Gamefinds: Make-Ten

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

It’s another of those games that’s remade in Pico8, and in the process becomes subtly different, not necessarily better, but not worse either. It’s Make-Ten, and it’s free on itch.io.

This time it’s not an arcade game. The remake is of a mobile and web game called Fruit Box. I’ve only tried the web version and, in this case, I think the Pico8 version is better. The UI is a lot easier to use for its only action, drawing boxes around numbers. The original uses a generic rectangular box, while the Pico8 version snaps the lines to the number grid, which works much better for me. Also the numbers are colored according to value, which helps readability a lot.

I’m sorry, I should explain what I’m talking about!

It’s one of those simple yet addicting games. You’re given a random field of digits from 1 to 9. You’re given a couple of minutes to draw rectangles around sets of numbers that up to 10. When you do, you get one point per digit you remove (which is a difference from the original), and those digits disappear from the board.

Obviously, pairs of numbers that add up to 10 are relatively easy to find. Any pair of 5s, for instance, can be immediately cleared. Each game usually starts with clearing away any quick pairs. Removed pairs make space to connect further digits. Empty spaces have no number value, and make it easier to clear more than two numbers at once. Some examples of common larger sets to surround (of course they can be in any order): 4-3-3, 1-2-3-4, 7-1-2, 5-3-2, 6-2-2 and 4-4-2. The tricky part is connecting two numbers in the corners of a box, when other digits get in the way, adding unwanted values to the sum.

The most valuable digit is 1, since they fit into the most possible combinations.

While Make-Ten is not a game for perfectionists, as it’s probable that most fields cannot be fully cleared, the game does let you keep playing after time concludes, which is an advantage it has over Fruit Box. It doesn’t count points after the time bar runs out, but it can be interesting to see how much of the board you can complete.

Make-Ten is really simple and has very little fuss about it. It plays quickly, and then it’s over. It’s a nice game for quick sessions. It was written in 500 characters of code, and doesn’t offer any progression or metagame. After two minutes, which begin the moment the game starts, there isn’t even a prompt to play again. To have another go, press Enter and choose to Reset Cart, or just close the window if you’re done.

Make-Ten (itch.io, by pancelor, $0)

Getting Started in DE’s Remake of Wizardry I

Wizardry hates you

Wizardry: Proving Grounds of the Mad Overlord, a.k.a. Wizardry I, is a classic and venerable CRPG from the early days of computer gaming. It’s thought to be the very first computer RPG where you played as a party of more than one character. Even the early PLATO RPGs didn’t have a single player control a whole group like that.

Wizardry took D&D as its inspiration in ways that now even D&D itself doesn’t know. Its Armor Class value counts down like it did in olden times. And death is meant to stick, and be costly to recover from. Dead characters can fail to be revived, which turns them to ash and costs even more to fix. And that can fail too, and the character is just gone.

Pit traps in the dungeon have no counter, most of them have no hint they’re waiting there, their damage scales with the dungeon level so they’re nearly always a danger, and frequently kill your mage characters. Yet, they are not the worst the game has to offer, especially when you get to the second game, which contains what may be the single cruelest trap ever put into a computer game, and I am not exaggerating.

Then there’s the mazes themselves. They’re tricky, and although there are many quality-of-life improvements in the new game, including an automap, the game purposely doesn’t protect you from its map-foiling tricks. If you get teleported or spun around, the game’s automap won’t notice, and it’ll mess up your map! This is by design, because playing Wizardry with an infallible map is a hugely different experience. You’re supposed to get confused.

So you see, Wizardry hates you.

Wizardry doesn’t hate you that much

These stories are frightening, enough that I imagine they’ve scared some players away from the game. But despite (and in a way, because of) them, Wizardry is still a lot of fun to play. For the first seven experience levels characters grow gratifiyingly quickly, and the play, due to its challenge and its consequences, is rarely boring. The original game underwent a year of playtesting before it was released to the Apple II-owning public, and the balance bourne of that time and work shines through. Wizardry is still a fun game to play, and while many of Digital Eclipse’s changes to adopt the game to current tastes are appreciated, I’m not convinced they’re all positive ones. It is what it is though, and I want to emphasize, what that is, is still fun.

Make backup saves of your game

Still though, one change that I can only regard as positive is that it’s really easy to make a backup copy of your save file. This isn’t just anyone telling you this! It’s me! I wrote a roguelike column for years for GameSetWatch insisting that permadeath was okay and that players shouldn’t back up save files to avoid it! But roguelikes are designed to be replayed many times, and anyway are usually pretty short so your time investment can’t become too large. Wizardry is not a long game, but it isn’t short either.

While Wizardry’s mazes don’t change, the game can throw all kinds of enemy parties against you, and even advanced parties once in a while get screwed over by the RNG. It is a rite of passage to rescue a deceased group one or two members at time from the dungeon, but it gets old after the first time or two. I don’t suggest winding back time every time a character dies, I think that’s going too far. But it will save you if, say, a character fails their revive from ash roll, or your party wipes beneath a set encounter space.

Backing up your save on the Apple II meant backing up you Scenario Disk, was a time-consuming option. Here, Digital Eclipse outright encourages you to make a copy of your save. The option is right there on the file menu, and I encourage you to use it too.

Use Old-School Creation and Advancement Rules

Under Old-School Options, you should use the original game’s character creation and stat advancement rules. I played through most of the game with the updated rules under the impression that they would take the edge off the difficulty, not knowing that these two actually make the game harder.

Character creation gives each character lineage (formerly called race, a term that’s become more loaded since 1981) set stats, and a number of points to distribute between them. The new system gives all characters a flat 12 points to spend. Under the old system character creation system, most characters got between 7 and 10 points to distribute, but 10% of the time would get ten extra points, and there’s a slim chance to get even more. Players could reroll endlessly to get bonus points in the range of 17 to 20, which was a huge boost! 10% of the time really isn’t that uncommon, and stats matter quite a lot in Wizardry, so it wasn’t hard to give all your characters a substantial boost right out of the gate, enough to start with a Samurai.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. The old rule gives each stat a chance to advance, based on the character’s Age/Vim, with a chance that it could go down as well. The possibility of losing a point should be considered, but often characters gain four or five points upon level gain. It’s more a matter of taste, but I’ve had good experiences with it, at least at low levels.

Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. Each has about equal chance, so it averages out to two points, which is really low generally, and even lower if you aspire to creating a Lord (a range of stats from 12 to 15) or a Ninja (all 17 or above).

Fortunately, you don’t have to stick with one option or the other, but can switch between them when you want. If you have a character who’s closing in on Lordship or Ninjahood, but just needs a couple of more points in a specific stat to obtain it, you can switch to the new style just before claiming that character’s next experience level, and even switch back afterward.

Creating characters

The game offers you to start you out with a group of pre-made characters of an appropriate mix and starting out at Level 2. I whole-heartedly suggest that you don’t use them.

Wizardry is not a game about helping an Overlord get an amulet back from a wizard. The quest is largely bunk; while Werdna is definitely not on your side, there’s is nothing in the game to suggest that Trebor is in the right either. No, Wizardry is a game about watching your characters grow through adventures, and overcome hardships, and possibly succeed in a great challenge. You really want to make your own characters for this.

While Level 1 characters are very fragile, and somewhat disposable, they’re yours. Under the new rules reviving Level 1 characters is free, and it doesn’t take them many fights to advance to Level 2, where they’re sturdier, and at Level 3 your group even starts learning good spells. Make your whole group and stick it out, you’ll have more fun.

Even once your group starts exploring the dungeon and gets a few levels under their belt, the game will continue to offer you new, randomly-generated extras, with levels approaching those of your highest-level character, in the Tavern. These can be useful as a B-team, to supplement your group if you want to play around with different party compositions, and to help rescue your own characters if they wipe in the dungeon. The original game didn’t have them, and they’re expensive to hire, but they can come in handy.

Party composition

In many classic party-based CRPGs in the Wizardry style, the ideal party is pretty obvious: a fighter, a thief, a cleric and a mage. Wizardry doesn’t buck that trend entirely, the game seems designed around three fighters, a thief, a priest and a mage, but there are interesting tactical possibilities that can be explored with non-standard party composition, and since the game lets you have up to 20 characters on your roster in total and switch them in and out of your main group at any time in town, you can even try them out without restarting your whole game.

Here are some ideas:

  • The basics: Figher x 3, Thief, Priest, Mage makes it harder for the monsters to break through that crunchy front line to get to the tasty low-HP classes behind them.
  • Go thiefless: I go over this below, in the section of Chests and Traps. In short, you have to forego a lot of treasure, but having an extra priest or mage lets your group rule in other ways.
  • Any number of Samurai instead of Fighters: it isn’t hard to make a Samurai in initial character creation, and that’s actually the recommended way to play one, since when a character changes classes their stats in play, they are all lowered tremendously. Samurai start out with more HP than Fighters, but earn slightly less with each level. But in return, they start learning Mage spells at level 4, giving you a few extra uses of DUMAPIC, and eventually MAHALITO, which can make a big difference against some enemy groups.
  • Having a Bishop instead of a Priest. I don’t suggest this one so much unless the Bishop is an extra character, because getting to higher tier spells as soon as possible is hugely important and Bishops, although they learn both spell types, get them more slowly. They do have the Identify ability though, which saves you a lot of gold at the Trading Post, and makes selling spare equipment found in the dungeon a reliable source of extra funds.

The most important stat for each class is the obvious one: Strength for Fighter types, Agility for Thieves, Piety for Priests and Intelligence for Mages. But after that, for front liners it’s Vitality, and for spellcasters it’s Agility.

However, Vitality increasess HP and helps the front line hold together for longer, since when the back rank falls into it they tend to get eaten quickly. But every class is helped by Vitality, it increases the chance of revival success, and it’s not a bad idea to add some to your Mages for when dragon breath or an enemy MAHALITO gets through.

Agility affects when a character acts in combat, and it’s important that those huge group-size damage spells happen early in the first round before the enemy has the chance to act. The best fight is the one that ends before the monsters get a single turn.

About VIM, a.k.a. AGE

Wizardry has a check on resting too much. Whenever a character stays at the Inn, they lose a tiny bit of VIM. It’s not enough to show on-screen, we’re talking about a small fraction of a point. In the original game it was called AGE, and started around 18 and counted up. You can switch to that name in the Old-School Rules. Each Inn stay is a week of time, although strangely it only counts for the characters who actually stay at the Inn. So long as you try to make the most of your expeditions into the dungeon your characters won’t age much, but the higher their age grows, the greater the chance (if you’re playing by Old-School stat level gain rules) that stats will go down. And if characters get very old, into their 50s, they could just die, period.

The higher a character’s VIM/lower their AGE, the less of a chance they’ll lose stats when playing with random stat gains, but it’s really subtle unless you class change multiple times.

When characters are revived from death, they age by a random amount that could be up to a year. When characters chance classes, they age considerably, by several years! So it’s best not to change classes lightly.

It’s said, of an early release of Apple II Wizardry, that if you quit the game while in the dungeon, and you resume their advenutres by restarting them as an “Out” Party, that the game would age them by ten years. I’ve only heard of this by rumor, and it seems to indicate that this was changed in later releases. I tell you this just to say, even the original designers thought better of that one.

There’s a lot more to say about playing Wizardry! Watch out for more soon, I still have to get some of my notes organized. We’ll talk about how the game actually plays, and give a plan for tackling the dungeon overall.

EDIT: I repeated myself at one point, so I fixed some wording there. Also some minor fixes elsewhere. I notice that the theme is covering some of the text with my screenshots. I’m not sure why it’s doing that. We’re looking into it.

Homebrew Atari 7800 Arcade Ports

Just a quick post today, last year user PacManPlus made available free downloads of some of their Atari 7800 remakes of arcade games. For people who aren’t in the scene this might be of limited interest, but these games were formerly sold commercially on AtariAge’s website and not generally available for free. Atari 7800 emulation is, of course, easily available in RetroArch, but this page on the EmuGen Wiki lists some standalone emulators.

One of the included games is a game that is very rarely ported, Baby Pac-Man, because it contains a significant pinball component. The pinball physics in the remake are uncommonly good! The Youtube account The Atari Network reviewed it with gameplay video so you can see for yourself:

Baby Pac-Man isn’t the only game in the collection, but its especially notable. I haven’t even had a chance to look at the others yet, but there’s some interesting titles in there.

The remakes were originally sold commercially on cartridges, but they were recently delisted and removed from sale, so PacManPlus was kind enough to make them available for anyone to download and play. I for one appreciate his kind generosity!

PacManPlus’ Atari 7800 Arcade Ports (atariage.com)

Mappy on Pico8

What pushes a game past the notability barrier, that makes it interesting enough for me to post it here? Classic arcade game remakes are always a good sign. Items for the Pico8 fantasy console are also a strong positive factor. These two elements combined well make it a must-post.

Especially when the game is Mappy. A great game from Pac-Man-era Namco, simple rules but, while surprisingly difficult, a little strategy can get you a long way in. Still, true mastery needs a lot more than that.

This Pico8 version is a good remake, although quite a bit harder. Guide Mappy of the Micro Police through each mansion, stealing back the ill-gotten gains of kitty-cat gang. Unlike many policepeople, Mappy is an entirely non-violent actor, and actually never arrests anyone; he just takes back their loot. And for their part, while the Mewkies and Goro (“Boss the Big Bit”) do knock Mappy out of they catch him, later media seems to indicate that neither side bears any real antipathy for the other. They’re just doing their jobs.

The thing that makes Mappy unique is its trampolines. While on a trampoline you cannot be hurt by the cats, but three bounces on the same one without stopping causes it to break. When you get off the trampoline it’s easy to get caught unless you use the doors as a defensive tool. Pressing the button (X in this Pico8 version) opens the closest door in front of you-you don’t even have to be near it. It swings out in the direction of its doorknob, and knocks out any cat near it on that side for a few seconds, allowing you to pass by. The light-colored doors also house the powerful Microwave, not here a cooking tool but a multicolored beam that launches out and sweeps cats it hits out of the level for a few needed seconds.

This remake of Mappy restores the Japanese name for Goro, “Nyamco,” a pun on the arcade company’s name with a cat angle: “Nyan” is Japanese onomatopoeia for “meow.” You’ll find that while supposed-boss Nyamco is as aimless as he ever was, wandering each level mostly randomly and hiding behind loot, the Mewkies are tenacious chasers, and here will quickly corner you if you don’t have a good plan. Even with its higher difficulty it’s a lovely port, and it’s free to play too!

Mappy for Pico8 (itch.io,x` $0)

Oldweb: DHTML Lemmings

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….

DHTML means “Dynamic Hypertext Markup Language.” The term is little-used now; it later got renamed AJAX, and now is pretty much just how websites are made if they have any interactive aspects. It was originally presented as an alternative to Flash applets, which were threatening to crowd out actual web pages at that time.

Lemmings, of course, is Psygnosis’ classic puzzle game where you grant members of a horde of suicidal rodent people specific skills to guide them to an exit while losing as few of them as possible to the hazards of their ridiculously dangerous world.

Back in 2004, DHTML Lemmings was a brilliant example of how much could be done with Javascript. Original Lemmings was released in 1991; we’re now further away from DHTML Lemming’s release than the original game was when it was published.

Its first home went away, although the server and even its page still exist. It says that the Lemmings page was taken down (and implies they did it to dodge legal liability), but promises something called The Pumpkins to replace it. It never did, but the promise survives. The game itself has been preserved, relocated as-was to a subpage of the site of Elizium, a dark rock band from the Netherlands.

Only the first ten levels of each difficulty, about one quarter of the original Amiga game, are presented. And this version has not survived the years unaltered: the distinctive sound effects and music appear to be missing. Still though, what’s here is playable, and fun. Enjoy, if you have the inclination and deliberation. And check out those requirements: IE 5.5 or better, or recent Firefox or Opera. And a 500 Mhz processor, wow!

DHTML Lemmings

Romhack(ish) Thursday: ZIIAOL

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

Let’s get back to talking about other Zelda games than the 800-pound, battery-powered, flame-spouting, spike-studded elephant in the room.

I make no apologies for it: I love Zelda II: The Adventure of Link! It’s second only to the original game for me, and I’ve probably played it, in its unaltered form, more than The Legend of Zelda by now. Because you can play enough of TLoZ that it becomes kind of boring, but a game of Zelda II is never a guaranteed win. There’s just enough randomness in it to mess you up once in awhile, even for speedrunners, and while you can do things to account for it, you can never completely negate it. Bots, those blue blobs that jump at you, exist to humble overconfident players. They look like weak enemies, and don’t do much damage once you have some Life levels, but there is always the chance that they’ll ding you. I love that. It has a very high skill ceiling.

How does this NES game screenshot manage to be widescreen? Well….

Zelda II has long been regarded as the black sheep of the series, like how many Nintendo series have second installments that play with the formula. It’s the only Zelda with an experience system, it’s the only one with a separate combat screen, and it’s the only one with a system of extra lives.

It is also the only Nintendo-made Legend of Zelda game, released pre-Breath of the Wild, that has never been remade in any way! Zelda I had BS Zelda, the first Satellaview one; Link to the Past had both a Satellaview update and one for GBA; Link’s Awakening has been remade twice. Ocarina of Time has Master Quest and the 3D version, Majora’s Mask is also in 3D on the 3DS, and Wind Waker, Twilight Princess and Skyward Sword all have HD revisions. That leaves Zelda II.

To further heap laurels upon it, I say it’s the Zelda with the best combat! The newly-teenaged Link has a sense of weight and inertia to him that fits swordfighting well. It works so well that it seems like an obvious thing, but the fact that so few other games do swordfighting so well proves how difficult it is to get right. Breath of the Wild and its sequel have good combat, but silver-level enemies in it are just a bit too much of a damage sponge, and appear too often in the late phases of the game.

Now I’m bending the rules a bit by including this game because it’s not a romhack, it’s a fan remake. But it looks like a romhack. And the game follows Link’s movement from the NES game very closely. If he moves any differently than he did in that outing 36 years ago, I can’t point to how. Any skills you have from playing Zelda II will transfer over exactly, which is good, because they are hard won.

Unlike A2MR, the fan recreation of Metroid II: Return of Samus that Nintendo cruelly quashed, this game has only slightly upgraded graphics, it all looking like it could have been done with the original engine. It’s not, it’s made with Unity, and it pulls out just a couple of effects it’d have been hard, if not impossible, to have done on Famicom-level hardware.

Beyond that, the game’s structure is not greatly changed. The basic map of North Hyrule is similar to the NES game. There are differences, sometimes big ones, but the game still has the same feel, enough so that people who have played a lot of it on the NES will immediately know much where to go and what to do. There’s just a new wrinkle in some places.

ZIIAOL is, I must emphasize, an even harder game than Zelda II. It’s really made for people who are familiar with the original. To pick just a few instances of its higher difficulty: you only start with three units of health and magic instead of four, you must find three Magic and Heart Containers to improve that stat, there are new subquests and places to find, and some areas are slightly randomized. (The game also has its own built-in randomizer, if you really want to mix up your game.)

Yet, of many of the enemies that had tricks to beating them, the tricks still work. I’m thinking especially of its infamous knight enemies, the Ironknuckles, which sent a generation of kids screaming away from the TV. Yet, once you know their trick, to jump and hit them high on the way down, in the helmet, they become fairly simple to beat. The same trick works here, which is a huge relief. (If only it worked in the combat Timer game on the recent Zelda Game & Watch!)

Anyway. It’s free on itch.io, and if you have any interest in the original, or NES games in general, it’s worth it to give it a shot. You’re going to die a lot, but that’s probably going to be true of the original too. But they’re fun deaths.

Why is it called by its initials, “ZIIAOL?” My guess is, it’s probably to help it stay off of Nintendo’s radar. I have used the name from their itch.io post in case it helps them in this goal.

ZIIAOL (itch.io, $0)

3D Zelda II Revisited

With Tears of the Kingdom released soon, some people have been speculating, based on leaks, that it and Breath of the Wild actually take place on the “downfall” timeline of Hyrule, the very first games to follow chronologically from the two NES Zelda games.

It’s a good time to revisit one of the weirder, and unexpectedly well-made, fangames out there, a FPS re-envisioning of Zelda II. This was originally release to the internet in 2010, but it turns out its creator Mike Johnston updated it back in 2019, to include some of the initial overworld areas of the original game. He included a couple of shops too, which are not in the NES Zelda II game, so the player can get a few aids to make the game easier. Have a look at some of these screenshots:

Sadly Johnston is a bit dismayed by Nintendo’s absurdly litigious defense of its oh-so-sacred properties, even if they are pushing 40 years old now, and has no plans to continue working on his project. I can’t blame him, and am glad for what he’s given us. Thanks Mike!

Zelda II FPS (browser playable, $0, requires Unity)

AKKA ARRH on Steam!

Please pardon our lack of a romhack review this week. It’s not always easy to find a good hack to review out of the tens of thousands that are floating around out there. In the meantime, classic remakes are kind of like romhacks, right?

Those who have been following us for the (gosh) nearly one year we’ve been in operation will have picked up on the fact that we love classic Atari. Especially we love classic Atari prototypes. In my humble opinion, Atari treated the output of their stable of brilliant creators with almost a dismissive attitude.

Developers would make a game completely from scratch, spend months working on every aspect of it, handtooling the assembly code, sometimes for hardware platforms that were created specifically to run it, devote their lives for a time to this project, test it in-house, get reactions, modify it, get it running, get approval to make cabinets and put it out on location test, then have all that work get destroyed. Oh well! Back to the drawing board. That’s what happened to AKKA ARRH.

As awesome a title screen as there ever has been!

The only record of all of that effort might end up being those few prototype cabinets put out on test and in the hands of the original developers, and the files in the Atari archives, which were pretty much left out to rot when the company was shut down, and would have been lost to us except for a few people who searched their dumpsters looking to preserve them.

Because of the value of those tiny number of cabinets, collectors guard them zealously, which puts them at cross purposes with the people trying to release the files and get them working in MAME. Two such stories lately have been the prototype for Marble Madness II, which we talked about last year, and AKKA ARRH. (Which, I think, is still one of the best game names I’ve ever heard. It’s fun to say!)

AKKA ARRH’s history is a long story. Long lost except for a few cabinets, somehow, we’re still not sure how, the code got dumped and leaked on the internet. However it happened, that event seems to have uncorked the bubble, with rights-holder Atari (not the same company as the old Atari) commissioning a full remake from Llamasoft and Jeff Minter, the creator of Tempest 2000 and probably the person best keeping alive the spirit of classic arcade gaming.

Minter’s remake of AKKA ARRH is now on Steam. It’s kinda pricey at $19.99, but it looks g r e a t, as you should be able to tell from the trailer below. An emulation of the original arcade game is also in the Atari 50th Anniversary Celebration package from Digital Eclipse, available on Steam and lots of other platforms, which costs more but also gets you many more games, and documentaries and flyers and lots of other plat*.

Seeing that little TM symbol after the logo is oddly heartening. It’s so nice to see this game given a full release, even if only digitally. It’s been a long journey. Welcome home, AKKA ARRH.

* Lately I’ve been chafing against the limits of language. Please excuse my made-up words, I’m kind of sick of having to turn to the same old synonyms, once again, at the moment. You should know what I mean by context here.

Random Pac

Pac-Man is rightly heralded as a classic, not just the best-selling arcade game of all time at over 100,000 units (even more when you consider every Ms. Pac-Man arcade machine has the elements of a Pac-Man machine inside it), but it’s solidly well-designed. All of its elements come together to produce a solid test of skill and strategy.

It’s not perfect though. The game possesses two major flaws that, in retrospect, made it a little less interesting to play now. The ghosts behave deterministically when they’re not vulnerable, meaning that patterns work against them and turning the game into a test of memorization and execution. And, every level’s maze is the same, which gets kind of monotonous. Tellingly, while Pac-Man was extremely popular for its time, its GCC-made follow-up Ms. Pac-Man had a much longer life in arcades, and it addressed both of these issues with the first game: ghost movement at the beginning of boards is randomized, and it had four mazes, instead of the original’s one.

Random Pac is a fan game, available on itch.io and made by Luca Carminati, that also solves the issues, and a bit more simply: it randomizes the maze for each level. This one change makes the game immune to memorization, and makes each level a kind of situational puzzle, as the player must use the maze layout as best they can to avoid being caught.

It’s not the only change made, but the others are, for the most part, in line with that one. Since the game is much less likely to extend endlessly, extra lives are awarded multiple times, first at 10K then every 50K points, instead of the once, by default, of the original. There are bonus levels in place of the intermissions that can be worth a considerable number of points.

The fruit bonus items that showed up twice during each level of the original game may now appear up to four times per level, which can be worth the majority of the player’s score if they can get up to the 5,000-point Key boards. Getting all four Keys is 20,000 points, which is two-fifths the way to an extra life by itself.

The game increases in difficulty a bit more slowly than classic Pac-Man. I’ve been to the 7th Key level; in the original, on the the 5th Key board, and from the 7th Key on, ghosts no longer become vulnerable when eating an Energizer (a.k.a., a power pill). Vulnerable times kept decreasing in my 7th Key game, but hadn’t cut out completely yet.

Another difference, and I’ll be going into some deep Pac-Man internals here. In classic Pac-Man, ghosts have three states, Scatter, Chase and Vulnerable. If Pac-Man doesn’t eat an Energizer, ghosts periodically enter Scatter state for a few seconds, then change back to Chase. You can tell when ghosts change between these states because they all reverse direction.

In most boards there are two Scatter periods, and the timers, both for entering Chase and Scatter, freeze while an Energizer is active on any ghost. In Random Pac, the timers don’t freeze; Chase and Scatter periods continue even when the ghosts are vulnerable. This makes Energizer timing very useful for decreasing the amount of danger you face: a short way into a Chase period, eat an Energizer and disrupt their pursuit! By the time they catch back up to you after it wears off they may be time for them to Scatter!

In place of intermissions there’s a bonus round that asks you to eat as many randomly moving targets as you can in 35 seconds

Ghost AI seems to be mostly the same, although unlike classic Pac-Man, each ghost doesn’t seem to have a set “home” location. They don’t intend to chase Pac-Man during Scatter, but instead fixate elsewhere on the board. The Orange Ghost’s Chase AI also makes use of its home location, making its behavior much less predictable, although it’s still easily the least threatening ghost.

Random Pac was Luca Carminati‘s first classic game remake. Since then, they’ve made many others, including Tutankham Returns, which we’ve linked to before. They’re terrific!

Random Pac (itch.io, $0)

Getting Started in Odd Giants

We mentioned Glitch remake project Odd Giants back in October. It’s incomplete, and the game it seeks to revive was incomplete too, so there’s a lot missing. Still, Glitch (not that Glitch) was beloved among a certain faction of internet people, and some of that magic is still there.

It’s an unusually chill thing to play. To get a sense of the game, here is a promotional Youtube video from 2011, which looks a little different from how the game evolved, but conveys Glitch’s great sense of whimsy:

Now, there are lots of forgotten, abandoned, or failed games that are worthy of a second look, or would be if anyone knew of them. They are an invisible ocean around us, most games that have been made, by far, will disappear unknown and unloved. While many of them perhaps aren’t worth knowing about, some of them definitely are. Just because Stewart Butterfield backed this one doesn’t mean it was any good. But, some people liked it, and remember it fondly, and I’m one of them. We like old and forgotten pastimes here at Set Side B, and want to tell as many people about them as we can, as long as we are able.


Glitch was a Flash-based web MMORPG platformer. You played as a glitch, plural glitchen, a humanoid creature living in the land of Ur, which existed within the thoughts of eleven godlike Giants. (Eleven is kind of a sacred number in Glitch and Ur.)

Glitch was created in Flash, and it was already in the outs back then, preventing iOS players from entering. Since Flash is unusable in browsers any more (without alternate runtimes like Ruffle), Odd Giants is implemented in Unity, which means you can’t just jump into the game by browsing to a site, and that you have to download a 1.2 gigabyte client to play. And you’ll have to download a new one when there’s a major update. But on the other hand it means all of the game’s graphics are stored on your computer, greatly speeding load and transition times. I think I prefer to play it this way.

As I said, Glitch was created by Stewart Butterfield, the creator of Flickr and, later, Slack. (In fact, Slack’s communication code has its basis in the chat system from Glitch.) In a move atypical of many rich tech bizzes, when Glitch shut down, its production studio Tiny Speck donated nearly all of the game’s assets to the public domain, which is what makes Odd Giants, and other Glitch remake projects like Children of Ur and Eleven, legal. (Tiny Speck renamed themselves to Slack, but it’s the same company. They just make business communications software now instead of a laid back exploratory MMORPG platformer.)

Glitch, and thus its revival/remake Odd Giants, is a platformer, but it eschews many of the basic principles of platformers. There are no enemies, you never die from falling off the screen, and dangers are few. Platforming, running and jumping, is mostly just a way of getting around and collecting “quoins,” little objects floating around the games many areas. If you never lost that basic joy of running Mario around terrain without having to stomp on things or dodge hammers, you’ll have fun in Odd Giants.

Since the world of Ur is in the Giants’ thoughts you don’t actually encounter them directly as creatures in the game, but their presence is felt in many ways. Particularly, there are shrines to them all over, where you can donate objects for their favor, and eventually earn Emblems and Icons devoted to them.

The world of Ur is divided into a number of regions, each divided into a hash of streets, which are shown on the region map as lines. Here’s a map of Groddle Forest, the starting area:

Each street’s left-right scroll corresponds to its in-game area. If you’re standing at the left edge of a street in the game, you’ll also be at its left edge on the map. Where the streets connect on the map, there are signposts in the game that allow you to transfer to connecting streets. It’s not a completely frictionless way of navigating the game’s regions, but it’s easy to get used to.

If there are no enemies, then what do you do in Ur? Mostly you just run around and collect Quoins, and also water trees, harvest fruit, mine rocks, squeeze chickens, milk butterflies, nibble on piggies, and other miscellaneous activities. These actions are initiated by clicking on an object and selecting the action from a menu. When you do, a progress meter appears, which fills quickly. Most actions just take two or three seconds. As you advance, you become able to more things like make meals or transmute metals, that build off of the things you did at the start.

There is no solid final goal. It’s just a world to explore and have fun in. Without enemies to fight, some people will find this pointless. That’s okay. It was always something that some people would find unappealing. But if you like the idea of a non-violent game where you can talk with friends and do silly things in, then you may enjoy playing Odd Giants.

Aiding in this is a great sense of whimsy and fun that suffuses almost everything aspect of the play. The graphics are charming throughout, with well-animated creatures and many scenic vistas to explore. Almost every text sentence in the game has a joke or two in it. Just playing to see whatever funny thing to see or read next can be entertaining, for a little while at least. The music, especially, is worth checking the game out for a little while. I don’t think I’ve heard a single track that isn’t great.

As you do things, you use up your Glitch’s Energy. If you run out of energy, your little person “croaks” and ends up in Hell! But Hell is a region of streets, just like the others. It’s not hard to get out of Hell. You just run around squishing grapes lying on the ground. Squash enough and you’ll be returned right where you were, although without much energy. You could even spend a Get Out Of Hell Free card, if you’ve found one, and bypass that whole process. A lot of the negative things in Glitch/Odd Giants are pretty light like this. No punishment ever really feels punishing, although it may interrupt what you were doing for a bit.

In addition to Energy, glitches have Mood, which slowly depletes and decreases rewards if it dips too low, and “iMG,” or Imagination, a general advancement currency used to pay for Upgrades and other features, like expanding your house. There’s also experience points, or “XP,” which contributes to a glitch’s experience Level, but Level doesn’t affect the game much at all. It just seems to gate being able to use a few high-end items that you probably won’t even see for a while.

Instead of level, most of your character’s advancement comes from buying Upgrades and learning Skills. Some Upgrades are things like being able to walk faster and getting a triple jump, but most are things like increasing your maximum Energy, increasing the bonuses you get for Quoins, or getting bonus items randomly while doing things, or other things of that nature. Upgrades are bought with iMG, and are offered from a “deck” three at a time. You can buy any that are offered, but to get new options you’ll have to “reshuffle.” This will put the unbought upgrades back into the deck and deal you three new ones. As you buy Upgrades and remove them from play, the deck is seeded with more powerful, and much more expensive, replacements. Every game day (which last for four hours of real time) you’re allowed two free reshuffles, with them growing in price after that. There are also some other special upgrades that can be bought repeatedly, like Get Out Of Hell Free cards, extra Reshuffles, and access to special bonus areas (that, unfortunately, mostly don’t work yet in Odd Giants).

Most Upgrades are nice extras. The need to have Skills, on the other hand, blocks access to more major game features. There’s a complex array of Skills, many requiring other Skills, or particular accomplishments, under your belt before you can learn them in a kind of skill tree. Each skill takes real time to learn, which pass whether you’re in-game or not. Some skills take hours, or even days, to learn.

You start out with the capacity to know ten Skills. Back in Glitch, you could still learn skills if you were over capacity, but they took even longer. In Odd Giants, at least for now, your capacity is a hard limit, but you can raise it with Upgrades.

Some Skills are really basic things, like access to the Info command on objects, or access to the map. Most of them give you new powers, like being able to teleport places, or allow you to use items like the Meditation Orb. Many things are blocked until you learn the requisite skill, so it’s good to always make sure you have one learning, if you have excess capacity, when you log off from the game.

It cannot be denied, though, that sometimes the game feels like a gussied-up skeleton of progression systems with a visual veneer. You can make some cool items later on, like “Essence of Purple” or “No-No Powder,” but you’ll have to master many skills to get to that point. Glitch had a number of mini-games to discover that you could play at low levels by finding Game Show Tickets, and bonus levels you could buy at the Upgrade shop, but none of those things work currently. It makes the early going a bit of a slog, but the players in the game tend to be very friendly and helpful, and willing to give new players advanced items just for asking.

Details to get you started

It’s fun to collect quoins, those little floating powerup items that are scattered in many streets, but truthfully they don’t earn you much. Once in a while a quoin will give you a larger-than-usual bonus, but it’s infrequent, and rarely enough to bother going out of your way to collect them. Still, they’re fun to pick up, so I usually do it anyway.

Your Energy cap is a major limiter of your activity. Food items usually restore Energy, so it’s good to stock up on those. Learning the skill Meditation I lets you use a Meditation Orb, which allows you to regenerate a random amount of Energy or Mood when you want, with only a 30 second timeout to using it repeatedly. I would try to get that as soon as possible.

You’ll want to earn lots of iMG to unlock Upgrades and expand your yard and home. Most things you do will earn you at least a tiny bit of iMG. When you get the Skills to use machines to make stuff, you can usually convert several items at once, which can get you more for less work. A lot of your iMG will come from Achievements, which the game tracks in the background for you, and Quests, which are usually randomly assigned.

There is a bug in the current version (0.14.1), as I write this, that allows you to get all the rewards for most Quests without having to do them. Just cancel the Quest from the quest screen, then exit the game and reenter. You’ll have to wait 30 seconds before coming back in, but when you do you’ll get the full reward! One of the Quests, the one that asks you to construct an Icon, is extremely time-consuming to complete, but has high rewards. This can be used to help fund some of the most expensive Upgrades.

You can gain a lot of iMG every game day by using Emblems and Icons. There are shrines to the 11 Giants around many areas. You can click on one to donate items to it, which awards you an amount of iMG, and well as favor with that Giant, depending on the value (in the game’s money, called Currants) of the item. If you built up 1,000 points of favor with a Giant, you can exchange it for an Emblem for that Giant. (In 0.14.1, the first time you do this with each Giant you’ll receive two Emblems, which is good since you can immediately spend one to unlock an important skill!) Using an Emblem’s Contemplate command can be worth 30 iMG per Emblem of that Giant you’re holding. That takes up a lot of inventory space, so you’ll want to invest in bags, which you can buy from vendors to carry more. It takes a significant number of Currants to outfit yourself with full Bigger Bags, but it’s ultimately worth it because you can carry so many more Emblems, and all kinds of other things too.

If you collect 11 Emblems, you can combine them into an Icon, which can be set on the ground and be Reflected upon, for even more iMG. In the Groddle Heights region, at the moment, there are a number of Icons set up on the ground for people to use, although sometimes they require a small Currant payment. If you can find your way to Xalanga, the region Zealous Rd NE currently has all 11 kinds of Icons set up for easy use.

Some features are not yet coded. Some of these are in the game as Upgrades or Skills that don’t work once acquired. There is no indication which these are, which sucks, but what can I say the game’s under heavy development. One of these as of this writing are the ability to unlearn skills to make room for others, and most of the bonus levels you can buy as Upgrade cards.

At the moment lots of areas have terrain but not much of interest to find in them. Many of the special areas don’t yet work. One that does, at least, are the Savannah areas, among them Choru, Xalanga, Zhambu, Baqala, and some others. Try navigating there if you want to find a lot of valuable items quickly.

There are some other things to do if you explore a bit, but many things that were in Glitch are not yet implemented. It’s a bit wild and woolly in that regard, but presumably that kind of stuff will be implemented eventually. As it is, it’s still fun to log in, customize your character (click on their portrait in the bottom-left corner of the window), and run around and explore.

More information

An archived version of the wiki for Glitch is here. There’s also a lot of information left up at the game’s website.

While constructing this post I rummaged through the Metafilter archives (which are a great resource) and found a number of related posts:

On Game Neverending (a predecessor of Glitch). On how it gave rise to Flickr. On Glitch itself. On Katamari Damacy creator Keita Takahashi joining up with Tiny Speck. On Glitch’s closing. On Keita Takahashi’s idea journal. On the grant of Glitch’s assets to the public domain. On the Glitch Forever wiki revival.

Live A Live Remake Changes

Live A Live is currently the toast of the Switch, with over 500,000 in sales since it was released. Not bad at all for a remake of a Super Famicom game from Square’s classic era that had never made it out of Japan until now.

AustinSV on Youtube presents a video that goes into some detail about what was changed between the versions. If you’ve played the original (I’ve played a fair bit of it through the popular fan translation from Aeon Genesis), you’ll know a few things were definitely tweaked. I remember the Prehistory, by far the funniest chapter, being rather more risque in its humor, although the fart jokes and poop flinging were left mostly intact. Some of the changes are really interesting; they translated the whole Middle Ages chapter in iambic pentameter!

Which Version of Live A Live Should You Play? The Original + Switch Remake Reviewed & Compared (Youtube, 16 minutes)

News 7/26/22: Tactics Risk of Space Jam

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Kenneth Seward Jr. at Kotaku tells us about things he wished he knew before starting Multiversus, the Space Jam: A New Legacy of fighting games. Besides that Steven and Garnet are best characters? Not due to gameplay properties, just because.

In further X is the Y of Z news, at Polygon, Mike Mahardy makes the claim that Risk of Rain 2 is the Super Mario 64 of (their word) roguelikes. Blogmate rodneylives once did a Q&A with the Risk of Rain folks back at Game Developer, when it was Gamasutra. It’s cool!

Risk of Rain 2, image from developer’s site

Kite Stenbuck of SiliconEra confirms Nintendo’s confirmation that the 3DS and Wii-U eShops will be closing in March 2023. This is further after they stop accepting cash for points at the end of August. Yay for forced obsolescence! Wait, no, not yay! Boo, in fact!

Next, at Eurogamer, Victoria Kennedy tells us that Stray‘s robot language has been deciphered. I mean, this is a surprise? It’s just a substitution cipher. People do those for fun! It’s not exactly the Codex Seraphinianus, is it? No word on whether cat language has been decoded yet, in its infinite complexity. (MEOW = “Gimmie food!”)

IGN: Logan Plant posts about a split-screen mod for Zelda: Breath of the Wild. In fairness, they’re stretching the definition of mod a lot with this one: “of course” it’s not playable on console. It does link to an old 2017 post of fun Breath of the Wild mods that include a playable Waluigi.

Image blatantly scraped from The Verge

And Wes Fenlon at PC Gamer tells us about changes made to the upcoming remake of Tactics Ogre, many of which undo changes made to the previous remake of Tactics Ogre. I wish someone would remake my old Tactics Ogre Disk 2 on PS1, which snapped clean in half when I sat on it. I cried for fifteen minutes.