News You Can Bruise

Permalink [Comments] (1) Game Roundup: Minecraft Edition:

When I was a teenager the hot game in my BBS circle was ZZT, a top-down game about running around a grid and collecting things. ZZT came with an editor that let you fill up the grid with characters from the IBM extended ASCII character set. Some characters had special meaning to the game: π was a tiger which, like the tigers in In Watermelon Sugar, would hunt you down and eat you. (Also like real tigers, I guess.) ⇿ was a slider, which could be pushed left or right, but would never move up or down. And so on.

The hot game in my circle today is Minecraft, a 3D game about running around a grid and collecting things. I played the beta a while ago and exhausted the game's non-obsessive-compulsive possibilities, but I picked it back up when I discovered that people have been making and sharing custom Minecraft maps in a way that strongly reminds me of the ZZT days. In honor of the impending release of Minecraft 1.0, I present an overview of the custom map scene, with links to my favorites and commentary from a game-design perspective.

I got all these maps from the Minecraft forums. If you go there you'll see lots of people posting maps, advertising in the title the number of downloads each has received and the genre of the map. ZZT's game mechanics gave rise to certain genres: RPG, slider puzzle, the nebulous "adventure", and so on. Minecraft's mechanics have given rise to significantly different genres:

Survival: The genre that's the name of one of Minecraft's game modes. In this genre, you're put into a situation and you have to do... whatever you want. It's like playing Minecraft on someone else's map. Usually they've constructed some cool things for you to explore, or constrained your access to resources in some way, or at least created some arbitrary challenges like "build 64 bookcases". For me, all the memorable instances of this genre fall into the subgenre of:

Survival puzzle. (My term, it's lumped in with [SURV] on the forums.) In vanilla Minecraft, you have easy access to unlimited amounts of dirt, grass, water, wood, and stone, which can be crafted into unlimited amounts of food and basic tools. In a survival puzzle map, severe constraints are put on these inputs such that you have to figure out unusual ways of reaching certain desirable spots in the game world (cool-looking cave) or in the crafting graph (useful pickaxe).

The best pure survival puzzle map is Skyblock. ("500,000+ DOWNLOADS") Skyblock dominates this genre to such an extent that any new entry in the genre will be derided as a Skyblock ripoff. That's because it's very difficult to come up with a new survival puzzle. Survival puzzles depend very heavily on the implementation of Minecraft: facts about what inputs you can craft into what outputs, and facts about the environment. Facts that you can't change without modding. This is where the differences between Minecraft and ZZT begin to emerge.

Your best bet is to either come up with a totally new survival puzzle, or to combine the puzzles popularized in Skyblock with some fun pure-survival content. The Pit does the former, and the Complete The Monument genre (q.v.) does the latter.

Adventure: Unlike with ZZT (and games in general), the "Adventure" genre is very clearly defined. In an Adventure map, you have to go from one place to another, and you are not allowed to place or break blocks. In other words, the game stops being Minecraft, and becomes a 3D platformer with awkward controls and blocky graphics.

I've played a couple Adventure maps that showed off really impressive designs, notably Deep Space Turtle Chase (requires a mod that remakes Minecraft as a world made of spaceship components) and this Indiana Jones trapfest where you should probably just watch the video. But prohibiting the game mechanics that Minecraft does really well, and relying solely on its mediocre platforming, is a recipe for boredom. Specifically, my boredom.

There's a subgenre of Adventure called Parkour, which I haven't even tried because it requires very precise jumps, and I can't do that. Parkour is popular enough to rate a top-level genre on the forums, but it operates under the same constraints as Adventure, because if you could place blocks there'd be no need for very precise jumps.

Complete The Monument: My favorite genre, pioneered by the excellent Super Hostile series, and spread by the fact that the Super Hostile author put up a "toolkit" full of useful idioms to copy-and-paste into your own CTM map.

Basically, CTM turns Minecraft into Zelda. To win the game you need to collect a bunch of identical things (blocks of different-colored wool, generally). You explore an overworld until you find some dungeons, and at the end of each dungeon there's one of the identical things. If you're smart, while you're in the dungeon you can usually score an upgrade to your equipment (the Survival Puzzle aspect).

Turning Minecraft into Zelda works great! It leaves the building/crafting mechanics alone, it gives some goal-direction to the aimlessness of vanilla Minecraft, and it gives the creator a chance to show off some cool designs. Unlike Zelda, CTM games tend to be brutally difficult (it's called Super Hostile for a reason), but a little strategic cheating always works if the fun starts to fade. In addition to Super Hostile I've enjoyed the Twisted Logic series, the Forgotten series, the Corrupt Lands series, and Timetoslide's maps. See? Lots of series, just like Zelda.

If I were twenty years younger I'd be making Minecraft maps right now. Instead I'm the age I am, but I did have an idea for an arthouse Minecraft map: "Return To The Town Of ZZT". I'd build ZZT screens in Minecraft, making those stereotypical ANSI-yellow borders out of glowstone. I'd fill those screens with all the awful cliches of ZZT design: the broken slider puzzles, the "X of ZZT" naming convention, the talking trees. And it wouldn't matter because everything would be one block tall and you could just jump over the obstacles.

Except... I don't think the awful cliches of ZZT design can even be implemented in Minecraft. ZZT had a simple object-oriented programming language. In Minecraft if you want a programmable computer you have to lay out the circuits yourself. ZZT made it easy to display messages to the player. The Minecraft maps I linked to above are covered in little signs, 60 characters to a sign, worse than Twitter. A long message will be stuck on a wall with a grid of 9 or 16 signs!

The ZZT level editor was designed to make games to share with people, and Minecraft is designed to make an environment to walk around and enjoy. The genius of Minecraft is that the level editor is the game. But writing code isn't really a game, it's work. So instead of programming stupid games with ZZT, kids are building roller coasters and pixel art and Skyblock ripoffs with Minecraft. Clearly it's not Minecraft's job to be a programming environment, but this feels like a step backwards.

I'm giving some thought to minimal additions to Minecraft that would give players more scope for programmer-style creativity, without changing the nature of the game. I'll post my ideas in a separate entry.

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Permalink [Comments] (2) Game Roundup: Windoze Edition:

Yes, it's been so long since I used Windows that I still think that 3.1-vintage nickname is funny. (Remember "WinDOS"? How about "Window$"? Well, I'm pretty sure someone said "Window$" at one point.) Anyway, a bunch of cool-looking Windows games have been accumulating over the past year that I haven't been playing. But I remembered them all while doing the game name entries, and a couple days ago Sumana asked me to set up the Windows computer so she could do some Miro testing. Yeah, we have a Windows computer, obtained for Miro testing, and it's just been gathering dust. So why not? I downloaded a couple games I'd been wanting to play and tried them out.

More later, I gotta work on secret project. Do let me know what Windows games I should look at. Note that any future GR:WE editions will be similar to this one in only reviewing games I hear about from other people.

PS: Even though I'm now mellow about it, Windows is still slow and aggravating. Take that!

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Permalink [No comments] Game Roundup: DS Homebrew Edition:

I'm kind of disappointed with the state of DS homebrew games. Admittedly the DS is hostile territory for homebrew, which limits the audience somewhat. It reminds me of the state of Linux gaming in the early 2000s which led me to start doing the Games Roundups in the first place, and the underlying reason in both cases is probably the small audience. In fact, some of the same games from back then are showing up on the DS, like DSBill, which probably works better on the DS than XBill does with the mouse.

Anyway, I went through the games section of ndshb.com, or another site much like it, dumped a bunch of games on my mini-SD card, and played them (or tried to) over the course of several plane flights. I'm pretty sure it wasn't ndshb.com, actually, which means I could do another one of these. Anyway, here are the games I was 1) able to get working and 2) entertained by. My list includes helpful hints like WHAT THE POINT OF THE GAME IS, a tidbit sometimes omitted from official game documentation.

A second round of reviews coming eventually.

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Permalink [No comments] StillAliveDS Review:

The champion of non-robotfindskitten DS homebrew is this Portal-ripoff platformer. It has a nice 50s-esque cartoon aesthetic, the level design is clever, the portal mechanics work perfectly, and there's a map editor. It's as fun to play as many commercially sold DS games, and it's definitely worth downloading and keeping around.

The major downside is the controls. You jump with the up arrow instead of the more typical tactic of using a button. This is awkward, but necessary because your right hand needs to be operating the stylus at all times, because the stylus is what you use to indicate where you want to put a portal. It's an understandable design decision but a little awkward when you just need to run and jump. Also, in a "we present you a new quest" type move, once you complete the main level set you get to play the exact same level set again except with more turrets and plasma balls.

There are two other problems I'm a little loath to bring up, but here goes. The first is the cake. You know how lame media tie-in games, especially in the NES era, always had some iconic thing you had to collect? In the Bugs Bunny game you had to collect the carrots, in the Back to the Future game it was clocks, in the Mickey Mouse game it was copyright extensions. You get the picture. Well, in StillAliveDS each level is full of little hovering pink cakes, all of which you must collect to leave the level. They took a game whose whole premise was the absence of cake, and made a spin-off where the problem is too much cake. Is this a game design problem strictly speaking? I say yes, because "collect all these identical things" is to my mind the ur-annoying ludeme (Mario coins, how I loathe thee), and it seems to be favored by tie-in creators especially.

The other problem is the writing. I'm not going to fault the game creator for not doing better writing, especially because English is probably not their first language, but I'm also not going to not mention it. Every level has a little taunting monologue from GLaDOS just like in Portal, but GLaDOS is feeling especially passive-aggressive or something because she just tells you how to beat the level. And occasionally she quotes a line or two from the song "Still Alive". Yes, not even actual dialogue is being stolen, just song lyrics. So it's like you're being tormented by a GLaDOS fangirl with a vocoder.

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Permalink [No comments] :

Speaking of things I read on Waxy, check out Dino Run, a synthesis of the ludological concepts I've developed through years of Game Roundups. Specifically, 1) "a flexible set of techniques to use towards your goals, and lots of random variation within well-defined parameters"; and more importantly 2) "replace the humans with dinosaurs".

Disclaimer: in the interest of scientific accuracy I should point out that, like many animal-themed games, Dino Run uses as a game mechanic a totally inaccurate model of evolution. It also depicts the K-T event as something you could outrun, which seems about an order of magnitude worse than having an action hero outrun an explosion.

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Permalink [No comments] Better Know A Game Roundup:

What better way to spend a holiday than by cleaning up my games-to-be-rounded-up directory?

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Permalink [Comments] (3) Roguelike Roundup:

Quick takes on a bunch of roguelike games I've played recently.

One ludeme shared by most of these games is non-regenerating HP. I find this ups the difficulty greatly in a roguelike, where you can't rely on dexterity to evade enemies, so I tend to go for magicians or other characters who can self-heal, like the allegedly reformed vampire in CastlevaniaRL.

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Permalink [Comments] (1) Unfree Japanese Game Roundup:

Recently I got addicted to two Japanese games with very similar graphics: Doukutsu (aka "Cave Story") for Windows (and now Linux) and Mother 2 (aka "Earthbound") for the SNES. Cave Story was fun mostly for the large and varied environments and the Metroidesque variety of weapons; the plot I could take or leave. It was pretty generic-Japanese-RPG. One thing that bothered me was how the machine gun's recoil could be used to propel you upwards, but not to propel you in any other direction.

Earthbound (totally spoileriffic and erudite review) is not very fun as a game—I got enough of this kind of gameplay with Dragon Warrior, which I don't think I ever beat despite many Saturdays spent getting up at 5AM to grind through mid-level enemies. But Earthbound has great music, even larger and more varied environments than Cave Story, eccentrically-written NPCs, and a totally insane ZZT-like plot that manages to hit all the RPG cliches (town area, desert area, snow area, water area, jungle area, graveyard, alternate universe) while violating many of the conventions of RPGs. Plus, designed by the guy who voiced the father in My Neighbor Totoro. Recommended.

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Permalink [No comments] Mini Game Roundup:

Battle Tanks is a fun game of wanton destruction. The AI is pretty bad but it's fun to just drive around destroying the game world.

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Permalink [Comments] (2) The Ur-Quan Masters:

I spent most of yesterday playing this game, a fun space adventure. A.k.a. Star Control 2, as seen in Bob the Angry Flower.

Looking back through the mists of time, I thought I remembered seeing a box for this game in Software Etc. when I was a kid, and wanting to buy it but not having the money. But I was wrong; it was a similar game called Starflight 2. What I remember accurately is the source code for this game being made freely available a few years back. Now the game has been ported to modern platforms and it's in Debian, with goofy voice acting and everything.

This is an excellent game with some serious gameplay problems. The story is like a good text adventure, complex and nonlinear, with strong characterization (though all the characterization happens on the species level: you never see two named members of a species, for instance) and lots of dialogue and backstory. There's also a Spacewar sub-game that looks perfectly fine but I skipped it because I was more interested in the adventure game.

The problems are with the other sub-game, a resource-gathering-fest that takes all the fun out of exploring the universe. Just like in real life there are too many stars, they're too widely spread apart, it takes forever to navigate within a solar system, and most of the planets have few points of interest. But you spend most of the game going around poking at planets for resources. The entire game universe starts to look like a big copy protection scheme, and the various hint guides, with their huge tables, take on the appearance of the manual that has the secret numbers you need to complete the game in the time limit provided.

So, I guess I'd like to see it turned into something more like a Maniac Mansion type graphic adventure, is what I'm saying. Fun game though.

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Permalink [Comments] (3) Mini-Game Roundup: Dwarf Fortress:

Sumana never reads my Game Roundups. She thinks they're boring. Okay, fine. But it turns out that if I start talking about a game I played, she thinks that's boring too. Last night I was talking about Dwarf Fortress and she fell asleep (admittedly, this was when we were going to sleep). But this morning when she didn't remember what I'd said last night, I tried to fill her in on the details of my argument, and she refused to listen. Thus, this entry, which is of a genre I'm already accustomed to her skipping.

I'd heard of Dwarf Fortress for a while but never played it because 1) it's a Windows game and 2) I was writing a book. But the book is done and the game runs perfectly under Wine, so I played it yesterday. The other day, Dwarf Fortress came up in a conversation between me and Adam Parrish where I claimed it was a roguelike game. Well, it does have a roguelike game in it, but that's nothing special. What's really interesting is the other game, a real-time strategy game based heavily around emergent properties.

You control a few dwarves trying to make a home for themselves. The dwarves themselves have a lot of autonomy: it's not like Warcraft where you're always telling individual units to move around. But you can give a dwarf a profession, you can show which rocks need to be mined, and once you build a workshop you can give jobs to the workshop. Each dwarf decides which open job to fulfil at the moment.

Each dwarf also has an internal monologue that describes how things have been going for them lately. You can make the dwarves happy by having the society produce booze, nice places for them to sleep and eat, and interesting things to do.

So I go along for a while, making buildings and inventing agriculture and bartering with caravans. The dwarves are perfectly happy in a state of primitive communism, assisted by me, the omniscient game player that reads their thoughts and directs their actions. Every year there are some migrants, so the population grows. And then civilization shows up.

Civilization (in the Huck Finn sense) comes in the forms of Dwarf Fortress's "nobles". These Balins-come-lately think they know better than me and my dwarves how society should be run. They demand better living quarters than the other dwarves, and contribute nothing to society except ridiculous demands and trade restrictions (they also unlock some interface features, which creates a weird metagame element that I could do without, given the shaky state of the existing interface).

This is the point at which I stopped playing. Apparently the nobles go on to create punishments for dwarves who don't meet the quotas. (Snippet from sheriff's internal monologue: "She was worried by the scarcity of cages and chains lately.") Then they create an economy and start charging rent for other peoples' rooms, and really why should I play a game when the people in the game have so much autonomy they can force me to do what they want but not vice versa? You can arrange for the nobles to meet with "accidents", but you just get another noble of the same type in a later year's immigration.

There are also some pretty big interface problems: inconsistent ways of sizing and selecting, as other reviews have pointed out. Other reviews also complained about the extended ASCII interface, but I think it's great. Very old school. However the ASCII art chosen for the workshops doesn't look like a workshop: it just looks like a mess on the ground. This makes it impossible to tell what kind of workshop you put in a certain place without moving the cursor over it.

The creator of DF is also the creator of many other games, including "WWI Medic" and "Liberal Crime Squad". LCS has a Linux version, I played it for a bit and was again impressed by the emergent properties. I was also struck by the BBS-door quality of the juvenile humor and the resemblance to the fun 80s roguelike "Mission: Mainframe".

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Permalink [No comments] Tiny IF Roundup:

This was going to be a whole game roundup but I got distracted BY WORK. Yes, my leisure time was sucked up by book work. I don't know if this is a problem or not. Seems like it might be this early in the book process.

Anyway, I'm just going to review one game, an IF game, and I'm cheating because it's a game I played and liked when I was younger. It's called Crusade Adventure and it came with AGT as a sample game.

I'm a little surprised that no one has written a program to convert AGT code to Inform. AGT and Inform are abstruse in opposite directions, though, so maybe I'm the only one nostalgic enough about AGT to be interested. And as I look at these old games I become less interested. AGT runs just fine in a DOS emulator, after all.

I remember Crusade Adventure as being full of action, with a caving section more sophisticated than Colossal Cave. Well, it's not full of action, it's full of the action-evasion. And its caving section is only sophisticated in that it's a small adjunct to a larger map. The game relies heavily on random events: you can avoid some puzzles (including a fairly clever one) by relying on chance. The map is disjoint, and you have to use a magic word to move around.

Unlike most AGT games, Crusade Adventure is pretty nonlinear and has good atmosphere that I associate with Sir Walter Scott. Unfortunately, it turns out I only associate the atmosphere with Sir Walter Scott because the game makes explicit reference to Ivanhoe, in what might be the most jarring anachronism I've ever seen in an IF game. As Mark Twain would say, "the genuine and wholesome civilization of the nineteenth century is curiously confused and commingled with the Walter Scott Middle-Age sham civilization". I've never read any Scott but his "dreams and phantoms" fit well into an AGT setting: misty woods, suits of armor, talking skulls.

I remember playing a very slightly racier version of Crusade Adventure. But the one on the IF archive is fine because it makes this game stands in stark contrast to the all-out sleaziness of E. L. Cheney's GAGS games, also often distributed with AGT. There was one really disturbing one set in an ultra-sleazy San Francisco that featured lines like: "Lucy's firm young breasts are the center of your focus, You'd love to play around with them, but do you have the time?" Oh, gee, look at the time! A web search reveals that E. L. Cheney now draws cartoons about golf.

As a palate cleanser for the sleaze let me offer more of Twain's Fennimore Cooper-class vitriol against Scott:

It was Sir Walter that made every gentleman in the South a Major or a Colonel, or a General or a Judge, before the war; and it was he, also, that made these gentlemen value these bogus decorations.

Bam!

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Permalink [Comments] (1) A Game Divided Cannot Roundup:

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Permalink [Comments] (1) Game Roundup Addendum:

I didn't mention this yesterday because I wanted to go to sleep instead of playtesting, but Battle for Wesnoth is a really good turn-based strategy game. Simple with good presentation. The only downside is the cheesy fantasy art in the cut scenes.

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Permalink [No comments] Nobody Expects The Game Roundup:

But here it is.

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Permalink [No comments] Mini Game Roundup:

BlinkenSisters: Hunt for the Lost Pixels. A 2D platform game, a huge download due to embedded OGG files and graphics. Is it worth the download? No, not really. But the mechanics aren't bad. Your character jumps (and looks) kind of like the Princess in SMB 2, which I've always felt was a vastly underused mechanic. There's also a cool-looking squid monster. Just too much a basic jump-and-squish game and not really improved over older games 1% its size.

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Permalink [No comments] The Games They Are A'Roundup:

Now with babbling about game design problems and death!

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Permalink [No comments] What You Call Hell, He Calls Game Roundup:

Frustrated that NYCB is not as interesting as it used to be what with all the book-writing, so I took time today to do an old-fashioned Game Roundup. But not so old-fashioned that instead of reviewing Linux games I'm going to be reviewing crappy old jigsaw puzzles and board games. Seriously, have you seen those first commercial games from the early 1900s? What was wrong with those people? They weren't stupid; games like chess and backgammon have been around for thousands of years. But when someone got the idea of printing games and selling them commercially, it was Chutes and Ladders all the time. Though most of the games sold today are not much better, so maybe I'm being unneccessarily hard on those turn-of-the-century fools.

Anyway, here we have five games. In the near past I also found a new (Java?) version of an old Ultima-type game called Ranadin. This was a really great game in its time, but I can't find the URL to the new version on the web or anywhere in my notes. All I have is this excellent quote from the intro: "The king announced victory and dispersed his army, leaving the true threat largely undisturbed to this day." Now, games.

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Permalink [Comments] (1) Game Roundup You Can't Get Out of Your Head:

Lots of Roguelikes and pseudo-RPGs in this Roundup, mainly the luck of the draw. There were a lot of Pac-man type games, but there were so many Pac-man type games, more and more of the URLs from my Game Roundup file turning out to be Pac-man type games, that I decided to round them all up in a special "Pac-man Type Game Fever" roundup, forthcoming.

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Permalink [No comments] Game Roundup: The Antirevenge:

I'm actually not terribly clear on this concept of "antirevenge", but I do know a few things about games and the rounding up thereof, as I shall demonstrate. Incidentally, my fancy new graphics card has graphics acceleration, so I should now be able to review a bunch of games (like Kenta Cho's magnificent space shooters, each of which redefines the genre) that have been stacking up because previously my only review of them could have been "too slow".

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Permalink [No comments] Night Of A Thousand Game Roundups:

Cheap game roundup to celebrate that I sent off the revised copies of both my book chapters today. Yes, I am pretty much awesome. But enough about me. The stars of this particular show are the games, presented by ME! T-Rex!

The winner: Strategic Space Combat, aka SSC. No limerick as I am done with writing for today. Submit your own limericks in the comments, why don't you?

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Permalink [No comments] It's Another Tequila Game Roundup:

And here it is, the Roundup you've been waiting for. In case you're wondering, my Game Roundup backlog is a whopping 249 games. It's madness! But it's not like this is my job or anything.

So there we go. Tong wins this Software Roundup, and gets the limerick:

A game that is more than one game
Is constantly changing its name
The more clones we tacks on
From Asteroids to Zaxxon
The more we put Firefox to shame

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Permalink [No comments] Get Up, Stand Up, Come On, Put Game Roundup:

First, some updates from Game Roundups past. I played xdeathlord some more and it's not me, it's it. It's not nearly as good a game as xevil. It's just plain hard to play. So blah. Second, since its last mention two years ago Iter Vehemens ad Necum has in true roguelike fashion gotten bigger and in true IVAN fashion gotten weirder (and gorier), becoming simultaneously less and more frustrating. It remains in my opinion the most bizarre roguelike, the Yapok Sundria of roguelikes, if you will.

And now, new games. I'm very excited about this roundup; most of the games here are really good. They're also for the most part pretty violent, which may or may not be a plus in your book. One of them isn't as violent as it needs to be, which won't satisfy anyone.

Closed source games are not eligible for the Palm d'Rassemblement De Jeu (Des Jeux?), so Gate 88 is disqualified and the winner of this roundup is Apricots, the chaotic death-from-above game with the classic Amiga lines. Runners-up: Marauder and Atris. The traditional limerick prize celebrates the many non-enemy-initiated modes of death in Apricots:

When Pilot Mike tired of slaughter
Right into a fir tree he'd auger
It felt like a balm
To smash into a palm
And bliss to crash-land in the water

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Permalink [Comments] (6) Come Out With Your Game Roundup:

I don't know if you've noticed this, but the Game Roundups are a lot more fun than the Software Roundups, which is why I've been doing GR after GR with nary an SR in sight. In that spirit, here's yet another Game Roundup. Yee-haw!

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Permalink [No comments] Come On Baby Light My Game Roundup:

Cast your mind back to the very first Game Roundup. The year: 1627, give or take a couple billion years. Puritan settlers, facing a dull winter, look to the natives for help in rounding up classic games such as "throw me the ball; okay, now I throw you the ball" and "not starving to death". In these more prosperous times, a plethora of fun Linux games awaits, if we will but bother to download and compile them. Today, let's give thanks for the stereotypical hackers who spend all their time writing these games, and the dashing millionaire playboys who stay up past their bedtimes playing and reviewing them.

Twig's In Space faithfully reproduces the look of an '80s arcade Asteroids-like game being emulated with MAME. Written by a CS professor partly as a computer graphics demonstration, partly to tweak a rival professor at the same university, making the game a more sophisticated, less directly insulting version of the old standby Spray Steve's Cooties (one of the most obscure computer games in history, if Google is any judge).

Barrage is kind of a disturbing game, and it's mouse-based to boot, so I can't even play it very well. Soldiers and tanks file past you and you try to blow them up with your artillery piece. They're not even trying to attack you! It's like blowing up a parade! It's got a sort of shooting gallery theme, but it should have little wooden ducks and clowns instead.

Speaking of which, look at Chickens For Linux, which offers the same kind of game but you're destroying chickens hell-bent on destruction, unlike the perfectly harmless military units of Barrage. I couldn't get it to compile because of some Allegro thing, but I didn't try very hard because I don't really like this kind of game anyway.

Chromium B.S.U. is a very nice-looking infinite-powerup shooter. Very difficult--more difficult than my skill or patience can handle--but it's designed for those who like a challenge. Maybe it would be more to my liking if it were called Chromium B.T.U. instead.

neverball is like a big Labyrinth puzzle that you tilt to move a ball around. I used to crave a Labyrinth puzzle when they were a mid-level prize in those magazine-selling schemes advertised in the back of Boys Life, but now I can't be bothered. There's a putting-based variant called Neverputt which is better.

Robohack is an ingenious ASCII version of arcade favorite Robotron 2064, with all the flashing colors and obnoxiousness you've come to expect from such games. But it's all in ASCII and ncurses. It takes a special breed of madman to take ncurses in this direction, and I'm behind it all the way. Greg Naughton, I salute you.

Nazghul (I guess that's a Nazgul plus a ghoul) is a tile-based game engine that's being scripted to clone Ultima 5, but which can of course be scripted to clone other games. Wins major points for agreeing with me that the first-person Ultima dungeons are entirely pointless.

I haven't played it, but balder is based on the zero-gravity combat training game featured in Ender's Game. Character development presumably not included.

Transcend is a board-based shooter with smoothly morphing vector graphics, in which you assemble a weapon out of space flowers to help you battle a big "anti-glyph". The thing is that everything in the game world corresponds to some facet of a piece of music which gets constructed as you solve the level. I would really love to experience this aspect of the game but I couldn't get the sound to work. This one is quite the high-concept piece, let me say. Fun, too.

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Permalink [Comments] (4) Scroungeup Game Roundup:

I'm busy doing other stuff, but I have a bunch of game reviews lying around so I figured I'd turn them into a Roundup for you, my discerning readers. What is it you discern, anyway?

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Permalink [Comments] (1) Game Roundup: Authors' Revenge:

How exciting! Today's the day when game authors and contributors strike back in typical genteel fashion at my Roundup reviews. First it was Joseph Hewitt defending Gearhead from my slanders, and now Richard Hoelscher, contributor of graphics to the Gnome games, sees fit to respond to my ground-disrupting "Games You Already Have Roundup" cycle. Here's his email (address redacted as per his request), which mainly details things I noticed that will be fixed in the next release of gnome-games; I'll just respond to a couple points of his.

"There is GNOME Sokoban already implemented as a set of caves within GNOME Stones." Of course there is. I should have seen that coming, since the exact same thing happened with Rocks 'n' Diamonds.

Re the Minesweeper clone smackdown where I didn't care: he tipped the scale hugely in favor of Gnome by pointing out that the Gnome version lets you choose a board of up to 100x100 for a huge Minesweeper experience, while the KDE version limits you to a puny 50x50 board. New winner of KDE/Gnome Minesweeper clone smackdown: Gnome! That happy face is still a little creepy, though. Reminds me of the Pac-Man cartoon.

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Permalink [Comments] (11) Hubristic Game Roundup:

The good news is that, despite the presence of a couple of clones, this Game Roundup has some of the best ideas and some of the nicest implementations I've seen in a while. The bad news is that apart from the fabulously bizarre but lightweight Komi and the unassuming icebreaker, these games have Greek-tragedy-quality flaws--sometimes trivial flaws--that make the games not worth playing. I will start with the greatest tragedy of this roundup:

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Permalink [No comments] Games You Already Have Roundup V: The Final Toys:

By their own admission these are not games. They are toys. But you know what I always say: a toy is just a game with no win condition. Wait, that makes Color Lines a toy. Well, there's some difference between a toy and a game, but not enough difference to keep me from my obsessive rounding-up. Here we go.

Did I miss something that came with your system? Let me know and I'll review it, unless it is not a game or (catch-all) I don't want to review it.

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Permalink [No comments] Games You Already Have Roundup IV: The Voyage Card Games:

I was apprehensive about this entire class of game because to my mind the category-killer of card games is pysol, the Python framework that has swallowed hundreds of solitaire games. But there weren't a whole lot of them, so out of a sense of duty I went through them, and now I'm glad I did because they're not what I expected. So here are the reviews I wrote as I shelled pistachios for Pesto Pistachio (I should have bought them shelled; this I realize now).

So, that's all the X games that come with your standard Linux install nowadays. Stay tuned for Games You Already Have Roundup V: The Final Toys.

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Permalink [Comments] (6) Games You Already Have Roundup III: The Search For Puzzle Games:

Tonight we have puzzle games, both those correctly categorized and the refugees from yesterday. This elusive category contains some of my favorite games and some of my least favorite. And now, the games. What inspiration will the challenger bring?

Bonus: I should have reviewed these yesterday, but they were classified as puzzle games even though by the standards set out yesterday they're board games, so I missed them.

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Permalink [Comments] (2) Games You Already Have Roundup II: The Wrath Of Board Games:

Greetings, already havers of the following games. Today we look at computer versions of games usually played on boards. "Board Games", they are called. Man, it's hard to fill up a whole introductory paragraph. Did you ever notice how arbitrary the "board game" term is when games are categorized in a Linux installation? The category includes solitaire Mahjongg, which is not a board game and uses pieces from a board game that has no proper board. It includes Yahtzee, which is put out by a board game company but is played entirely with dice. Yet it does not, and this is the real travesty, it does not include my groundbreaking multiplayer mudfest "Bran's Brother Has Flipped!: The Home Game". Where's the justice? Not in this life, my friends.

That's why I'm imposing a strict rule on this episode of Games You Already Have Roundup. No matter what the menu classification says, if the game does not feature competition, ie. you versus some human or AI opponent, it is not a board game. It will not be featured in this episode, but rather in the next episode, Games You Already Have Roundup III: The Search For Puzzle Games. Hopefully the people who write Debian post-install scripts for these games will take this as the stinging rebuke it undoubtedly is, and will get their act together in time to avert game-categorization catastrophe on a grand scale.

Don't thank me; I'm only doing this so I can put off playing those awful marble games. And now, with further ado, the games.

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Permalink [Comments] (1) Games You Already Have Roundup:

This morning I was browsing through dselect looking for some games to play and maybe review for a Roundup. While I was there I decided to remove the KDE and Gnome games that come with every Linux system I've installed for the past four years. Then I thought: wait. I spend countless hours every decade searching for games to review, and I'm about to remove a bunch of games without even considering them for review--without even ever having played some of them. What's the deal?

Well, the deal is that most of those games are clones of games I've been playing off and on for the past fifteen years. They don't have that much play left in them. Even for the ones I like, there's usually some DOS version that is the focal point of my nostalgia, and the new GUI versions don't measure up.

Because of my general policy regarding saying things when I can't say anything nice, I had never even thought about reviewing them. But surely a review, even a cursory one, is better than unthinking deletion. So here is the first in a series of Game Roundups that focuses on games that are probably already installed on your machine. For this reason, I'm not giving links to most of these. Here we go, with the "Games > Arcade" section of your StartTM-like menu.

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Permalink [Comments] (1) Game Roundup Confession:

It's been hard for me to do X Roundup because I had such old libraries on my machine. I couldn't actually play pygame games or most SDL games or do blah or blah. I knew Debian was the answer, but I could never get around to switching until this weekend. But that's over with and now I'm apt-getting and X Rounduping away instead of doing more important things.

It's also been hard for me to do X Roundup because it just plain takes a long time to find and test and review a lot of pieces of software. So I've decided that once I have five Games/Softwares, it's Roundup time. Here we go.

Slag Panic is a Qix clone with the featuritis that comes from games being written in Python and features thereby being easy to add. It's got more interesting enemies than your average Qix, obscure bonuses, and an aggravating between-rounds roulette wheel that decides your fate for the next round.

The record will show that I usually only review Tetris clones with a good twist. Not a random slight-game-mechanics change twist like "everything's colored and you have to match colors", but a real twist that changes the way you look at Tetris. bastet is such a game. It uses heuristics to figure out what piece will be hardest for you to place, and always gives you that piece. You have to change your strategy from planning for completed rows to creating situations where the computer can't help but give you a piece that will complete a row. The traditional 'next piece' window isn't possible (or desirable), so instead it gives you the piece it deems the most useful, just to tease you.

The unfortunately named Kraptor is a decent arial combat game. What was the original game in this genre? I want to say "Xeyes", but obviously that's not right. My biggest complaint about this game is that most of the weapons get mounted on the sides of your aircraft, so it's impossible to hit anything directly in front of you. That's always where I aim when playing these games. So except for the huge end-of-level ship I always use the cheapo unlimited-ammo weapon.

Aklabeth is a clone of the prequel to Ultima. I always thought the Ultima games were an incongrous blend of fun overhead 2D adventure and dull underground 3D maze-mapping. Guess which one came first. Written by the same guy who did The Valley of previous-roundup fame.

Blob Wars: Metal Blob Solid offers the most realistic depiction as yet of blobs at war. You are a blob commando who must repel an alien invasion and rescue quivering blob MIAs. In a nice postmodern twist, the aliens are also blobs--they look just like you except they're green. I had a great time until I got on the wrong side of a lava pit with no way to cross, and then I gave up and wrote this review.

The game's intro movie uses the actual game mechanics, which is to my mind the only way to do intro movies. It's very gory (insofar as a game about blobs can be gory, which is actually a fair amount), but you can turn of the gore. There is a variety of weapons, though I couldn't find any way to switch between them--it looks like you have one weapon at a time, which can be aggravating because there's a puzzle element to the game that sometimes requires you have a specific weapon.

As for the limerick prize: it's hard for me to decide between bastris and Blob Wars, and I'm tired, so I'm going to punt til tomorrow. Suggested limericks are welcome.

Update: Ok, I came up with a poem finally, about Blob Wars. I was not in a poetry-writing mood today because POLLY CALLED ME FAT! I don't know, what causes people who write poetry to not be in the mood?

There once was a blobbish commando
In many exploits had a hando
He rescued his maties
And made time with the ladies
(See also: Calrissian, Lando)

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Permalink [No comments] Game Roundup Is A Powerful Deceiver:

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Permalink [No comments] Game Roundup:

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Permalink [No comments] I Know You Want Someone To Round Up Some Games:

[0] "Pseudo-RPG": TwenCen[1] Leonard/Andy term for computer games which have the trappings of traditional tabletop RPGs yet which are not actually RPGs. They're usually just tactical games. Not that there's anything wrong with that! There's no reason you couldn't implement an actual RPG in Agar, except for the inherent difficulty of doing role-playing with a software DM.

[1] Obvious nomenclature for this sort of stupid fake future slang, which I came up with last week while reading David Brin's Earth: "Newslang".

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Permalink [No comments] And It's Game Roundup Time Again:

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Permalink [No comments] When Do We Want It? Game Roundup!:

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Permalink [No comments] The Game Roundup Your Mother Warned You About:

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Permalink [No comments] Game Roundup:

Some of these games I've actually played, others I've just looked at the screenshots. Just like real game reviewers, except I'm honest.

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Permalink [No comments] Game Roundup:

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Permalink [No comments] Game Roundup:

I visit Linux Game Tome so you don't have to! This is fun, almost like running a BBS. Here are some Da Warren-style descriptions for some games that caught my eye recently.

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