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((My apologies for the huge delay in the post - I've been helping a relative move into their house, and it's been very taxing on my time. Fortunately, with the added delay, I've prepared a fairly good new article!))

Rogue? What Rogue?

Back in the 80s, people using an educational computer called PLATO tended to make a lot of games for it - as early game programmers are wont to do. One of the first games made was a little thing called Rogue. Simple enough, it traced, using a random-generating algorithm, a bunch of small rooms, hallways, and the monsters/items inside them. All of it was done in ASCII-compatible text rather than graphics, with symbols and letters representing each object (@ for the player, Z for Zombie, etc.) on the grid. Also, it had a fairly simple plot, to just reach the bottom of the dungeon, retrieve the mythical Amulet of Yendor, and get back out.


Rogue was simple and popular during the days of PLATO, and later, as Unix systems started to spread among the computer-savvy, Rogue migrated to Unix, and from there entered history. A few budding programmers took note, and began to imitate the original random dungeon design.

Hacking Nets with an Angband in Moria... OF MYSTERY

Since then, a new genre of RPGs had been born. Like Rogue, they were often very difficult, similar to Dungeons and Dragons in mechanics (though not ALWAYS), and based on randomly-generated dungeons. Of all the various roguelikes out there, our good friend Wikipedia tells us that Nethack, Angband, Moria, and Ancient Domains of Mystery are among the most popular of them. And the variety beyond those four can get incredible - there's even some contests to make "7 Day Roguelikes", which are games in the genre that are coded start to finish in only 7 days.


Nethack
It's a Nethack!


But. Between the four famous Roguelikes, I've played NetHack the most, and so will cover it to show the genre. Nethack is among the short side, but is still fairly massive at up to 81 large randomized floors, split across 4 major dungeon branches and a number of minor ones. The player is allowed to choose most DnD standard races (your elves and orcs and such), and an array of classes from the mundane (Wizard, Knight) to the strategically challenging (Healer, Archaeologist), and even the slightly bizarre (Caveman, Tourist). Classes can grant some innate powers, like the Knight's chess-like jump, or the Monk's amazing martial arts.

Gear is often important in RLs, and Nethack is no exception. Classes have different starting items (of real note is the better armor and weapons of the fighting classes, or the wall-destroying pickaxe of the archaeologist), and there's a wide array of other items you can get. Further, most everything is unknown until identified by trial and error or magic. This means that you only know a potion is a potion, and it COULD be a healing potion, but it COULD be highly toxic. Which leads to a very impressive feature of Roguelikes - experimentation. In Nethack alone, people can do everything from mixing potions together to create new ones, to shielding themselves from Medusa's powers by blinding themselves with a cream pie.

A typical aspect of the high difficulty of RLs, though, is the seeming sadism that comes with the very high difficulty. It's easy to die by being surrounded, or simple overstepping one's bounds a little too quickly - there's a phrase for this: YASD, or Yet Another Stupid Death. Of course, sometimes, it's just a natural aspect of the game that you might could avoid with caution, but is usually random and beyond your control - like a water demon slaying you when you drink from a fountain in Nethack, or the myriad brutal door traps in ADOM - these are YAAD, or Yet Another Annoying Death. Add to that having to track food/hunger, and you begin to see why few characters survive to level up past, depending on the game, level 5-10 or so. Of course, if you can make it far enough to get past that point, your chances improve if only from sheer skill!

Diablo's Mysterious Dungeon

The Roguelike genre has also acted as inspiration for a few commercial games that would copy the random-dungeon idea... though few of these are as freeform or as brutal as true RLs. At the same time? They're usually also done up with advanced graphics and have a whole corporation backing them.

One many of you probably know about is Diablo (and its sequel) - Diablo takes an isometric perspective, and makes a fairly advanced skill tree for its player characters. However, Diablo also eliminates many subtle details like experimentation, food supplies, and the like. Even so, Diablo is a good example of a decently-hard random-dungeon RPG, and is especially remarkable for shifting the genre into realtime, and retaining somewhat more advanced mechanics like slotting gems into weapons, or blending items with the Horadric Cube.

Another one mentioned that's been around a lot is the Mysterious Dungeon series for various game consoles. Mysterious Dungeon does track food but has even simpler item/dungeon-feature mechanics than Diablo, and at least in my own opinion, is easier than Diablo, too. But! Various MD games take pages from other popular console RPGs - there's been some based on Pokemon recently, a few based on Dragon Quest, and even some starring a cutesy Chocobo from Final Fantasy. This cribbing of other series' mechanics does, to some extent, work to keep the whole series fresh despite its simplicity.

The Thinking Masochist's Game

In conclusion, Roguelikes are very rewarding to those who are willing to commit to a very, very strategic, and somewhat harrowing game experience. The learning curve is high, very high, but at the same time, it ends up rewarding even small victories (As it's so hard to achieve them!).
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Why NES Games are Insane

May 17th 2008 23:09
Into the Beast

NES games, back in the day, had rather convoluted glitches, and some other weird behaviors like slowdown and graphical flickers. Something you have to understand about an NES is that it has horrendous technical limitations, the likes of which seem almost unimaginable when compared to, say, modern PCs. So let us gloriously explore!

By the Numbers

The NES is capable of, numerically...

Running at 1.97 Mhz with 2kb of RAM, with the ability to read up to 64kb of ROM/RAM at any time.
The ability to display up to 8 sprites per scanline (so there can only be 8 total sprites on any horizontal line of the screen), 12 sprite and 13 background colors onscreen out of a palette of 64, with a separate Picture Processing Unit to render graphics without overtaxing the horribly weak CPU, and its own Video RAM of 2kb.

Compare that to a modern PC with gigabytes/gigahertz of RAM and power, and you can begin to see just how limited a platform the NES really was.

So. What Does this Actually Mean?

The limitations of the NES inspired a number of inventive fixes to the gross problems this causes to programmers. First of all, they had to program directly in processor assembly, because the system didn't have enough RAM to even handle a higher-level programming language (To those not savvy to that, I mean like C /Java kinds of languages.). Secondly, the processor is so slow that there actually need to be some workarounds to ensure it still has enough time to process everything without glitching up. Finally, the same goes for the PPU, which often depends on specific times during the display of frames.

Often, one of the side-effects of these limitations is making a lot of shortcuts - if you recall the weird warpzone code in Super Mario Brothers, it checked for the warpzone based on world number, then on the level type. By not having to look up a separate warpzone table, this saves a little bit of memory by not having to load any more data than what is already loaded (the level data). Of course, we all know what this shortcut ends up doing.

Other things that happen include pre-programmed slowdown and flickering. The NES itself, were it to have an instruction that takes longer than 1/60 of a second to do (thus the length of a frame, in time), it would normally glitch up due to trying to load the next frame with instructions left undone. So instead, a slowdown is performed, by forcing the NES to not load the next frame's worth of actions, so it can finish processing - and repeating a frame gives the effect of everything slowing down. Flickering, on the other hand, is simply a fix for the 8 sprites per scanline limitation, which simply remembers where sprites are, and decides to alternate between sprites over the limit, rendering one one frame, and the other the next, so they flicker between frames to ensure that there are still only 8 sprites per horizontal scanline, even if the player, who can't possibly see each individual frame, sees more than that due to flickering.

All of this trickery goes a lot to explain the reason why some NES games tend to unravel if the player does really odd things - because they are difficult to program clearly, and require a lot of compression and memory optimization to use. But even if this opens holes when the attempts to optimize memory use end up neglect some intended limit on the player, it is still ultimately impressive. What an NES is capable of isn't much, and yet the games were in many ways above and beyond the prior game consoles in complexity.

So perhaps this might be somewhat informative, no?
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A Feature Series Draws Near!
(Fight, Magic, Item, or Run?)

Now, the other half of MWG comes to the fore. More than just digging into the depths of games you already know well, I will also cover more obscure games, that most mainstream, and even some hardcore, gamers may not have heard of.

Enter the Cleaner

Operation Cleaner - and it's sequel, Operation Cleaner 2, are games by a nice chap from Helsinki by the name of Jan Nyman. What do you do in these games, you ask? You blow things up. Yes. That's the entire point of the game, to blow things up.

Cleaner 1
Cleaner 1 in action.


...But wait, there's more! It's not just any random destruction, but rather, the series portrays you as the head of a demolitions firm, who sets out to blow crap up for money. This being a simulation, you have access to a number of explosives, ranging from dynamite to C4, all of varying power. And you still have to contend with paying for blasting caps, the detonator, your wiring, and even buying packs of sandbags to keep things from getting damaged. You can also adjust the amount of explosives in each packet, and of course can place them anywhere in the building.

Destroying a building needs finesse, as you have to not only put out enough blasting power to turn the thing into undifferentiated rubble, but keep the surrounding objects from being destroyed by either your explosives or the debris from the building. Also, the game can follow a career mode, where you have to watch your cash flow over multiple jobs. So the trick often becomes a game of efficiency - using the least explosives and causing the least collateral damage. But you also must contend with physics - preventing debris from sliding onto nearby objects, knowing what materials absorb the shock and to what extent, so that you can understand how your explosives affect the structure.

Cleaner, at least the original, is unfortunately DOS-only, so you might have problems playing it on a modern Windows platform. And... quite honestly, the sequel is better - as you shall find out.

Son of the Cleaner

Cleaner 2 is, in essence, everything about Cleaner except better.

Cleaner 2A
See? Better!


Not only does Cleaner 2 have obviously improved graphics, but the gameplay is more detailed. As you can see from the image, there's a number of extra buttons, more types of explosives, and other gadgets. Now you can...

1) Use new types of explosives - like different ratios of dynamite, and RDX, an explosive chemical used in C4 (suggesting that the "RDX" menu option refers to a more powerful composition).
2) Make your packages into directional charges, and add delay to the charges for more complicated detonations.
3) Make more detailed financial decisions, ranging from how you invest in your accounting division, to messing with your competitors.
4) Use a rather nice randomized-level system.
5) And enjoy better physics - both structural (in the newest version), and demolitions, with such neat things as ejected airborne debris particles.

With all of these features, Cleaner 2 becomes a rather neat simulation of blowing things up, something of a thinking man's game. Even with adjustments to the difficulty level, the game can still be pretty hard when you're trying to make a good profit, and someone not versed in demolitions is going to have to learn the rules of how to destroy things carefully before they can really get into the game. However, at least in my opinion, I think that the learning curve is part of the fun of discovering how best to destroy buildings.

Oh. And you can build your own levels, too!

Cleaner 2
It's an editor!
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It's only fitting that, if I were to name the blog after this legendary glitch, that the first analysis shall focus on it. So, without further ado...

An Opening Note
[ Click here to read more ]
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Level -1, Start!

May 11th 2008 09:50
Welcome to the Minus World, where you'll find the games of yesteryear and the spooky obscure games lying in the outer reaches of the internet. You may also run into the strange facts and details hidden within such older games as I blow them open with analyses of what's going on under the hood, what kinds of secrets may lay waiting, and interesting meta-analysis of how those games have gone on to affect later and present videogames.

If you're looking for reviews of today's hits, I'd be happy to point you at another blog that'd do the trick. But if you want the classic and the hidden? You're in the right place


[ Click here to read more ]
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