Hand-drawn Map of The Legend of Zelda

It’s another hand-drawn map of The Legend of Zelda from a guidebook, again from History of Hyrule! It was made by Takako Toshima and published in Newtype magazine in Japan.

Along these lines, it’s a good time to revisit Mapstalgia, a defunct blog made by Josh Millard (cortex from Metafilter), that’s filled with player-made maps of this sort!

The World Record In Hatetris

Let’s start by getting you up to speed. It’s one of the most well-known video games in the whole world at this point, but people who’ve lived under rocks might not know about Tetris, the block falling puzzle game created in Russia and popularized first by Spectrum Holobyte, then by Nintendo. Favorite game of both diehard Japanese arcade players and Steve Wozniak.

Tetris blocks, a.k.a. Woz’s Bane

While the increasing speed and rising pile are what directly end games, a lot of the difficulty of Tetris comes from the pieces that are generated by the software. Famously, it’s known that completely random Tetris is doomed to failure, that it’s been mathematically proven that there exist sequences of blocks that are unsolvable, but aside from that nearly all sequences are survivable.

One thing that can help a player survive is the sequence of the blocks that are generated by the game, which is really getting into the weeds. A consistently varied collection of pieces helps out a lot. Early versions of Tetris just picked any block, and sequences of the same piece could easily happen. Recent years have seen an effort by the official stewards of the game, The Tetris Company, to standardize it, and one of their edicts is to use a “bag” system, where the game tries to ensure that all pieces will appear over a short period of time, to try to keep the game fair while still acceptably random-seeming.

At the other end of the field, Hatetris is a fan-made form of Tetris that seeks to increase difficulty by picking the least-survivable block, the one least able to fit in with the rest of the bit. (It’s not the only such version, another is Bastet.) Casual players usually find it impossible more than one or two lines.

Warning sign of obsession: making graphs
Image credit: https://hallofdreams.org/posts/hatetris/

Yet recently there has been surprising progress in surviving this worst-universe version Tetris. Getting the World Record in HATETRIS explains the work done to maximize scores in this version; the current record is 86 lines. Helping their work is that the Hatetris isn’t random at all, but actually completely deterministic. The piece that must stack the bin the highest is always chosen, so it can be predicted and, to some extent, accounted for.

And with an ocean of computing power out there now, sloshing about over everything, it was probably only a matter of time that someone would look into optimizing adverse Tetris. What, I ask you with growing concern, is next?

@Play: Wading Into the Pits of Angband

@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

Last time we re-introduced Angband. This time, we go more into what it’s like to play its current versions. Our aim here is, as with one of the the Omega articles, to get you to a point where you can play enough of the game to tell if you’ll enjoy it more long-term. Angband is nowhere near as obscure as Omega is, but despite its influence on gaming, it’s still well off the radar of most players. My hope is that this article will serve as an introductory blip at the edge of the screen.

Window Mania

Suddenly, your whole desktop is full of terminal windows.
These labels are for default settings.

When you begin a game of modern Angband on Windows, you might be slighty overwhelmed. The screen fills up with terminals! This “multi-headed” approach seeks to keep more useful game information available at once. There are keystrokes that make that other information available on the main screen, so at first everything but the main game window can be ignored. As you get into the dungeon, you’ll find the other windows more useful.

If you’ve come back to Angband after a long absence, you might be dismayed by this appearance. All of these windows can be individually closed by clicking the close-window button in the corner. If you want them back, go under the Window menu and select Reset Layout.

All of the windows are fully configurable; to decide what each does, you can go under Term Options in the Window menu, but this stuff is for players who want to customize everything.

If you were used to, or prefer, the old ASCII display, it can be activated by going under Options | Graphics | None. There are other tile options there, and you can also choose tile scaling under “Tile Multiplier,” although explaining too much about that is getting into the weeds.

Changing the graphics settings will cause the game to try to set them back up as you had them on later plays, which you might not appreciate if you were trying to get the game back to how it was before you played around with the settings! If you really want to return to the old system, then close all the other windows and set the graphics to None, and then close the other windows. To get it back use the Reset Layout option, although you should know that you must actually be in a game to do it, it won’t work from the title screen.

Piecing By Parts Your Pretend Person

Starting a new game in Angband puts you into character creation. You can spend a lot of time picking a race and class, spending points or rerolling stats, all in order to have all that effort wiped away by a drunk mercenary in town before you even enter the dungeon. My advice is, just pick something fun and get started, because your first game will probably end pretty quickly. Classes that the developers judge doesn’t play well with your chosen race will be printed in a darker color, so just try to steer away from those. When the game asks if you want to do stats with point buy or with a roller, I suggest you go with point buy and stick with the defaults. Customizing these things is more for players who already know the game well and know the consequences of high (and low) stats.

There are two major “types” of character in Angband: those who fight in melee and with missiles, and those who cast spells. All characters but Warriors can do at least a bit of both. Magic users can do some hand-to-hand fighting when needed, but conversely Warriors won’t be able to use magic at all.

If you’re used to Dungeon Crawl Stone Soup, It should be said that, unlike as in that game, your class determines some essential and unchangeable aspects of your character. These are listed for you when you press, by default, Shift-S. Each character that can use magic only avail themselves of one type. In previous versions that was either Arcane Magic, which you might think of as magic magic, and Divine Magic, or what the game calls “Prayers.” Each was the domain of either wizards and allied classes, or priests and their relatives. Recent versions have also added Nature Magic, for Druids, and Necromancy, for Necromancers. In the game, this means you can buy and find spellbooks that your character cannot use.

Initial Interests

Welcome to Town!

When you actually begin playing, you’ll be dumped into a Town that, for some reason, has sprung up above this deadly deadly dungeon. You might not expect this on your first game, but the Town Level has is own dangers: at Level 1, you can be easily killed by its more disorderly residents, and in fact you will probably find the first level of the dungeon to be safer. The monsters in Town disappear when you go downstairs, so you could lose all your assailants at once by just dipping downstairs then back up again.

You start out with some gold for buying basic supplies. If you’re playing modern Angband, by default the game will start you out with okay equipment with which you can jump right into the first level of the dungeon.

Following this paragraph is a chart of the most-used keys. You can use the ? key, then ‘a’, to get a list of all the keypresses. Angband is extremely adjustable and all of these keys can be changed, and in fact there is a “roguelike” keyset that uses more traditional keys. You can switch to the roguelike set by going into game options (by pressing the equal key, ‘=’), pressing ‘a’ to go into User Interface options, then ‘a’ again. There are a ton of things you can change in these menus, including defining all the other keys. This chart assumes that they are unmodified:

NOTES
Keys that are different between Angband and Roguelike styles are in boldface.
An alternate way to use items, without having to learn so many keys, is to go into inventory then press the item’s inventory letter, which offers a list of things you can do with it.
In modern Angband there is no ‘s’earch key; searching is automatic when you step near something that can be searched for.
There are three kinds of ‘zap’ function, for wands, staves and rods; there’s more information on these items further down.
Even once you learn a spell (with Shift-G), to cast it you still must have the book.
Modern Angband lets you save without quitting, but it still marks your character as deceased if they die.

Stabby-Stabby vs. Whoosy-Sparkly

When getting started, it’s useful to keep in mind the difference between fighting and magic-using characters. There are nine classes in modern Angband. The first on the list, Warrior, is the only class with no magic at all, other than the magic devices and artifacts they may find. The next four in the list are the “pure” spellcasters, and the last four are the hybrid classes, with fighting and magic.

To attack with a melee weapon, well, this is a classic-style roguelike. Just make sure it’s equipped using the ‘w’ key, which stands both for (W)ear and (W)ield, then walk into a monster you want to attack. To use missile weapons it’s a little more complicated. Equip the right kind of launcher (a bow if you have arrows, a crossbow if you have bolts) then use the ‘f’ key, for Fire, to launch it. You can rapidly switch between weapons you’re carrying with the x key. In previous versions you would have both a primary and a secondary weapon and ‘x’ would switch between them, and you might still end up playing a variant that does things that way. In Angband though the x key just switches weapons. Missiles automatically go into a special section of your inventory called the quiver.

Using magic is a completely different process. For your main spells, you buy a magic book in the Temple in town. Each book contains a number of spells, of various difficulty levels. To see what’s in a book, you [b]rowse it, with the ‘b’ key; to learn a spell out of a book, you [g]ain it, with the ‘g’ key. Depending on your level you’ll have a different chance of learning or casting it, and you can only know so many spells. To cast a known spell, use the ‘m’ key, for [m]agic. Unlike as in NetHack, even when you know a spell from a book, you still need a copy of the book to cast it! Casting a spell both has a chance to fail and costs spell points, but at least spell points regenerate over time, unlike in Omega.

I feel seen.

Exploring the Pits

Recent versions of Angband begin you with everything you need to jump right into the dungeon if you so choose. While you may want to use your starting funds to buy a few healing potions or Scrolls of Phase Door to use in emergencies, many players choose to begin by diving right in. The first few levels are pretty boring; the quality of stuff you find increases rapidly over the first few levels, although some care should be taken with the tougher monsters. It is an exciting way to play.

So you’re in the dungeon, what now? You need a light source; the game defaults to giving you a few torches, one of them equipped, which don’t provide great light but it’s something. You light a torch just by equipping it; using it other than that is unnecessary. You might consider upgrading to a lantern later; those are reusable by refueling them with oil. A prominent early artifact, the Phial of Galadrial, if you can find it, provides light that never runs out.

On top of depleting light, you also need to eat periodically; this can be done by either eating food (you start with a little) or reading a scroll of “Remove Hunger.” The scroll is more effective, but only gets you up to 50% fullness, and is vulnerable to fire attacks.

Aside from such basic outfitting, what you’re mainly here for is to kill monsters, lots of monsters. Once you’re in the dungeon it won’t be long before you find them. Some monsters shouldn’t be engaged with, at least in melee. This is often the case for molds and jellies, which sometimes have things they can do to you or your equipment. If a stat gets drained, it’ll be restored when you gain an experience level, so try to hold on that long. If your equipment gets damaged, there’s not much you can do other than switch to something else.

Your inventory in Angband is your life. Not literally, but very much so figuratively. Nearly all situations can be escaped if you carry the right items with you. Particularly useful is things of “Teleport Other,” that let you send a monster away from you, as in the current version of the game (4.2.4) no monster resists this.

It’s a balance, writing an introduction like this; a lot of the experiencing of playing a new game is in discovering things for yourself. There’s a lot of things I feel like I shouldn’t spoil, and it’s not like I’m an expert on playing Angband myself, but I think it’ll help to tell you that the basic play loop is: explore down into the dungeon until either your resources run low, things get too toasty for your, or your inventory fills up, then read a Scroll of Word of Recall to return to town and dispose of/utilize your acquisitions in a safer setting and replenish your supplies in the stores. Shops in the town always contain a lot of certain basic items, especially those Recall scrolls. Word of Recall always takes some turns to activate, so you can’t rely on it to get you out of immediate danger. Also, scrolls are not fireproof, and having multiples can really help you out should something happen to one of them.

As if they somehow know the details of your efforts, shops stock better and better items depending on the deepest level of the dungeon you’ve been to. It’s a good idea to keep checking in with the shops whenever you return to Town. Money serves no game purpose other than to spend in Town shops, so you might as well use it.

You’ll find the usual basic types of roguelike magic items: potions, scrolls, rings, and amulets. It’s worth keeping in mind the limits of each type of item. Magic and scrolls can’t be used while you’re confused; scrolls additionally can’t be used while you’re blind; potions are heavier but can be drunk whenever you have a spare turn. So if you’re confused a Scroll of Phase Door can’t help you, unless you cure the confusion by drinking a healing potion first.

There are three kinds of “charged” items: wands, staves, and rods. Confusingly, using default keys, wands are used with the ‘a’ key (Apply), staves with the ‘u’ key (Use), and rods with the z key (Zap). Each tends to have their own uses. Wands and staves have limited number of charges, times they can be used; some magic can recharge them, but also risks destroying the item. Rods are the odd item out; instead of limited charges, they have a timeout between times they can be used.

On top of this, some items you find in the dungeon can also be used, with Shift-A. Particularly keep this in mind if you find dragon scale armor, as their breath weapons can be quite powerful! The strongest items in the game, called artifacts, tend to have these kinds of abilities. Artifacts are the items that have names, usually in quotation marks.

Many of the strong items have functions that must be identified. Old versions of Angband used an identification system not unlike that of Rogue and Hack, but more recent iterations have overhauled this entirely. Now, equipment items bear runes that you identify independently. While it may take several identifications to find out all of an item’s runes, once you know a rune you’ll recognize it on other items for the rest of the game. Known runes can be seen with the Inspect command, Shift-I. If there are any unknown runes, there will be a couple of question marks after the item’s name: (??). Runes can be identified with one of the spells, or by reading a Scroll of Identify Rune, but if something in play causes a rune’s effect to function, like if it’s a rune of Resist Fire and you get hit by a fire attack, the game will immediately identify the rune for you.

Another thing that got overhauled in recent versions is the game’s curses. No longer are there the traditional “sticky” curses, which prevent you from equipping the item until the curse is removed. Now, you can freely remove a cursed item if you like.

Your character has an inventory limit, and can only carry a maximum of 23 items on them. Multiple items of the same type “stack together,” occupying a single inventory space, but item stacks are limited to 40 items before further items will spill over into another space. There are some weird nuances to this: arrows in your quiver, even of different types, appear to take up one stack unless you have more than 40. The game also keeps track of the weight of items you’re carrying. There is no limit to how much weight you can bear, but depending on your Strength you’ll get slowed by carrying excess weight.

Don’t forget to keep checking the contents of the shops in town. They change periodically while you’re exploring the dungeon, and tend to improve in what they carry the deeper you’ve been (although with commensurately higher prices). Money is good for nothing else in the game than buying things from these shops, so go ahead and spend it. In addition to identification, charged items you sell to shops get recharged, so if you have the money you can then buy it back with its improved capacity.

You’ll notice that some items tend to get printed with dark gray text. These items tend to have some negative effect for your character, or are possibly useless. Magic using characters will see a lot of the heavier armor is printed in gray, to indicate that they will suffer from reduced Mana when wearing it. However, wearing armor might be worth it for the protection it offers. It is a tradeoff kind of thing, don’t you see.

Speed deserves special mention. Your character’s speed is rated using a score that’s displayed in the sidebar. In general, every ten points of speed above 0 is an extra turn relative to the average monster, and every ten points below is an extra turn they get relative to you. This measure breaks down beyond +/-20, but it’s difficult to get that far.

When you fight monsters, you’ll notice the window that is by default in the lower-right fills in with information about them. This window is your view into Angband’s vaunted “monster memory.” As you play, not just your current game but many games, the game keeps records of all the statistics of the monsters you fight that your characters have deduced. This information is saved to a file as you play and isn’t reset when you start over.

Uh-oh.

At first experience levels come quickly. Angband lets you progress through the dungeon at your own pace. When you enter a level, most of the time, you’ll get a message indicating the game’s opinion of how dangerous the monsters are on it relative to how deep that level is. This message is called the level feeling. Much of the time you’ll see messages like the level seems safe or tame, but once in a while you’ll get a more dangerous-seeming message. In particular look out for the message “Omens of death haunt this place,” that’s the worst possible message and means bad news lurks about. There is also a second message, called the object feeling, that gives a sense of the quality of treasure on the level, but it only shows up after you’ve been on the level for a bit.

Your character has the ability to ‘t’unnel (Shift-T) through walls with the right implement. There’s sometimes money embedded in walls, which can be detected with Detect Treasure magic or just spotted in a corridor wall. Weapons generally are used to do this, although most weapons really suck at it. There exist in the game special weapons, shovels and picks, that are made specifically for digging. They’re awful at combat, but good for striking the earth, although it still takes a long time to do it in terms of turns. Current-day Angband automatically uses your best digging item when you try to tunnel, so you don’t have to bother changing your equipped weapon.

Recent Revisions

Angband has changed a lot since then. Like Dungeon Crawl Stone Soup, its developers have worked on it, removed some other elements, added others, and what was left has sometimes been modified greatly. Current-day Angband is not really the same game as the old version, so it’s worth throwing out any old assumptions. Of special note, I’ve seen players mention the game seems to be easier than it used to be.

Some of the specific things that have changed:

  • The magic system has been reworked, to need fewer books. Angband magic requires you keep a spell’s book in your inventory to cast it, so this opens up inventory slots for other items.
  • People who played Moria will remember how you had to go through a rigamarole of haggling with merchants whenever buying or selling something. It may have been interesting once in a while, but it really could wear on your patience over the course of a long game. Thank the Valar it is no more.
  • As stated earlier, the magic equipment system has been changed. Instead of identifying wearable items individually, you effectively identify them in parts now. Each item bears a number of runes that determine what its properties are, and you identify those individually. Once you’ve identified all the runes, you know the item.
  • Curses are runes too now, there are many types of them, and items can have more than one. The traditional roguelike “sticky” curses, that prevented you from taking items off, are gone. Instead, many curses are subtle and not obvious in what they’re doing until the curse rune has been identified, and other items offer tradeoffs between good properties with curses. Some curses may even be of situational use. The removal of sticky curses (of which I’ll have more to say some time) removes most of the danger, but also much of the frustration, of using the equipment you find lying around.
  • There are still individual magic items, potions, scrolls, wands, staves, and rods, that must be identified individually. Now you can give up an example of each item to a shop that deals in it and in exchange it’ll be identified for you. Because of this, the old Scrolls of Identify and *Identify* are gone, although there are now scrolls that identify a rune.
  • To do away with the loop of lugging items back to town to sell, most of which are otherwise useless to you, now shops don’t buy items from players. If the item is useless, you can just leave it in the dungeon, as there is no monetary benefit to having it. To make up for the loss of funds, money found in the dungeon tends to be greater in value. (But see below, on “birth options.”)
  • What was once known as “preserve mode,” in which artifacts you never find on a level before you leave it are put back into the item generation pool and can be found at a later time, is now the default.
A few of these really change the game!
“Generate a new, random artifact set” upends the game quite a bit
“Force player descent” and “Word of Recall has no effect” duplicates “Ironman mode” from previous versions
“Monsters learn from their mistakes” sounds hilarious

Some previous features have been changed to “birth options.” These are options that can only be changed at the start of the game, by entering Options (again, by pressing the Equal key, “=”) during character creation. One of these birth options reverts shops to once again buying items from players, in exchange for finding less cash in the dungeon. “Preserve mode” can be disabled, which improves level feelings to compensate. And an option in older versions called “Ironman mode,” which prevented you from returning to dungeon depths you’ve been to before, always forcing you to explore deeper and deeper, has become a pair of birth options. And there’s even a birth option now that will cause Angband’s levels to persist once you leave them. There’s other interesting birth options too, including one that replaces all the built-in artifacts with randomized alternatives!

There’s much more to say about Angband, especially about its history, and perhaps its greatest legacy: it has a vast number of variants. People modifying the source code have made more than 100 alternate versions of Angband over the years! This seems to be in large part thanks to the efforts of previous maintainer Ben Harrison, who cleaned up the code greatly, making it relatively simple, by roguelike standards, to make meaningful changes. But let’s save those matters for next time.

Video: The Last New Data East Jurassic Park Pinball

Data East Pinball, later Sega Pinball, currently Stern Pinball, is the oldest pinball manufacturer still in business. I remember in the early 90s they had a tough time against the real powerhouse of that era, Bally/Williams, but they did release some fondly remembered games, including Jurassic Park, the table that has a T-Rex eat a pinball.

Nowadays Williams is owned by “Light and Wonder,” formerly Scientific Games, a company that seems only interested in gambling devices, which in its multivariate insidious forms are the antithesis of video gaming. Still, Stern continues rolling along. Pinball now looks in pretty good shape with several companies in the sector, making unique games that incorporate video monitors. I still prefer the late 80s/early 90s machines myself, of which Jurassic Park is an example.

The people at VPcabs in the video above found, back in 2019, what may have been the last new, unopened, Jurassic Park pinball machine in existence, and, willfully ending an era, opened it up for us on camera. It was mostly as it would have been opening one up back in 1993. The AA batteries were dead but not leaking, and playfield rubber wasn’t in the best shape but not decrepit either.

Among the finds inside the crate is a poster promoting the release of the movie, reading at the bottom: “Opens June 11th.”

Arcade Mermaid: Vs. Castlevania

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

You are reading the words of a Castlevania fanatic. Your standard fan who came into the series with the Igavanias will tell you its pinnacles are Symphony of the Night or, if they’re really trying to impress, Rondo of Blood. Truthfully, both of those are fine games. But I am of the opinion that the best the series has ever been was the first and third Famicom/NES games, and that series creator Hitoshi Akamatsu got a raw deal. The first game particularly is an especially brilliant gem among the jewels of the early Famicom’s library. Every moment of it shows care and attention to detail.

Just a few examples. While many people curse the stream of Medusa Heads that harry Simon Belmont at several places in the game, the game is actually quite sparing with their use, easing up with them at certain telling moments. One particular place this happens is climbing the staircases in the second stage of Block 3: while you’re on the staircases there, interestingly, the Medusa Heads don’t attack.

Also, the Fish Men in the first and fourth blocks, on the first loop, are kind enough never to jump from beneath the player’s location. And while on the second and later loops through the game they will happily emerge right beneath your feet and bump you into the water, there is a tell even for this: except for a brief section where there are no candles, Fish Men only emerge from the water directly beneath candle locations. (I gained a small amount of internet notoriety when an online friend pointed out where I had observed this fact in a Metafilter thread.)

I could go on, and will for a few more sentences, even though this kind of stuff makes for boring writing. The subweapons are very precisely designed, each filling a specific role in the game. All of the game’s platforms are supported by background elements, and when the player climbs stairs to a new area, background pillars in the upper area mostly line up with those from the lower area. You can see the crumbling spire that’s the site of the Dracula fight far in the background in block 3, half of the game before you get to climb up there yourself, and it’s such an iconic piece of level design that almost every Castlevania game that follows includes it. Much of its brilliance is recounted by Jeremy Parish in his book on the NES Castlevania games. (An earlier version of the Castlevania material can be seen linked here on the Internet Archive, but please consider his book if you are able to buy it.)

All of this is just preamble though, to the true subject of this post: the port for Nintendo’s Unisystem arcade hardware, Vs. Castlevania.

Castlevania is renowned as a tough game. While it only has six “blocks,” broken down into 19 stages, the game ramps up in difficulty pretty quickly through that thin territory. I’ve played through it all dozens of times. I’ve completed the game on one life before, but I still find the last level challenging. Even so, I’ve rolled both the score counter and stage counter. I’m good at Castlevania, not speedrunner-level, but, no offense intended to those who are, I have other things that I have to do. I cannot devote huge blocks of time to mastering individual games like I could as a teenager.

If you enjoy the original Castlevania, you might want to have a look at the Vs. variant, which is available via the Arcade Archives series for current consoles. Especially if you count yourself a master at it, this version will probably put you in your place.

In terms of hardware, the Unisystem is very close to a NES, and Vs. Castlevania doesn’t use any tricks that its home version doesn’t. Here is video of me playing through the first level:

The first block of Vs. Castlevania (Stages 00-03)

People familiar with the original will notice that the game looks slightly different. The colors are different, which is something that was frequently the case of the arcade versions of NES software. It’s likely that the Unisystem’s hardware is responsible for this: as a protection against bootlegging, which was rife in the arcade industry, each Unisystem arcade board had, in addition to the ROMs with the code for each game, a specific, custom PPU chip with the palette for that game embedded within it. People who copied the ROM chips into EPROMs in order to run a game without buying it from Nintendo would have something that could technically run, but the palette would be for the original game, not the copied one, and make the colors look funny. While I don’t know if this is true for Vs. Castlevania, it might explain the difference if the whole game had to use a single palette set.

Two major differences between Vs. Castlevania and its home version are immediately evident. One, in the first level enemies do four bars of damage on each hit to protagonist Simon Belmont. The first couple of levels of NES Castlevania are mostly just a warmup. Enemies in both blocks only do two bars of damage, meaning even without health powerups Simon can take seven hits without dying. The increased damage is the same as on the game’s second loop, after finishing the whole thing and starting from the beginning. The arcade sensibility, to keep players putting in money in order to learn the game and see its later stages, means it doesn’t have time to let the player acclimate themselves to its heated waters. The fire is lit; the soup is boiling.

Block 4 (Stages 10-12)

Even worse though is that, for each of the first three blocks of the game, the player only has 170 seconds to finish. It’s quite a shock if you’re used to the original, where time is practically never an issue! Even if you’ve mastered the levels on the NES, you’ll find, if you don’t constantly work towards reaching the door of each stage, you will easily run out of time. Expect the warning alarm to be ringing through the boss fights until you get used to the constant progress the game demands.

I don’t know what it is about the later blocks, but they have much more generous time limits, along the lines of the NES version. For these levels, the challenge goes back to surviving enemy attacks. Starting with Block 3, the game increases the damage done by enemies to levels never seen in the NES game even at its hardest: six bars, enough to kill Simon in just three hits. This makes Dracula at the end of the game quite a challenge.

If you manage to loop the game, you get to see something quite amazing. Desperate to end the player’s credit now, the game increases the damage done by enemies to eight bars, killing Simon Belmont in just two hits. More than that, the game pulls off the stops with nuisance enemies. You even have to face bats in the outside area before entering the castle! Take a look at this:

Block 1 revisited and the beginning of Block 2 (Stages 19-23)

The extra nuisance enemies are an especially interesting addition, since NES Castlevania never uses so many, even on the second loop and beyond. It’s exactly the kind of ludicrous challenge that people who have mastered the original game should seek out!

Castlevania is not the only Vs. game with substantial differences from the arcade version. Vs. Excitebike has many niceties over the home version, including some clever bonus stages. Vs. Balloon Fight in the arcade is a vertically-scrolling game, that played with two players gives each its own monitor. There’s lots mot to say about these games, but I’ve got to save some material for later.

Video: The History of Compile Shooters

AAH COMPILE SHOOTERS ARE SO AWESUM SQUEEEE

My favorite shooter of all time is Zanac on the NES/Famicom, with The Guardian Legend following not far behind. I have a softspot for the Gradius series, but Zanac is really something special. I think you can get a sense for how someone feels about shooters as a genre in general by what they think about Zanac, its powerup system, its adaptive difficulty, and above all its blistering speed. Zanac presents a lot of Compile’s greatest strengths as a maker of shooters unalloyed. It’s a great shame that its Playstation-only sequel ZANACxZANAC was never brought to the US.

It was just a couple of minutes into Shmup Junkie’s video that I realized that he gets it. He knows these are amazing games, hugely foundational and inspirational. Without Zanac the whole history of shooters would have gone in a different direction. Plenty of arcade shooters, especially the Raiden series, are obviously iterations on ideas first found in Zanac.

(BTW, my favorite shooters? Besides Compile shooters and the Gradius series in general, I also like Twinbee and 1943. I generally don’t like the modern ilk of bullet hell games, which seem to me to be more about responding to patterns than dynamically-arising situations. This is all just me, of course, but it is me, that means something I reckon.)

Video: UCBVG Covers Nightshade

We link to U Can Beat Videogames once in a while here (in fact, here), and this week has an especially interesting installment, Beam Software’s cult classic NES game Nightshade. It’s a weird point-and-click adventure game, hugely ambitious and largely successful. Sadly it was released fairly late in the life of the NES. Nowadays it looks amazingly prescient, putting the player in control of a Batman-like hero with no powers at the beginning of his career. It’s an engaging combination of gritty and comedic, offering a Batman-style dark graphical look to its city, but also full of in-jokes, and some of the weirder character art on the system.

It’s arguably better to play Nightshade now than when it was first released. It has no save or password function, but that’s not so much an issue with save states. It’s available on Steam and on the Nintendo Switch Online service.

It does have the standard point-and-click style of obtuse puzzle sometimes, but there’s an abundance of cool ideas. You don’t have “lives,” but instead, when Nightshade “dies,” he’s thrown into a James Bond-style deathtrap. The first four times this happens, there is a way out of the situation, and if you can figure it out in time you get to continue the game with full health. (The fifth time, the trap has no escape.) Each of the traps is unique and a situation that appears nowhere else in the game.

@Play: A Reintroduction to Angband

Of all the @Play columns, which begin to approach 100 in number, I have only directly tackled Angband once. I admit, that’s a huge oversight. Our first treatment of Angband was on GameSetWatch, which now only exists on the Wayback Machine. A reprint of that column is in my @Play collection Exploring Roguelike Games, out in print through CRC Press, but that’s admittedly kind of expensive.

Don’t let this retro title screen fool you, these days, on Windows at least, Angband has full-color graphical tiles.

An Angle on Angband

If you’ve played a Hack-like, Angband (home page) will probably look fairly similar at first. It, too, is a grid-based dungeon exploration game where you fight lots of monsters and find objects with unknown properties that you must discover as you play. Both games have randomized maps, dangerous monsters with fearsome abilities, powerful magic items to use against them, spells you can learn and cast, and traps you must look out for. Both standard-bearer for the Hack series, NetHack, and Angband now feature graphical tiles by default, although they can also be played in the old ASCII-based format.

Where the games differ is in their general philosophy of what dungeon exploration means. While NetHack has lots of strong monsters, it seems to take the view that the dungeon itself is your greatest opponent. The puzzle of figuring out item identities is a larger part of the game, and NetHack offers both more uncertainty in identification and more ways to identify. NetHack has more set locations that offer specific puzzles players must overcome, like finding the Luckstone at the bottom of the Gnomish Mines, or getting past Medusa, or crossing the moat around the Castle; Angband has only one set location, its Town, although there are lots of special areas that can be randomly found within its dungeon levels.

NetHack’s dungeon cannot be exited without giving up the game, for even once you get the Amulet and escape, you’re thrown into an End Game that functions as a coda to your adventure; in Angband, you’ll probably leave the dungeon many times in order to avail yourself of the Town’s useful services. In Angband, this Town offers shops where you can buy and identify items, but the shops are all menus. NetHack’s shops have a physicality, in that they’re rooms in the dungeons, overseen by a Shopkeeper character, which allows players to steal from shops if they can survive the shopkeeper’s eyes and wrath. And, of course, NetHack has its iconic pets that can help you explore the dungeon and provide other services, while in Angband you fight alone.

NetHack’s has a stronger sense of place than Angband, where dungeon levels are much larger but also less distinctive, and anyway are forgotten once you leave a level. If you go downstairs then right back upstairs in Angband, you’ll find a completely different map waiting for you, with new monsters and items. NetHack’s dungeons persist so long as your character survives, and you can go back to a level after a long time and find it’s largely as you left it.

It’s possible to see a kind of rivalry between NetHack and Angband, but I think this is largely an illusion. Both games know what they’re about and are content to pursue it in their own way.

While NetHack has more name recognition, lots of people like Angband! It’s spawned several popular variants all its own. One of them, ZAngband, is basically its own game by now, with a ton of variants and other notable branch-offs.

The Legacy of Moria

While Beneath Apple Manor has many aspects of a roguelike, Rogue is still at the center of the roguelike genre. Rogue inspired Hack, and then, NetHack.

But also, Rogue inspired Moria, and in fact Moria predates Hack by several years. Moria may be the first “roguelike” game, in that it’s not Rogue itself but was clearly inspired by and derived from Rogue. Even the “direct” descendants of Rogue, like URogue and SuperRogue, came along after Moria. If there is another character-based game played on university computing terminals between Rogue’s release and Moria’s, word of it has not come down to me.

UMoria

Moria was created by (the recently deceased) Richard Koeneke. First written in a dialect of BASIC, then converted to one of Pascal, he left university and, like many other roguelike authors who exited academia, appears never to have worked on their game again. But he opened the game’s source, and some other people ported it to C, and called the new version UMoria. UMoria still exists, and can be downloaded to play locally or via a web browser.

The significance of Moria and UMoria on the history of computer gaming cannot be overstated. Rogue was popular yes, and has inspired a legion of games taking one or more of its aspects and running with them. But there is something fundamental to the core of Moria that has seeped even more deeply into CRPGs. Diablo’s credits mention UMoria as a direct inspiration, but more than that, the basic sense of Moria has become pervasive.

It is easy to forget now that there used to be all freaking kinds of RPGs, and early on games in the genre looked very different from how they look today. dnd and Oublette on PLATO systems have a slightly familiar kind of overhead view, with the walls of the dungeon around you drawn in lines, but monsters don’t exist outside of your immediate interactions with them. Wizardry, what is now weirdly called a “blobber,” has a grid-based world that is experienced in first-person, and this became a very common means of presentation, inspiring… well, all of these are purely from memory: The Bard’s Tale series, the Might & Magic series, Dragon Wars, Dungeon Magic, Eye of the Beholder, Dungeon Hack, Swords & Serpents on the NES, the dungeons of Phantasty Star on the SMS, Arcana over on the SNES, a funky 3D version of the original Bomberman on MSX, and countless other games that presented the mazes without the monsters. Even Strong Bad has wrestled against one of the blobber ilk with his begloved hands. (“Who’s Strong Bad,” asks half of my audience. I know, I’m old.)

UMoria

In particular, it should be remembered that Dungeons & Dragons, which inspired this whole category, was not a solo game. Despite promises of solitaire play in the 1st Edition AD&D DM’s Guide, you really needed at least two people, a player and a referee, or “DM,” to play; most groups had multiple players, each playing one or more characters. This is still how D&D is most commonly played today. Rogue was one of the games that, by attempting to offer a solo version of the experience, put the emphasis on the solo.

But Rogue has other things going on in it. Its identification game is a work of genius by itself, and the way its systems work together make it special in ways other than just being a D&D simulation. Its descendant Moria, on the other hand, offers a more generalized RPG framework, and that is what has come to suffuse and infect nearly the entire rest of video gaming. What Moria did was generalize the solo fantasy RPG experience. Moria has multiple attack types, like fire, cold, and electricity, and resistances to them, has equipment items with add-on special properties, and has a bunch of generally plain monsters but with colors that identify their properties like they were palette-swapped.

In fact, I do not think I am being hyperbolic when I say that, due to Moria’s influence on Diablo, nearly every game now that features what they call a “loot system,” is actually offering a Moria-style loot system. It is that pervasive. And Angband, as UMoria’s direct descendant, has kept up that system and elaborated upon it for over 30 years now.

J.R.R. Tokens

Angband started out as mostly a themed version of UMoria. If the name Moria sounds familiar, like you might have heard it in a movie once, that’s because it comes right out of Tolkien. The Mines of Moria* are the dungeons of the game, and that’s why at level 50 the player fights a Balrog, trying to do a better job of it than Gandalf did.

* Off the subject. A fun game to play if you’re of a frame of mind is, when watching the relevant scenes in the movie of The Fellowship of the Ring, to refer to random things as “the Something… of Moria!” You can start from outside with “The Gates of Moria!” Say it like Gimli, with a gruff voice, and it helps if you can rouse yourself to try a Scottish accent. It’s more entertaining if it’s a bad one. Then: The Halls… of Moria! The Goblins… of Moria! The Hasty Retreat… of Moria! The Panicked Screaming… of Moria! I find that one can amuse themselves for quite some time this way.

Well you might have heard that there are other Middle Earth books than The Hobbit and the Lord of the Rings trilogy. One of these, cobbled together by John Ronald Reuel’s son Christopher Tolkien, is The Silmarillion. It’s a big collection of backstories and myths and legends of questionable canonicity.

You might remember that the Mines of Moria were not the final destination of the LotR books, but merely a stop along the way. If you read The Silmarillion, you’ll know that there were once even worse places in Middle Earth than that. One of them was a stronghold of Morgoth, called the pits of Angband.

That’s why you fight Morgoth in the game of Angband, on level 100, and his lieutenant Sauron, the same entity that was the big baddie in The Lord of the Rings, on Level 99. And what’s more, all of Angband is deeply drenched in token Tolkienness. It’s got a bunch of Tolkien monsters, both unique types, from the afore-mentioned end bosses down to Farmer Maggot and his dogs, to representatives of species like goblins, orcs, Ainur, and Maiar. A lot of the items have add-on properties like being a weapon “of Westernesse,” which in game terms means it’s quite good.

LotR inspired some iconic fantasy book covers.
These were scavenged off of Reddit.

Despite how deeply it plumbs the pits, If you approach it as a full adventure in Middle Earth where you can visit the Shire, smoke a pipe with Frodo and hang out with Strider, Angband will disappoint you. It takes the wonder and beauty of The Hobbit, the Lord of the Rings series, and the Silmarillion, and uses them as basically a list of monsters and items. Some of the variants that I’ll get to later try to restore a bit of that, but for the most part Angband is a game of tactical combat, map exploration, and loot collection, and anything from the literature that doesn’t fit that purpose is left out. There’s no Land of Mordor, Where the Shadows Lie; no Gondor with its rich history, except where it involves special monsters and items; and no sad departure of the Elves to the West. (Writing about Tolkien involves capitalizing a lot of seemingly random terms.)

It’s not that Angband seeks to balderize Tolkien, but that it just has no place to use those aspects of his work. These are generic fantasy exploration and tactics games that have been given a coat of Tolkien Paint, probably by Tom Bombadil, who has had difficulty finding work lately.

Hey dol! merry dol! ring a dong dillo!
Painting by the Brothers Hildebrandt, borrowed from this page.

What Angband gets from the Lord of the Rings and its subsidiary books is a rich lore that it can just do with as it pleases. It lends weight to the games. Instead of just making up a bunch of monsters, which often falls flat, it puts on an Elven Cloak and seems richer for it. It’s not just Angband itself; there’s a whole family of Angband variants that work by replacing (or sometimes, just supplementing) the Tolkien stuff with material from some other author, from Roger Zelazny to Anne McCaffery to H.P.Lovecraft to Terry Pratchett.

That makes a good enough introduction! Next time, in a week, we’ll offer some early playing advice, then maybe a timeline of Angband and its versions, and after that will come the Herculean task of looking at some of those many variants. See you soon-adillo!

Scott Adams Q&A and Adventureland XL

One of the earliest companies that made a go of making and selling software for home computers was Scott Adams’ Adventure International, which was started based off of the success of his first game, Adventureland, way back in 1978, almost 45 years ago. Just to be clear, this is not the Dilbert Scott Adams! Adventureland predates Infocom and Zork, although not the original Dungeon written for the PDP-10. Adventure International would go on to make thirteen more games before going out of business in 1986 due to a declining market. Their old work is available for both download and immediate play via browser-based emulation from the Internet Archive.

The Q&A (about an hour long).

Recently Scott did a video Q&A over Zoom, the record of which is up on YouTube (listen for a certain familiar name to come up near the end-I was one of the spectators of the Q&A). One of the things revealed is that there is a modern remake of Adventureland, called Adventureland XL, on Steam for a mere $5! It’s in Early Access, and has been for some time, but they’re geared towards finishing it up for full release soon.

Adventureland XL is described as a “Conversational Adventure” game, which is to say, it’s driven by a text parser (although a better one than the old Adventure International games) and has text descriptions. But, like the original, it also has included illustrations.

Promo video for Adventureland XL

Scott works for a company called Clopas, which has a Kickstarter going for another new game called Stereotypical, to be made for iOS and Android platforms. It’s just getting started and has a month to go. They have a very charming pitch video! Please consider it, won’t you?

Another couple of items of interest came up in the Q&A. Scott Adams did games based on several Marvel properties at the time, which are Marvel’s very first computer game adaptations. They also made a graphic adventure version of cult movie The Adventures of Buckaroo Banzai Across The 8th Dimension, which The Retroist discussed here, and links a quick playthrough here.

A couple of other related items:

Mike Taylor has made available tools for using Ruby to compile your own adventure games using the old Adventure International engine, which you can find on GitHub.

And also mentioned at the Q&A is FujiNet, which is a line of network adapters (and other useful tools) that work with 8-bit computers. They work by handling all the actual networking within the device so it doesn’t strain the resources of their old processors. They can even emulate printers (so as to produce PDFs of output by the machine) and storage devices like disk drives, making for a nice all-in-one device.

During the talk someone mentioned what I think was a version for the Atari Lynx portable console, and even talked about using it to play Lynx Rampart with others over the internet, and since I am the biggest Rampart fan in the entire world, it felt like they were pressing my buttons specifically.

Romhack: Raggedy Land with Ann & Andy

Here at Set Side B our purview is “Indie, Retro, Niche,” and we consider romhacks, of the niche, to be among the the nicheist. (Nietzsche-est?) But there are lots of romhacks, with more every day, and most just aren’t that newsworthy.

This one’s pretty interesting though? As the Romhacking.net entry mentions, Raggedy Ann, while once a pretty big pop culture property with an animated movie and two TV specials directed by Chuck Jones, has fallen into disuse for decades due to rights issues.

The linked hack, for Data East’s Famicom McDonalds tie-in game Donald Land, is an attempt by Garrett Gilchrist and Brooklyn Williams to simulate what a Raggedy Ann game from the NES era would have been like, using graphics and characters from different iterations. Here’s a scene with The Greedy, from the feature cartoon, that once inspired many a nightmare:

Pretty cool, and rather more ambitious than your standard pedestrian graphics swap!

Robert Koeneke, Creator of Moria, R.I.P.

News comes from Ben S. on Twitter, and echoed by Temple of the Roguelike that Robert Alan Koeneke, creator of Moria, passed away on July 15th, at the age of 64.

TotR identifies Moria as the first follow-up game to Rogue. My notes have it popping up three years after the original, which seems like an impossibly long time now for no one to have made a copy, but even Advanced Rogue, which was built off of Rogue code, didn’t see the world until 1984. Moria, by contrast was written from scratch. Moria’s Wikipedia page notes that Koeneke originally wrote it in a form of BASIC, but rewrote it in Pascal, and I think that’s probably the version that first saw distribution.

(A good place to look for the relative appearance times of roguelike games is this page on the Tangaria website. There is also BALROG, which no longer exists on the living web but is preserved on the Wayback Machine, although a link to it currently eludes me.)

Moria was converted to the C language to produce UMoria, which the credits to Blizzard’s Diablo cite as a direct inspiration. A prototype of Diablo was found some time back that was turn-based, and was even closer to the Moria play style. There’s also GMoria, another variant of UMoria.

A browser-playable version of Moria is reputed to reside here, but currently seems broken. Moria itself wasn’t ported beyond Pascal, but UMoria was written in C and so managed to proliferate. User polluks at GitHib has preserved and cleaned up the source to UMoria and released a version 5.7 that remains true to early versions, and runs on Windows, Linux and macOS. Previous versions ran on VMS, DOS and Amiga. Their account also maintains several other versions of Moria, including the Pascal source of the VMS version.

The object of Moria is to descend into the titular mines and defeat the Balrog that gave Gandalf so much trouble. Some of its many improvements over Rogue include a town level where players can purchase and sell items, more types of equipment including helmets and boots, the need to carry a light source in the dungeon, and levels that could be much larger than one screen in size.

Angband players will find most of this familiar; while it has a much longer dungeon, in structure its apple doesn’t fall far from Moria’s tree. Both Moria and Angband place the game emphasis more on fighting and tactics than Rogue.

Rogue was popular in the culture of university computing, but its source was closed, and what variants it got were built off of leaked code. Moria was the first open source roguelike, which allowed for its conversion to C. This C version was renamed to UMoria. UMoria is the ancestor of mighty Angband, which is one of the most-permuted games ever made, with well over 100 variants, with even more appearing once in a while.

I can’t resist turning this into a parable about the virtues of cooperation and sharing. Because of Rogue’s closed source, its immediate variants are very hard to find now, with only the versions preserved by the Roguelike Preservation Project surviving, and Rogue itself has largely been overshadowed by NetHack and its variants.

For more on UMoria, back in 2015 Roguelike Radio did an episode on it. There is also a good Moria resource page.

It’s Time to Ruin Your Enviable Ignorance of Rebus Crossword Puzzles

This post is written quickly and opportunistically, so please excuse any errors of syntax or content. I started writing it at 2 AM and finished some time around 7, but the ire flows through my veins, giving me unnatural strength and preventing sleep. Please bear with me.

Set Side B is about all forms of niche electronic gaming, and I figure you don’t get more niche than the app of the New York Times Crossword Puzzle, Android version. Even if, in fact, especially if you have no prior experience or interest in crosswords or doing them, this should serve as a window, both into a rather insane subculture and its crazy UI requirements.

The New York Times Crossword is an institution. It’s the gold standard of the form. Famous and powerful people, folk like Bill Clinton and Jon Stewart, are known to do it every day. I do it too for some reason. I’ve followed the career of famed puzzle editor Will Shortz since his 15-year tenure at the hugely underrated GAMES Magazine, which I bought issues of as a very weird kid.

I’ve been planning a post on the crossword itself for some time. This is not that post, that will have to wait until later, because boy howdy, there is a lot to explicate. I have a long essay on puzzle weirdness and solving advice in the works, but I want to get to one specific aspect that takes a lot of new solvers by surprise, in the same way a brick wall takes a speeding car by surprise.

This is your only warning that this post contains three solved puzzles. They’re here to illustrate what the hell a rebus puzzle is. This necessarily contains spoilers. The puzzles shown are May 12 and February 10th of this year, as well as July 17th, yesterday.


The NYTXC is known for its playfulness. Especially on Thursdays, you can expect a number of weird tricks to pop up from time to time when solving them. There’s many of these, far more than I can or should catalog here, and every once in a while a new one appears, but among the more confounding are what are known as rebus puzzles. They pose special problems for the solvers who have to struggle with them, and the people who have to maintain their app.

May 12. OO Rebus

Sometimes when working on a puzzle, most frequently on a Thursday, you’ll find clues that seem to indicate answers that couldn’t possibly fit in the number of squares provided. That’s a good indication there’s a rebus gimmick. Here are a couple of illustrative examples.

From May 12th. 46 Across: “The Handmaid’s Tale” author. Oh that’s easy, Margaret Atwood! No, no, wait, ATWOOD is six letters, and there’s only five spaces.

Could they mean something else? Sometimes they do! Crossword puzzles have a whole world of idiosyncratic rules and tricks that I look forward to introducing you to in the future. But in this instance those don’t matter, because it’s a rebus puzzle.

Button of Perplexity

At the bottom-right corner of the keyboard in that screenshot, notice the button with the three dots? That’s the cursed rebus button, doorway to an alternate universe, one where multiple letters, or even other things entirely, can fit in a single square. It opens a text entry box into which you can write almost anything, and of any length. In this case, it’s two letters OO that are put in the square. This is done in multiple places in the puzzle.

I must emphasize, this is not breaking the rules. Sometimes puzzles do break the rules, although they must let the solver know, in some way, that they’re being broken. But this is a special carve out. New York Times crossword puzzles are allowed to do this. This isn’t done willy-nilly, though. Whenever there are rebus squares, the puzzle must at least be consistent about them, and, in the current era at least, it’s always hinted to the solver in some way. But it’s not outright stated. Rebus puzzles lurk in wait, ready to pounce. They don’t erect signposts pointing out their hiding spot.

This hint could be in a puzzle title (available from the i button at the top), but more often one of the answers in the puzzle will refer to it. In this one, that answer is to 58 Across: Diacritical mark resembling a dieresis, both of which are represented in this puzzle, to which the answer is UMLAUT. Those self-referential clues are an almost sure sign of some screwy shenanigan.

Also note, in this case, the answer doesn’t actually name the trick visible in the solved puzzle. A double-O is neither an umlaut or a dieresis. Since rebus puzzles are sometimes a bit representational, they usually accept multiple possible answers for the tricky squares. You just have to be ready for this sort of thing in New York Times crossword puzzles.

Rebus puzzles are a bit shocking when they appear, but they’re not actually that common. There might be one rebus puzzle, on average, every month or so. It’s been calculated that 4.7% of all Shortz-era NYT crosswords are rebus puzzles. People vary in how receptive they are to them. When I first encountered one it was from a puzzle in a collection, and I felt like a bit of a genius for figuring out what they were looking for without prompting. A friend of mine who also does these puzzles is not much of a fan. He prefers a more orderly kind of puzzle that makes no mockery of the standards of the Cartesian grid. A second friend (Surprise! I have more than one!) loves tricks like rebus answers, and other gimmicks that step outside expected norms and rules.

Feb 10, DOT THE I S

One more thing to notice about that specific puzzle is that the OO squares read both horizontally and vertically. The clue that crosses with it is 44 Down: Greet with derision, the answer: BOO AT. This is not always the case with rebus puzzles.

Feb 10th. This screenshot doesn’t show the solution accurately, I’ll tell you that right now. The key clue is 62 Across: Attend to details … or a hint to entering six Down answers in this puzzle. The thing here is, the rebus squares read differently whether you’re reading them across or down. Across, the answers are supposed to be I, just a single letter I, but down they read DOT. So the answer to this clue is DOT THE I S.

POLKA (DOT)S
YOU (DO T)HE MATH

While the square here is depicted as just DOT, it’s intended to be read as just an “I” horizontally. Often, as in this case, the hint answer in a rebus puzzle is, itself, one of the rebus answers, which requires a bit of intuition when solving. But the vertical (to the left) is meant to be read as DOT: POLKA (DOT)S.

The other DOT there (in the image to the right) has the clues 38 Across: French agreements (OUIS) and 25 Down: “It’s not hard to guess how this will end.” (YOU [DO T]HE MATH).

The NYT Crosswords are selected mostly with consideration for how they will be solved in print, so some of the tricks are difficult to represent in the app. Rebus squares that read differently across and down is a common enough problem that there is a convention to entering them. You’re usually supposed to enter the across answer, a forward slash (not a backslash, we have standards here), then the down answer. Like this:

Often you can enter just the first letter of each of the directional answers and it will be accepted, but to me it’s not really solved until you have the entire text filled in.

By the way! Where in the instructions is this laid out to the solver? They aren’t laid out there. They aren’t laid out anywhere. There are no instructions. Go directly to hell do not collect $200. (That’s how much the New York Times pays an author for a standard weekday puzzle, by the way.)

I think the reason for not explicitly laying out the convention is to avoid ruining, for solvers, the experience of discovering, that first time, that crossword puzzles are allowed to engage in this kind of fuckery (excusez-moi). I found out about the convention from Google, though, which I have to say, is not the right place to learn it.

The stakes for getting it right are very low, but still, greater than zero. The app keeps track of whether you solve a puzzle within the 26-hour period after its appearance. Puzzles go up the day before at 10 PM (Eastern time, at least), and to qualify for a streak it has to be done before midnight the day after. If you don’t enter the right configuration into the puzzle within that time, any streak you were on will end, and you won’t get the golden icon for that puzzle. If you can’t accurately enter rebus answers the way the app expects, you have no chance of that happening.

But of course, no one takes that seriously. No, of course not! Heaven forfend!

I never lack for things to obsess over.

Isn’t it funny how I said I wasn’t going to do a lengthy preamble, and yet, I just did one? But you have to know about rebus puzzles and the challenges the developers face to support them to understand how they messed up yesterday, Sunday, July 18.


If they had stuck to the rules for entering rebus answers, or at least allowed the solver to enter them that way, there wouldn’t have been a problem. But it looks like they weren’t followed. I think they’re thought of more as suggestions, anyway.

Here is the puzzle, from yesterday, to the right.

You’ll notice some of the squares are overlaid with playing card icons. This is something the app does sometimes after you solve one, it superimposes an image to make the puzzle’s gimmick more apparent. It kind of gets in the way of showing the construction of the rebus answers here, though. Here’s another picture I took just before it solved below. This has been lightly photoshopped to remove my final errors (modesty).

I was greatly sabotaged by trying to enter the symbols in this one. The gimmick was hinted by 39 Down: 123-Across’s holding that wins this puzzle’s game. A further hint is given by a title to this puzzle, a rarity for the NYT: It’s All On the Table. 39 Down’s answer turns out to be ROYAL FLUSH. The puzzle represents a game of Poker, of Texas Hold’Em in fact. The cards in the corners are each player’s hand (well, a shortened version of one containing only two cards; that was hinted at elsewhere), and the player in the lower-right can use their cards, with three of them from the middle of the puzzle, to make a royal flush. A great gimmick, if the UI doesn’t get in the way.

The worst thing about the app is when you understand the gimmick and know the answer, but a failure to grasp how it expects you to enter it into the puzzle prevents it from ever being marked right. Honestly forbids me from claiming that I got every other answer right, but even if I had, I’d never have been able to get this one solved in time because it didn’t adhere to the usual convention. To answer this one, you had to enter the first letter of the card followed by the symbol of its suit, like Q♣, or, oddly, the first letter of its suit, in this case: C. Entering neither QUEEN/CLUBS or Q/C would work!

The New York Times has a blog concerning its crossword puzzles, Wordplay. It’s run by serious crossword fiends, and has a post for every day’s puzzle. But it often gives out hints, which puts it off-limits during solving to the serious aficionado. Besides Wordplay is extra infamous, in our circle, when it explains answers, for never explaining the ones we really care about. In this case though it did offer information on how to enter the rebuses correctly, suggesting the first letter or the digits of the card’s rank, and its suit, with no slash between them. Like: QC. That would have been accepted, but Q/C wouldn’t. Didn’t.

I’m sure G/O Media is responsible for this too.

Also considered cheating is the use of an internet search engine. Even if you aren’t trying to cheat specifically, clue autosuggests are rife with each day’s puzzle. You really have no idea unless you happen to enter a clue’s text into the Google box on the day of the puzzle’s publication. That company is absolutely desperate to spoil crosswords for you.

The worst part of the experience this time was that, even once the streak period had ended and checking errors was acceptable, I had written in AVC early on for 1 Down: Pop culture sister site of The Onion. The answer (slightly out of date) is AV CLUB. That was slightly out of form, since it’s usual that, if the answer is an abbreviation, that there should be one in the clue as well, but I’ve noticed this convention is not always strictly followed. And C was marked as correct for it, because it’s the first letter of Club.

Not only that! Although the symbols are accepted as correct answers, and look the nicest while solving the puzzle, I found out that all of those squares were still considered wrong by the the puzzle for some unknown reason. My friend who likes rebuses did an error check on the puzzle with his computer, with the Unicode symbols included, and they came up correct, but it wouldn’t on my app! What [five letters, transfers as property]?

Python once again proves its usefulness!

My friend was doing the puzzle in a web browser, and I was using the Android app. There is a very subtle bug in the app, when it’s checking rebus answers, that it has to be one of a number of exact matches recognized in the hidden puzzle solution. I was using Gboard as my input method, and it turns out a property of that keyboard is, for some symbols, it puts an extra, invisible Unicode character in after them! Unicode #65039, VARIATION SELECTOR-16. With that invisible symbol in any of the boxes, there was absolutely no way that my puzzle would be accepted as correct. And, anyone using Gboard to input symbol-like glyphs is going to encounter this same problem.

I have filed this with the developer as a bug report, which I’m sure they’ll put with my other reports in the usual file (see left). Every avid cruciverbalist (23 points) no doubt has stories like this to tell. It does seem like this happens fairly often with me though.

EDIT: Made a couple of minor corrections and clarifications.


In memory of Nancy “Rosaleah” Klee, a kind old lady who loved crosswords. Not one of the friends I refer to above, but still, my friend.