Which Version of Wizardry 1 to Play?

Let’s keep rolling with these Youtube finds. There’s millions of them, but most of them are obnoxious, with the emphasis on noxious, so I try only to repost here the best. And this one’s pretty informative.

Which version of the classic foundational CRPG Wizardry should you play? I’m going to emphasize that you should play one of them. Wizardry inspired so many people, but one ever quite duplicated its mixture of tabletop-inspired party-based play, permadeath, and overwhelming difficulty. Wizardry is a game that doesn’t want you to win it. That’s why characters cost a fortune to revive, cost an ever greater fortune to bring back if that process fails, and it becomes impossible to revive them if that fails too.

If characters die in the dungeon, their corpses aren’t even brought back to the surface for you! You have to take a different party of characters into the dungeon (assuming they’re strong enough to survive the journey!), move the dead members into empty slots in your group, then return to town, unload them into storage, and repeat until you’ve rescued them all. And woe to the characters who mistype a teleport spell and end up embedded in rock, because they’re utterly destroyed, vanished, obliterated, annihilated, eradicated, gone.

Wizardry hates players, and that’s why you should play it: to teach it a goddamn lesson.

Youtuber Tea Leaves played a lot of versions of Wizardry, including a very promising upcoming version by Digital Eclipse, which has modern quality of life features and modern graphics, while also having, at its foundation, the Apple II original, with all its hatred for organic life. In summary, he thinks that version is great, but also has positive things to say about other versions, especially the fan-patched translation of the Japanese Super Famicom version. But they don’t like the DOS version-it has a terrible bug which Tea Leaves emphasizes makes it unplayable. Noted!

Which Version of Wizardry Should I Play (Youtube, 27 minutes)

C64 Dungeon Play and Lost World Demonstration

Another personal project post! I have done more work in making David Caruso II’s obscure Commodore 64 CRPG Dungeon, published in the issues of the disk magazine LOADSTAR more than once, presentable to current-day audiences. Although it certainly has its limits, there are some aspect to it that are unique, even forward-thinking. We posted about Dungeon here before. To remind everyone, we sell Dungeon on my (rodneylives’) itch.io page for $5, with the blessing of rights-holder and LOADSTAR owner Fender Tucker.

There are a few bugs in Dungeon, now basically impossible to fix, that I’m trying to track down and document, and I’m also working on improving the documentation, as well as provide some useful goodies with the system, like a disk of monsters, equipment and magic items. That’s useful because Dungeon has a special feature where it’ll take the monsters and items on a “Data Disk,” and scatter them around a dungeon map of its own creation. It calls these randomized adventures “Lost Worlds.”

Lost Worlds operate as a kind of quasi-roguelike. The Dungeon software creates a random map and places random items around it, but once created it becomes a Dungeon adventure that any created character can explore as many times as they like. While it doesn’t have roguelike tactical combat gameplay or random item identification, it does have a form of permadeath. Characters only get three lives to advance their level as far as they can go.

Lost Worlds are interesting places to explore, but there are some bugs in them. It is possible, in fact pretty easy, to get stuck in a part of the dungeon from which one can’t escape. Sometimes a one-way door leads into an area that can’t be escaped, and sometimes a passage-blocking trap will strand the player’s character in a dead-end. And once in a while a Lost World is downright unfinishable, its goal item disconnected from the parts of the dungeon the player can even reach.

While there are spells (Passwall and Teleport) that can release a trapped character, if they aren’t available the character is not completely lost. If you turn off the C64 (or close the emulator), then return to the Guild screen, the character will be marked as GONE. Over time, measured in loads of the Guild menu, the character will eventually find their way back on their own. It takes quite a while for this to happen though: I counted 15 loads, saving the game each time, before a GONE character returned.

This video (23 minutes) is is something I recorded myself as a demonstration of both Dungeon’s gameplay, and its Lost World adventure generation. It uses a set of 30 low-level monsters and items based on the stats of the old Basic edition of D&D, and a set of magic items I created for usefulness and to show off Dungeon’s spell set.

So, why would someone want to play this game, when there’s so many other newer CRPGs out there to play?

  • The idea of rolling up a character and taking them through scenarios made by other people, to try to get their level up as high as they can get before they die three times, is great. My hope, perhaps misplaced, is this release will inspire other people to make dungeons for others to play, and I look forward to seeing them myself.
  • The magic system of Dungeon, while it doesn’t allow for characters to learn spells themselves, is unique in that most of the spells are utility spells! There are spells for passing through walls, for teleporting anywhere on the map, for revealing terrain, for seeing in darkness, for giving oneself a damage shield, for locating the goal item, for disarming traps, and more. There is only one direct damage attack spell! Spells are more like tools than something you use to pound through the enemies.
  • The dungeon model allows for dark areas, traps that block exits, two-way and one-way teleporters, secret doors, one-way doors, and decorating dungeon maps with PETSCII graphics. The simplicity of the dungeons, all of them fitting on one screen, works in Dungeon’s favor. No dungeon can be too large since they must all fit within the bounds of the map grid.

There are unique design considerations for making Lost Worlds too. Even though the computer creates the maps unaided, since it populates them from the monsters, items and traps that are on the Data Disk, the difficulty of the resulting dungeon is affected. The various doodads are distributed without apparent heed for what they are; I wonder if the generator actually cares for their identities or if it just checks how many of each type are on the disk, so as not to exceed that number.

If there are more easy monsters, more powerful items, and more weak traps on the disk then the dungeon will be easier due to their corresponding numbers being greater, and vice versa. It occurs to me that one of the flaws in the dungeon generation I mentioned could be alleviated, by not giving it one of the wall creating traps that could trap a player in a dead-end, but that also makes the dungeon a bit less interesting, so I’ve left it in the mix I use.

I recognize that, if I let myself, this might become a Dungeon blog. Rest assured, I’m not going to take it that far. But I really hope that some people give Dungeon a chance. While sure it has its inspirations (one person on Mastodon said it reminds them of Phantasie, a somewhat less obscure early CRPG), I think it’s pretty unique, and deserves for more people to have a look at it. I’m particularly pleased how well the sample monsters and items I made work in the Lost World framework, and I’m trying to think of ways that it might be improved. More on this later… but, not immediately, I think.

RGME: Glitching Mario World by Stomping Wigglers

More Youtube videos coming up! In this hellish age of the World Wide Web, where discovering things with Google Search is harder than ever, at least Youtube has a decent discoverability system (when it works, which is not always). Discovering things has long been really difficult on the internet, what we’re witnessing is just a regression to an earlier state where things appear and disappear unseen all the time, like particles and antiparticles annihilating each other. It’s still a huge problem, we just forgot, for a while, that there’s still no good solution. Um, what was I talking about again?

Retro Game Mechanics Explained (RGME: See? The acronym in the title means something!) recently explained a glitch in Super Mario World, a game that is becoming infamous for its many glitches. Some of those glitches are oversights, but some are the result of features planned in development, and even partially implemented, but then for whatever reason were abandoned.

Most of the enemies in the game, if you stomp on them over and over without touching the ground, give you more and more points and eventually extra lives. But there are indications that, at some point during the game’s development, it wasn’t going to stop there. There is support in Super Mario World for further rewards beyond “1UPs”: 2UP, 3UP, 5UP, and from there, for some unknown reason, coins.

The code in the game supports going into those ranges, but for all the enemies in the game, only one has the support enabled, probably accidentally: Wigglers. If you consecutively stop Wigglers, which is only possible in one or two levels, the cap on the awards for stomping on them is lifted, and the lookups from the table on which the rewards are stores continue, off the end of the table, into miscellaneous ROM space, awarding undefined rewards, and quickly awarding many hundreds of thousands of points.

The full details are in their video, here (20 minutes):

I have a particular fondness for this glitch because I encountered it myself once, long ago, on actual hardware!

Sundry Sunday: Lego Breakfast with Super Mario

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

tomoseen is a gifted stop-motion animator from Japan, who’s made over 40 videos on Youtube. They make animations with tiny figurines of cats and ducks, food, dice and Lego pieces. All of them are a ray of sunlight, but very few of them are relevant to our subject. In fact, really only one is: a Lego video of breakfast made from Mario enemies. It’s five minutes long, and amazing:

Wait, there is one other tomosteen video that’s slightly game-related: Steak Dinner with Dice has a special guest appearance by Tetris, but it’s not really enough to merit its own post here. Consider it a bonus:

Moviecart

After a long day in the data mines, it’s certainly nice to come home, walk over to the movie shelf, select a movie to watch, then put it into my movie player of choice: an Atari 2600. A demonstration (40 seconds):

Moviecart’s actually been around, judging by the date on that video demonstration, for at least three years now, but is currently accepting preorders for $25. The video only uses half the screen, and has glitches and distracting horizontal and vertical lines running through it, but at they say, it’s amazing that the dog talks at all. Or in this case, that the dog can display roughly arbitrary video and sound, two things the Atari usually finds it impossible to pull off.

How is it done? With custom hardware, certainly, but even granting that there’s only so much that can be done with the VCS/2600’s display chip, the restrictive funnel through which the cart’s video must be squeezed.

After that, getting all that data to the screen is done through presenting it to the VCS/2600’s address space at the absolute limit of the system’s ability to use it. The real work is done by a processor on the Moviecart’s board, which handles reading a specially-encoded video file on a Micro SD card and doing all of the work in getting it ready for the screen, so the VCS’s 6507 processor has to do as little as possible itself.

Moviecart, from lodefmode (github)

Sundry Sunday: Eggpo, “Mini-Boss”

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Here is the third of the Eggpo cartoons that The Brothers Chaps, creators of Homestar Runner, made for Disney XD, as part of their “Two More Eggs” series.

This one’s only 1 1/2 minutes (none of them are very long). Eggpos are Goomba-class enemy conscripts in a platformer starring Dooble (who features, in non pixel-form, in other Two More Eggs cartoons). None of the Eggpo get any respect. The cartoons focus on two particular Eggpos (is that the right plural?), one who misguidedly believes in the system, the other willing to buck it a bit if it means he doesn’t get stomped on or set aflame. Here, they are set to meet a higher-level member of the whimsical military they’re a part of.

The Eggpo series contains seven videos in all. This is #3, so we’re about halfway through them. See you again at number four.

Sundry Sunday: Umi the Cat in Super Mario Galaxy

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Someone edited some footage of Super Mario Galaxy, but superimposed their cat into it, and it turned out really well, and here it is. It’s like only a minute long. You’ll enjoy it. I mean why wouldn’t you? It’s a kittycat!

PannenKoek’s Epic 3 3/4-Hour Explanation Of Mysterious Mario 64 Invisible Walls

You may remember PannenKoek as that person who has been trying to figure out how to complete Super Mario 64 in as few A button presses as possible, an odd, but no less noble, quest. They’ve been at it for quite a long time now, 13 years, but they’re still going. They have two loaded Youtube channels containing the pixelated fruits of their labors, PannenKoek2012 and UncommentatedPannen. Whenever you see a random Youtube video that uses the File Select music from Super Mario 64 as background music, they’re paying homage to PannenKoek, god of the game explainers.

While explaining aspects of Mario 64, that foundational, primordial 3D platformer, sometimes they ably explain complex and niche topics in computer science along the way. We’ve covered their videos before, more than once probably, and marveled at how by explaining some unexpected behavior in Nintendo’s N64 launch title, they have managed to make something important about how computers do things comprehensible. In three videos, they explained how Mario 64 handles terrain well enough that one feels (somewhat misguidedly) that they could implement their own 3D platformer. They made a bizarrely interesting video about how characters blink their eyes that shows various ways that games implement timers and randomness. They have a whole video on pseudorandom number generation, and another on floats, that computer number representation system that has deeply weird implications.

Their most recent video is a three hour, 45 minute epic that explains why sometimes, when Mario jumps, he seems to strike something invisible in his way. It’s a consequence of several unusual decisions Nintendo made in constructing the physics of Mario’s world, which includes the fact that level edge walls in Mario 64 aren’t implemented as geometry, but as a consequence of the lack of geometry: if there is no floor over a space, then the game rules it as Out Of Bounds. It won’t let Mario enter this completely invisible unspace under normal conditions, and will instantly kill him if he somehow enters into it. It is like antimatter. And that’s not even getting into how ceilings operate.

Here, then, it is. It is a lot, and I wouldn’t blame you if you can’t get through it all, but for a certain intersection of game obsession and brain chemistry, it is engrossing, and that’s before they even get to the periodic table of invisible walls:

1 Credit Clear of Tower of Druaga, With Explanations

This one I find rather fascinating. There may be no arcade game ever made as purposely frustrating to play as Namco’s Japanese-only game The Tower of Druaga.

Hero Gilgamesh (often shortened to “Gil”) must pass through 60 maze levels, collecting a key from each then passing through the door to the next, while defeating enemies that get in his way, in order to rescue his love Ki from the villainous Druaga.

BUT almost all the levels have a secret trick to perform. If this trick is accomplished, then a chest will appear that, if collected, will grant Gil a special ability. Some of these abilities are helpful. Some, in fact, are necessary, and if they aren’t collected then on some future level Gil will be unable to advance! The tricks are explained nowhere in the game: it just expects you to know them, if not discovered personally then learned through word of mouth. (This was like a decade before most people had access to the internet.)

What is more, nothing in the game explains what the treasures are or what they do, or what you’ll find on each level if you do know the trick. And a few of the treasures are actually harmful! It means that, to win, you have to rely on a host of hidden information, obtained by both your own observation and from what you’ve heard from others. Which requires a ton of quarters to get, which suited manufacturer Namco just fine. Unfortunately (or, maybe, fortunately?), the game crash prevented Namco from trying its luck with this game in Western territories.

As a result, The Tower of Druaga is a game that’s probably experienced watching someone else play, rather than playing yourself. That’s what this video is, Youtube user sylvie playing through the whole game, not just advancing through, but explaining how it’s done along the way. It’s an hour and three minutes long:

Sundry Sunday: Doctor Who 16-Bit RPG

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Among other accomplishments (most of them recently have been musical), years ago DoctorOctoroc made a number of 16-bit Square-styled videos based on a number of media properties. We linked to their humorous take on Breaking Bad a while ago. This is another, from around the time of 11th Doctor Doctor Who. You might say that DoctorOctoroc doctored 11th Doctor Doctor Who. Gimmie the news, I got a bad case of loving you!

Here is that take, which will take four minutes of your time, and is suitable to watch during your stay in some kind of medical waiting room.

Could You Realistically Survive in Super Mario 64?

It’s a fun idea, to determine if you, as a physical human being person, with all your physical human being person needs, could survive in the world of Super Mario 64, were you somehow to be transported there permanently.

The video embedded and linked below, from a Youtuber named Pretzel, is the projected beginning of a series about whether you could survive in different game worlds. Games are abstractions, and play life in them often leaves out details like drinking, eating, or (let’s face it) pooping. By ignoring that and trying to look at them as if they were actual places you are, by definition, engaging in pedantry, ignoring the essential nature of these places. But it’s fun to think about somewhat. At least we know this world has cake!

Could You SURVIVE in Super Mario 64? (Youtube, 14 minutes)

U Can Beat Video Games Covers Final Fantasy IV

I’ve posted about the great Youtube walkthrough channel U Can Beat Video Games several times in the past, so I try not to report on every video they do. And lately, as they’ve been tackling bigger projects that take a lot more time to finish, there haven’t been as many to post about.

But now they’ve completed their four-part series, each at three-plus hours, on one of the most iconic JRPGs from the era, Final Fantasy IV, which of course got released in Western markets as Final Fantasy II. It goes over everything in the game, every secret, every step of the story, a lot of cool tricks and strategies, and more.

I understand some people use this as background for doing other things, or as their adult replacement for Saturday morning cartoons (look them up). In any case, it makes for a lot of viewing, so block off a fair amount of time for this.

Here are the direct links and embeds:

Part 1: Beginning to Cecil’s promotion to Paladin (3h44m)

Part 2: To Dr. Lugae in the Tower of Bab-Il (4h8m)

Part 3: The Underworld and up to the Bahamut optional fight on the Moon (4h17m)

And finally:

Part 4: The remainder of the game, and the ending (3h38m)

If you think this is huge, it’s only going to get huge-r when they reach Final Fantasy VI (er, III)!