dig out. Items you want available for instant access are best kept in your main inventory slots, if not in your ready hand (a), then maybe on your shoulder (c, d) or belt (e-g). These slots all can contain any item; slots like shield (h) and armor (i) can only contain those kinds of items.
Items deeper in your pack take more time to reach. Ideally though, you won’t keep immediate emergency items in your pack at all.
The ‘s‘ key shows the contents of your pack; ‘p‘ puts the up-in-air item or pointed-at item into your pack; ‘t‘ takes something out of your pack. The ‘t‘ key also offers to show you pack contents if you press ‘?‘. Another thing to note: for some reason, pack letters are all capitals. If you try to get something out of the pack, but don’t press shift, it won’t work.
Remaining functions: ‘d‘ drops the up-in-air or current item immediately; ‘l‘ gives you a text description of the current item, ‘?‘ gives you a reminder of all these keypresses, and ESCAPE transports you out of Inventory Land, and back to the game world proper.
The Inventory System In Practice
So how does this work in play? Well, at the start of the game you have no food. So enter buildings until you find one that tells you:
Commandant Sonder’s Rampart-fried Lyzzard parts. Open 24 hrs. Buy a bucket! Only 5 Au. Make a purchase? [yn]
Answer ‘y‘ to use some of that starting money to obtain some sustenance. It asks “How many?”, so let’s say 10, a good amount for the start of the game.
A passel of Lyzzard Buckets, for your pleasure. *** MORE ***
Omega’s *** MORE *** prompts work like NetHack’s, but appear at the right edge of the screen for some reason. Press the space bar to clear it. You’ll then be thrown into the inventory short prompt:
Action [d,e,l,p,s,t,x,~,?,ESCAPE] ‘Up in air’: 10x red and white striped bucket
You have an item, the new-bought buckets, in the up in air slot, so if you just pressed escape you’d drop your newly-acquired food. What you might want to do is press ‘p‘, to put the item in your pack for later. But if you want to eat immediately, you could press either ‘e‘ or ‘x‘, to move it, to ‘a‘, your ready hand slot. If you do any of these things, you’ll keep the Buckets O’ Lyzzard, and not drop them.
If you put them in your ready hand, or somewhere else on your person, then now you can eat! Exit inventory (if it didn’t happen automatically) and press ‘e‘, the Eat key:
Eat — Select an item [a,?]
Even if you have other items on your person, the food is the only thing that can be called edible, so it’s the only letter listed. You can press ‘a‘ now to chow down.
Your mouth feels like it is growing hair!
Well, it is fast food after all.
If there was already something in the ‘a’ ready hand slot, then the food will go into that slot and whatever had been there will be moved up in the air. You only have so many suitable body slots. You can usually stash anything into your pack, with ‘p’, if you don’t want to be fussed. But your pack has limited space too. If all your suitable body slots and your whole pack are full, you’ll probably have to drop an item.
Ah, that was a lot of broccoli. Are you still with me? Next time, we’ll actually be able to go into game strategy!
Omega is beloved of a small but devoted cadre of players. Like Alphaman, it is a prominent early roguelike with an overworld, but unlike Alphaman the world map is the same from game to game. In this it can be recognized as a predecessor of ADOM. It is probably the classic roguelike with the most detailed and interesting town, the well-named city of Rampart.
It’s finger lickin’… um, good?
The CRPG Addict, whose Sisyphean project is to play, complete, and write about every CRPG ever made, reviewed Omega in the early going, although his victory over the game was the easiest kind of win (retirement), and he cheated by restoring save files. Although it must be said, Omega’s own help text itself suggests that players back up their saved files if they’re having trouble, and there are some things about it that almost make me want to play that way.
Omega’s sense of difficulty is a bit unusual. It is overflowing with random events, some of them you can’t do anything about, and it’s possible for those events to kill you with very little warning. But if a character can survive the early going, there are also non-random resources that a knowing player can take advantage of that can help them get a leg-up on the game. In this way it’s like NetHack, in that there are counters to randomness, and a bunch of necessary lore to discover that greatly enhances one’s chances of winning.
Much of this lore has been saved in FAQs, spoiler files, blog posts, and comment sections scattered throughout the internet. Most of these sources remain out there to find, but the nature of the web and the intervening years have made them harder to find than they once were. I’ll present a list of links you can use to find them later, but I’ll gather the most important early-game for you once we get into its gameplay.
Omega is a game that has entertained players for many years. In its heyday it was a popular topic of discussion on the Usenet group rec.games.roguelike.misc. But it does have a number of attributes that have fallen out of favor with players nowadays. I’m not even talking about the typical things one has to get used to in order to play most classic roguelikes. Omega has some particular things you’re probably just going to have to acclimate yourself to if you’re coming to it from contemporary types of computer gaming. This isn’t to seem overly critical; there are a lot of interesting adventures to be had in its world, but there is a bit of a learning curve. But let me give you a broad overview first.
The Hedge Maze of the City of Rampart
About the Game
Omega’s origin is said to extend back to the late 80s, but records on the internet extend only as far back as about 1993. It was created by Laurence Raphael Brothers while he was at Rutgers University. He passed the torch to others to maintain the game at some time before 1993, but even version 0.90.4, the most recent version of the core code of Omega, lists his name in the source code as copyright holder. Lawrence Brothers has been known to sometimes get in contact with people who write about Omega, including the CRPG Addict.
In 1993 it seems Robert Paige Rendell picked up development of Omega. Erik Max Francis currently maintains the official Omega Distribution Page. While the core game has seen no development in a long time, ports for various systems have been made, including OS/2, classic MacOS and even a Windows port with graphical tiles.
Omega doesn’t present you with a great scenario at the start of play. It is more like a general setting, in TTRPG terms a sandbox that you investigate on your own. Your explorations are mostly directionless at the start. There is a character you can turn to that can provide players with a direction for their explorations, and you can also get quests from the Duke of Rampart, but the game doesn’t point you in their direction, and nothing forces you to heed their words. Omega is more like an adventure setting than a single mission you are trying to perform.
The game world is like that of ADOM, with an overworld, a sprawling sequence of above-ground terrain, with locations in it to find and explore that are in the same places every game. It’s the contents of these locations that are randomly generated every time you play. The dungeons are generated and persist, but only if you don’t enter another dungeon; if you go into the Goblin Caves, then leave and go to the Sewers in the city, when you return to the Caves they will have been refreshed. The layout will be the same, but the map will be forgotten, and the monsters will be different. A player can take advantage of this fact.
Lions lurk outside the city gates
The other kinds of locations seem to remain the same each time, although the city of Rampart, the main urban location in the game and the place where you begin play, has mostly the same map every game, but the contents of the buildings are mixed up when the game begins, and its hedge maze area is selected from one of a number of possible layouts. Rampart is the center of the game in many ways. Most of its guilds are based there, and to advance in them and get many of their benefits you’ll have to return to haunt their doorsteps. There are other settlements in the game, but none of them are anything like Rampart. It’s a cool location. It might be the greatest city in all roguelikedom.
The Layout of Rampart
Rampart is the largest city in the game, and where your journeys begin. It’s a good place to pick up supplies, decide which guilds and religions you want to join, and get equipment.
Places in Rampart with set locations, and randomly-placed locations once you’ve discovered them, can be moved to quickly with the Automove command (Shift-M). For more information on the city and places of interest within it, I must ask that you wait until next time. Until then, why not explore on your own, and see what you can figure out? All you have to lose is maybe twenty or thirty lives.
Basic Keys
?: Help. Provides a lot of information about the game and its systems. Refer to the ‘l’ option here for more keys that aren’t listed here.
numpad/vi keys: walk, bump into enemies to attack them
numpad 5: run
.: Wait 10 seconds, note this is twice the length of time it takes to move a step
,: Wait a specified number of minutes
s: Search surrounding spaces for secret doors or traps
i: Inventory (explained further down)
x: Examine something in a location in sight. (very useful for distinguishing what monster or item is on a space)
g: Pick something up at your feet. (Think of it as ‘g’ain)
e: Eat something
q: Drink a potion (‘q’uaff)
r: Read something
a: Zap wands and rods (think of it as ‘a’pply). Note, to be used, most items must be worn on your person. You can’t just use items out of your pack, you have to get them out first.t: Talk to someone. This is used to greet some characters and threaten monsters. Talk with and greet a horse you own to ride it.
f: Fire a weapon or throw an item.
o: Open door. (used frequently)
c: Close door. (used less often)
m: Cast a magic spell. You specify which spell you want to use by entering its name. You only have to enter as many letters as to distinguish the spell from the others you know.
Shift-A: Use miscellaneous items or artifacts. The item that lets you escape the Arena when you win a fight is of this type.
Shift-F: Change your attack routine. (‘F’ight)
Shift-S: Save the game (supply the filename as an argument on the command line to load the game)
Shift-T: Tunnel through a wall (use in moderation)
Shift-M: Autotravel to a known location in your current town. Places that are the same from game to game are automatically known, randomly-placed locations must have been entered at least once. As with spells, you enter the place’s name, but only have to enter as many letters to uniquely identify your destination.
Shift-E: Get off your horse.
Shift-D: Disarm a trap.
Shift-G: Give an item to someone.
Ctrl-I: Look in your pack.
On Inventory To use most items, they can’t just be in your pack, but must be in one of your equipment slots. Your “Ready Hand” slot and your three Belt slots can hold almost anything, and are good ones to use for single-use and miscellaneous items. I like to keep food in the ‘e’ slot of my belt.
x: E’x’change the up-in-air item with the one (if present) in one of your inventory slots.
s: Show contents of your pack.
p: Stash the up-in-air item in your pack.
t: Take an item from your pack.
d: Drop an item from the selected slot
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I’ve got much more to say about Omega, but this article is already much longer than I wanted it to be! There’s so much ground to cover that I’m increasing the post frequency of @Play for a bit, so you won’t have too long to wait for the next part. In the meantime, you might find these links to be of interest….
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
This is the beginning of our exploration of classic roguelike Omega. Instead of opening with a mere explication of the game and its history, I figured I’d offer some play examples through screenshots, and give a bit of the story of my experience with it, while explaining some of the points of the game’s beginning along the way. After all, my aim is to get you interested in this game, maybe even to try it out yourself, and a mere description of it is unlikely to push you very far in that direction.
A more detailed description of the game is coming soon-tomorrow, in fact. In the meantime, this short play was under version 0.80.2, which is the current “stable” version, and has been for over 20 years. There is a newer “development” version, 0.90.4, which is almost as old.
So, I started a new game of Omega. Starting characters are rated on the traditional D&D scale of 3 to 18, though they can become higher during play. A few rerolls resulted in stats that were above average across the board. While the highest was only 16, none was beneath 12. I accepted them and named the character Rodney. (It’s a lucky name. Bad luck.)
All games of Omega begin in Rampart. The layout of the city doesn’t change generally, but the location of some businesses and places does, as does the layout of its hedge maze. Rampart is safe to rest in, unless you gain the ire of monsters in the hedge maze. They won’t come out to bother you unless you go inside and they see you.
I decided to go for a chaotic build this time, which meant not being able to avail myself of the many benefits of Paladin-hood, but allowing my character to worship Set, who grants the spell of Invisibility when joining. Invisibility is helpful for escaping inopportune battle. It also means I can go ahead and rob the ATM right away instead of waiting until after joining up with the Paladins or a lawful religion.
This is a spoiler, but it’s one of the most-used plays in Omega, and it greatly helps you get characters underway. To rob the ATM, open an account (press Shift-O while interacting with it), choose a password, then press Shift-P and enter a different password than you entered. The ATM will tell you the police have been called an to “Press space to continue.” Press any key other than space. There’ll be a little display and you’ll end up with between 1,000 and 4,000 more gold. This will break the ATM, so you can’t do it again, and give you a bit of Chaotic alignment, but it’s not much and you can get it reduced easily by talking to the Archdruid, which you should do really soon anyway.
The ATM money is important for joining one of the magic guilds and the Thieves’ Guild, which are very expensive to a starting character, and help you pick up some bargains from the city Pawn Shop. My exploration of the city found the Thieves’ Guild in the upper-right corner of the city. I joined up with three guilds: the Collegium Magii, the religion of Set, and the Thieves’ Guild.
The Pawn Shop often sells useful random items, and its stock slowly changes as time passes. In this game its starting inventory included boots of speed, a terrific item that can make the early game much easier. It also had a scroll of spells. Reading a scroll of spells provides a chance of learning a random spell, which can also greatly improve a character’s viability. Sadly, this one provided nothing.
Having higher Dexterity, I decided to go with light weapons. The choice in Omega is generally between heavy bladed and crushing weapons, which use Strength, or light and missile weapons, which rely on Dexterity. I went with an epee, costing 100 gold, which turned out to be a great choice for this character.
Rodney’s various career tracks now underway, they visited “Commandant Sonder’s Rampart-Fried Lyzzard Partes” and bought 20 buckets (it’s easy to run out of food in the wilderness), and then stepped out of town for a stroll north to see the Archdruid. A chat with the Archdruid provides 250 experience points, enough to immediately advance a character to Level 3. A Level 3 character is far from omnipotent, but won’t be in danger of being fried by a cosmic ray, which happens in Omega from time to time. You can also get your alignment neutralized somewhat there, but I was leaning into Chaoticness.
Back in Rampart. A place to get a few extra gold pieces is fighting the first opponents in the arena, which is usually pretty safe if you restrict yourself to the first four. (Note, if you join the Gladiator guild, you’ll earn more money for your fights, but will also be advanced to harder opponents!)
There’s a general sequence of events in Omega’s early game that provides for optimal play. After robbing the ATM and advancing to level 3, I usually like to tackle the hedge maze. At level 3 the opponents here are usually not too bad, although there’s always the danger of encountering something hideously strong: I once got roasted here by a fire-breathing salamander. The traps here can also be dangerous for the unwary.
One reason for exploring the hedge maze is to get access to the Oracle, who eventually provides access to an important late-game location, but also gives advice on where to go and can reveal your alignment to you. When the game asks if you want to attack them, be sure to say No! You may also find a few random items and the entrance to the Sewers, an early dungeon.
Then it’s off to the Duke of Rampart to get the first quest, which involved killing the Goblin King. The Duke will only deign speak with you if you’re at least Level 3. Outside town, the Goblin Caves must be searched for in the wilderness, with the ‘s’ key, but are always in the same place: three spaces south of the city.
Here we see the result of casting Object Detection. It’s cheap to cast, and can provide aid in determining which passages to explore in dungeons. But mana points in Omega don’t naturally regenerate over time, only from gaining an experience level or other explicit sources, and so must be guarded jealously. One of the more horrible things that can happen to a magic-using Omegan is stepping on a Manadrain Trap, which can leave you helpless. If you’re not in the Sorcerers’ Guild they charge a ton of cash to refill your mana. It’s worth looking out for powtabs in the pawn shop, which restore mana when eaten.
The Goblin Caves have a winding kind of structure, and often have copper pieces embedded in the wall. You can tear down many walls by using the Tunnel command (shift ‘T’), but this produces a pile of rubble that harms you when you wade through it, and that takes time to dig yourself out of. It’s mostly useful for getting yourself out of passages where you’re trapped by neutral NPCs who block you and refuse to get out of your way. (Or you could just kill them, if you’re of chaotic bent.)
As you gain character experience, you also advance in all the guilds you’re a member of. The guilds provide extra benefits as you gain standing with them; the Collegium Magii teaches you the Identification spell, although if you’re a member of the Thieves’ Guild, item ID is pretty cheap there.
Advancing in a religion is a good source of spells. Several of these spells came from worshiping Set. I currently know only one combat spell: Firebolt. It isn’t bad, although it’s costly to cast.
Here’s an instance of some of that bad luck I mentioned! If you fail an attack particularly badly in combat, you may drop your weapon, or it may even break! This kind of tragic happenstance is all over the place in Omega. You just have to roll with it. If all you have is your hands you’re useless in a fight with ! It can be worth it to carry a spare in your pack.
A good test of whether your character is doing well is if you can easily defeat the chieftains in the Goblin Caves. A Goblin Chieftain is fast, and hits hard with their great axes. If you’re wielding a weapon not indicated by your stats they’ll put an end to your adventure very quickly.
While Goblin Chieftains are bad, Goblin Shamans, which look identical on the screen (a green G) are even worse! They can cast a variety of annoying spells, and can poison you, give you a disease (get this cured at the Healer’s in town) or even put you to sleep. That last one nearly ended the game by itself.
There’s identification scrolls and spells in Omega, and you can pay the Thieves’ Guild to identify things you’re carrying, but there are also random scrolls that outright identify an entire category of item. These are all identified as “Jane’s Guide to Treasure,” and they’re definitely worth purchasing if you find one in the Pawn Shop.
Some traps in the dungeons are particularly nasty. Abyss Traps can teleport you to a random location, and also tack on some damage too. I already mentioned how dangerous Manadrain Traps can be to a magic user. Disintegration Traps can annihilate a piece of equipment you’re wearing. The choices are either to search every space (and even that might not be enough) or hope for the best. If your Dexterity is pretty good, it’s usually not hard to disarm known trips with Shift-D.
It was a pretty good game, but it ultimately ended at the hands of a bog thing in the wilderness. Turns out they’re pretty tough. Who knew? Omega is of the school of game that teaches primarily by killing you over and over again. Each new monster is a fresh opportunity to possibly get slaughtered because you don’t know if it’s too strong for you to tackle, or the special trick to beating it.
Maybe that’s a good indication of what playing Omega is like? I have elided a lot. Tune in tomorrow for a more traditional introduction to Omega.
Arcade Mermaid is our classic arcade weirdness and obscurity column! Once a month we aim to bring you an interesting and odd arcade game to wonder at. Although this time, we’re expanding the purview to talk about an extremely rare game that has just become playable by the public through emulation for the very first time. Please note, this was written quickly and late at night. It may see minor corrections once I see it by the harsh light of day.
One of the best podcasts out there for classic arcade enthusiasts is The Ted Dabney Experience! Episode 15 of that was a talk with Bob Flanagan, who created Atari’s underrated Skull & Crossbones, and also headed the wonderful, prototype, obscure and unreleased, yet recently revealed on the internet Marble Madness II.
Bob Flanagan was mainly a programmer during his time at Atari Games, where he helped implement the original Marble Madness, Paperboy, and Gauntlet. Skull & Crossbones is the only Flanagan-helmed game that got produced, but MM2 could have been another.
Another reason to cheer for this game finally, finally seeing the light of day is the music, which kyuubethe3rdmentions was among the finest work of Atari composer Brad Fuller, who sadly left us in 2016. Marble Madness had very memorable music, and the 14 main levels of MM2 sound like they could easily have come from that game, including a remix of the original’s Beginner Maze track.
Astral
I haven’t seen anyone talking about the source of the roms. It’s been known that the MAME developers have had copies for safe keeping, but were forbidden by the person who let them dump them from releasing them to the public. A MAME driver, I hear, has been around for a while, but maybe only privately. I don’t know what that has to do with the efforts of David ‘mamehaze” Haywood, who has worked to get the game working over the past few days.
I’ve watched a lot of playthroughs of MM2 over the past couple of days, it has been quite a focus to speedrunners. Here’s a couple, that make the game look really easy: FlannelKat, and LeKukie. DumpleChan has a slower run that looks a lot more like a good player would have done in an arcade if the game had been made:
As mentioned before, no one seems to know how this game, long a holy grail for preservations and arcade enthusiasts alike, got released. Was it leaked? Did someone who happened to have the roms just decide one day to throw them online? There’s a thread at AtariAge that notes that the owner would release the roms in exchange for $42,000. Did someone raise that much money? They are now on the Internet Archive, and work on an official MAME driver is well underway, so in any event, stuffing this genie back into its lamp now is probably impossible.
How It’s The Same
The sound design is nearly identical to Marble Madness, using many of the same noises. The attention to detail on recreating the experience of the first game is admirable! And as mentioned, the music is terrific.
All of the original game’s enemies and most of its obstacles are seen somewhere in this game’s 14 levels. The only ones that come to mind that are absent are the Intermediate Race’s rolling wave and the infuriating cycling platforms at the end of the Ultimate Race.
North Pole
It’s still a race against time, with leftover seconds carrying over to later levels. It’s still a co-op/competition game, where players can interfere with each other, seek to scroll them off screen for a time penalty, or coordinate their movements to double-team the Evil Black Marbles* and help keep players in the game.
A few of the levels have names from the original game. Their layouts are different, though.
How It’s Different: Structure
Marble Madness’s greatest weakness was always its ultra-short length. It only had six levels! It could be excused around the time of its creation, since in 1984 those kinds of scrolling map games were still a new thing. Well here there are 14 mazes, and three bonus rounds too!
Instead of a straight sequence of levels from start to finish, they’re arranged into tiers, of roughly equal difficulty:
Each tier can be completed in a variable order, with the player(s) deciding which maze to tackle first. Like in the original game, each maze in a tier carries time over from the previous one, with a small bonus. When the last maze is finished, players get 1,000 points for every second they had left, but also their time is zeroed out.
Oasis
After each tier, the players enter into a pinball-themed bonus stage! The acceleration is tuned way up for these, making them feel properly chaotic. The players use their marbles to hit targets to spell either MARBLE or MADNESS, and hit drop targets to earn as many points as they can. Players get five extra seconds for every 5,000 points they score, on top of a large time award granted for starting the next tier.
Throughout all of this, if a player runs out of time in solo play, they can opt to continue to try the maze again with a large amount of start time. In group play, they can continue with the same time as one of the other players.
This pattern lasts until the final level, King Of The Mountain. It’s like a tier to itself with only that one level. Only two attempts are granted here: The First Try, and then, after a continue, the Last Try.
A lot of the game is fairly easy, but King of the Mountain is long and tough! Unlike most of the other mazes, the player starts at the bottom and must ascend to the top. At the very end the players have to climb a series of icy slopes that’s very difficult to make it through! It’s a suitable successor to the end of the first game’s Ultimate Maze, with its disappearing pathways.
Control
This one’s big. Marble Madness, in the arcades, a trackball game. Marble Madness II uses standard eight-way joysticks. It makes for a huge difference, it makes the game easier, and also negates the point of the game a little.
In an earlier stage of development (as “Marble Man,” see below) the game went out on test in a trackball version, but it happened around the time the company began to move away from trackballs as a control method. Atari had been associated with trackballs for a long time, going back to the classic Atari Football, and they had recently released the trackball-based strategy/puzzle game Rampart. It’s possible, had Marble Madness II made it to production, that it would have been offered as an upgrade kit for Rampart. There is talk in the arcade modding community of some people wanting to turn their Rampart machines into Marble Madness II, despite the hardware being quite different. (I think this is a shame, as a long-time outspoken fan of Rampart, but it’s understandable for this game!)
With digital joystick control, long narrow passages lose much of their danger, turning a frantic perilous roll into the holding of a direction and the tap of a Turbo button. But also, joysticks can be less precise for this kind of game. I’ve seen forum posts speculating about what would be necessary to reimplement trackball control in the game, even though it’s not a simple change to the code. There’s the advantage that the programming of the original, trackball-based Marble Madness is out there. Time will inform us of the feasibility of this.
Powerups
Marble Madness II was developed seven years after Marble Madness, and in that time powerups went from intriguing new idea to de rigueur. Throughout most of the mazes (not the first or last) there are crown-like structures with a cycling powerup atop them. It’s possible to bash through these and collect the powerup that’s currently on display. Two of these, Cloak and Crusher, allow the player to either evade or destroy monsters. Knobby gives a marble super-sharp control, and Heli grants flight for a while, allowing for huge shortcuts.
Sandbox
As speedrun playthroughs have demonstrated, these powerups allow for gigantic time saves! Heli can bypass whole sections of the maze, and Knobby allows a marble to tear around corners with pinpoint precision. In a multiplayer game only one player can get a powerup from each location.
Points Earn Extra Time
This really is a major change. In Marble Madness, other than the time awards for starting mazes and the occasional random award of 10 seconds, there was no respite from the steady advancement of the clock. You do get five extra seconds for beating another player to the finish line, but that’s only awarded in two-player mode, and the difficulties of playing with another player overwhelm that meager allowance.
In Marble Madness II, each player is awarded five bonus seconds for every 5,000 points they collect. The plethora of bonus flags scattered around mean that players will be earning bonus time frequently, the time awards often greater than the loss from going out of your way to collect them.
Flags & Hidden Flags
Aerial
About those flags. They’re in every level but the first and last ones. They grant from 1,000 to 5,000 points, with the number printed on the flag. These are all over the place, and make it easy to amass a load of surplus time. Fortunately for the game’s design, this extra time is converted into more points at the end of a tier, and the players must begin stockpiling all over again Also throughout most of the mazes are bonus flags, worth 2,000 points each. These rarely flash into visibility for a couple of seconds, but often will appear as a reward for reaching out-of-the-way regions of the map.
The game promises players a “Super Bonus” for collecting all the flags in an area, but this requires a lot of patience to track them all down, and sometimes there are mutually-exclusive branches in the path of a maze that make it impossible for a single player to reliably get every flag if playing on their own. The Heli powerup, particularly, is great for collecting flags.
That last level King Of The Mountain doesn’t have any flags! Killing the enemies on that level is worth good points, but it means that very little bonus time is awarded there.
Tons of new obstacles
Every level has its own unique peril! Sand, crushers, falling icicles, killer satellites, meteor crashes, fists smashing out of walls, floating frying pans (in Wacky, of course) and many more. At the very end, huge rock-throwing trolls guard the passages up to the top of the Mountain.
Faces and voices
Oasis
It’s known that in an earlier stage of its development, Marble Madness II was subtitled “Marble Man,” and the winner of a race would transform into a super-heroic humanoid body for a moment at the end. A digitized voice would exclaim “Marble Man!” at the start of a game and the end of a race. There is footage of this version of the game, taken from off of one of the surviving machines, on YouTube, demonstrating the voice.
The released version of Marble Madness II doesn’t have the Marble Man theme, but it does have voices, and they’re pretty nice I think! When you start a game, your marble develops a face and shouts “Marble madness!” in a way that never fails to make me smile. When you hit a letter or spell a word in a bonus level it’s announced aloud, and to me that’s almost reward enough in itself. It’s probably for the best that the superhero theme was dropped, but the faces, both on the marbles in their death animations and on the enemies, add some needed character to what might otherwise have been a pretty dry game.
So, that’s what we have to report on Marble Madness II, a game developed 21 years ago and is just now seeing the light of day outside of an extremely small number of collectors. 21 years is a long time. A not-insignificant number of fans of the original Marble Madness have died in the intervening time, never having had a chance to enjoy it. And even now, because it’s only playable in emulators, a lot of people who could otherwise enjoy it, but cannot overcome the technical hurdle of getting MAME up and running and getting its roms into the right shape (a formidable obstacle to many), will still be denied playing it.
Marble Madness II is not yet up in official MAME, but its driver is well along, and I think it’ll probably appear in the next release. I urge you to at least give it a try, and think of all the people who would have enjoyed if it had appeared back at the time of its creation. It was a long time coming, but at least now it is here.
* The “Evil Black Marble” was adapted as a character on turn-of-the-century website The Conversatron. So says me, apparently the sole surviving person who remembers The Conversatron. Memory hurts.
As everyone surely knows by now, in Wordle, you use Mastermind-style clues to narrow down and guess a five-letter word. You get six guesses, but all your guesses must be actual words. There’s a new puzzle every day, but only one. It tracks streaks and win percentages. It became an internet sensation, because of one or more of the following things: it’s fun, it’s simple to understand, it’s a challenge but not hugely difficult, it lets you easily share your victory without giving away the answer, it usually gives you a nice compliment when you solve it, and, especially, it’s completely free and unencumbered by ads, app stores, upsell, or rent-seeking of any kind.
Its creator Josh Wardle made Wordle (hence the name) for his friends to play, but news quickly spread, a lonely remaining example of the good kind of internet virality, the kind that hasn’t been pressed into the service of racism and tyrants. Wordle is so popular that the New York Times bought it from its creator for an amount “in the low six figures.” We’re not sure why they bought it unless they plan to make it a paid service someday, an imposition that its creator had promised would never happen. Maybe once the clamor has died down. For the moment, at least, it remains free.
Now, one of the oldest trends in computer gaming is to take a thing really popular at the moment and to clone it, to some degree of exactitude. A list of things this has happened to includes Pong, Breakout, Space Invaders, Pac-Man, Donkey Kong, Wizardry, Ultima, Zork, Super Mario Bros., The Legend of Zelda, Sonic the Hedgehog, SimCity, Myst, Super Mario 64, Everquest, Minecraft, Flappy Bird, and Undertale, among others.
So it has happened, is happening, and shall continue, for a while, to happen with Wordle. Wordle and its progeny are popular enough that it’s become one of those subgenres of internet article, to round up a bunch of Wordle-inspired things and present them, all in a bid to gain some of that sweet Google-juice.
Well, never let it be said that we here at Set Side B aren’t immune to a bit of audience pandering! Here are the best of the Wordle-likes, that I have found at least.
N-Plus-Fivele
These are Wordle, but moredle.
x2
Dordle is two games of Wordle at once. You get seven guesses. Your guesses go into both puzzles. Its creator is on Twitter, they’re cool!
Not enough? Tridle is three games of Wordle at once; you get eight guesses.
You want still more? Sure, we’re all adults here. Quordle is four games of Wordle at once; you get nine guesses. You’ve probably picked up on the pattern here by now.
Beyond that? Absolutely, why should we be bound by the rules of the past? Octordle is eight games of Wordle at once, with 13 guesses.
You’re not yet satisfied? So we stray still further from divine grace. Okay, then, Sedecordle is 16 games of Wordle at once, with 21 guesses.
Even more? Let the angels weep then. Duotrigordle is 32 games of Wordle at once, with 37 guesses.
What? More, even than that? Why not, let’s abandon all the laws of heaven and earth. Sexaginta-Quattordle is 64 games of Wordle at once. It’s slightly more forgiving than the other versions, giving you 70 guesses instead of 69. Once you get to this scale, Wordle’s whole nature changes. After you use a couple of spare guesses to get some info about the words en masse, your aim is to try to correctly guess one word per turn, and use the information revealed by those guesses to solve the others.
x1,000
This brings us to Kilordle, 1,000 games of Wordle at once, with 1,005 guesses. This may sound just like an exercise in extremity, but some care was put into it: the puzzles you’re closest to finishing are sorted to the top, and solved ones are removed entirely. Also, you can get more than one word on a guess, since you’re awarded credit for words you have all green letters for. When you get near the end and single guesses can eliminate 20 words or more, it almost feels like a clicker game. When playing in bulk like this, your strategy tends to change to the general case: using every letter in every position in as few moves as possible. I’ve seen someone mention winning in as few as 75 moves this way, and a computer program probably could do it in even less, but writing software to play Wordle for you is discarding one of its chief virtues: that you don’t have to think too hard about it.
There used to be at least two sites that let you play past Wordle puzzles, but the New York Times requested they be taken down when they gained ownership of the original game and name. Boo, hiss!
If you want to play locally at a command-line, and have one of a couple of scripting languages installed, you can try wordle in Ruby or wordle-cli in Python.
These are Wordle, but changed, or with a special focus.
Hello Wordl lets you decide how many letters are in the answer. The daily game decides the number of letters for you.
Hurdle is a series of five Wordle puzzles. When you guess the answer to one, it becomes the first guess of the next. For the last puzzle, all four previous answers are automatically your first guesses, giving you two tries left.
Star Wordle‘s answers have a Star Wars theme, but you can still guess normal words to help with narrowing it down. Another version of the concept is SWordle. Along these lines is Lordle of the Rings. Wizarding Wordle, to Harry Potter.
Taylordle answers all refer to Taylor Swift in some way. Byrdle answers all relate to choral music. Gordle answers are all hockey players. Basketle answers are basketball players. Bikle, for cyclists.
Queerdle answers are from four to eight letters and are always LGBTQ+-related; guesses can be any word of the answer’s size. Phoodle has food and food-related answers, but guesses can be normal words. Lewdle has crude answers, and by default only accepts crude guesses, although this can be disabled. Similar to that is Sweardle.
Squabble is online-based battle royale multiplayer Wordle, where correct guesses become attacks against other players, and incorrect ones cause you damage.
Absurdle changes the answer behind the scenes to be as difficult as possible. You still only get six guesses. Another version of the idea, which lets you decide on the word length, is Evil Wordle. Adverswordle plays a bit like that, but with the computer guessing and you giving it clues to matching a secret word you come up with, and can change if you want, so long as you don’t contradict yourself or make it impossible.
Luckle changes the answer behind the scenes to be as easy as possible. You get six guesses, but they won’t matter.
And now, it falls to my weary shoulders to inform you of the existence of Letterle. At least you get 26 guesses.
Variations
Like Wordle, but with extra stuff added.
Crosswordle gives you two words, that are related and cross at some point.
Waffle is Wordle, but with a grid of six words, and instead of guessing on a blank board, all the letters are given, but scrambled. A move consists of swapping two letters. You get 15 swaps; a perfect score is 10 swaps.
Scrabwordle gives you fewer guesses (depending on player-selected difficulty), but gives the secret word’s Scrabble score as a hint.
Squardle… okay, this is going to require some explanation. Squardle sets aside one of Wordle’s chief virtues, simplicity. It’s still fun, but a subtly different kind of fun. It has a grid like Waffle (see image of solved game to the right). You make guesses, but in turns, and along two lines at once: your first guess is along the top row and left column (DWELL and DROSS in the image). You always guess the same word in both. You’ll get clues along both lines based on your guesses (the small letters in the image, which accumulate as you guess). Yellow letters mean the letter can be found somewhere along the same row, and red letters are along the columns. Orange letters mean one of that letter can be found both vertically and horizontally, along both the row and column. Green letters are in the right place, as in Wordle. Notably black letters, the B and N in the shown puzzle, won’t be found anywhere, even in other words.
After you make your first guess, the second guess works the same way, but through the vertical and horizontal center (EVICT and OPIUM here), and the third guess hits the right-most column and bottom row (LEMUR and SATYR). After that, the guesses cycle through these three sets of positions.
Because of the increased complexity and your inability to make a guess over the whole puzzle at once, Squardle gives you ten guesses, you get an extra guess every time you get a word right, for up to 15 guesses in all, and, if you completely solve both the words at a given row/column pair, it’ll be skipped in rotation for the rest of the puzzle. If your head is swimming after all of that don’t feel bad, it’s definitely more complicated than Wordle, and it demands more from you. But, once you get underway, with careful thought the puzzle is still doable. For those who master it, there is a more difficult version, Weekly Squardle, with a total of ten words and starting with only six guesses.
Inspired-By
Not really like Wordle at all, but they still have daily puzzles.
Heardle challenges you to guess songs from a snippet. With each wrong answer the snipped gets longer. Those like me will be hopelessly lost.
Worldle has you guessing a nation by its shape; the hints from incorrect guesses take the form of facts about the nation. Similar to that is Globle. And, down in Flaggle Rock, you guess the flags of countries and territories.
Who Are Ya? is a similar concept, but with portraits of football (a.k.a. soccer) players.
Framed asks you to guess a movie from stills, doled out one per guess.
Mathdle wants you to complete arithmetic number sentences. Nerdle is similar, as is Mathler. There is also Primle, where you have to guess a prime number. Also, Primel.
Subwaydle is of interest mostly to New Yorkers, challenging you guess a route between two given subway stations. MTRdle is the same, but for Hong Kong’s subway system.
Poeltl is basketball players again, but with game-related clues instead of the usual green/yellow/white letters.
Semantle tells you how close semantically, as judged by an algorithm, your guess is to the hidden word. There is no guess limit, but it’s very challenging, and guess counts of over 100 are frequent. Make sure you read the directions, as you might not be prepared for what semantic closeness means. Pimantle is the same idea, but with a cool visualization.
Redactle picks one of the top 10,000 most-notable Wikipedia pages, blacks out all but the most common words, and reveals them as you guess what they are. You win when you uncover every word in the page title. Like with Semantle, you aren’t limited in guesses but it’s still very hard. If the answer is outside your interests, you might end up making 200 guesses or more. This is one of those games where there’s a bit more to it than you might expect: the articles are in a monospace font, so you can reliably tell how long the blanked-out words are.
It predates Wordle so it’s not really inspired by it, but if you have a New York Times subscription you can play Spelling Bee, which asks you to come up with as many words from a set of seven letters as you can, provided they all contain a given key letter. You get more points for longer words, and a rating based on what proportion of that day’s maximum score you earn.
Did you know that wordle was once a term for a kind of word cloud, created by Jonathan Feinberg? There was a wordle.net and everything! It had a Metafilter post in 2008! It had a trademarked name! It was popular!
No one seems to remember it any more. Its site is dead. It was last seen alive in 2020. Finding out more is very difficult now because of the search static produced by its massively popular successor.
The existence and forgetting of first-Wordle should serve to remind us all: Internet fame is beyond fleeting. Wordle is known and beloved now, and since it’s owned by the New York Times is probably on track to staid, Jumble-like ubiquity. But these variants are not going to be around forever. Enjoy them while you can, for it’s just a matter of time before their domains all become just another tool in some nefarious SEO outfit’s Google-gaming schemes.
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
This is @Play #89. We resume our examination of 1995’s post-apocalyptic DOS roguelike, Alphaman! If you missed it, don’t forget to check out part one!
Checking Berries and Inspecting Gadgets
I’m an outspoken fan of interesting identification systems in roguelikes. You’re free to disagree with me, but I find that they add a layer of strategy to the use of items. In many games, when you randomly find a good item, it makes sense to immediately press it into service. Often there is no skill in its use; you use, wear or wield it, and from then on its powers are at your disposal. At its furtherest extreme it’s like the random number generator is playing you. There should be some decision-making involved to properly utilize the item once it’s found. Maybe items have limited durability that has to be managed? Maybe items change over time, so you must know when best to use them? Or, as with Rogue and Hack, maybe you don’t know what many items are at first, and must figure that out through some risky and costly manner.
Congratulations!
Alphaman uses an identification system, but it works differently from Rogue’s. While there are items that can identify other items, for the most part you don’t identify things like that. There are two major classes of unknown items in Alphaman: berries and devices.
Berries are somewhat like Rogue’s potions. They’re one-use items that are generally consumed to activate. Alphaman has 35 kinds of randomized berries to discover on each play. While the game gives you insight into a few berries at the start of the game, most berries must be discovered by testing them. Like Rogue’s potions, there are good and bad berries, and like in Rogue, once you know the function of one variety of berry, you know it for all other berries of that type. Good-type berries might heal you, restore your fatigue, permanently increase your defense, or help you figure out how to use gadgets. Bad ones could poison you, cause you to grow useless extra limbs or blind you. And then there are the interesting cases, the berries that could be either bad or good, depending on its color. Most berry effects are temporary, although some, like the berry of blindness, last a significant number of turns.
An important thing to keep in mind about berries: known berries are marked with an asterisk, but their descriptions don’t change in-game. You must check your known items list to find out what a berry does. Flipping between the inventory and the discovered items list does get annoying after a while.
Alphaman’s innovation with berries is giving each a ripeness level. All berries have a color that tells you how ripe it is. The colors go through the spectrum, from red (least ripe) to purple (most ripe). Ripeness is kind of like the curse/bless system of NetHack, but all berries naturally become riper over time. More ripe berries are more powerful than less ripe ones.
You will probably have to consume some berries to identify them. If it’s a bad berry, you want to identify it by eating it unripe. If it’s a good berry, you want it to be ripe to maximize its effects. But some berries give bad effects when unripe and good effects when ripe. That’s especially the case for stat and experience effecting berries, which are very helpful when eaten when ripe. A few berries are also better off thrown at enemies than eaten yourself. Decisions, decisions.
Gadgets are also divided into two classes, small and large. There are 97 types of small device and 38 of large. Fortunately you don’t have to use-identify them! There is a command, F, to figure out how to use a device. You aren’t guaranteed to be successful, and if you fail your chance very badly you could break the device, or, if it’s a grenade-type item, cause it to go off in your hands.
Many kinds of gadgets are humorous, and some are useless, but a few apparently-extraneous ones have a secret function that can be discovered if you experiment with them. Like, a microwave oven can ripen berries, and toilet paper can be used as a weapon against dung beetles. Try using items, with the U key, to see what they do. A handful of items can also be “Unused,” with Shift-U: this is usually used to un-equip wearables, but that’s also how you get things out of a Backpack item.
Mutations and Fatigue
Two unique characteristics of Alphaman are the way it handles mutations, and its fatigue system.
Mutations are in other roguelike games, of course. They’re important elements of both ADOM and Dungeon Crawl Stone Soup. Alphaman uses them as an extra couple of perks your character receives upon creation. Unlike many other games, starting an Alphaman character is very quick: you get basic stats in a number of D&D-like categories, and are randomly assigned one Physical and one Mental mutation. You don’t gain more mutations as a character progresses. The ones they begin with are the only mutations they’ll have through the whole game.
Mutations are used the same way as items, with the U key, for “Use.” Most of them have a short delay before you can use them again. All of these mutations are beneficial, but you don’t get any say in what you get, other than by start-scumming, quitting and restarting many times until you get your favorites. Some mutations immediately increase one of those middling starting stats up to epic levels. Most mutations are very helpful if you know how to use them correctly, but figuring out the best way to use them might take a few games. I especially found the Quills mutation, which gives you an innate missile weapon you can use in a pinch and directly damages monsters who attack you in melee.
“Pooped”
Fatigue is a very interesting addition to the roguelike formula, in my opinion. Every action you undertake carries with it a cost in energy, which comes out of your fatigue level. Fatigue is shown on screen by a status that runs from Well Rested down through Pooped, and eventually Exhausted. Your actions become less effective as your fatigue rises. If this sounds burdensome, it needn’t be. It doesn’t take very much to restore your fatigue level. All you generally need to do is rest a few turns, with the period key, to get your level back up from Pooped to Well Rested.
What fatigue does is impose a limit on doing many things in close succession. Fighting large numbers of enemies at once, even if they’re attacked one at a time, will tire you out a lot. If you’ve being chased by monsters and are a little faster than them, you can probably store enough of your stamina by running until you’re one space away, then resting a turn while they catch up. Carrying a lot of things, measured by your on-screen Encumbrance level, or having a low Constitution stat causes you to become fatigued more easily. But so long as you think to rest a few turns after fights you should be okay.
Spoilers
This section is spoilers, but they are the kind that, at this late date, I think will help a player decide whether they want to play this unusual and interesting game more than actually give anything away. Still, if you want to go in completely fresh, you’ll want to skip this section. (I gave a few very minor things away above, but that’s pretty light.)
To win at Alphaman generally requires:
Finding Elvis’s Hideout, and getting the Blue Suede Shoes from the real Elvis (who is friendly, but won’t give you the shoes until all the Impersonators are defeated). BTW, all of these places are considered “castles” by the game.
Finding the Munster’s castle, 1313 Mockingbird Lane, which contains a map to reveal the location of the Grinch’s stronghold. The stronghold can be found without the map, though you’ll have to search around for it.
Finding the Castle of Those Who Came In Second to find Buzz Aldrin’s Space Suit, which confers radiation resistance. The Grinch’s place is always in the middle of a radiation zone, which will rapidly sap your health while you’re within it. It is possible to acquire radiation resistance by other means, so this may be optional.
Finding Trump’s Casino for the ID card to get into the Grinch’s castle. You’ll easily know the casino—most of the monsters and items found inside it are “Trump” monsters and items, as in, Trump Ghouls, and the Trump Cheese Grater.
Finding the Castaway’s Fortress to obtain the Keptibora Serum from Gilligan, which provides 24 hours of resistance to the Grinch’s nerve toxin. The Castaway’s Fortress is always surrounded by water, so a means of travel to it must be sought.
Some of the jokes in Alphaman have not aged well, but there are bits that are rather prescient.
In the roguelike way, each of these steps contains many unexpected perils, and it may take you multiple attempts at each, falling victim to each major obstacle at least once, before you discover the way through. If you have the time, energy, and patience to put up with that, then Alphaman will supply you with many hours enjoyment. The pleasure of this may begin to diminish for you as you die more and more often, however.
You first games are likely to be short, so not much lost, but the further you get, the more you lose when an unexpected danger kills your hapless character. (“It’s a rosebush, how hard could it be?”) One thing that might help you, that’s not a tremendous spoiler, is that the various castles you have to explore can mostly be done in any order.
He’s a mean one! He really is a heel!
At the very end of the game you’ll face the Grinch, and he has one last nasty surprise for you. I am torn, a bit, about whether to spoil this, but it is in a chapter of spoilers, and it may save you a loss at the very end of your journey. So I will reveal this: Your final task is not to kill the Grinch. Think about who he is, what he came from, look around his castle for significant items, and thing how you might be able to find a way to appeal to his better nature. That’s all.
Alphaman’s Legacy
The legacy of 20th-century hussle.
1995 was towards the latter days of the age of shareware. It’s easy to forget, but there were different types of shareware. There was the first-hit’s-free type, the kind that gave out the first episode but where the publishers released the others by mail order or or commercially. That was the model that Wolfenstein 3D and Doom used, and was probably the most successful. Then there’s the kind that lets you play up to a certain point, but to go beyond that you had to pay for a registration code, that unlocked the rest of the game. This often got assigned the moniker of “trialware.” Then there’s what we might call “true” shareware, where the game, in full, was distributed, and while it might nag you to register it, there was no need to to keep playing. If players enjoyed it, they were on the honor system to send in their payment. One of these true shareware games was Alphaman.
Alphaman’s creator Jeffrey Olson tells me he only ever received about 30 paid registrations for his game. At $15 each, that comes up to $450, which given the number of hours he put into it doesn’t seem like proper recompense. Perhaps it’s because of the prevalence of free, sometimes even open source roguelikes like NetHack and Angband, which were already on releases that current-day players would see as reasonably complete. Jeffrey doesn’t harbor any hard feelings, he says, he was just happy to meet people who enjoyed his game.
In the years since its release, Jeffrey has been doing quite a lot with his life! He graduated with a doctorate in Physics from Cornell University. He made hardware that will travel to the planet Jupiter on the Europa Clipper:
“[…]cooling a JPL infrared spectrometer to detect what chemicals are present on Jupiter’s icy moons, and to the asteroid Psyche, cooling a gamma ray spectrometer that will detect what elements are present in the metallic asteroid. I wish I had put a gamma ray spectrometer in Alphaman.“
Jeffrey also also been married for 30 years, plays soccer every week, plays the trombone, and makes his own beer to share with friends. A high-school friend of his, Peter Jessop, helped test the game, and has done voice work for a wide range of big-name video games, among them Destiny 2 and Red Dead Redemption! It’s always nice when one of our team does good.
I asked Jeffrey if he had anything to say to people who have played and enjoyed Alphaman over the years, and who might play it in the future. He said, “Thanks for taking the time to play Alphaman. I hoped you enjoyed playing as much as I enjoyed creating it, and sorry about all the jokes from the 1990s that aged so poorly. I’ll always be embarrassed by references to Dan Quayle, Mary Decker, and the Kevorkian Machine….”
Thanks for your efforts, then and now, Jeffery. We’ll meet again in the Adventurer’s Lounge someday, after the last quest is done.
Revita is another action roguelike to come out of early access recently. And while it does feel like a greatest hits collection of action roguelike mechanics, the game’s principal twist does separate it from the pack but does so in a polarizing way.
Rebirth
The story of the game follows a young boy who keeps waking up in a mysterious tower that he is forced to climb. Standing in his way are various monsters and creatures that represent the stages of grief, hinting at some earth-shattering secrets going on. The basic gameplay involves running, jumping, shooting, and dodging enemy attacks on procedurally generated floors. While the game features set room layouts, what enemies can spawn is entirely random per area/biome.
As with any action roguelike, you’re going to find a number of items that can change how your character behaves and do damage. The first twist of the game is that your health is also your currency. Shops, shrines, treasure chests, and other things will require you to sacrifice your health. As you kill enemies, you’ll accumulate souls that can be transformed into more health or give you more of a health pool.
The sheer number of unlockables is extensive, and I haven’t seen a pool like this since The Binding of Isaac. The different varieties of items can lead to crazy runs, but your skill is still going to be the main factor. As you play through the game, progressive difficulty unlocks will increase the difficulty of runs and add in new modifiers to deal with. Where the game goes with this is somewhat original for the action roguelike genre.
A Difficult Story
For most games, the progressive difficulty is simply there for expert players who are done with the story and just want to keep pushing up the challenge. With Revita, the difficulty is part of the story. Once you get to difficulty level 5, the game will challenge you to perform a specific task to move the story along and unlock even more difficulties and levels to play. This is like The Binding of Isaac which had its share of secrets and additional content. However, you cannot even get anything that would be considered a real ending without raising up the difficulty.the progressive difficulty provides a lot of replay value for people who want the challenge
For those that do manage this task, they will find even more difficulty levels, secrets, and harder challenges to go after. At the time of writing this review, the developer has changed the conditionals for the first set of challenges, which is good due to their difficulty and RNG messing with it. However, if you find that unlock to be difficult, the game has far more in store, and while this does leave the game with plenty under the surface to find, I don’t know how many people are going to be motivated this way.
Pushing Through the Pain
Revita reminds me a little bit of Spelunky 2 and how there is more going on for expert players than there is for casual/core ones. While it does feel nice to know that there is a lot more to this game for someone like me, I do question if there’s enough to motivate someone to make the trek up the difficulty ladder.
The problem is that unlocking the many secrets to Revita is not just about getting good at the game, but also figuring out the conditions for its secrets and being able to execute it with randomly chosen items showing up each run. The base game, or level 0 of difficulty, is on the easy side compared to other games in the genre. If someone plays, beats the game and thinks that is it, they’re going to leave disappointed.
Even with the number of difficulty settings that you can unlock, and there are plenty, the base path through doesn’t feel like there is enough variance in the same ways as Hades or The Binding of Isaac. As with Hades, your starting weapon dictates a lot about how you’re going to be playing over the run. However, where Hades has the different god buffs, or The Binding of Isaac has items that radically change your build, Revita doesn’t have that many that would be considered that run-affecting. In total, there are five main biomes, and two variants of two of them that you will do per run. I’ve found that I was relying on the same basic strategies each run and that they were working.
From an expert standpoint, trying to get through challenges hitless can be frustrating as screen shaking, the camera zooms, and the bullet physics themselves can make it hard to gauge dodging. The bullet physics in the game varies from linear directions to those that have their own simulated physics to them. There were times due to the rng of how bullets behaved that there didn’t seem to be a safe way to dodge them.
One of the more annoying aspects of Revita’s progressive difficulty is that several levels introduce elements that increase the duration of the runs. By the time I was hitting level 10+, a single run would take about an hour, with the combination of the lack of variance, started to wear thin for me. I think I would have preferred fewer difficulty settings but make their differences more pronounced. Some, like increased bullet spawn and enemy speed were a big deal, but it took until shard 14 before I started to see more interesting ones that affected things.
Continuing the Cycle
Revita has a lot of charm to it, and the game makes use of a variety of action roguelike mechanics and systems. If you’re hoping for an example that radically changes the formula in the same way as Hades did, then this game doesn’t go that far. If you’re a veteran of the genre looking for another challenge to dive, or climb, into, then this is a solid entry for the year.
This was played with a press key provided by the developer.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
@Play is a continuation of a column on roguelikes that I did back on GameSetWatch. At the moment it is monthly, so please look out for it! GameSetWatch no longer exists on the living web, but it can still be found in the Wayback Machine. (Many of its best articles are also preserved in the book Exploring Roguelike Games, published by CRC Press.)
Yeah, I’ve been ekeing a living out of these wastes for years, even since The Bomb ended life as we knew it. Life back then was simple. You might have had a soul-crushing office job, but you didn’t have to face off against vampiric warthogs or psychic blue jays. Just on the way here I was set upon by a stalk of asparagus with a chip on its shoulder and deadly radiation coming out of its leafy head. I had to run up close to it and whack it to death to make it stop zapping me. At least, I think it was dead. It wasn’t moving no more, but the same thing’s the case with normal asparagus. Maybe it’s just resting.
I’m on a mission here from out of state to find the source of a deadly nerve toxin with the power to destroy the rest of life on Earth. First I have to find my informant, Elvis Presley. Yes, that Elvis. The world’s always been a weird place, the nuclear war just made it a whole bunch weirder. But before I can find him, I’ve got to get to his castle. No, not Graceland, the one here in New York. I don’t got time to fill you in on how much you been lied to.
Look over there, it’s a gazelle! Looks harmless, doesn’t it? You see that laser gun on its back? DUCK YOU FOOL, get down behind this rock! Okay, here’s what we do. You run over there to distract it, and I’ll get up close and poke it to death with my pitchfork. We’ve only got once chance at this, we either take down this antisocial ungulate or the whole world, such as it is, is toast. It might suck, but at least we’ve got all these cans of Spam littering the ground to survive off of. You don’t like Spam you say? What do you think this is, a conveniencestore?
Nuclear weapons have destroyed civilization. You’re a mutated human living in a valley in central New York. This looks like the end.
But maybe it’s not. The world is in bad shape, but life continues, in its way. But maybe not for much longer. An outside group has sent you in as its agent to investigate rumors of some entity that’s obtained a deadly and virulent nerve toxin that could wipe out what remains of life on the planet. You don’t have much information on this being or its location at the outset of your quest. Only that it’s some creature known only as the Grinch….
Alphaman Basics
Alphaman is a console-based roguelike computer game released for DOS in 1995. This means it doesn’t qualify as an early roguelike, but it’s still pretty old.
1995 was the year of Windows 95, and at last the beginning of Microsoft’s push to eliminate MS-DOS. DOS wasn’t dead yet though, which was fortuitous for Alphaman, since it’s a DOS console program and can run in Windows 95’s DOS compatibility layer. Nowadays if one doesn’t have access to a PC from that era, they’ll probably have to run it on the emulation platform DOSbox.
It’s been a while since I’ve done an @Play, it might be worth it to go over some really basic basics of both it and classic roguelikes generally.
The smiley-face is you. Letters of the alphabet are monsters, most of which are trying to kill you. Walk into a monster to hit it with your currently equipped weapon.
The large green punctuation symbols (not the periods) represent foliage; you usually want to go around these things, but sometimes you might be able to break through.
Other colored punctuation and symbols are usually items you can collect. When you walk on an item, you automatically collect it. This might burden you a lot, if you are carrying many heavy items. When you’re burdened (check the Encumberance status), you tire more easily and get hungry faster.
The red border is the edge of the current section of the world map. Walking into it will give you a brief glimpse of the world around you, then you’ll appear in the next screen over.
You might find a purple symbol in the wilderness. These are lairs. You can go down, into the lair, with the < (Lesser-Than) key. (Note: This is the opposite from other games! In most classic roguelike games, > goes down and < goes up.)
You might find a large blue rectangle with an opening in one side. These are ruins or castles. Walk into the opening to enter and explore. These usually extend both up and down. You can find nice items and tough monsters there. To win the game, you will have to find and explore several castles.
If you press the Question Mark key, you’ll be shown this very helpful screen telling what the various keys do. A capital letter means to hold down Shift while pressing it. Especially note these keys:
u: Use an item, including wearing armor and wielding weapons
U: “Unuse” an item, taking armor off and cease wielding a weapon. This also gets items out of a backpack.
d: Drop an item (use this to become less encumbered)
f: Try to figure out a device
e: Eat food (Cans of Spam and Beef-A-Roni, mostly). Also press ‘e’ to eat berries.
. (period): Rest (to remove fatigue)
s: Search, checking the eight squares around you for hidden passages, useful in ruins and castles
p: Use your physical mutation
m: Use your mental mutation (the u key can also use these)
t: Throw an item. Use this with darts, shuriken and other missile weapons. You’ll be asked to pick a spot to throw at.
Z: Sleep. When the sun goes down you must find a quiet place and sleep through the night. Inside a cleared level of a structure or lair is good for this.
F1-F7: Changes the display to show more information. F2 brings up your inventory, F3 lists items you have identified, F4 shows a summary of your condition, F5 shows the overworld map, and F7 shows a list of symbols relevant to your current location.
As you play, you’ll eventually find better weapons and armor. For armor, Unuse the one you’re currently wearing with Shift-U (items in use are marked with an asterisk in the item list), then use the new one by pressing U. The effectiveness of your current armor is represented by your “Armor Class” in your stats. Armor Class affects how easily monsters can hit you with physical attacks. The game will seem a fair bit easier if you’re wearing good armor.
Alphaman uses the old D&D paradigm for Armor Class, in which lower numbers are better! It starts at 10 and goes down. Negative numbers are especially good! Leather and Hide Armor are weak, Ring and Chain Mail are better, Plate Mail is very good. How are you supposed to know that if you haven’t played a lot of D&D, or aren’t a member of the Society for Creative Anachronism? It’s just one of those little things that all RPG players must absorb, eventually. Some of it you have to figure out as you go. It’s part of the game.
Note, in Alphaman, protective equipment tends to wear out with use. Eventually as you take blows, you’ll be told that your armor is damaged, and then, destroyed. It would be good to have backup armor to put on when that happens.
Up, Down, and Around
As mentioned, Alphaman is set in the future, after a nuclear war that ended civilization, instead of the usual D&D-inspired fantasy scenario. This puts it in the ballpark of D&D’s neglected sister game Gamma World, and its ancestor Metamorphosis Alpha. Instead of magic spells there’s advanced technology and weird mutations, and replacing the monsters from myth and folklore there are deranged versions of animals and plants. Because the setting is on Earth, just in the future, it is less anachronistic to include places, devices and even people from our planet’s history. Alphaman really carries this aspect to extremes with its many pop culture references, as we’ll see later.
A glimpse of the “overworld,” the large-scale map of the landscape that connects the areas.
The most popular roguelikes from the time had a “vertical” structure. They were made of a series of single-screen dungeon levels extending deeper and deeper into the earth. Rogue, Hack, NetHack and Larn all do this. ADOM was also like this in its original form, before it got an overworld. Moria and Angband have vertical dungeons, but each dungeon level took up multiple screens, and those games flip between them when the player gets near one of the edges of the viewable area.
Alphaman has vertical dungeon areas, that extend conceptually either down into the ground, or up into above-ground buildings, or both. But it also has an “overworld”: a wide above-ground region that sprawls out many screens north, south, east, and west. There is both an overworld screen that reveals the large-scale lay of the land, and individual screens contained within it, each representing one square of the overworld. At the start you’re shown the overworld and your location within it, but you’re immediately taken down into your current screen. When your character moves to an edge of that screen, the overworld map and your location are again shown for a moment, then it’s replaced by the map of the new screen your character has entered.
In most roguelikes it is standard practice, in vertical dungeons, that the game stops counting the actions of creatures off of your current level. If you’re adjacent to a monster on the previous level it might be given a chance to follow you, but otherwise it cools its heels while you’re away, assuming you’re not playing one of those games where dungeon levels you leave behind aren’t forgotten about completely.
A swarm of irate critters intent on mischief.
Alphaman works like that when you’re in a location that plays by vertical dungeon rules, but on the overworld, monsters on screens that you leave are not forgotten about. They continue to receive turns, even while they’re out of sight of your character, and can follow you across a substantial portion of the overworld map. It is very likely, as you flee, that the new screens you enter will contain monsters of their own who will happily join in the chase, until you’re leading a whole cloud of angry letters across the leafy landscape of post-apocalyptic New York.
A Funny Thing Happened On The Way To The Apocalypse
Anybody got any butter?
As you might have picked up from the introduction, Alphaman has a lot more pop culture references than the typical roguelike. NetHack, a game that some consider to be excessively burdened by jokes, is reserved compared to Alphaman. In addition to ultimately fighting the Grinch:
Your first major destination is a castle of Elvis Impersonators where you must find the real one,
You may visit castles belonging to the Castaways of Gilligan’s Island and the Munsters, and could even end up exploring a Trump casino,
A lot of miscellaneous monsters may be found throughout the game, like the inhabitants of the castles, as well as: Mr. Potato Head, a “Bush,” who if defeated summons a “Quayle” (this game was published long before the era of Bush 45), an “Algore” that plants grow around, King Kong and Godzilla, “the Blob,” and others.
A wide variety of wacky devices and objects, some of which are useless, including (just a few) a Chia Pet, a Cheese Grater, and a mask of former Democratic Speaker of the US House of Representatives Tip O’Neill, which blinds you but scares off monsters.
As the Bush/Quayle and Tip O’Neill jokes suggest, the humor of Alphaman is of a distinctly 90’s flavor, and so as time passes the jokes age further and further out of currency. Some people reading this may not even have been alive during the reign of the first George Bush. On the other hand, slaughtering your way through a castle-like Trump Casino carries a special vicarious thrill that people from the 90s probably wouldn’t feel nearly so deeply as today. An important item to collect there is Trump’s “Presidential ID Card.” Did Jeffrey Olson know something then that we didn’t…?
We have so much to tell you about Alphaman, and its creator Jeffrey Olson, that we’re saving more of it for next month. See you then!
Links
The site with the last remaining original mirror of Alphaman is ftp.funet.fi. Alphaman there is alpman11.zip. It can also be found on Abandonia. Alphaman was not the kind of game to get a physical release, and the end screen requests that you distribute it far and wide, so there are no legal issues there.
To play Alphaman now, you’ll need a means of running MS-DOS. You could spin up a virtual machine that runs DOS, but most people will just want to use DOSbox. DOSbox requires a little configuration, but can be used in many different platforms, including Windows, Mac and Linux.