@Play: Torneko’s Mystery Dungeon Finally Localized Into English

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

Due to other things going on I haven’t done a recap of the recent Nintendo Directs, but there was one thing mentioned that was extremely relevant to this blog: at long last, Square Enix has released a localization of the first Mystery Dungeon game into English. Here’s a trailer. (2 minutes)

I’ve represented this game before as Taloon’s Great Adventure, and it’s long had a fan translation. Now it has an official way to play it, though it seems like Spike Chunsoft had nothing to do with this recreation. The play seems mechanically very similar to the original, just with much sharper graphics. The characters and monsters are still represented using the original 2D pixel art, just presented in 3D dungeons.

Title screen

There are a few modern Mystery Dungeon niceties, like a bar showing progress towards the next experience level and an on-screen display for fullness, but other than that, and the graphics, and the names localized according to current Dragon Quest sensibilities (lots of onomatopoeia and puns), it’s presented as it was originally released back on the Super Famicom, only now there’s an option for English. (Japanese is still offered as a language option.)

Early monster den

While a surprising amount of Torneko 1 persists even into the most recent Mystery Dungeon game, Shiren 6, there were some minor rule changes that will catch players who haven’t played the earliest game:

  • Equipping arrows uses a turn, even though it’s mostly a user interface help, for there is no play difference between using L to fire one or going into the menu to launch it.
  • In more recent Mystery Dungeon games it is impossible for traps or pregenerated sleeping monsters to block the ways into rooms, but I’ve seen it happen three times here.
  • Torneko 1 is the only Mystery Dungeon game to use Rogue’s idea that, you’re going down into the dungeon to get an item, and once you get it you have to come back out again, through all the levels, the monsters getting easier as you go but no items generating on the way back up. All the later games just have you progress through the dungeon to the goal.
  • On changes I approve of, monsters are more likely to choose directions other than straight ahead in dark intersections, and character healing is much more in line with Rogue than in recent Shirens: it starts slow and increases as you gain levels, instead of starting fast, but decreasing in effect relative to your maximum HP as that goes up.

I always say that the first Torneko Mystery Dungeon game is a lot like Rogue, and the first Shiren is quite a bit like Hack. Well, Torneko is more like Rogue than Shiren’s like Hack. Many monsters have direct analogues. Drackys are much like Rogue’s Bats, Muddy Hands are like Venus Fly Traps, Mimics are similar in both games (some versions of Rogue call them Xerocs), Funghouls are similar to Rattlesnakes and Walking Corpses degrade shields similarly to Aquators degrading armor. And of course Torneko’s Green Dragons are like Rogue’s ordinary Dragons.

Fell into a pit trap

Torneko 1 is most interesting to play if you’re entirely new to the Mystery Dungeon series. Lots of great monsters and items would come in later games, but they’re all absent here. There are no dungeon shops, no pots/jars at all, no monster promotions (though they can gain levels), and no allies, dungeon NPCs or bosses.

The intended progression of Torneko’s Mystery Dungeon is to complete a “Minor Mystery Dungeon,” which teaches the basics. It can be pretty difficult for newbies, even though it’s just 10 levels.

After that’s over, you’re expected to play the normal Mystery Dungeon many times, dying often, but the money you earn going to increasing the size of your shop and the town around it, which adds more amenities to them and more conversations with NPCs there, who go on about their whimsical JRPG lives, engaging in their own petty adventures and dropping more hints to playing the dungeon.

There’s many of these shop upgrades you can earn, but if you know what you’re doing, if you’re experienced at playing Roguelikes in general and Torneko in particular, you can complete the main Mystery Dungeon quest quickly, even on your first try. The ending was written expecting you to have fully developed your shop by this point, so if you win before that point, when Torneko returns to town it’ll be instantly advanced to nearly its ultimate state, and characters you’ve never met will congratulate you on finishing the quest as if they were your oldest friends. All this was true of the original game too, and it was just as jarring there.

It’s best not to wake Legerdemen until you far outlevel them, unless you have the means to safely handle them.

As a typical with Mystery Dungeon games, the main quest is not the biggest challenge. There awaits a bigger task, with more kinds of items and full item identification and that disallows taking items in with you, called the Major Mystery Dungeon. And both the normal and Major dungeons have 99 levels, so if you choose you can explore down to the bottom of both of them.

I should warn you about a problem that has caused great frustration in my experiences with this remake. Mystery Dungeon games let you hold the R button to constrain movement to diagonals. This is necessary because it is really difficult to press two directions on the control pad at once in a single frame. This Torneko remake has this feature, but by default it takes a half-second to kick in. This version plays more slowly than most MD titles, with enforced pauses after actions to make sure the player sees that the monsters don’t act simultaneously with you, that they take their turns after yours. This will make experienced players, like me, try to rush through, and that will result in them making unintended moves when the R button doesn’t kick in instantly, as it does in every other Mystery Dungeon game. This has directly caused me to lose at least two runs, and I hate it.

Another early monster den.

On top of that, probably the worst thing about this game, is its price: $25 for a glowed-up Super Famicom game. You can get its great-great-great-plus-several-more-greats-grandchild Shiren the Wanderer: The Tower of Fortune and the Dice of Fate (Switch, Steam), for five dollars less, before any discounts, and at this moment on Steam it’s only four dollars! All the Shiren games are much deeper games, loaded with extra content and bonus dungeons. The recently-made Shiren 6 for $36/$40 (Steam currently half off, Switch) is a pretty good version.

I note that the credits to this game have a section for AI content. I don’t think that necessarily means it was used to make this game. On one hand, it would explain that concerning problem with the R button, and a couple of other UI problems. But on the other hand the credits are very long, and seem like they must list every employee at Square Enix. So I don’t know if they used it, but if they do then that’s despicable, and if they did it in order to avoid hiring Spike Chunsoft to port the game they made then that would be extra despicable, and then to charge so much for it on top of that. But I don’t know if is true at this point, so I won’t pass judgement… yet. It might explain the R button problem, and a couple of other weird sloppy bits I’ve noticed.

There is a charm to Torneko, and there are some changes in the later Chunsoft Mystery Dungeons that I don’t approve of, but it’s obvious that Square Enix made it mostly for the nostalgia money. It still makes for a good introduction, but you might want to wait until it goes on sale unless you’re desperate to have it.

But yeah, I was desperate.

What follows is my obsessive notes on this version, largely unedited, in case you’re desperate too.


Some differences from the original:

  • The game plays more slowly, with an enforced pause between player and monster turns
  • Torneko doesn’t automatically turn to face attackers when struck
  • The ‘R’ button doesn’t immediately constrain diagonals, it takes about a half second for it to activate, longer if there’s a message box on the screen (changing the setting “Lock Movement to Diagonal” to Either in Game Settings corrects this, but is annoying in other ways)
  • You can change game balance options to customize your runs, although it might make run ineligible for high scores and achievements
  • Items don’t have descriptions in their item menu like basically every other Mystery Dungeon game, including, I notice, the original. Instead, to find out an items function (provided that it’s identified), you press ZL while selecting it.
  • In addition to the classic B+A button combination to pass turns in place, ZR also does it
  • The game lets you retry a dungeon immediately after failing it, with a Large Loaf in your inventory
  • Land mines destroy nearby items, which I don’t think happened until later Shiren games
  • The options for naming items include a “guess” option that lets you pick from items discovered in all past runs, although it doesn’t seem to actually name the item, it just checks it off of a list
  • In the Play Records menu in the dungeon, there are a number of interesting lists, including all the items and monsters you’ve found among all your runs.

Things it’s useful to know:

  • Equipping arrows uses a turn, which is not common in Mystery Dungeon games
  • High score tables return, a fun but largely unnecessary feature
  • Misses are much more common, from both you and monsters, than in recent Shiren games, don’t be surprised if you miss four times in a row once in a while
  • Herbs don’t give you any fullness
  • Enemies gain experience and can gain levels, but don’t promote into new species as in Shiren
  • Some general advice: Ledgerdemen (a.k.a. Magicians) can easily end your adventure at DL2.

Some other points of interest:

  • This remake borrows the minus-charges convention from recent Sirens, for use of unidentified wands; if you use an unknown wand, it’ll say it’s “-1,” or minus-one, but this is just to remind you how often it’s been used
  • It also displays Fullness on the display, and an experience progress bar
  • The game makes you escape the dungeon after collecting a goal item; carrying the goal item turns off hunger, as it did in Rogue when you found the Amulet of Yendor (and were wearing no rings)
  • No pots or dungeon shops in this game
  • Food items eaten at full do not increase maximum fullness
  • Traps can be generated in room doorways, unlike more recent MD games.

A list of enemy properties:

  • SLIME: weak
  • DRACKY: weak, may move randomly
  • MAULUSC: weak
  • GHOST: moves fast
  • PLATYPUNK: average
  • DROOLING GHOUL: divides sometimes when attacked
  • FUNGHOUL: may caused poisoning
  • BODKIN ARCHER: fires arrows
  • LEGERDEMAN: can put you to sleep, always generates asleep, hard to awaken
  • MUMMY BOY: strong
  • BAG O’ LAUGHS: steals money, leaves money if defeated, may warp away when attacked
  • IMP: Steals an item
  • RESTLESS ARMOUR: high defense
  • WALKING CORPSE: rusts shield
  • LUMP SHAMAN: may teleport player away
  • POWIE WOWIE: generates in groups of four, moves and attacks fast, whole group wakes up when one does
  • LIVING STATUE: looks like dungeon feature statues, remains inert until you approach it, strong
  • ROCKBOMB: stops moving and attacking when low on HP, may explode if then reduced in health without killing it (10 HP left), reducing a nearby player to 1 HP (explosion range 2 spaces in all directions)
  • MUD MANNEQUIN: may perform a weird dance that drains a level
  • MUDDY HAND: may grab Torneko and prevent escaping
  • GOLEM: strong
  • MIMIC: looks like an item until awakened
  • GIGANTES: strong
  • FLOAT-O-COPIER: weak, looks like another kind of enemy but doesn’t have its properties or strength
  • POCUS POPPET: can reduce player maximum strength by 1, or maximum HP by 5
  • SILVAPITHICUS: fast to move and act
  • WINKY: can mess with player controls, can affect from anywhere in sight
  • ARCHDEMON: strong
  • SHADOW: invisible, may move randomly; if you try to move into a space but can’t for some reason, it’s because a Shadow is in the way
  • GREEN DRAGON: strongest monster, may breathe fire, worth 3,000 XP

A few items:

  • PEEP SCROLL: this game’s name for the famous Scroll of Identify
  • SUSTAINING RING: Torneko doesn’t get hungry!
  • MOD ROD: Transforms target into another monster
  • PROFITIER RING: sells for a lot, that’s all, no other effect
  • SANCTUARY SCROLL: prevents adjacent monsters from attacking in melee
  • SNOOZE WAND: puts target to sleep
  • EVAC SCROLL: escapes the dungeon
  • CHEST OF CHEER: Your objective

Some items that appear, unidentified at first, in the Major Mystery Dungeon:

  • SANDS OF TIME SCROLL: resets the dungeon level (including your stats, inventory and level) to the state it was in when you first entered it
  • WANDERFUL SCROLL: asks you to pick an item like the Peep Scroll does, but charges a wand
  • BREAD SCROLL: asks you to pick an item like the Peep and Wanderful Scrolls do, but turns the selected item into a Large Loaf
  • COCK-A-DOODLE-DOO RING: doesn’t keep you awake as you may expect it to do, instead monsters wake up when you enter or leave a room.
  • GOBSTOPPIBG SCROLL: player cannot use their mouth, meaning, no eating food or herbs or reading scrolls
  • REVEALING RING: Shows invisible things
  • SAFETY RING: Prevents being caught in traps

A Reimplementation of DOS King’s Bounty

While it’s seen more than one revival since its original release by New World Computing (the Heroes of Might & Magic series, and the 2008 series titled King’s Bounty by Katauri Interactive), that first version is still a fine game to play even today. Players explore four continents raising armies, fighting hordes of monsters, building income and leadership, collecting artifacts and bringing a variety of colorful villains to justice.

The game simulates the passing of time, which affects a number of things. Every week (five game days) you get income from the king of the realm, but also must pay your troops and other miscellaneous expenses. There is a time limit (determined by the game’s difficulty level), preventing you from passing weeks for income. While you’ll probably fight hundreds of battles in a typical game, technically speaking you can win without fighting any: bringing villains to justice earns you pieces of a map, a depiction of one screen of the game’s vast scrolling area, and the win condition is to find that screen and search for a lost scepter on its center location. While the maps are the same every game, nearly all the locations of the wandering monsters, treasures, villains and other important elements are randomly placed each game, giving King’s Bounty tremendous replayability.

A true classic strategy wargame, King’s Bounty was widely ported, to DOS, the Mac, the Atari ST, even to the Commodore 64 (that must have been a difficult job), and there’s also a surprisingly good rendition for the Sega Genesis/Mega Drive that might be the best version, and was implemented in-house by New World Computing themselves (they did a similarly great version of Might & Magic II for that system).

Dan Heskett has recreated the engine of King’s Bounty and put the code on Github. You’ll need the files of the original DOS disks to use his code, but if you don’t care to go that route you can instead play it in your web browser. The keys are the same as the DOS version; use this PDF of the manual to learn how to play. The Github Readme has a wealth of information, not just on how to build the recreation but of the internals of King’s Bounty. It even includes two autoplayers, one that simulates a game as a human would play it, the other a game played with perfect knowledge of the game world.

Note: I have noticed a couple of bugs in this project. I am giving this project the benefit of the doubt that it was not generated by an AI system. If I discover otherwise, I will mention that fact here.

Here’s a few more screenshots:

Gamefinds: Sophie Houlden’s Picotron Remake of Lemmings

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 got every level of the original Lemmings, including variants from different versions, and the first Holiday demo collection, along with a smattering of extras with more on the way. Picotron of course is the successor to the popular Pico-8 fantasy console, more of a fantasy workstation, but you can still play Picotron Lemmings without buying the $20 tools.

It doesn’t have music or many of the sound effects (including any digitized voices), but it does play very well. It’s smoother than the original and even has visual indicators for Climbers and Floaters, which the originals didn’t have.

Lemmings is a true classic from the 16-bit era and even without music this version is a fine remake. And it’s free to play!

One of those ports we mentioned was a web-based port from 2004, DHTML Lemmings, still online after all these years. Back then it was amazing to see a game like that without even needing Shockwave or Flash. We’ve come a long way, for better or worse, but Sophie’s version is destined to be a highlight among the legends of the Lemmings.

What is that? Some of you may not know what Lemmings is? It’s a classic computer game from DMA Design in the early 90s, originally for the Commodore Amiga but ported to many other systems including the SNES. A bunch of green-haired numbskulls march forward through a huge variety of dangerous landscapes. As kind of their benevolent god, you give them skills to help them get through the terrain and also prepare the way for their friends. In the original you had to have a certain percentage survive to progress to the next level, but in this version you can play them in any order you choose. Give it a try, it’s just as brilliant now as when it was first released in 1991.

Sophie’s Picotron remake of Lemmings (Picotron, Web, $0)

Romhack Thursday: Super Mario Bros. Mini

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

It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.

Today’s subject, however, is not one of them. It’s not a hack at all, actually, it’s homebrew! It’s a homebrew remake of Super Mario Bros. for the Gameboy Color, created by Mico27.

But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.

While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.

Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!

Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.

Super Mario Bros. Mini (by Mico27, itch.io, Gameboy Color ROM, $0)

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.