I’ve been thinking about doing more @Play lately, but in the meantime, please read this mostly nice, lengthy article from The Digital Antiquarian on Rogue and its legacy. I say mostly because there are a few minor points I disagree with. Maybe I’ve played too much of it, but experienced players tend to view vanilla Nethack as maybe a bit too easy. There’s a ton to learn, but once you’ve internalized it all, you come to realize that most situations have counters, and it comes down to knowing what they are, and not pushing your luck too far. Ah! I’ve not said much on Nethack for years now! I should get back to doing that….
I’ve mentioned both Roguelike Celebration 2023, and its upcoming preview event, before, but it’s getting close now, happening on September 10th. It’s free to attend! Here is the signup link.
One of the fun touches the Roguelike Celebration people do is provide a MUD-like chatroom for attendees. Both the preview and main event this year are once again virtual, so you can watch and participate from the comfort of your home! Preview presenters include David Brevik (works on Diablo), Aron Pietroń and Michał Ogłoziński (Against the Storm) and a talk by Nic Junius on “dynamic character moments through character acting.”
The fine folks at Roguelike Celebration are holding a free “fireside chat” style preview event next month on the 10th, at 4pm US Pacific time, 7pm Eastern! Any rogue-likers out there should definitely have a look.
David Brevik will talk about the development of Diablo, a game that I understand some people greatly enjoy!
Aron Pietroń and Michał Ogłoziński will talk about hardcore city-building survival game Against the Storm!
Nic Junius will be presenting a talk titled “Play as in Stage Play: Designing Dynamic Narrative Moments Through Character Acting.”
This is just to remind people that the (extended) deadline for Roguelike Celebration 2023 is coming up on us very soon, July 15th! If you have an interesting story to tell about roguelikes, a roguelike game to show off, or even just something involving procedural generation, please consider giving them a pitch! The conference has been virtual the past few years, and it is again this year, so you can stream your talk from wherever you live!
I’ve presented twice, may do so again this year although frankly my talks have always run over, I always have so much to say and the time is over before I’ve even gotten to a literal tenth of it. They do a lot to keep roguelikes in the public mindspace. If you have something to say there, I hope you’ll consider applying.
The degree to which these games have been changed from the original varies tremendously, from slightly hacks to repurposings to entire other games. In ToME, Angband was used as a base that would be completely rewritten, twice, and turned into something completely separate. Many of these games could have whole articles written about them. I’ve written at least one so far, on Zangband.
Looking through the chart, one can find two great jumping-off points from Angband’s source tree. One is PC Angband 1.3.1, largely because of being the original base of Zangband, and the other is Angband 2.8.3, which was the site of legendary maintainer Ben Harrison’s great cleanup of the code, which made it much easier to create variants than it had been.
Looking at the list, one might get the impression that this list also serves as a timeline, but that would be in error. Some variants would be updated over time, bringing in features from later in Angband’s development, and this chart doesn’t reflect that, and sometimes a game wouldn’t branch off from the newest version of the code. Please keep this in mind when looking through it.
A few interesting finds from the list:
Steamband is a complete reskinning in a kind of Jules Verne pulp steampunk style. It is what we might call a literary game, taking direct inspiration from a particular corpus of stories in the same way as Call of Cthulhu or Gygax era Dungeons & Dragons. In it, you start in a town in the center of the Earth, and try to ascend to the surface. It has some interesting ideas around the theme, but I cannot recommend it wholeheartedly because of its “race” system, which is easy to perceive as actually racist. I think its intent was to present the racial attitudes of the fiction works from which it was derived, which were really terrible, but it comes across, not to mince words, as gross these days.
There are two My Little Pony variants, based off of the “G4” version of the franchise that became meme popular for about 45 minutes of web time. Ponyband, a.k.a. My Little Angband: Dungeons Are Magic, derives from the popular 2.8.3 branch; Anquestria got its basis from the later 3.2.0.
ToME, a fairly popular variant, has the distinction of not only having a living homepage, but is also available on Steam and GoG. It has a free version, but other features are available to paying players. It’s a game that’s changed a great deal over time, starting out as Tales of Middle Earth. Now, little of its Tolkien basis remains, and its name has been retconned into “Tales of Maj’Eyal,” because you gotta have an apostrophe. Its page vaguely gives it an air of being an MMORPG, but I think it’s still a strictly single-player game. It is a game that, judging from comments, there is a great deal to get stuck into, but to my eyes it has a lost the simplicity of its origin, and it’s not an easy game to pick up. It is still under development though, and that is beyond laudatory for a game of its age and lineage.
Ironband is a challenge variant, intended to make the original game even harder. An “ironman” mode, preventing the player from going upstairs, forcing them to descend ever deeper, is part of the base game now. Ironband dates back to 2012, which may be before this mode was added, although I cannot date its inclusion conclusively right now. But whether is or not, by devoting itself to this mode of play, it is free to be completely redesigned around it. So, Ironband has streamlines the game in its service, removing races and classes, and giving the player all of their options at once. After the start of the game, there are no shops at all; everything the player gains after that point must come from the dungeon floor. Because all characters can use all things, there’s much fewer completely useless items. The “stat gain floor” phenomenon, where you have to grind on certain floors to get necessary potions to improve your attributes or risk almost certain death, has also been alleviated. Because dungeon progress is one way, it refreshes the skill points that your abilities require upon entering a new level, which is an interesting play decision: if you run out of SP, you can get them back by advancing a floor, but at the cost of increasing the game’s difficulty, possibly earlier than you’d want.
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
It’s been a while since we had a look at the roguelike space. I’ve been waiting to make @Play’s return a review of some of the games of 7DRL 2023. Scoring is finally done, so we have a solid top-ten, or rather top 11, since there’s a three-way tie for 9th place.
7DRL stands for Seven-Day Roguelike, a game jam where people try to complete a roguelike game in one week’s time. While you don’t have to participate strictly during a specific week, people who participated this year from March 3rd to March 13th, and made their projects available through the popular and wonderful indie game distribution platform itch.io, could have their games rated by the community and included in the 7DRL 2023 itch collection.
Long ago when @Play was on GameSetWatch (R.I.P.), one year we reviewed every game that completed 7DRL. That I think was in 2011 or 2012? There were a bit over 60 games that year, and doing it nearly broke my silly head. This year there are 235 games in the itch.io collection, so I won’t be doing that. Also, since the jam doesn’t forbid the use of libraries that take a lot of the grunt work out of making a roguelike out of the process, there are entries from all across the game development and design skill spectrum, and the dregs of that barrel…. I won’t speak ill of them, since making any game is an accomplishment, let alone in a week’s time. But it isn’t always easy to find something to write about them that’d be interesting to read.
So I figured though that it might be interesting to have a look at the games that were rated mostly highly. This time, we’ll look at the three games that were tied for 9th place: Animal Party, Snapdragon and Totem of Seeding. I checked these games out on May 23rd, and they may not be in the state they were at the end of 7DRL’s challenge period. I’m more interested in telling you about fun things to look at and play than strict observation of the 7DRL time period.
9th Place tie: Animal Party
Animal Party, by Ethan’s Byproducts, with music by Kai Keys. For Windows and HTML5 (playable in-browser). Made with Gamemaker Studio.
The definition of a roguelike game has drifted a lot since the days when the term was coined, as an umbrella term for discussions, on Usenet, for a variety of games that were playable on terminals. It was fairly obvious what a roguelike was then. Now, it often gets used for any game with a procedural element in its level generation, and a vaguely arcadey setup where losing means failure, forcing the player to start again if they wish to keep playing.
I use the term roguelite to refer to games that aren’t strict turn-and-grid-based tactical games, but that’s mostly my usage. 7DRL casts a wide net in their entries. Animal Party, for example, is mostly just a puzzle game sort of along the lines of the old Adult Swim-sponsored Girls Like Robots. Your task is to place a collection of friendly animals on the empty spaces of a grid, to defeat as many “evil” animals that are already there, while losing as few animals yourself. It’s not a tactics game at all, and so ranks very low in “Roguelikeness” (116th place), but high enough to tie for ninth in overall quality for the jam.
The rules are: Wolves attack Geese, Geese attack Frogs, Frogs attack Spiders, Spiders attack Hookworms (how?), and Hookworms attack Wolves (obviously through parasitazation). For every evil animal you destroy, you earn one ghost, which you can use as currency in a between-level shop where you can earn special powers to use to make later boards easier. For every friendly animal you lose, you lose one point of morale. Lose too much morale and the Animal Party is over, and I guess everyone goes home sad.
Complicating things is, while you don’t have to eat all the evil animals, you must place every animal you’re able. Earlier this means just placing one of each, but later it means filling every empty space on the grid. Your group gets bigger at two places along the way, and the grid sizes also increase. Eventually you’ll have more animals than spaces, which affords you a bit of leniency since you can choose which animals go in the spaces. You’ll notice pretty soon that, when your own animals get eaten, you don’t really lose them. Nothing decreases your party’s size, it only gets bigger.
In later boards you’ll probably have to sacrifice a few animals to fill each grid. Your animals are friendly to you but not to each other, and they’ll happily munch on their colleagues, so keep in that mind. Some of the evil beasts get random modifiers as the game continues. To find out what a given animal’s deal is, press the Tab key while hovering the mouse over it. There are animals that take two hits to defeat, animals that sate their attacker so that attacker can’t attack other animals after they’re eaten, animals that attack diagonally instead of in the cardinal directions, animals that attack two spaces away, and animals that explode when defeated, taking out all animals adjacent whether friend or foe. It must be something in the water.
One thing that may turn out to be important to playing well: animals get their turns in a process that goes row by row, with each animal being resolved on a row from left to right. You can take advantage of this to defeat an enemy animal from above, and depriving it of its own turns when the resolution order gets to it.
Most of the powers you buy in the between-level Ghost Shop, it should be remarked, are not one-time-use ever, but can be reused once per purchase on every level, so the things you buy early on have a great influence upon the whole game. My recommendations are the one that lets you move one enemy animal one space, and morale boosts, which give you a big five extra points. Using them, I was able to finish this game on my first attempt.
It’s a fun use of a few minutes of your time! It’s also browser-playable on its itch project page, and has chill music to jam to while you play.
9th Place tie: Snapdragon
Snapdragon, by sarn, vaalentines, Duckonaut and Oroshibu. For Windows and HTML5 (playable in browser). Made with Gamemaker Studio.
Another game with really nice music! Maybe that’s going to be a theme this year. A good soundtrack adds so much to a game, even if it’s not a traditional roguelike feature.
From the screenshots it looks a lot like the classic game Snake, but running into your own tail doesn’t result in losing. You can shrink your length down to two spaces at any time by “Snapping,” with the C key, and you can also switch your head and tail with the X key, and dash by pressing Z before you move in a direction. All of these acts take one turn, so your enemies get to respond after each.
This is a lot more like a traditional roguelike than Animal Party was, following the classic rules of one move per turn, then the enemies all get to act. The enemies all have different movement patterns, with many of them able to move multiple spaces in a turn. It takes a while to learn their movement patterns and health. As a player aid, the game provides a warning of what each enemy will do, by showing its planned movement in yellow, then red on the turn before it moves.
Attacks are roguelike standard: you attack enemies by moving into them, and they attack you by moving into you. The enemies all seem to be various animals, including the likes of squirrels and crabs. You get three health units, but they’re all replenished at the start of every level.
Each level also has at least one key (you can only carry one at a time) and a treasure chest. If you can get the key to the chest, you’re given a special item. You can only have one item at once, so you should use it before you get another one. An unused key can be carried between levels.
Snapping slows you down by one turn, but if you’re not fleeing enemies you could probably just do it every turn. If you can evade enemies without worrying about them attacking your tail (you’re vulnerable all the way down), it’s a good idea to just get away, there are no experience points, or other game benefit to attacking enemies other than increased safety.
The description page says the game was actually finished in just two days, which was accomplished by narrowing its scope. I’d like to know what had been planned before, because Snapdragon is rather complex even in this feature-limited form, with multiple regions each with different monsters, graphics and gimmicks.
The verdict? It’s really nice! It’ll probably take you a few plays to get far into it, it rewards patience and careful planning, but isn’t greatly taxing.
9th Place tie: Totem of Seeding
Totem of Seeding, by anttihaavikko For Windows, Mac, Linux and HTML5 (playable in browser). Made with Unity.
It is easily possible to play this game, in some ways a pretty standard random dungeon shooting action game that relies heavily on its loot system, without even encountering the feature referred to by its title. If you never interact with the titular totem in the first room, it’ll look a lot like the kind of game that’s been made since at least Binding of Isaac, which came out in 2011, and with a quirky art style where all of the characters and items are @-signs and letters, an unusual choice for an action game.
And I mean, that’s okay. It’s the Seven Day Roguelike challenge! No one expects greatness in seven days. The fun of Totem of Seeding comes from the fact that it’s one of those few Rogue-inspired games to use its letters for something other than representation: the game expects you to spell words with them.
The best use of this idea of which I’m aware is roguelike design wizard Jeff Lait’s Letter Hunt. Jeff has made all kinds of brilliant roguelikes over the years, many of them for 7DRL. In addition to making the popular game POWDER, he made Jacob’s Matrix, a non-Euclidian roguelike that still amazes me, and it’s far from the only astonishing variation on the roguelike theme he’s made. But to talk too much about Jeff in a review of a different game, that is not his equal, sounds like I’m trying to tear down Totem of Seeding. It’s a perfectly fine game in itself.
In overview, your character (an actual animated @-sign) explores a series of one-screen dungeon rooms, not unlike those from the original Legend of Zelda. They fight monsters with firearms, melee weapons and the odd magical item, most of which they find in treasure boxes in the dungeon. This is one of those games where your success is strongly tied to the items you find. It’s not a case where everything is good in some way or other: there are definitely some items that are better than others, and whether you have a good game or not depends on whether the roulette wheel lands on your numbers this time.
Good items? Shotguns, magic weapons, and anything that gives you a plus health or plus damage bonus. (Lots of things give you percentage bonuses, but as with a lot of games I’ve noticed, their effects are barely noticeable. You definitely want plus health bonuses, not percentage bonuses, the difference is huge.) Bad items? Most other things, but especially melee weapons, which for interface reasons only the enemies can make good use of.
Your camp is in the first room, where you can rest at the campfire to refill your health or visit the Totem. We’ll get back to the Totem, don’t forget about it.
There is an exit from the room, and when you go through it, you’ll be in the first room of a dungeon with a random, three-letter name. You can, at any time, go back to this first room and to your camp. That will end the dungeon run; the next time you go through the exit from the camp room, you’ll be in a different three-letter-named dungeon, with a different map, different enemies and different loot.
There will be times when it wil be best to abort a run and go rest at the campfire, but it’s important not to make too much use of this resource. Every time you start a new dungeon, the day number advances, and the higher the number, the harder the monsters will be. The game generates more monsters, they’ll have more health, and they’ll be more in each room. It also seems there will be fewer treasure chests. Day 1 is laughably easy, and Day 2 usually not too much of a bother, but they get much harder from there.
Before too many days the enemies will severely outclass the items you probably have, turning into damage sponges. Totem of Seeding calls itself a bullethellish roguelike, and while it’s only a few enemies that force you to dodge to that extent, you’ll run into them pretty soon, and much more often as the days advance.
The worst enemies are Skeletons, who have guns of their own; Orcs, who not only have guns but fire lots of shots; and Kobold Warriors, who often dual-wield melee weapons and rush you as soon as you enter the room. The room generator sometimes puts enemies right next to you as you enter, and there’s times when a Kobold Warrior will be right in striking distance as you walk in. This usually ends your run immediately. The play balance could use a little more work, is what I’m saying.
Sometimes you’ll find traders, NPCs who will offer to give you a randomly-chosen item if you give them a different randomly-chosen item, that you’re probably not carrying. Sometimes you’ll find blacksmith NPCs, who will offer to improve a randomly-chosen item you’re currently carrying. Because of this, you’ll often find yourself wielding an upgraded version of the pitiful Pistol you start with. Blacksmiths, in practice, never improve an item in a way that’s noticeable. Once, for me, it made an item much worse, in that it replaced a plus-health bonus it had with a different bonus. Way to help, @-person.
When you explore the last room in a dungeon (the game helpfully provides a map, viewable with the Tab key and with a portion shown in the upper-right corner) you’re told about it, and it tells you then to go back to camp. You still have to walk all the way back for some reason, through the deserted halls. Fortunately travel is pretty quick, and dungeons tend not to be very large.
That’s the shell of the game, a kind of game that’s been iterated upon by many people over 12 years. Now we come back to that Totem.
By interacting with the Totem, back at camp, you can pick a seed for the next dungeon you explore. This is the standard kind of random number generator seed that many other randomized games use to let you decide what dungeon you’ll explore. This has been going on since at least Dreamforge’s Dungeon Hack, back on DOS.
There are two complications to the way Totem of Seeding works. First, you can’t use just any numbers or letters in your seed value. You have to use the letters representing the items you’ve found in the dungeon so far the current play. This means your first day of exploration will always be a random dungeon. That three-letter dungeon name I mentioned above, that the game gives to each dungeon you explore, is a freebie seed the game gives you. And using the items for their letters consumes the items. Fortunately, as said before, the game gives you lots of useless items.
The second complication is rather unusual: the dungeon seed you enter must be an actual word. The game doesn’t let you enter just any sequence of characters, even though to an RNG’s stomach they all taste just the same. The game enforces the real-world word requirement regardless.
To encourage players to make longer words, the game’s generator artificially juices the generator the more letters you use in the seed. Seeds must be a minimum of three letters long; if you can’t make a word of that least that length, you’ll have to settle for the standard, anemic generator you’d usually get. You’ll get some items out of it, but unless you’re still on the first couple of days, they’ll probably be useful only for collecting letters for later seeds.
Each additional letter in the seed has a great effect on the next dungeon. A four-letter word gets you rather better items. A five-letter seed got me some items that increased my health to nearly ten times the pitiful 10 health I began with! Longer seeds also generate longer dungeons, so, a better chance you’ll find items with the features you want, and more letters to use in seeds on later days.
One issue with this system is that it makes vowels very important! And as far as item gen goes, not all items are lettered equal. Apples, frequently-appearing consumables that give you a paltry 3 HP when eaten, are the letter ‘o’. The common English vowels ‘e’ and ‘a’, conversely, are not common letters in the dungeon chests.
Because of the way the game monkeys with the loot generation when you seed with longer words, it drives home the fact that the loot generator is being used against you. Its favors are only bestowed on those who appease it with the proper lexical sacrifice. If you don’t feed it good words, it won’t feed you the tools you need to survive. And yet it was that loot generator itself that gave you the letters you have to work with. Due to this fact, some games you’ll just be screwed over. Sometimes you don’t find any vowels in the first dungeon, or not even three letters. A deficit like that will cause your power level to fall behind the advancing difficulty, and it’s unlikely you’ll catch up.
This is a definite flaw. The game could use a little more balancing in its item generation to account for it. But it’s the kind of flaw that I’d find, typically, in a big game, something I’d find on Steam. For a 7DRL, to make too much of a problem like this is grossly uncharitable. It’s a game made in seven days. And by a single person too! Treat it for what it is and you’ll still have a decent amount of fun with it, more than you’d have thought possible under such a design constraint. I look forward to seeing what its developer does with the idea from here.
Broken Connections is a little game by prolific roguelike creator Slashie, Santaigo Zapata (Facebook), that puts you in the shoes of Rogue co-creator Glenn Wichman (also on Facebook) in 1980. His then-roommate Michael Toy (yep, also on Facebook) worked on Rogue over a dialup connection to the mainframe at the University of California at Santa Cruz. The game poses a (probably fictional) situation that the connection is lost, and you are tasked with traveling to campus and finding out what is wrong with the connection and reestablishing it before the system reboots and a weekend’s work is lost.
There’s no enemies or anything like that. It’s a turn-limited quest that only requires that you find your way to the machine in time and plug in a cable, but along the way you encounter a number of people who have minor problems, or recognize you and want to tell you about something, or are just about on their day. Glenn is a very nice person, but it’s up to you if you want to engage with them or continue along on the task you’re there to do. If you feel up to it, you can go back after plugging the cable in, when there isn’t a pressing time limit.
The stakes are pretty minor. If you don’t make it, a weekend’s work is lost. I’m sure Michael Toy can recreate his work, but it’d still be very nice to be able to save it. There is no big win condition, or reward for being nice to people, other the just being a good person. In that way it’s like real life.
It’s a silly NetHack-themed game about exploring a dungeon, presented through a bunch of characters sitting around passing a blunt between them. It’s not really that hard, but there is a bit of strategy to it.
You and your pet sit around a campfire with other characters from that dungeon level and talk about things. Your character and your pet can say things like, they want to be less or more aggressive on the next level, or they want to invoke Elbereth, or they want to use an item; other characters may say things like telling you where fewer or more fights will be, or where treasure is. Or they may have nothing of importance to say.
Every time a character says something, they must pass the blunt, which when it’s depleted signals it’s time to go to the next level. (C’mon, you know all the characters in this dungeon have to be potheads.) All of the fighting and stuff happens in simulation between conversations. Your character or their pet may be wounded (observe their hit points when their conversation turn comes up), or even die at this phase. It’s possible for your pet to die but your character go on to win. It’s also possible for your character die and your pet go on to win the game, which is not something that can occur in NetHack.
It’s a very simple game, and as stated, not really that difficult. But it’s fun, and might give a chuckle to NetHack fanatics. It’s free and completely playable in browser!
A quick note today, the 7-Day RogueLike challenges begins tomorrow! Try to make a roguelike game in seven days! This will be its nineteenth year, and its sixth on itch.io! Slashie, Darren Gray and Jeff Lait are running it again this year!
Consider joining it to make a game, or consider playing this year’s entries, or those of previous years! Last year there were 65 official entries. Regularly, a number of really interesting games are entered, but all manner of entries are accepted and are playable each year, from nearly professional to barely hacked together, and ranging from full classic style roguelikes to only slightly inspired by the general idea of procedural generation.
I love the 7DRL Game Jam! One of the oldest jams out there, on March 2 they’ll begin their 19th year! It asks participants to complete a roguelike game within a week. I even covered every game that succeeded at the challenge one year for @Play on GameSetWatch a long time ago.
Public enthusiasm for it has ebbed and flowed over that time, but even last year 65 people are recorded as having completed the challenge. And every time there are a few games that are hugely interesting! A rating system helps to reveal those games that might be particularly interesting.
If you’d like to participate this year, well, you just can, they’re clear that you don’t need their permission and there is no real prize for doing it. But if you want to participate during the official period of the challenge, this year it’ll start on March 3rd. We have a reminder post here on Set Side B ready to roll out the day before it begins, so keep watching our pages for it!
Here is a brief look at the highest-reated 7DRL games that made it last time:
First: Mercury Salvage is a graphical roguelike about cleaning out derelict spaceships.
Second: The Mage’s Student is a deck-building roguelike centered around magic, and has to do with fighting off ” the many creatures guarding the Newt-Core and the Transformative Cricket…”
Third: Death Stranding RL is, as should be obvious, based on Hideo Kojima’s game. It has an interesting look for a console-based game.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
In the world of romhacks, the term “Ancient Dungeon” has a specific meaning.
Way back in the SNES days, there was the cult favorite JRPG Lufia and the Fortress of Doom, a.k.a. Estpolis Denki. While overloaded, and most agreed harmed, by its ludicrous encounter rate, it had a good number of interesting innovations. It had an end-of-game stat report and a kind of New Game Plus mode, called “Try Again,” which reset players to base level but increased player experience and gold earned by four times. It had hidden Dragon Eggs throughout the world that could be collected and redeemed for special advantages near the end of the game, whereupon they would be scattered throughout the game, and refound, for more advantages. The game also had “Forfeit Island,” a place full of shops where every item the player characters ever sold throughout the game would make their way, and could be re-purchased.
Its prequel, Lufia II: Rise of the Sinistrals, had even more play innovations, including visible monsters and a Zelda-like system of items that could be put to various uses on the exploration screen. Another thing Lufia II expanded on was the first game’s “Ancient Cave,” which was a dungeon that only a single character could enter. It didn’t take up a large portion of the original game, but Lufia II expanded it greatly, turning it into its own alternate game mode, that could be accessed from the main menu after completing the game.
Probably inspired by the Mystery Dungeon games, this version of the Ancient Cave was a 100-level randomized dungeon that reset players to Level 1 and no equipment when they began. It’s a completely optional challenge in that game, but many players found it highly interesting.
In romhack circles, an “Ancient Dungeon” is a game that completely tears apart its original game and turns it into a randomized play experience like Lufia II’s Ancient Cave. A similar implementation is Mega Man 9 and 10’s “Endless Mode,” which has also been recreated in romhacks for other Mega Man games.
Most Ancient Dungeon hacks are for JRPGs, but now we have one for Nintendo’s Legend of Zelda, and you might find it worth checking out.
The Legend of Zelda: Ancient Dungeon takes its name literally, in that the whole game is just one dungeon. There are no overworld screens. Each room contains a number of enemies, sometimes easy, sometimes hard, sometimes few, sometimes many, and sometimes a boss. They still drop items when you kill them, so you can build up lost health if you’re careful.
The creator of the hack managed to include the overworld enemies in the dungeon rooms, and also include monsters who are not ordinarily found in the same dungeon in the same room, by dynamically loading monster graphics during room transitions. That’s a pretty decent technical trick!
The layout of the dungeon is completely random. Monsters are chosen dynamically as you go. Many Ancient Dungeon hacks are actually computer programs that do the random generation themselves, and write that layout to the rom, so if you play the same version multiple times you’ll get the same dungeon each time, but that does not happen here.
The game shuts the doors out of each room until all the enemies inside have been defeated. Sometimes when you clear a room, a random item will be left. Once in a while this will be one of the game’s major items, like a Sword or the Ladder. You often get Heart Containers or other major items from beating bosses. There are also rooms where an old man offers to sell you another item using the rupees that you find along the way.
This Ancient Dungeon hack doesn’t map logically. Often you’ll enter a room with one exit, which will lead to a different room than it was when you were there before. This doesn’t mean your choice of exit is completely meaningless though. You’ll still enter the next room out of the opposite side of the screen as you left the last room, which can be important if you’re expecting a boss in the next room.
One thing about this hack is that it ramps up pretty slowly. When Link has full hearts he can shoot his sword, which can make quick work of many screens of enemies. If you take even half a heart of damage, though, you’ll go to only short-ranged attacks until you can build it back up. Getting far demands a lot more care than normal Zelda. You might find Water of Life as you go, which you may have to make a difficult choice as to whether to use it quickly and get your sword back, or save it for when the monsters get tough.
In my first test play I mostly ruled at it. I’ve played a ton of Legend of Zelda over the years, and I even managed to-carefully-destroy a three-headed Gleeok with just five hearts, a Wooden Sword and a Blue Ring. But I still lost, on Room 155, when I was unexpected thrust into a room with three blue Darknuts and three blue Wizzrobes, not a pleasant sight when you only have those five hearts and Blue Ring.
The hack does not allow for saving your progress, and unless you cheat by using savestates you lose everything you’ve done when Link gets his ticket punched. 155 rooms is a long way to go to only have five hearts to show for your progress.
I don’t know if I’ll try it again. Zelda’s dungeon rooms sure get monotonous after awhile. It could use a lot more variety in graphics, and its colors don’t even change throughout all those rooms. But this hack was released very recently, and I look forward to seeing what creator arnpoly does with it in the future!
Youtuber LackAttack24 did a successful hour-long play of this hack, if you’d rather watch than try it yourself:
We’ve been recapping some of the talks of Roguelike Celebration 2022 for a couple of months now, and it’s probably about time to let it rest until next year. Still, there is one more talk I’d like to draw attention to, on procedural music generation.
The other talks presented this year use music generated by this system for bumper and intermission ambiance. It really became the distinctive sound for this year’s conference.