Blade & Bastard, the (recent) Wizardry Manga

One recent thing I learned is that Wizardry, the CRPG series began in 1981, that hasn’t seen a new version from its creators since 2001, not only has seen Japanese sequels that faithfully follow the original style, but starting in 2022 and continuing today is a manga faithfully set in Wizardry’s world, called Blade & Bastard. It’s so faithful that it bears the Wizardry logo on its cover, looking similar to how it did on the 1981 Apple II box. Some logos get updated over the years, but classic computer CRPGs tend to keep theirs for the long haul.

Reading it legally at the moment, in English, isn’t possible. There is a version that can be found on Amazon, but don’t be fooled: despite its relatively large filesize, it turns out that’s just text, and each volume is pretty short, like, around 30 pages short. There are websites where you can find fan-made scanlations of the manga. I won’t link to them, but they’re not hard to find. My suggestion, if you’re interested in reading it, is to use them for now, and get the official translations of the manga when they arrive. Signs seem to indicate they may be coming in October.

I’ve not read enough to know where the story is heading, but currently it’s seemed to mostly cover the basics of dungeon exploration life. Iarumas was a corpse found sealed in a part of the dungeon that shouldn’t have had human visitors. Revived at the Temple of Cant, he (as seems common for fantasy anime and manga protagonists and JRPG heroes alike) has no memory of his past life. He makes a living bringing dead adventurers back to the temple and getting a portion of their revival fee, which is a nice nod to one of the unique aspects of classic Wizardry.

He soon picks up a couple of other party members. Most descriptions I’ve seen fixate on “Garbage,” a girl found being used as bait by dungeon monsters, who is a fierce and strong Fighter-type but talks and acts like a dog, but she mostly seems to be in it for comedy. The actual protagonist seems to be Raraja, a kid thief who had been paid to try to use a magic item to attack Iarumas in the dungeon, but the item in fact teleported both of them. The kid joins the party because, as a thief, he’s the only one who can meaningfully interact with treasure chests in the dungeon.

Garbage-chan enjoys meat

They also meet the “All-Stars,” the most popular adventuring group in town, a group of high-level characters who originally found Iarumas’ mummified body.

The connections to classic Wizardry are many:

  • It faithfully uses the spell names from the games and their purposes, to the extent that it adds a bit extra to a couple of scenes if you know what the spells are.
  • The Temple of Cant is in operation and just as money-grubbing as they are in the games.
  • The MURMUR CHANT PRAY INVOKE messages are alluded to when a character is revived in the early pages.
  • Dead bodies who aren’t revived turn into ash. The priest character says this means God has decided they’ve lived a good-enough life, but they take their fee all the same. In the manga story, being ashed is the end, but in the games recovery from ash is possible, but at double the cost, and if it fails too the character is gone entirely.
  • Iarumas maps out the dungeon on graph paper!
He also uses the Jeweled Amulet here, which in the games can be used to cast DUMAPIC at will
  • The characters mostly keep to their class abilities, but some are obviously multi-classed; Iarumas, for instance, seems to currently be a ninja, but he must have picked up some spells in a previous class.
  • A bishop character identifies items, because if they have them identified at the trading post there’d be no profit, because the identification fee is the same as the sale price.
  • The trading post is run by an elf named Catrob, which is a reversal of Boltac the dwarf, who owns the trading posts throughout the early Wizardry games.
  • The Ninja is named “Hawkwind,” a reference to a character in Wizardry IV. (They may also be one of the pre-mades in Wizardry I, but I haven’t managed to get it running to check.)
  • Being teleported into solid rock is mentioned at one point.
  • Characters seem to be aware of alignment, and experience levels.
  • Iarumas seems to be a character who’s a holdover from the Apple II era of Wizardry, because he sees the dungeon in wireframe!
This is a great visual joke for anyone who’s seen the originals

I hope an official translation of the manga comes out before long, because I’m rather looking forward to reading it!

It was brought up by ChurchHatesTucker on Mastodon that this isn’t even the first Wizardry manga, there was one in 2009 called, in the way of manga, Wizardry Zeo. It was considered a “shounen” manga, for a target audience of young teen boys. How many teenagers in Japan were playing Wizardry in 2009, I wonder?

And there were even one or two earlier that that, called Wizardry and/or Wizardry Gaiden. There were Wizardry Gaiden games in Japan, which were alternate scenarios using the same rules but with different mazes and story, and this/these may have been a spinoff of that/those.

The MAD Magazine Type-In Program

One of the essences of comedy and humor is a shared context between participants. When a joke is made both the teller and the hearer must know what’s being spoken of, and how the elements fit together in relation to each other, if the funny ha-ha is to occur.

Which is why I find the creation of The MAD Computer Program interesting. Published on issue 258 in BASIC for four of the microcomputer platforms of the time, Atari 8-bit, Apple II, Commodore 64 and IBM PC, it was obviously MAD’s bid to maintain technically relevant to that brief moment in computing history. Setting aside whether it’s actually funny or not (it’s not), it means that MAD’s editors must have decided that home computers were common enough that they could waste some of their precious print pages on catering to their owners. Anyone without one of those computers would find them to be four pages of wasted content.

The four programs have a lead-in that reads in a set of data (using READ commands to get vector coordinates from DATA statements, of course). The lead-in part is different for each platform, but the lines with the DATA statements are the same, and so are only printed once in the magazine. That’s also the least interesting part of the ordeal of entering type-in programs: tables of raw data, numbers without context, sequences of values that will put your monkey brain to sleep, yet will surely cause your code to fail catastrophically if entered incorrectly. There’s 140 lines of them to enter here, plus some more if you’re using a C64. As my eyes brush over them, childhood trauma from entering type-ins from computer magazines cause them to water involuntarily. I miss the age of magazine-supplied type-in programs, but not that part of it.

What do you get when you spend a grueling half-hour typing in two pages of numbers written by a group who describes themselves as a gang of idiots? Something genuine useful like Compute’s Speedscript word processor? A unique and interesting two-player game like Basketball Sam & Ed or Laser Chess? The author of the text of the piece is coy about what the result will be, but encourages readers to send a printout to the MAD offices. I wonder how many did? Probably not too many; a thread on the AtariAge forums implies that there’s an error in the listing that causes the program to crash about two-thirds the way into its run. One participant remembers that MAD published a correction a few issues later, but if they actually did I can’t say.

If someone does get it to work, what then? If you’re familiar with MAD you might can already guess what the result, a picture drawn in hi-res on your screen, will be, but to save you the effort of setting up an emulator and entering over a thousand numbers one at a time, here’s a Youtube video of the program in action:

The preview gives it away. WHAT, ME WORRY? It’s a pretty good representation!

The video links to the blog post on Meatfigher.net that I learned about the program from. Meatfighter’s a pretty cool little blog and it’s worth rummaging through their archives! atariprojects.org offers an emulator disk image with the program already entered for you. dougx.net offers a version of the program written in Javascript that renders its output in your browser window. Without the (relatively) low resolution of the ancient computers that ran the original programs I feel the result loses something, but at least you don’t have to type it in yourself.

The MAD Computer Program (meatfighter.net)
Video of output from the MAD Computer Program (Youtube, 1 1/2 minutes)

Snafaru’s Wizardry Fanpage

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Snafaru’s Wizardry Fanpage is a lot newer than most of the sites that get featured here under the Oldweb heading (see left/above), the earliest viewable version of the site on the Wayback Machine is from 2011, practically a baby at 13 years old. Yet it has some renown: I mentioned that I was playing Digital Eclipse’s wonderful remake, and someone on Mastodon pointed the site out to me. I then forgot about it, but then found it again through web search. Lucky! And it’s still being updated! If you keep your website up and updated for 13 years you deserve a PRIZE.

In addition to information on the original games, Snafaru maintains a scenario editor for Wizardry, and hosts a number of fanmade scenarios on their site. Wizardry is much older than even the blog, it was first published in 1981, 43 years ago. A game that maintains a fandom that long is amazing, even more so when its publisher went under so long ago.

The 30th Anniversary Edition of the Game of The Hitchhiker’s Guide to the Galaxy

I’m trying to include these timelines whenever I make a post about something that’s gone on for a bit

Okay, this is mostly from memory, so here goes. And it’s impossible to talk

about this subject without launching into a discursive and random mode of writing that may be funny but often comes off as annoying if one doesn’t have the writing skill of a Footlights alum who was friends with the Pythons (Monty) and once script-edited for classic Doctor Who. I apologize for that, but understand that reading the book version in large part warped my writing style for decades. I think I’ve gotten better since then, but I doubt it.

So in the beginning Douglas Adams created a hilarious sci-fi comedy radio show called The Hitchhiker’s Guide to the Galaxy. Then there was an album, then a TV show, then most improbably, a text adventure game from Infocom back at their height. One might think, surely a movie is next, right? And you’d be correct (2005), but because Hollywood is a twisty maze of executives all alike, only after 13 years after the last book had passed (1992), along with the life of Douglas Adams (2001), and somehow from the Disney company (still around).

Brushed aluminum styling!

The history of the whole thing is involved, and I already covered much of it in a previous post. This post is just to point out the updated, 30th Anniversary edition of the web version of The Hitchhiker’s Guide to the Galaxy on the BBC’s website. It replaced the 20th Anniversary edition. If they keep to the pattern, there should soon be a 40th Anniversary edition, but there’s been no sight of one yet.

Web version of the Hitchhiker’s Guide text adventure game on the BBC’s website (bbc.co.uk)

Previously on The Hitchhiker’s Guide to the Galaxy: The fan-made sequel, Milliways

Bringle’s Obscure Changes in Paper Mario: The Thousand-Year Door

I wish that these videos weren’t always videos. A lot of this information would be delivered just as effectively in text, but these days a lot of game researchers have abandoned good old text for flashy video, or otherwise locked-off Discord servers that don’t add to our common body of knowledge. I’ve complained about this before, and I am liable to keep complaining about it. Because I’m right about this, and yet it doesn’t change. Get to fixing this, world!

The video (21 minutes) has a lot of interesting changes though. Paper Mario: The Thousand-Year Door has sustained a huge amount of fan interest over the years, due to its story being actually really good for a Mario game, it’s terrific sense of humor, and its deep gameplay. It’s generally agreed to be the highlight of the whole Paper Mario series, building on the ideas of the first game.

This is a good opportunity to muse upon what the gameplay merits of TYD are. I identify these:

  • The combat system, which keeps most of your moves useful in different ways by giving them special properties that make intuitive sense. Jumps can’t hit spiked enemies or enemies on the ceiling, while hammer attacks only hit the first enemy in line and can’t hit enemies in the air. There are exceptions to these rules, but they’re more costly. Follower attacks also have their own limitations along these lines.
  • The action commands, and Guard and Superguard functions. Paper Mario wasn’t the first JRPG to add a timed minigame to combat (that may have been Super Mario RPG), but the design here is very good. Most moves have an action command minigame where good performance increases the move’s power. Guard reduces the damage taken from attacks by pressing a button in a brief time window, while Superguard negates damage if a different button is pressed in a briefer time window. The button you press changes both the difficulty and the reward. Both aren’t easy to perform consistently, as many enemy attacks have tricky timing, but the Superguard bonus is great enough that it’s really tempting to use it. All three of these functions largely replace the general randomness and variance in JRPG combat, making it a lot more skill-based. (Finding ways for players to demonstrate skill in RPG-style games is a long-standing design challenge. I should write something about that here in the future!)
  • And then there’s the joy of exploration, and the many secrets in the game world that reward it. Paper Mario had a bunch of them, but TYD really goes overboard. I can’t name a game with as much cool stuff thrown into its game world for players to just happen upon. The old line used in many Nintendo game manuals is to “try everything,” but how much of everything should the player really try? TYD is one of the few games that feels like it lives up to the true breadth of that word. There is a character in the game whose purpose is to give the player hints at finding obscure secrets. The Trouble Center offers further rewards and fleshes out the game world by giving Mario and friends the opportunity to perform helpful tasks for people. There’s so many things to do!

Super Paper Mario also had a lot of tricks, but it had a worse story (IMO), and it completely abandoned the classic Paper Mario battle system. Later Paper Mario games went in a completely different direction with unique battle systems for each. It was Thousand Year Door that got the most right in a single game.

So, um. The video! Yes, watch it, it’s interesting.

Obscure Changes in Paper Mario: The Thousand-Year Door (Youtube, 21 minutes)

On the History of Wizardry

Once upon a time, there was Wizardry, and nothing else. Welllll-l-l… almost nothing else. Here’s a makeshift timeline of CRPGs and CRPG-like released leading up to the original Wizardry: Proving Grounds of the Mad Overlord.

Don’t be fooled by this chart, where Wizardry happens to appear at the end. Most of these games were not widely available. Anything for a PDP or PLATO would only have been playable by a select few. Apshai and Ultima I were more widely available than their predecessors, but Wizardry was substantially deeper than either of them, and wasn’t surpassed for a while. For a time, it was the benchmark in the field, and inspired its own substantial subgenre, which we’ve heard called blobbers in the past. (Set Side B on blobbers previously, including an extensive list of them.)

Blobbers get their name because a whole RPG adventuring party is considered to exist filling one space in a first-person view of a dungeon grid, but it’s not really a great name because the defining characteristic of this sort of game isn’t the unity of the party but the view of the maze. Creating a first person maze of this type was a popular early graphical trick, because it was easy to program, and could be drawn on a tile-based display or possibly even a terminal. Blobbers continued to rule the roost for first-person games until the foundation of the first person shooters with id Software’s Catacomb-3D and Wolfenstein 3D, and more atmospheric 3D CRPGs like Origin’s Ultima Underworld.

Video and computer games are a field terribly unkind to their legacy. You might point to Mario, Sonic, Pac-Man and such as examples of games where decades-old originals are still known and played, but numerically speaking they are greatly outnumbered by the lost and nearly-forgotten. Games that used to be well known among all game-playing computer users are now mere footnotes, due to their companies going under, or their IPs being owned by uncaring megacorps interested only in milking their very most profitable properties YES I’M TALKING ABOUT ELECTRONIC ARTS. Ahem.

Wizardry is one of the foremost examples of this. For a while it was the best-selling computer RPG around, and its sequels did well for a long while. Wizardry VII was released in 1992, but then its successor Wizardry 8, a landmark title that finally brought the series into true 3D, took nine years to finish, and was sadly released right around the time of the demise of publisher Sir-Tech, although their Canadian branch lasted until 2oo3.

After Sir-Tech Software shut its doors, the series’ torch was held aloft for a long while by a succession of Japanese developers, beginning with ASCII Entertainment. Many of these games are still extremely obscure to the Western world, which seems odd considering how connected we’ve all become. We don’t even know if Robert Woodhead had anything to do with the first of the Japanese games, Wizardry Gaiden. The Japanese Wizardly line is all over the place aesthetically, but in play sticks by the formula of the very earliest games: spell ranks, permadeath, and tricky mazes. Despite being made for systems as varied as the Super Famicom and the PlayStation II, in gameplay they’re all of the Apple II orchard with limited additions. Despite being much that we don’t know, we still know a fair bit, due to an amazing 2020 article on the blog of the CRPG Addict written by “Alex,” with a great comments thread, that all deserves to be etched in stone and set forever on a monument in the middle of the town square of Llylgamyn.

It is more than a mere shame that all of these games remain effectively locked off from the country of Wizardry’s origin. An aging legion of players from the days of the Apple II has no idea that, in a land half a world away, 35 more Wizardry games, with gameplay with a clear recognizable link to the originals, were made and enjoyed. Maybe some day those games will be made more accessible to English-speaking audiences, the ones that aren’t now lost forever, at least.

I’ve said all of this, and I haven’t even gotten to what I had originally intended to be the subject of the piece, the terrific remake of Proving Grounds of the Mad Overlord made by Digital Eclipse. Perhaps it’s best to hold off on that for a couple of days. Soon!

P.S. If anyone knows of easy-to-learn open source timeline making software, I’d greatly like to know of it, or even if there’s a good Excel or (preferably) LibreOffice add-on for that purpose.

GDQ Animations on GitHub

It turns out that the various animations that Games Done Quick uses are all in a repository on GitHub, where you can download them and run them yourself, and even make contributions if that is something you feel up for. The require Node.js, and a little command line use and tinkering to get started (it turns out you’re supposed to run npm install from within the repository folder, not from outside of it as implied by the instructions).

The repository can be obtained here. I got it working, and here are some of the displays running from my own machine. And don’t forget that SGDQ 2024 is still going!

GDQ Animation Repository (github.com)

Wolf Link’s Tears of the Kingdom Minimalist Playthrough

I’ve been waiting a while to post this one. Right now SGDQ 2024 is acclimating everyone to games being played very quickly, but this post is about a game being played over a long, long period, so by comparison, it should feel even looooonger. Longer than you’d expect maybe from the run being called minimalist.

Wolf Link has, for ten months, been trying to play The Legend of Zelda: Tears of the Kingdom in a minimalist fashion. By their definition, minimalist means getting a 100% map completion. That doesn’t seem too obvious, does it? But 100% map, which is the closest the game has to declaring you’ve finished 100% of the game. There is no 100% game completion counter. Filling out all of the map is as close as it gets.

That’s still a whole lot of things. It means unlocking all the towers, getting all the Korok seeds, and doing absolute everything need to get everything to appear on the map. What Wolf Link means by minimalist is going as little as possible beyond that, regarding to changes in world and game state.

For example. There’s a sword on the ground. You pick up the sword, and it makes the little item-discovered jingle for finding a type of item the first time, and putting its name up in a little description box. That’s not okay, because now Link knows about that kind of item, so go back to your last save.

Discovering a few types of items like this is unavoidable. Anything that has to be discovered in order to fill out all of the map, well, that can’t be helped, right? But what actually has to be done to get to that point? Are there sneaky ways around collecting essential items? And there are a lot of items that, the first time they’re collected, mark themselves on the run in an indelible way. Most items, in fact. Getting items out of chests that don’t respawn is also outlawed if there’s any way to get to 100% without it. Completing shines is also forbidden after the first four, so the whole game is played with four hearts and one stamina wheel, or later, possibly, three hearts and a little over one stamina wheel.

In Tears of the Kingdom, however, there’s still lots of things you can do. All of the powers you pick up in the first shrines, as it turns out, are essential to getting 100%, so all of those abilities are open. Meaning, especially, you get Ultrahand and the ability to glue things together. Getting Zonai items in capsules isn’t allowed, but using those that are found around Hyrule in the field is. The precise rules are laid out on the Rules tab of the document here.

Another interesting thing, it turns out, that you can do, that turns out to be essential in this challenge, is [spoilers]: unlocking Mineru, the Sage of the Spirit Temple that players aren’t even told about until finishing the other four temples, can be done first. She can be the first sage you get! And the useful thing about that is that Zonai devices can be attached to her, then she can be ridden to use those devices at will. Unlocking her early though by the rules of the Minimalist Run requires doing the Thunderhead Isles in the Sky without clearing the thunderstorm, which is no mean trick.

Over ten months the series has gotten up to 34 videos, and there’s quite a ways to go. The journey already is a long one, but here it is as it stands:

Earthbound Battle Backgrounds Website

This interesting, and even slightly useful, website combines the various layers that the cult classic SNES JRPG Earthbound uses to construct its funky battle backgrounds. There are more combinations here than actually appear in the game. There is a GIF-making function, but it seems to be broken for the moment. You can still make them full-screen and save screenshots, that’s what I did, though unfortunately doing it that way means they aren’t animated.

Here are a few still examples.

Earthbound Battle Backgrounds (a bona-fide website!)

Baseball Bits on Barry Bonds

Here’s a really different post on something that only borrows the aesthetics from video games, but does so in an entertaining way. It’s the Youtube series Baseball Bits on the channel Foolish Baseball, which makes explainers about a lot of different topics related to baseball. Not video baseball; real, Major League Baseball. As such I normally wouldn’t be too interested, but they do a good job of their explanations, and it’s not difficult to follow along.

As an example, here is their recent 19-minute piece on controversial baseball superstar and incredible hulk Barry Bonds, that distills the essence of his long career into four plate appearances.

If this is of absolutely no interest to you, believe me, I understand. I don’t intend to turn this into a real-life sports blog any time soon. But I thought the use of 16-bit video game aesthetics to talk about something that has nothing direct to do with video games is interesting. It’s possible that this pixel-art kind of vibe has staying power, and people will still be referring to it, making it, enjoying it decades to come. Hey I can dream, right?

If you want to find out more about this “Barry Bonds” person, it’s even further afield, but Jon Bois at Secret Base did a great demonstration of the fear he projected upon the sport of baseball in his own video asking: what if Barry Bonds played baseball without a bat? (13 minutes)

Now that that’s done, I’m going to play video games for a while, and try to forget that there ever was such a thing as professional sports. Ta!

What I’m Working On: Dungeon DX

A few weeks back I mentioned Dungeon, a Commodore 64 CRPG system created by David Caruso II and published in 1990 on the disk magazine Loadstar. We’ve made it available through emulation on itch.io for $5. It’s here, and it’s awesome. It’s not just a way to play CRPG adventures but to make them yourself, and it even contains a random dungeon creation feature.

Dungeon’s map editor

I make it available with some trepidation. Dungeon has a few significant bugs. For example, it supports two disk drives throughout, but if you use its Dungeon Maker then you need to set it for single drive mode, or else you’ll encounter a Disk Error just at the worst possible time: when saving your project. Its randomized “Lost Worlds” often create dungeons that strand your character in impossible situations, and while there is a way out of them, it involves loading the Guild menu 15 times.

But I’ve played a lot of these random dungeons, and I think overall David Caruso II made a clever little game system, and I think his ideas are worth building upon. That’s why I’m working on a remake/update of Dungeon, that I’m calling Dungeon DX.

I’m making it in Python using the Pygame library. I’ve tried making a game with Pygame before and had some problems with it (I may bring myself to talk about that experience someday), but using it now I’m pleased to see Pygame 2 has become a lot more performant, and that’s even before trying to compile it into a faster form. I’ve built for Dungeon DX a kind of bespoke terminal emulator, but one with support for loads of cool graphics effects. I’ve made dungeon art and monster images for it using the website Fontstruct, which gives the images a low-tech, but distinctive look.

A collection of monsters, in font form, still being worked on. They’re reminiscent of the monster silhouettes from early editions of Call of Cthulhu!

I’ve been working very hard on it, to the extent that I can feel myself getting my hopes up that a substantial number of people may actually play and enjoy it. Most of the times in the past that I’ve done that I’ve had those hopes get crushed, but hey, maybe the nth+1 time’s the charm?

Besides not having all of its bugs, why do I think this project is worth working on? These are the things I find appealing about the original Dungeon, the reasons that I played so much of it myself, things that I don’t generally see in CRPGs these days:

  • It’s not a game but a game system. It isn’t a single huge campaign that you play and finish, and it isn’t a single story. Your characters can keep going so long as there are adventures to be had.
  • In structure it isn’t like a novel, but it’s more like a series of short stories. Each dungeon is a single screen, that fills out as your character explores it. That may sound a bit like a classic roguelike, and there are some elements of that, but the feel is subtly different. Each single-screen dungeon usually has more adventure packed into it than in a single roguelike dungeon level.
  • It’s like a collection of short stories, but that stars your character as they progress through it. The focus is more on the development of that character as they continue their adventuring career. Like how the Conan the Barbarian novellas are each an episode in the life of a single adventurer.
  • It features what’s known in some circles as slow character growth. D&D has rapid growth, and it’s gotten even faster as the system has changed through the years. 5th Edition characters advance to second level absurdly quickly, after earning only 300 XP, and that advancement practically doubles their power! 0th-level Dungeon characters (it starts counting at 0) have a lot more durability, but it takes them more time to advance to Level 1, and when they gain it their power only increases a little. In this, a lot more of a Dungeon character’s life is decided at character creation. But it also means, as they increase in power, you know it’s due to your own efforts.
  • It’s more simulationist that CRPGs have become as of late. A lot of CRPGs have crept towards gamishness, which generally is okay, I mean they are games after all. But I think RPGs work the best when you can imagine them as being the adventures of real people, so as their power has crept up, and their abilities have gotten more abstract and arbitrary, they have come to feel more and more like playing pieces than living people.
  • While there’s a random dungeon maker, you can also make your own adventures for it, and give them to other people! That’s potentially a very great thing. It reminds me of EAMON, an 80s CRPG game system that people could create their own adventures for. (There are still websites devoted to EAMON! It’s a rabbit hole worth exploring, but that’s something more suited for its own post.)
  • And finally, it’s hard. Characters die frequently. You can revive them up to three times, and if you don’t mind reloading the guild menu 15 times you can turn the game off to preserve their life, but defeat is frequent without very careful play. You often have to play like a scavenger: take what easy-to-find rewards and successes you can, build your power over time, seek out easy adventures, and don’t take unnecessary risks. Dungeon characters are not heroes, not at first anyway, and if they’re ever to become heroes you’ll have to watch their steps.
The current appearance of the new Dungeon Maker module

Because these are the aspects of Dungeon that I like, they’re the elements that I’m focusing on in making Dungeon DX. My plans aren’t to make it quite as hard, but to still emphasize that these people are not demigods, not yet. A character’s career may be the story of the creation of a demigod, like how Conan, through countless trials, eventually became king of a great nation. It’s kind of a lie that people who rise to greatness frequently do so because of their own efforts, but it’s a pleasing lie, and it makes for a fun saga if you don’t take it too seriously.

My other plans for Dungeon DX, which may change, for while progress has been rapid (because Python is awesome), I’m still iterating over lots of things:

  • A retro look, kind of akin to how Dungeon looks on a C64, but still with enhancements. It doesn’t use pixel art, instead using vector graphics created in Fontstruct.
  • Dungeon was all one-on-one fights. Dungeon DX should have parties of three characters, fighting enemy groups that can be larger than that.
  • Dungeon doesn’t let characters keep items between adventures. For the most part, characters only advance through gaining experience. DX should let characters have a persistent inventory.
  • Dungeon doesn’t have any money system at all! DX should both have money and a shop where basic necessities and equipment can be obtained.
  • Dungeon doesn’t simulate much of the basis of exploration. My ideas for DX let characters rest in the dungeon, for example, but they must consume food to do so.
  • Dungeon has very little graphical splendor. Dungeons themselves are just blocks of green, with black tunnels dug through it, and once in a while a graphic character. That has to change.
  • Dungeon’s encounter model isn’t scriptable at all, which limits what can be done. It’s a lot more flexible than you might think it would be, given the C64’s memory limitations, but the edges of what’s possible are still easily reached. I want to change that.
  • Dungeon’s magic system is very interesting for its own sake, a collection of 16 spells that are more useful outside of battle than in it. Only one of those spells that does direct damage to enemies! Magic is much more of general utility. While my design has more damage-doing magic than that, I want to keep that feeling that magic is not primarily for harming monsters.
  • Dungeon doesn’t let characters learn spells themselves: all magic comes from items that contain it, and depletes with use. There’s interesting things about that system, but it kind of means that high-Intelligence characters aren’t very viable if the dungeon constructor doesn’t give them any magic to use early on.

Dan Olson Discusses James Rolfe

Dan Olson is the brilliant documentarian behind Folding Ideas. He’s covered a range of interesting topics ranging from Decentraland, gamer culture, NFTs, financial scammers and Minecraft.

James Rolfe plays the Angry Video Game Nerd, that long-running game commentary and comedy series, and to some degree he is the nerd, even though the character doesn’t reflect his own views or personality. Although he plays a character, playing it has become his career. He does other videos too, but it’s what he’s known for, it’s his mark upon the world, and so it’s how he’ll be remembered.

Rolfe is the head of a little empire called Cinemassacre. Rolfe was really popular at one point, but over time his subject became less relevant. Time is unkind. By the time the mechanisms became available to effectively monetize what he does, his fandom had diminished, although he keeps plugging away, and it sustains him. Cinemassacre partnered with an outfit, Screenwave, to help him monetize it, which involves making five videos a week. It’s provided him with an income to support a family. That’s the same tradeoff most of us make, only he gets to do something he likes doing.

Dan Olson did a video on James Rolfe (1h 17m). Here, I’ll embed it:

It makes the case that James Rolfe was a victim of his own success. The Nerd character was extremely popular for a while. If you have three things you do, and one of them turns out a popular as the Nerd was, you’re naturally going to focus on that, and the others must suffer.

Dan Olson’s video is not against James Rolfe, but it’s also not in favor of him. It presents him as a hack, a jobber, a person who, when he finally has the chance to do something with his own ideas, they end up half-baked, iterations over things he made as a teenager. These things are probably true, but they’re also better than what most of the rest of us get.

I have never really been a fan of the Nerd. I think that the relentless negativity has fed into a culture that tears things down. But there is effort in how they’re made. There is a weird skill in coming up with so many distinct ways to insult things. I don’t agree with all his videos, which don’t leave much room to consider things noble attempts or failed experiments. But they’re just games, after all.

James Rolfe isn’t a bad person, far from it. Even so, Olson’s video tells us that Rolfe has an anti-fandom, a band of people who just hate him and what he does for no reason, for the crime of having a family and doing what he needs to survive. What an awful thing to exist. To think that there’s a category of person so petty. But also, this kind of pettiness is a great invisible sea. It is one of the worst of the early internet’s many legacies, and it’s largely the result of most people having no real, I’m not going to say life, but I will say stakes in life. When people’s lives are devoid of real meaning, they find what little meaning they can, and sad to say, there’s a lot of people who, to put it in Balatro terms, the best card they’ve been given is a five of clubs, and the rest of their deck is mostly twos and threes. (Can you tell what I’ve just came from doing?)

I’m rambling a bit, and part of that is due to the fact that Olson’s video rambles too. Dan Olson became obsessed with James Rolfe and his legacy, due in part to the similarity between their lives, and it feels like the video was released partly to exorcise James Rolfe from Olson’s mind.

I hope that Olson has successfully evicted the nerd from his brain attic. And I hope that Rolfe continues to be successful, even if I won’t watch his videos. It’s a hard life for all of us, far too hard to spend it tearing others down.